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UnrealEngineUWP/Engine/Source/Runtime/OpenGLDrv/Private/OpenGLESDeferred.cpp

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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
OpenGL3.cpp: OpenGL 3.2 implementation.
=============================================================================*/
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "CoreMinimal.h"
#include "HAL/IConsoleManager.h"
#include "OpenGLDrv.h"
#include "OpenGLDrvPrivate.h"
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3383462) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3292174 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - Linux toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3292193 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - ThirdParty libs compiled with new toolchain with wasm support #jira UEPLAT-1437 Switch [to] web assembly Change 3292215 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and wbegl2 support - emscripten toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3292222 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm support - ENGINE changes (c# & cpp files) #jira UEPLAT-1437 Switch [to] web assembly Change 3292223 on 2017/02/08 by Nick.Shin HTML5 merge ThirdParty lib build scripts from Dev-Platform to Dev-Mobile Change 3292228 on 2017/02/08 by Nick.Shin HTML5 emscripten: webgl support - webgl patches - and a lot of UE4 patches to package HTML5 on LINUX - mostly from mozilla's jukka -- thx jukka! #jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5 Change 3292285 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - Windows toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3293994 on 2017/02/09 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - OSX toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3294391 on 2017/02/09 by Nick.Shin HTML5 "black box issues" revisited - jukka rewrote the window resize handler -- much cleaner and more straightforward #jira UE-36341 HTML5 - View is incorrectly drawn #jira UE-32311 Templates on Firefox/Chrome on HTML5 are not full screen during Launch On Change 3296421 on 2017/02/10 by Jack.Porter Fix landscape spline segment splitting placing when using streaming levels Change 3296587 on 2017/02/10 by Jack.Porter Additional fix for landscape spline segment splitting when using streaming levels Change 3301241 on 2017/02/14 by Mi.Wang Fixed DeviceProfileEditor bug for incorrect clamp the Texture Mip LOD size. #jira UE-36237 #rb jack.porter Change 3301387 on 2017/02/14 by Nick.Shin HTML5 emscripten: webgl support - webgl patches from mozilla's jukka + hardware instancing + glBlitFramebuffer + GL AlaphaBlendOperation #jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5 Change 3301405 on 2017/02/14 by Nick.Shin HTML5 plugin fix when blueprint projects are promoted to code projects automatically. #jira UE-41710 HTML5 - Package Failure - Failed to Produce item ProjectName-OnlineSubsystemNull.bc Change 3302278 on 2017/02/14 by Omar.Rodriguez UE-36651: Mac Vulkan Android Projects crash on launch. * Glslang library has been built for Mac but flag was not updated * Set GlslangAvailable to true for Mac when building an Android project with vulkan #jira UE-36651 Change 3302773 on 2017/02/14 by Chris.Babcock Add a dropdown with some common console commands on Android (contributed by rafortis) #jira UE-40834 #PR #3143 #ue4 #android Change 3305604 on 2017/02/16 by Nick.Shin HTML5 webgl2 shader- turn on: instance static mesh vertex factory #jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5 Change 3308154 on 2017/02/16 by Nick.Shin HTML5 GitHub PR #jira UE-42019 GitHub 3258 : Added suport for emscripten --pre-js and --post-js option when building for HTML5 Change 3308510 on 2017/02/16 by Nick.Shin HTML5 webgl2 shader fixes #jria UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3308971 on 2017/02/17 by Jack.Porter Fix for landscape painting when height<0 in the Ortho viewports Change 3309075 on 2017/02/17 by Allan.Bentham Include static subject meshes when masking out modulated shadow casters. #jira UE-41581 Change 3309531 on 2017/02/17 by Chris.Babcock Handle large OBB files in APK #jira UE-41443 #ue4 #android Change 3311320 on 2017/02/19 by Dmitriy.Dyomin Fixed: Particle Cutout Crashes On Mobile Devices That Don't Support Hardware Instancing (Mali-400 GPU) #jira UE-41970 Change 3311347 on 2017/02/20 by Dmitriy.Dyomin Fixed: Engine Crashes When Previewing ES3_1 With Material Using World Position Offset (Need Custom Stencil) #jira UE-41976 Change 3311398 on 2017/02/20 by Dmitriy.Dyomin Fixed: Landscapes do not render on PowerVR device #jira UE-35530 Change 3311428 on 2017/02/20 by Dmitriy.Dyomin Fixed: Exposure Is More Extreme In High-End Mobile Preview Modes #jira UE-42036 Change 3311448 on 2017/02/20 by Dmitriy.Dyomin Fixed: Packaged game Crashes on android after entering "Help" command twice #jira UE-41956 Change 3311587 on 2017/02/20 by Allan.Bentham ES2 GLSL - Silently swap all uint to ints #jira UE-41548 Change 3313930 on 2017/02/21 by Allan.Bentham Print literal uints as ints when generating ES2 code. #jira UE-41548 Change 3317924 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - Linux toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3317929 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - ThirdParty libs compiled with new toolchain with wasm and webgl2 support #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3317951 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - emscripten toolchain WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318004 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - windows toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318669 on 2017/02/23 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - OSX toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318672 on 2017/02/23 by Nick.Shin HTML5 webgl2 shader fixes #jria UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318819 on 2017/02/23 by Dmitriy.Dyomin Fixed: Rendering artifacts with bloom on iPhone7 Metal #jira UE-40978 Change 3319702 on 2017/02/23 by Chris.Babcock Disable eglSwapInterval since it can cause issues with some drivers #ue4 #android Change 3320880 on 2017/02/24 by Dmitriy.Dyomin Added r.Mobile.TonemapperFilm cvar which can be used to enable/disable filmic tonemapper on mobile, independently from desktop (disabled by default) #jira UEMOB-195 Change 3321042 on 2017/02/24 by Jack.Porter Fixed incorrect sizeof in Vulkan pipleine cache pointed out here: http://coconutlizard.co.uk/blog/ue4/ue4-its-a-size-jim/ #code_review: rolando.caloca Change 3322383 on 2017/02/24 by Chris.Babcock Fix issue with ad banner on Android 7.0 devices #jira UE-42390 #ue4 #android Change 3322479 on 2017/02/24 by Omar.Rodriguez UEMOB-199 - WEX: Improved virtual keyboard for Android * Calculating the area covered by the virtual keyboard * Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events * Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event #jira UEMOB-199 Change 3323353 on 2017/02/27 by Allan.Bentham Fix broken mobile scene captures when !mobileHDR and RHINeedsToSwitchVerticalAxis #jira UE-42191 Change 3323431 on 2017/02/27 by Allan.Bentham CIS fix Change 3323687 on 2017/02/27 by Allan.Bentham Disable GRHINeedsUnatlasedCSMDepthsWorkaround for mobile devices. #jira UE-42131 Change 3324652 on 2017/02/28 by Dmitriy.Dyomin Fixed: Canvas elements appear darker on iOS Metal Change 3324885 on 2017/02/28 by Jack.Porter Fixed "Minimum iOS Version" setting display name #jira UE-42270 Change 3324899 on 2017/02/28 by Jack.Porter GitHub 3063 : removed duplicate gc.MaxObjectsInGame setting in IOSEngine.ini #jira UE-40018 #3063 Change 3324932 on 2017/02/28 by Jack.Porter GitHub 3257 : iPhonePackager errors in output log when opening project settings on Windows #jira UE-41984 #3257 #codereview: Peter.Sauerbrei Change 3324956 on 2017/02/28 by Jack.Porter FOpenGLFrontend::GetMaxSamplers incorrect for IOS #jira UE-42038 #3264 Change 3325478 on 2017/02/28 by Allan.Bentham PR # 3188 : Fix far distance bug with cascaded shadows on mobile (Metal) and PC mobile preview (Contributed by ufna) #jira UE-41442 Change 3327300 on 2017/03/01 by Allan.Bentham PR #3175 : Fixes high quality reflection blending seams (Contributed by kallehamalainen) #jira UE-41257 Change 3328917 on 2017/03/02 by Nick.Shin HTML5 project settings expose ini settings to edtior HTML5 project settings panel #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini #jira UE-41584 Editor locks up when adding an element for HTML5 devices on Mac #jira UE-41701 Editor freezes when setting browser filepath for inserted element in project settings Change 3329169 on 2017/03/02 by Allan.Bentham increase render thread timeout to 1 minute for suntemple / android. Prevents low end devices timing out during load. #jira UE-40696 Change 3330849 on 2017/03/02 by Nick.Shin HTML5 project settings expose ini settings to edtior HTML5 project settings panel #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini Change 3331078 on 2017/03/03 by Dmitriy.Dyomin Fixed: Device output log partial lines integrated from WEX (3250488) Change 3331112 on 2017/03/03 by Dmitriy.Dyomin Reduced state setup for slate draw calls (saves about 4ms RT time on mobile) integrated from WEX (3256584) Change 3331117 on 2017/03/03 by Dmitriy.Dyomin Fixed redundant blend state changes in opengl integrated from WEX (3256586) Change 3331173 on 2017/03/03 by Dmitriy.Dyomin Slate pixel shaders will use half precision where possible on mobile integrated from WEX (3256656) Change 3332865 on 2017/03/06 by Dmitriy.Dyomin Better MobileContentScaleFactor defaults for iOS devices #jira UEMOB-330 Change 3333129 on 2017/03/06 by Peter.Sauerbrei move to Library/Caches instead of documents for saved files re-enable iterative deploy on TVOS #jira UEMOB-284 Change 3334692 on 2017/03/06 by Jack.Porter Allow r.MobileContentScaleFactor to be changed at runtime on Android #jira UEMOB-173 Change 3336255 on 2017/03/07 by Nick.Shin HTML5 project settings marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently... #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini Change 3337094 on 2017/03/08 by Nick.Shin HTML5 project settings marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently... #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini Change 3338800 on 2017/03/08 by Chris.Babcock Update AAR handling to deal with versioning, subproject dependencies for resources, and scope #jira UE-42677 #ue4 #android Change 3338813 on 2017/03/08 by Chris.Babcock Pass build configuration to UPL for access during packaging as $S(Configuration) #jira UE-42678 #ue4 #android #ios Change 3339401 on 2017/03/09 by Alicia.Cano Android runtime permissions - Fix for WRITE_EXTERNAL_STORAGE if it is not granted at time of onCreate for non-shipping builds - Fix for Location Services - Fix for if target sdk is not set to 23+ #jira UE-38512 #android #rb: chris.babcock Change 3340736 on 2017/03/09 by Chris.Babcock Implement support for new controllers (Xbox Wireless, SteelSeries Stratus XL, PS4) (contributed by TRS-justing) #jira UE-41965 #PR #3254 #ue4 #android Change 3340744 on 2017/03/09 by Jack.Porter Expose Custom Depth to Foliage #jira UE-6061 Change 3340849 on 2017/03/09 by Dmitriy.Dyomin Fixed: iOS movie become laggy and crashes when played in iPhone 6/6s. #jira UE-42351 Change 3341268 on 2017/03/10 by Alicia.Cano PR #2894: Initial VoiceModuleAndroid support. (Contributed by devbm) #jira UE-37945 #android #rb: chris.babcock, jack.porter Change 3341303 on 2017/03/10 by Allan.Bentham Remove optimisation that prevents full specular occulsion on mobile. PR #3186 : Specular can't be blocked on high-end mobile. #jira UE-41393 Change 3342304 on 2017/03/10 by Alicia.Cano build fix #rb: chris.babcock Change 3343344 on 2017/03/13 by Alicia.Cano build fix #rb: chris.babcock Change 3343591 on 2017/03/13 by Brent.Pease iOS multiplayer fix part 1. Correct byte ordering. #jira UE-34875 Change 3343669 on 2017/03/13 by Chris.Babcock Update carefullyredist script version #jira UE-42832 Change 3344212 on 2017/03/13 by Will.Fissler Various compile fixes for Xcode 8.3. These fixes must also be added to //UE4/Release-4.15. #jira UE-41313 Change 3344396 on 2017/03/13 by Chris.Babcock Fix Java 1.5 obsolete warnings #jira UE-42851 #ue4 #android Change 3345132 on 2017/03/14 by Will.Fissler Added ifdef wrapper to check clang version for presentDrawable. Change 3345336 on 2017/03/14 by Will.Fissler Moved #if (__clang_major__ > 8) || (__clang_major__ == 8 && __clang_minor__ >= 1) check inside of the presentDrawable method. Change 3345460 on 2017/03/14 by Will.Fissler ifdef changes for presentDrawable. The last submission duped the changes, instead of merging. #rb none Change 3346046 on 2017/03/14 by Will.Fissler Fixed MetalCommandBuffer.cpp [again] after last submission duped changes instead of merging. Change 3346367 on 2017/03/14 by Chris.Babcock Fix issue with GoogleVR ARMv7 libraries included for other architectures in link #ue4 #android Change 3347682 on 2017/03/15 by Allan.Bentham Enable HW sRGB correction with retainer widget's render target. Use slate's gamma correction for mobile (where no such support exists) Render retainer box RT content with gamma correction. #jira UE-40967 Change 3348712 on 2017/03/15 by Nick.Shin HTML5 - upload to S3 updated to AWS "signature version 4" authentication #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3349254 on 2017/03/16 by Jack.Porter Fix for crash using the mobile previewer when the LQ lightmap shader permutation is disabled. #jira UE-42971 Change 3349739 on 2017/03/16 by Nick.Shin HTML5 - upload to S3 better error message feedback on upload failures #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3349765 on 2017/03/16 by Alicia.Cano Disable mouseover events in Mobile Previewer #jira UE-19903 #mobile #rb: Jack.Porter Change 3350049 on 2017/03/16 by Nick.Shin HTML5 - upload to S3 folder in bucket is optional #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3350153 on 2017/03/16 by Nick.Shin HTML5 - upload to S3 updated S3 public link generator #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3351582 on 2017/03/17 by Will.Fissler Reverting the attempted fix for Xcode 8.3: Result += " -mcpu=cortex-a9"; Currently we cannot build arm64 for iOS with this change. Change 3352085 on 2017/03/17 by Alicia.Cano iOS doesn't honor request to close the virtual keyboard leading to a crash #jira UE-36447 #ios #rb:Peter.Sauerbrei Change 3353313 on 2017/03/19 by Ben.Marsh Always allow large *.js files in Github. Change 3354444 on 2017/03/20 by Nick.Shin HTML5 - upload to S3 to help make it obvious that "upload to S3" checkbox is set/or not -- disable S3 details if checkbox for "uploading to S3" is not set #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3355618 on 2017/03/20 by Nick.Shin HTML5 Save Game System - ripped out HTML5 code [from Engine's SaveGameSystem.h] and placed it in HTML5Platform.cpp - cleaned up HTML5PlatformFile.cpp (make it match as clost to linux's version) - created HTML5's own PlatformFeature & SaveGameSystem files -- and updated HTML5PlatformMisc to make use of the the new HTML5 SaveGame code #jira UE-42081 Remove heinous HTML5 code from engine Change 3355621 on 2017/03/20 by Nick.Shin remove temp debugging code #jira UE-42081 Remove heinous HTML5 code from engine Change 3356937 on 2017/03/21 by Chris.Babcock Add "stat vulkanrhi" to new console dropdown #jira UE-43149 #ue4 #android Change 3357652 on 2017/03/21 by Nick.Shin HTML5 performance speed ups added "use fixed timestep" setting option for HTML5 builds (this has been separated from Engine - General Settings - Framerate) - this is slightly different to smooth framerate and fixed framerate - thus, the timestep option was put in the HTML5 specific panel this option is based on the suggestions by jukka's post: - https://answers.unrealengine.com/questions/409629/smooth-frame-rate-and-use-fixed-frame-rate-should.html however, using this option will make the player "run faster" on (for example) thirdperson blueprint template -- but, it has no effect on other (for example) zen garden... #jira UE-30214 - Implement a warning message for fps settings Change 3360415 on 2017/03/23 by Allan.Bentham Fix crash that occurs when ES3.1 preview is used with r.MobileHDR32bppMode modes. Change 3360418 on 2017/03/23 by Allan.Bentham Disable filmic tonemapper if r.MobileHDR32bppMode is in use. #jira UE-40913 Change 3360557 on 2017/03/23 by Allan.Bentham Better fix for mobile CSM shadow flickering (UE-42131), now works for PC OpenGL based mobile preview. #jira UE-42131 Change 3362258 on 2017/03/23 by Dmitriy.Dyomin Fixed: Canvas texture element gamma issues on iOS Metal Change 3362321 on 2017/03/24 by Dmitriy.Dyomin GitHub 3173 : MaterialAO support for mobile rendering path (contributed by kallehamalainen) #3173 Change 3363550 on 2017/03/24 by Alicia.Cano build fix for devices < Android 5.0 #jira UE-43299 #android #rb: chris.babcock Change 3363687 on 2017/03/24 by Chris.Babcock Fix Android password hiding in input dialog #jira WEX-5159 #ue4 #android Change 3365280 on 2017/03/27 by Dmitriy.Dyomin Fix for GL_EXT_shader_framebuffer_fetch on Zenfone5. Use UE_EXT_shader_framebuffer_fetch define on all devices to enable extension Change 3365291 on 2017/03/27 by Dmitriy.Dyomin Copied form WEX CL# 3308653 Fixed: Enabling shader cache causes crash on NVIDIA Shield #jira UE-41639 Change 3365293 on 2017/03/27 by Dmitriy.Dyomin GitHub 3411 : Fix crash in patching utils mount method (contributed by nverenik) #jira UE-43247 #3411 Change 3365340 on 2017/03/27 by Dmitriy.Dyomin Fixed: Moving sublevel in world composition browser does not appear in Undo History #jira UE-35535 Change 3365564 on 2017/03/27 by Allan.Bentham SkyLightComponent now serializes IrradianceMap SH values. clicking Recapture sky button in mobile preview switches back to SM4/5 to update captures. Skylights that are dirty from load will trigger reflection capture update once shaders are rebuilt. #jira UE-42436 Change 3366282 on 2017/03/27 by Nick.Shin remove dead links these files to not exist anywhere in the make-3.81 subfolders #UDN-354501 #jira none Change 3366306 on 2017/03/27 by Nick.Shin HTML5 - disable multi-threading for wasm #jira UE-43219 - HTML5 disable multi-threading for wasm Change 3366307 on 2017/03/27 by Nick.Shin HTML5 packaging Shipping builds big cleanup / additions to *gz file support for amazon s3 * both, uploading to s3 * and allowing s3 to host the games there #jira UE-43002 HTML5 in Shipping fails downloading symbols files #jria UE-43001 HTML5 Shipping Projects fail looking for compressed files when "Compress files during shipping packaging" is not selected. Change 3367385 on 2017/03/28 by Allan.Bentham Display skylight serialization warning only when cooking for mobile platforms. #jira UE-42436 Change 3368583 on 2017/03/28 by Chris.Babcock Expose JAVA_HOME setting in Android SDK project settings on Mac #jira UE-43418 #ue4 #android Change 3368803 on 2017/03/28 by Chris.Babcock Fix features requested in manifest for "Daydream and Cardboard" mode #jira UE-43314 #ue4 #android Change 3369087 on 2017/03/28 by Jack.Porter Changed tooltip and added supported devices in paretheses for Android Mobile Deferred / ES31+AEP #jira UE-42438 Change 3369372 on 2017/03/29 by Allan.Bentham Fix disappearing meshes when r.mobile.allowdistancefieldshadows is disabled. #jira UE-43366 Change 3369381 on 2017/03/29 by Jack.Porter Show warnings when mobile shader permutations required for rendering are disbaled Made FReadOnlyCVARCache a singleton and added mobile CVars, used for MobileBasePassRendering. #jira UE-43050 Change 3369430 on 2017/03/29 by Allan.Bentham fix CIS build Change 3369740 on 2017/03/29 by Allan.Bentham Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility) Android links with -gc-sections to remove unused code/data Add JNI_METHOD for java accessible native functions, fixed up existing JNI functions to use macro. Add support for map file generation with android. Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig() bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini #jira UEMOB-168 Change 3369975 on 2017/03/29 by Nick.Shin HTML5 - AWS S3 shareable link for shipping builds corrected #jira UE-43379 Amazon S3 Shareable link does not generate correct filepath. Change 3369998 on 2017/03/29 by Nick.Shin HTML5 python build scripts PR: https://github.com/Mozilla-Games/UnrealEngine/commit/1cb836d43c3015c6ca0fdd039072bb6c5c273db3 #jira none Change 3370214 on 2017/03/29 by Nick.Shin HTML5 - default bUseFixedTimeStep to false... #jira UE-43380 - Default HTML5 gamespeed is faster than equivalent platforms Change 3370762 on 2017/03/29 by Chris.Babcock Fixes to new keyboard for Android - Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference. - Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing when changing focus between multiple EditableTextBox widgets. #ue4 #android Change 3371344 on 2017/03/30 by Jack.Porter Fixed issue where Vulkan screenshot R/B channels were reversed on Android #jira UE-43479 Change 3372926 on 2017/03/30 by Peter.Sauerbrei start the process of sunsetting 32-bit and GLES2 on iOS #jira UE-42266 Change 3372970 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - windows toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3372989 on 2017/03/30 by Peter.Sauerbrei fix for Xcode 8.3 build with 32-bit Change 3373007 on 2017/03/30 by Peter.Sauerbrei fix for crash when online subsystem is disabled on IOS Change 3373108 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - emscripten toolchain WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3373163 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - OSX toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3373169 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support license file updated #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rnx Change 3373287 on 2017/03/30 by Nick.Shin HTML5 - 1.36.11 emscripten - remove old SDK #jira none #rnx Change 3373289 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - Linux toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3373595 on 2017/03/30 by Chris.Babcock Reenable GooglePlay for ARM64 now that it doesn't crash #jira UE-36198 #ue4 #android Change 3373606 on 2017/03/30 by Chris.Babcock Submitting Allan's shelved EXT_shader_framebuffer_fetch fix #ue4 #android Change 3375456 on 2017/03/31 by Chris.Babcock Add missing keycodes for Android keyboard (@ and #) #jira WEX-5777 #ue4 #android Change 3376309 on 2017/04/03 by Allan.Bentham Fix overflow issues with mobile DoF. Change 3377041 on 2017/04/03 by Will.Fissler Adding Testbed content for PlatformShowcase. Change 3377582 on 2017/04/03 by Alicia.Cano adding back in GET_ACCOUNTS permission as it is required for Reset Achievements #jira: UE-43265 #android #rb: Chris.Babcock Change 3377643 on 2017/04/03 by Peter.Sauerbrei fix for memory leak in MallocBinned #jira UE-43008 Change 3378033 on 2017/04/04 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - ThirdParty libs compiled with new toolchain with wasm and webgl2 support #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3378034 on 2017/04/04 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - ThirdParty build scripts #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3378035 on 2017/04/04 by Nick.Shin HTML5 - Update GameX template to make it work with trunk Emscripten PR https://github.com/Mozilla-Games/UnrealEngine/commit/dc2b26f452948f8ee07178bc3e8742af80d8919a#commitcomment-21454978 #jira none #rn Change 3378044 on 2017/04/04 by Nick.Shin HTML5 harfbuzz - double checking recompiled with NO multithreading wasm currently does not support pthreads *** THIS IS STILL WIP *** checking in to match 3rd party libs compiled configuration #jira UE-28588 - Build HarfBuzz for HTML5 #rnx Change 3378264 on 2017/04/04 by Allan.Bentham Fix crash when using consolas font on android sdk 24 #jira UE-43464 Change 3379097 on 2017/04/04 by Nick.Shin CIS HTML5 build warning fix #jria none #rnx Change 3379333 on 2017/04/04 by Chris.Babcock Prevent inserting extra permissions into manifest multiple times #jira UE-43583 #ue4 #android Change 3380870 on 2017/04/05 by Chris.Babcock Fix merge issue Change 3380898 on 2017/04/05 by Chris.Babcock Fixed again Change 3381443 on 2017/04/05 by Chris.Babcock Fix for GearVR non-unity build #ue4 #android Change 3381941 on 2017/04/05 by Chris.Babcock Fix HTTPChunkInstaller texture format checks and missing #define warning #jira UE-43706 #ue4 #android Change 3382056 on 2017/04/05 by Chris.Babcock Updates to Android AARs needed for Facebook plugin Change 3382097 on 2017/04/05 by Chris.Babcock Disable java console cmd receiver only in shipping builds #jira UE-43710 #ue4 #android Change 3382497 on 2017/04/06 by Allan.Bentham Fix Fortnite Cooked Server crashes when joining game from lobby. #jira UE-43695 Change 3383227 on 2017/04/06 by Will.Fissler Reverted case sensitive change, from yesterday, and implemented a pragma instead. #jira UE-41313 [CL 3383473 by Jack Porter in Main branch]
2017-04-06 16:13:17 -04:00
#if PLATFORM_HTML5_BROWSER
#include "HTML5JavaScriptFx.h"
#endif
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
#if OPENGL_ESDEFERRED
static TAutoConsoleVariable<int32> CVarDisjointTimerQueries(
TEXT("r.DisjointTimerQueries"),
0,
TEXT("If set to 1, allows GPU time to be measured (e.g. STAT UNIT). It defaults to 0 because some devices supports it but very slowly."),
ECVF_RenderThreadSafe);
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
GLsizei FOpenGLESDeferred::NextTextureName = OPENGL_NAME_CACHE_SIZE;
GLuint FOpenGLESDeferred::TextureNamesCache[OPENGL_NAME_CACHE_SIZE];
GLsizei FOpenGLESDeferred::NextBufferName= OPENGL_NAME_CACHE_SIZE;
GLuint FOpenGLESDeferred::BufferNamesCache[OPENGL_NAME_CACHE_SIZE];
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
GLint FOpenGLESDeferred::MaxComputeTextureImageUnits = -1;
GLint FOpenGLESDeferred::MaxComputeUniformComponents = -1;
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
GLint FOpenGLESDeferred::TimestampQueryBits = 0;
bool FOpenGLESDeferred::bDebugContext = false;
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
bool FOpenGLESDeferred::bSupportsTessellation = false;
bool FOpenGLESDeferred::bSupportsTextureView = false;
bool FOpenGLESDeferred::bSupportsSeparateAlphaBlend = false;
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
bool FOpenGLESDeferred::bES2Fallback = true;
/** GL_OES_vertex_array_object */
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
bool FOpenGLESDeferred::bSupportsVertexArrayObjects = false;
/** GL_OES_mapbuffer */
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
bool FOpenGLESDeferred::bSupportsMapBuffer = false;
/** GL_OES_depth_texture */
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
bool FOpenGLESDeferred::bSupportsDepthTexture = false;
/** GL_ARB_occlusion_query2, GL_EXT_occlusion_query_boolean */
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
bool FOpenGLESDeferred::bSupportsOcclusionQueries = false;
/** GL_OES_rgb8_rgba8 */
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
bool FOpenGLESDeferred::bSupportsRGBA8 = false;
/** GL_APPLE_texture_format_BGRA8888 */
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
bool FOpenGLESDeferred::bSupportsBGRA8888 = false;
Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main (Source: //UE4/Release-4.12 @ 2955635) ========================== MAJOR FEATURES + CHANGES ========================== 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 Change 2955617 on 2016/04/25 by Dmitriy.Dyomin Better fix for: Post processing rendering artifacts Nexus 6 this device on Android 5.0.1 does not support BGRA8888 texture as a color attachment #jira: UE-24067 Change 2955522 on 2016/04/25 by Max.Chen Sequencer: Fix crash when resolving object guid and context is null. #jira UE-29916 Change 2955504 on 2016/04/25 by Alexis.Matte #jira UE-29926 Fix build error for SplineComponent. I just move variable under #if !UE_BUILD_SHIPPING instead #if WITH_EDITORONLY_DATA to fix all build flavor, please feel free to adjust according to what the initial fix was suppose to do. Change 2955500 on 2016/04/25 by Dan.Oconnor Integration of 2955445 from Dev-BP #jira UE-29012 Change 2955234 on 2016/04/25 by Lina.Halper Fixed tool tip of twist node #jira : UE-29907 Change 2955211 on 2016/04/25 by Ben.Marsh Exclude all plugins which aren't required for a project (ie. don't have any content or modules for the current target) from its target receipt. Prevents dependencies on .uplugin files whose dependencies are otherwise compiled out. Re-enable PS4Media plugin by default. #jira UE-29842 Change 2955155 on 2016/04/25 by Jamie.Dale Fixed an issue where text committed via a focus loss might not display the correct text if it was changed during commit #jira UE-28756 Change 2955144 on 2016/04/25 by Jamie.Dale Fixed a case where editable text controls would fail to select their text when focused There was an order of operations issue between the options to select all text and move the cursor to the end of the document, which caused the cursor move to happen after the select all, and undo the selection. The order of these operations has now been flipped. #jira UE-29818 #jira UE-29772 Change 2955136 on 2016/04/25 by Chad.Taylor Merging to 4.12: Morpheus latency fix. Late update tracking frame was getting unnecessarily buffered an extra frame on the RHI thread. Removed buffering and the issue is fixed. #jira UE-22581 Change 2955134 on 2016/04/25 by Lina.Halper Removed code that blocks moving actor when they don't have physics asset #jira : UE-29796 #code review: Benn.Gallagher Change 2955130 on 2016/04/25 by Zak.Middleton #ue4 - (4.12) Don't reject low distance MTD, it could cause us to not process some valid overlaps. (copy of 2955001 in Main) #jira UE-29531 #lockdown Nick.Penwarden Change 2955098 on 2016/04/25 by Marc.Audy Don't spawn a child actor on the client if the server is going to have created one and be replicating it to the client #jira UE-7539 Change 2955049 on 2016/04/25 by Richard.TalbotWatkin Changes to how SplineComponents debug render. Added a SetDrawDebug method to control whether a spline is rendered. Also extended the facility to non-editor builds. #jira UE-29753 - Add ability to display a SplineComponent in-game Change 2955040 on 2016/04/25 by Chris.Gagnon Fixed Initializer Order Warning in hot reload ctor. #jira UE-28811, UE-28960 Change 2954995 on 2016/04/25 by Marc.Audy Make USceneComponent::Pre/PostNetReceive and PostRepNotifies protected instead of private so that subclasses can implement replication behaviors #jira UE-29909 Change 2954970 on 2016/04/25 by Peter.Sauerbrei fix for openwrite with O_APPEND flag #jira UE-28417 Change 2954917 on 2016/04/25 by Chris.Gagnon Moved a desired change from Main to 4.12 Added input settings to: - control if the viewport locks the mouse on acquire capture. - control if the viewport acquires capture on the application launch (first window activate). #jira UE-28811, UE-28960 parity with 4.11 (UE-28811, UE-28960 would be reintroduced without this) Change 2954908 on 2016/04/25 by Alexis.Matte #jira UE-29478 Prevent modal dialog to use 100% of a core Change 2954888 on 2016/04/25 by Marcus.Wassmer Fix compile issue with chinese locale #jira UE-29708 Change 2954813 on 2016/04/25 by Lina.Halper Fix when not re-validating the correct asset #jira : UE-29789 #code review: Martin.Wilson Change 2954810 on 2016/04/25 by mason.seay Updated map to improve coverage #jira UE-29618 Change 2954785 on 2016/04/25 by Max.Chen Sequencer: Always spawn sequencer spawnables. Disregard collision settings. #jira UE-29825 Change 2954781 on 2016/04/25 by mason.seay Test map for Audio Occlusion trace channels #jira UE-29618 Change 2954684 on 2016/04/25 by Marc.Audy Add GetIsReplicated accessor to AActor Deprecate specific GameplayAbility class implementations that was exposing bReplicates #jira UE-29897 Change 2954675 on 2016/04/25 by Alexis.Matte #jira UE-25430 Light Intensity value in FBX is a ratio. So I just multiply the default intensity value by the ratio to have something closer to the look in the DCCs Change 2954669 on 2016/04/25 by Alexis.Matte #jira UE-29507 Import of rigid mesh animation is broken Change 2954579 on 2016/04/25 by Ben.Marsh Temporarily stop the PS4Media plugin being enabled by default, so the UE4Game built for the binary release doesn't depend on it. Will implement whitelist/blacklist for platforms later. #jira UE-29842 Change 2954556 on 2016/04/25 by Taizyd.Korambayil #jira UE-29877 Setup ThirdPersonCharacter based on correct Code Class Change 2954552 on 2016/04/25 by Taizyd.Korambayil #jira UE-29877 Deleting BP class Change 2954498 on 2016/04/25 by Ryan.Gerleve Fix for remote player controllers reporting that they're actually local player controllers after a seamless travel on the server. Transition actors to the new level in a second pass after non-transitioning actors are handled. #jira UE-29213 Change 2954446 on 2016/04/25 by Max.Chen Sequencer: Fixed spawning actors with instance or multiple owned components - Also fixed issue where recorded actors were sometimes set as transient, meaning they didn't get saved #jira UE-29774, UE-29859 Change 2954430 on 2016/04/25 by Marc.Audy Don't schedule a tick function with a tick interval that was disabled while it was pending rescheduling #jira UE-29118 #jira UE-29747 Change 2954292 on 2016/04/25 by Richard.TalbotWatkin Replicated from //UE4/Dev-Editor CL 2946363 (by Frank.Fella) CurveEditorViewportClient - Bounds check when box selecting. Prevents crashing when the box is outside the viewport. #jira UE-29265 - Crash when drag selecting curve keys in matinee Change 2954262 on 2016/04/25 by Graeme.Thornton Fixed a editor crash when destroying linkers half way through a package EndLoad #jira UE-29437 Change 2954239 on 2016/04/25 by Marc.Audy Fix error message #jira UE-00000 Change 2954177 on 2016/04/25 by Dmitriy.Dyomin Fixed: Hidden surface removal is not enabled on PowerVR Android devices #jira UE-29871 Change 2954026 on 2016/04/24 by Josh.Adams [Somehow most files got unchecked in my previous checkin, grr] - ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android) #lockdown nick.penwarden #jira UE-29863 Change 2954025 on 2016/04/24 by Josh.Adams - ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android) #lockdown nick.penwarden #jira UE-29863 Change 2953946 on 2016/04/24 by Max.Chen Sequencer: Fix crash on undo of a sub section. #jira UE-29856 Change 2953898 on 2016/04/23 by mitchell.wilson #jira UE-29618 Adding subscene_001 sequence for nonlinear workflow testing Change 2953859 on 2016/04/23 by Maciej.Mroz Merged from Dev-Blueprints 2953858 #jira UE-29790 Editor crashes when opening KiteDemo Change 2953764 on 2016/04/23 by Max.Chen Sequencer: Remove "Experimental" tag on the Level Sequence Actor #jira UETOOl-625 Change 2953763 on 2016/04/23 by Max.Chen Cinematics: Change text to "Edit Existing Cinematics" #jira UE-29102 Change 2953762 on 2016/04/23 by Max.Chen Sequencer: Follow up time slider hit testing fix. Don't hit test the selection range if it's empty. This was causing false positives when hovering close to the ranges. #jira UE-29658 Change 2953652 on 2016/04/22 by Rolando.Caloca UE4.12 - vk - Workaround driver bugs wrt texture format caps #jira UE-28140 Change 2953596 on 2016/04/22 by Marcus.Wassmer #jira UE-20276 Merging dual normal clearcoat shading model. 2863683 2871229 2876362 2876573 2884007 2901595 Change 2953594 on 2016/04/22 by Chris.Babcock Disable crash handler for VulkanRHI on Android to prevent sig11 on loading driver #jira UE-29851 #ue4 #android Change 2953520 on 2016/04/22 by Rolando.Caloca UE4.12 - vk - Enable deferred resource deletion - Added one resource heap per memory type - Improved DumpMemory() - Added ensures for missing format features #jira UE-28140 Change 2953459 on 2016/04/22 by Taizyd.Korambayil #jira UE-29748 Resaved Maps to Fix EC Build Warnings #jira UE-29744 Change 2953448 on 2016/04/22 by Ryan.Gerleve Fix Mac/Linux compile. #jira UE-29545 Change 2953311 on 2016/04/22 by Ryan.Gerleve Fix for infinite hang when loading a replay from within an actor tick while demo.AsyncLoadWorld is false. LoadMap for the replay is now deferred using the existing PendingNetGame mechanism. Added virtual UPendingNetGame::LoadMapCompleted function so that the base PendingNetGame and DemoPendingNetGame can have different behavior. To keep things simpler, also parse all replay metadata and streaming levels after the LoadMap call. #jira UE-29545 Change 2953219 on 2016/04/22 by mason.seay Test map for show collision features #jira UE-29618 Change 2953199 on 2016/04/22 by Phillip.Kavan [UE-29449] Fix InitProperties() optimization for Blueprint class instances when array property values differ in size. change summary: - improved UBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() by continuing to emit only delta entries for array values that exceed the default array value's size; previously we emitted a NULL in this case to signal a need to initialize all remaining array values in InitProperties(), even if they didn't differ from the default value of the inner property (which in most cases would already have been set at construction time, and thus potentially incurred a redundant copy iteration for each entry) - modified FObjectInitializer::InitArrayPropertyFromCustomList() to no longer reset the array value on the instance prior to initialization - added code to properly resize the array on the instance prior to initialization (if it differs in size from the default array value) - removed code that handled a NULL property value in the custom property list stream (this is no longer necessary, see above) - modified FObjectInitializer::InitProperties() to restore the post-construction optimization for Blueprint class instances (back to being enabled by default) #jira UE-29449 Change 2953195 on 2016/04/22 by Max.Chen Sequencer: Fix crash in actor reference track in the cached guid to actor map. #jira UE-27523 Change 2953124 on 2016/04/22 by Rolando.Caloca UE4.12 - vk - Increase temp frame buffer #jira UE-28140 Change 2953121 on 2016/04/22 by Chris.Babcock Rebuilt lighting for all levels #jira UE-29809 Change 2953073 on 2016/04/22 by mason.seay Test assets for notifies in animation composites and montages #jira UE-29618 Change 2952960 on 2016/04/22 by Richard.TalbotWatkin Changed eye dropper operation so that LMB click selects a color, and pressing Esc cancels the selection and restores the old color. #jira UE-28410 - Eye dropper selects color without clicking Change 2952934 on 2016/04/22 by Allan.Bentham Ensure pool's refractive index >= 1 #jira UE-29777 Change 2952881 on 2016/04/22 by Jamie.Dale Better fix for UE-28560 that doesn't regress thumbnail rendering We now just silence the warning if dealing with an inactive world. #jira UE-28560 Change 2952867 on 2016/04/22 by Thomas.Sarkanen Fix issues with matinee-controlled anim instances Regression caused by us no longer saving off the anim sequence between updates. #jira UE-29812 - Protostar Neutrino spawns but does not Animate or move. Change 2952826 on 2016/04/22 by Maciej.Mroz Merged from Dev-Blueprints 2952820 #jira UE-28895 Nativizing a blueprint project causes the next non-nativizing package attempt to fail Change 2952819 on 2016/04/22 by Josh.Adams - Fixed crash in a Vulkan shader printout #lockdown nick.penwarden #jira UE-29820 Change 2952817 on 2016/04/22 by Rolando.Caloca UE4.12 - vk - Revert back to simple layouts #jira UE-28140 Change 2952792 on 2016/04/22 by Jamie.Dale Removed some code that caused worlds loaded by the Content Browser to be initialized before they were ready Supposedly this code existed for world thumbnail rendering, however only the active editor world generates a thumbnail, so initializing other worlds wasn't having any effect and thumbnails look identical to before. #jira UE-28560 Change 2952783 on 2016/04/22 by Taizyd.Korambayil #jira UE-28477 Resaved Flying Template Map Change 2952767 on 2016/04/22 by Taizyd.Korambayil #jira UE-29736 Resaved Map to Fix EC Warnings Change 2952762 on 2016/04/22 by Allan.Bentham Update reflection capture to contain only room5 content. #jira UE-29777 Change 2952749 on 2016/04/22 by Taizyd.Korambayil #jira UE-29740 Resaved Material and Map to Fix Empty Engine Version Error Change 2952688 on 2016/04/22 by Martin.Wilson Fix for BP notifies not displaying when they derive from an abstract base class #jira UE-28556 Change 2952685 on 2016/04/22 by Thomas.Sarkanen Fix CIS for non-editor builds #jira UE-29308 - Fix crash from GC-ed animation asset Change 2952664 on 2016/04/22 by Thomas.Sarkanen Made up/down behaviour for console history consistent and reverted to old ordering by default Pressing up or down now brings up history. Sorting can now be optionally bottom-to-top or top-to-bottom. Default behaviour is preserved to what it was before the recent changes. #jira UE-29595 - Console autocomplete behavior is non-intuitive / frustrating Change 2952655 on 2016/04/22 by Jamie.Dale Changed the class filter to use an expression evaluator This makes it consistent with the other filters in the editor #jira UE-29811 Change 2952647 on 2016/04/22 by Allan.Bentham Back out changelist 2951539 #jira UE-29777 Change 2952618 on 2016/04/22 by Benn.Gallagher Fixed naming error in rotation multiplier node #jira UE-29583 Change 2952612 on 2016/04/22 by Thomas.Sarkanen Fix garbage collection and undo/redo issues with anim instance proxy UObject-based properties are now cached each update on the proxy and nulled-out outside of evaluate/update phases. Moved some initialization code for CurrentAsset/CurrentVertexAnim from the proxy back to the instance (as its is encapsulated there now). #jira UE-29308 - Fix crash from GC-ed animation asset Change 2952608 on 2016/04/22 by Richard.TalbotWatkin Changed 'Recently Used Levels' and 'Favorite Levels' to hold long package names instead of absolute paths. This means they are now project-relative and will remain valid even if the project location changes. #jira UE-29731 - Editor map recent files are not project relative, leading to missing links when moving projects. Change 2952599 on 2016/04/22 by Dmitriy.Dyomin Disabled vulkan pipeline cache as it causes rendering artifacts right now #jira UE-29807 Change 2952540 on 2016/04/22 by Maciej.Mroz #jira UE-29787 Obsolete nativized files are never removed merged from Dev-Blueprints 2952531 Change 2952372 on 2016/04/21 by Josh.Adams - Fixed Vk memory allocations when reusing free pages #lockdown nick.penwarden #jira ue-29802 Change 2952350 on 2016/04/21 by Eric.Newman Added support for UEReleaseTesting backends to Orion and Ocean #jira op-3640 Change 2952140 on 2016/04/21 by Dan.Oconnor Demoted back to warning to fix regressions in content examples, in main we've added the ability to elevate warnings to errors, but no reason to rush that feature into 4.12 #jira UE-28971 Change 2952135 on 2016/04/21 by Jeff.Farris Fixed issue in PlayerCameraManager where the priority-based sorting of CameraModifiers wasn't sorting properly. Manual re-implementation of CL 2948123 in 4.12 branch. #jira UE-29634 Change 2952121 on 2016/04/21 by Lee.Clark PS4 - 4.12 - Fix staging and deploying of system prxs #jira UE-29801 Change 2952120 on 2016/04/21 by Rolando.Caloca UE4.12 - vk - Move descriptor allocation to BSS #jira UE-21840 Change 2952027 on 2016/04/21 by Rolando.Caloca UE4.12 - vk - Fix descriptor sets lifetimes - Fix crash with null texture #jira UE-28140 Change 2951890 on 2016/04/21 by Eric.Newman Updating locked common dependencies for OrionService #jira OP-3640 Change 2951863 on 2016/04/21 by Eric.Newman Updating locked dependencies for UE 4.12 OrionService #jira OP-3640 Change 2951852 on 2016/04/21 by Owen.Stupka Fixed meteors destruct location #jira UE-29714 Change 2951739 on 2016/04/21 by Max.Chen Sequencer: Follow up for integral keys. #jira UE-29791 Change 2951717 on 2016/04/21 by Rolando.Caloca UE4.12 - Fix shader platform names #jira UE-28140 Change 2951714 on 2016/04/21 by Max.Chen Sequencer: Fix setting a key if it already exists at the current time. #jira UE-29791 Change 2951708 on 2016/04/21 by Rolando.Caloca UE4.12 - vk - Separate upload cmd buffer #jira UE-28140 Change 2951653 on 2016/04/21 by Marc.Audy If a child actor component is destroyed during garbage collection, do not rename, instead clear the caching mechanisms so that a new name is chosen if a new child is created in the future Remove now unused bRenameRequired parameter #jira UE-29612 Change 2951619 on 2016/04/21 by Chris.Babcock Move bCreateRenderStateForHiddenComponents out of WITH_EDITOR #jira UE-29786 #ue4 Change 2951603 on 2016/04/21 by Cody.Albert #jira UE-29785 Revert Github readme page back to original Change 2951599 on 2016/04/21 by Ryan.Gerleve Fix assert when attempting to record a replay when the map has a placed actor that writes replay external data (such as ACharacter) #jira UE-29778 Change 2951558 on 2016/04/21 by Chris.Babcock Always rename destroyed child actor #jira UE-29709 #ue4 Change 2951552 on 2016/04/21 by James.Golding Remove old code for handling 'show collision' in game, uses same method as editor now, fixes hidden meshes showing up in game when doing 'show collision' #jira UE-29303 Change 2951539 on 2016/04/21 by Allan.Bentham Use screenuv for distortion with ES2/31. #jira UE-29777 Change 2951535 on 2016/04/21 by Max.Chen We need to test if the hmd is enabled if it exists. Otherwise, this will return true even if we aren't rendering in stereo if there's an hmd plugin loaded. #jira UE-29711 Change 2951521 on 2016/04/21 by Taizyd.Korambayil #jira UE-29746 Replaced Deprecated Time Handler node in GameLevel_GM Change 2951492 on 2016/04/21 by Jeremiah.Waldron Fix for Android IAP information reporting back incorrectly. #jira UE-29776 Change 2951486 on 2016/04/21 by Taizyd.Korambayil #jira UE-29741 Updated Infiltrator Demo Project to open with the correct Map Change 2951450 on 2016/04/21 by Gareth.Martin Fix non-editor build #jira UE-16525 Change 2951380 on 2016/04/21 by Gareth.Martin Fix Landscape layer blend nodes not updating connections correctly when an input is changed from weight/alpha (one input) to height blend (two inputs) or vice-versa #jira UE-16525 Change 2951357 on 2016/04/21 by Richard.TalbotWatkin Fixed a crash when pushing a new menu leads to a window activation change which would result in the old root menu being dismissed. #jira UE-27981 - [CrashReport] Crash When Attempting to Select Variable Type After Clearing the Name Field Change 2951352 on 2016/04/21 by Richard.TalbotWatkin Added slider bar thickness as a new property in FSliderStyle. #jira UE-19173 - SSlider is not fully stylable Change 2951344 on 2016/04/21 by Gareth.Martin Fix bounds calculation for landscape splines that was causing the first landscape spline point to be invisible and later points to flicker. - Also fixes landscape spline lines not showing up on a flat landscape #jira UE-25114 Change 2951326 on 2016/04/21 by Taizyd.Korambayil #jira UE-28477 Resaving Maps Change 2951271 on 2016/04/21 by Jamie.Dale Fixed a crash when pasting a path containing a class into the asset view of the Content Browser #jira UE-29616 Change 2951237 on 2016/04/21 by Jack.Porter Fix black screen on PC due to planar reflections #jira UE-29664 Change 2951184 on 2016/04/21 by Jamie.Dale Fixed crash in FCurveStructCustomization when no objects were selected for editing #jira UE-29638 Change 2951177 on 2016/04/21 by Ben.Marsh Fix hot reload from IDE failing when project is up to date. UBT returns an exit code of 2, and any non-zero exit code is treated as an error by Visual Studio. Build.bat was not correctly forwarding on the exit code at all prior to CL 2790858. #jira UE-29757 Change 2951171 on 2016/04/21 by Matthew.Griffin Fixed issue with Rebuild not working when installed in Program Files (x86) The brackets seem to cause lots of problems in combination with the if/else ones #jira UE-29648 Change 2951163 on 2016/04/21 by Jamie.Dale Changed the text customization to use the property handle functions to get/set the text value That ensures that it both transacts and notifies correctly. Added new functions to deal with multiple objects selection efficiently with the existing IEditableTextProperty API: - FPropertyHandleBase::SetPerObjectValue - FPropertyHandleBase::GetPerObjectValue - FPropertyHandleBase::GetNumPerObjectValues These replace the need to cache the raw pointers. #jira UE-20223 Change 2951103 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 2951101 on 2016/04/21 by Allan.Bentham Enable mobile HQ DoF #jira UE-29765 Change 2951097 on 2016/04/21 by Thomas.Sarkanen Standalone games now benefit from parallel anim update if possible We now simply use the fact we want root motion to determine if we need to run immediately. #jira UE-29431 - Parallel anim update does not work in non-multiplayer games Change 2951036 on 2016/04/21 by Lee.Clark PS4 - Fix WinDualShock working with VS2015 #jira UE-29088 Change 2951034 on 2016/04/21 by Jack.Porter ProtoStar: Removed content not needed by remaining maps, resaved all content to fix version 0 issues #jira UE-29666 Change 2950995 on 2016/04/21 by Jack.Porter ProtoStar - delete unneeded maps #jira UE-29665 Change 2950787 on 2016/04/20 by Nick.Darnell SuperSearch - Moving the settings object into a seperate plugin to avoid there needing to be a circular dependency between SuperSearch and UnrealEd. #jira UE-29749 #codeview Ben.Marsh Change 2950786 on 2016/04/20 by Nick.Darnell Back out changelist 2950769 - Going to re-enable super search - about to move the settings into a plugin to prevent the circular reference. #jira UE-29749 Change 2950769 on 2016/04/20 by Ben.Marsh Comment out editor integration for super search to fix problems with the circular dependencies breaking hot reload and compiling QAGame in binary release. Change 2950724 on 2016/04/20 by Lina.Halper Support for negative scaling for mirroring - Merging CL 2950718 using //UE4/Dev-Framework_to_//UE4/Release-4.12 #jira: UE-27453 Change 2950293 on 2016/04/20 by andrew.porter Correcting sequencer test content #jira UE-29618 Change 2950283 on 2016/04/20 by Marc.Audy Don't route FlushPressedKeys on PIE shut down #jira UE-28734 Change 2950071 on 2016/04/20 by mason.seay Adjusted translation retargeting on head bone of UE4_Mannequin -Needed for anim bp test. Tested animations and did not see any fallout from change. If there is, it can be reverted. #jira UE-29618 Change 2950049 on 2016/04/20 by Mark.Satterthwaite Undo CL #2949690 and instead on Mac where we want to be able to capture videos of gameplay we just insert an intermediate texture as the back-buffer and use a manual blit to the drawable prior to present. This also changes the code to enforce that the back-buffer render-target should never be nil as the code & Metal API itself assumes that this situation cannot occur but it would appear from continued crashes inside PrepareToDraw that it actually can in the field. This will address another potential cause of UE-29006. #jira UE-29006 #jira UE-29140 Change 2949977 on 2016/04/20 by Max.Chen Sequencer: Add FieldOfView to default tracks for CameraActor. Add FieldOfView to exclusion list for CineCameraActor. #jira UE-29660 Change 2949836 on 2016/04/20 by Gareth.Martin Fix landscape components flickering when perfectly flat (bounds size is 0) - This often happens for newly created landscapes #jira UE-29262 Change 2949768 on 2016/04/20 by Thomas.Sarkanen Moving parent & grouped child actors now does not result in deltas being applied twice Grouping and attachment now interact correctly. Also fixed up according to coding standard. Discovered and proposed by David.Bliss2 (Rocksteady). #jira UE-29233 - Delta applied twice when moving parent and grouped child actors From UDN: https://udn.unrealengine.com/questions/286537/moving-parent-grouped-child-actors-results-in-delt.html Change 2949759 on 2016/04/20 by Thomas.Sarkanen Fix split pins not working as anim graph node inputs Limit surface area of this change by only modifying the anim BP compiler. A better version might be to move the call in the general blueprint compiler but it is riskier. #jira UE-12326 - Splitting a struct in an Anim Blueprint does not work Change 2949739 on 2016/04/20 by Thomas.Sarkanen Fix layered bone per blend accessed from a struct in the fast-path Made sure that the fallback event is always built (logic was still split so if PatchFunctionNamesAndCopyRecordsInto aborted because of some unhandled case if might not have an event to call). Covered struct source->array dest case. Indicator icon is now built from the copy record itself, ensuring it is accurate to actual runtime data. #jira UE-29389 - Fast-Path: Layered Blend per Bone node failing to grab updated values from struct. Change 2949715 on 2016/04/20 by Max.Chen Sequencer: Fix mouse wheel zoom so it defaults to zooming in on the current time/frame. This is a toggleable option in the Editor Preferences (Zoom Position = Current Time or Mouse Position) #jira UE-29661 Change 2949712 on 2016/04/20 by Taizyd.Korambayil #jira UE-28544 adjusted Player crosshair to be centered Change 2949710 on 2016/04/20 by Alexis.Matte #jira UE-29477 Pixel Inspector, UI get polish and adding "scene color" inspect property Change 2949706 on 2016/04/20 by Alexis.Matte #jira UE-29475 #jira UE-29476 Favorite allow all UProperty to be favorite (the FStruct is now supported) Favorite scrollig is auto adjust to avoid scrolling when adding/removing a favorite Change 2949691 on 2016/04/20 by Mark.Satterthwaite Fix typo from previous commit - retain not release... #jira UE-29140 Change 2949690 on 2016/04/20 by Mark.Satterthwaite Double-buffer the Metal viewport's back-buffer so that we can access the contents of the back-buffer after EndDrawingViewport is called until BeginDrawingViewport is called again on this viewport, this makes it possible to capture movies on Metal. #jira UE-29140 Change 2949616 on 2016/04/20 by Marc.Audy 'Merge' latest version of Vulkan from Dev-Rendering to Release-4.12 #jira UE-00000 Change 2949572 on 2016/04/20 by Jamie.Dale Fixed crash undoing a text property changed caused by a null entry in the array #jira UE-20223 Change 2949562 on 2016/04/20 by Alexis.Matte #jira UE-29447 Fix the batch fbx import "not show options" dialog where some option can be different. Change 2949560 on 2016/04/20 by Alexis.Matte #jira UE-28898 Avoid importing multiple static mesh in the same package Change 2949547 on 2016/04/20 by Mark.Satterthwaite You must use STENCIL_COMPONENT_SWIZZLE to access the stencil component of a texture - not all APIs can swizzle it into .g automatically. #jira UE-29672 Change 2949443 on 2016/04/20 by Allan.Bentham Disable sRGB textures when ES31 feature level is set. Only use vk's sRGB formats when feature level > ES3_1 #jira UE-29623 Change 2949428 on 2016/04/20 by Allan.Bentham Back out changelist 2949405 #jira UE-29623 Change 2949405 on 2016/04/20 by Allan.Bentham Disable sRGB textures when ES31 feature level is set. Only use vk's sRGB formats when feature level > ES3_1 #jira UE-29623 Merging using Dev-Mobile_->_Release-4.12 Change 2949391 on 2016/04/20 by Richard.TalbotWatkin PIE with multiple windows now starts focused on Client 1, or the server if not a dedicated server. Added a new virtual call UEditorEngine::OnLoginPIEAllComplete, called when all clients have been successfully logged in when starting PIE. The default behavior is to set focus to the first client. #jira UE-26037 - Cumbersome workflow when running PIE with 2 clients #jira UE-26905 - First client window does not gain focus or mouse control when launching two clients Change 2949389 on 2016/04/20 by Richard.TalbotWatkin Fixed regression which was saving the viewport config settings incorrectly. Viewports are keyed by their layout on the same key as the config key, hence we do not need to prepend the SpecificLayoutString when saving out the config data when iterating through a layout's viewports. #jira UE-29058 - Viewport settings are not saved after shutting down editor Change 2949388 on 2016/04/20 by Richard.TalbotWatkin Change auto-reimport settings so that "Detect Changes on Startup" defaults to true. Also removed the warning of potential unwanted behaviour when working in conjunction with source control; this is no longer necessary now that there is a prompt prior to auto-reimport. #jira UE-29257 - Auto import does not import assets Change 2949203 on 2016/04/19 by Max.Chen Sequencer: Fix spawnables not getting default tracks. #jira UE-29644 Change 2949202 on 2016/04/19 by Max.Chen Sequencer: Fix particles not firing on loop. #jira UE-27881 Change 2949201 on 2016/04/19 by Max.Chen Sequencer: Fix multiple labels support #jira UE-26812 Change 2949200 on 2016/04/19 by Max.Chen Sequencer: Expose settings sequencer settings in the Editor Preferences page. Note, UMG and Niagara have separate sequencer settings pages. #jira UE-29516 Change 2949197 on 2016/04/19 by Max.Chen Sequencer: Fix unwind rotation when keying rotation so that rotations are always set to the nearest. #jira UE-22228 Change 2949196 on 2016/04/19 by Max.Chen Sequencer: Disable selection range drawing if it's empty so that playback range dragging can take precedence when they overlap. This fixes a bug where you can't drag the starting playback range when sequencer starts up. #jira UE-29657 Change 2949195 on 2016/04/19 by Max.Chen MovieSceneCapture: Default image compression quality to 100 (rather than 75). #jira UE-29657 Change 2949194 on 2016/04/19 by Max.Chen Sequencer: Matinee to Level Sequence fix for mapping properties correctly. This fixes focus distance not getting set properly on the conversion. #jira UETOOL-467 Change 2949193 on 2016/04/19 by Max.Chen Sequencer - Fix issues with level visibility. + Don't mark sub-levels as dirty when the track evaluates. + Fix an issue where sequencer gets into a refresh loop because drawing thumbnails causes levels to be added which was rebuilding the tree, which was redrawing thumbnails. + Null check for when an objects world is null but the track is still evaluating. + Remove UnrealEd references. #jira UE-25668 Change 2948990 on 2016/04/19 by Aaron.McLeran #jira UE-29654 FadeIn invalidates Audio Components in 4.11 Change 2948890 on 2016/04/19 by Jamie.Dale Downgraded an assert in SPathView::LoadSettings to avoid a common crash when a saved path no longer exists #jira UE-28858 Change 2948860 on 2016/04/19 by Mike.Beach Mirroring CL 2940334 (from Dev-Blueprints): Bettering CreateEvent node errors, so users are able to recover from API changes (not clearing the function name field, calling out the function by name in the error, etc.) #jira UE-28911 Change 2948857 on 2016/04/19 by Jamie.Dale Added an Asset Localization context menu to the Content Browser This allows you to create, edit, and view localized assets from any source asset, as well as edit and view source assets from any localized asset. #jira UE-29493 Change 2948854 on 2016/04/19 by Jamie.Dale UAT now stages all project translation targets #jira UE-20248 Change 2948831 on 2016/04/19 by Mike.Beach Mirroring CL 2945994 (from Dev-Blueprints): Pasting EdGraphNodes will no longer query sub-nodes for compatibility if the root cannot be pasted (for things like collapsed graphs, and anim state-machine nodes). #jira UE-29035 Change 2948825 on 2016/04/19 by Jamie.Dale Fixed shadow warning #jira UE-29212 Change 2948812 on 2016/04/19 by Marc.Audy Gracefully handle failure to load configurable engine classes #jira UE-26527 Change 2948791 on 2016/04/19 by Jamie.Dale Fixed regression in SEditableText bIsCaretMovedWhenGainFocus when using auto-complete Fixed regression in FSlateEditableTextLayout::SetText that caused it to call OnTextChanged when nothing had changed #jira UE-29494 #jira UE-28886 Change 2948761 on 2016/04/19 by Jamie.Dale Sub-fonts are now only used when they contain the character to be rendered #jira UE-29212 Change 2948718 on 2016/04/19 by Jamie.Dale Fixed an issue where FEnginePackageLocalizationCache could be initialized before CoreUObject was ready This is now done lazily, either when the first CDO tries to load an asset (which is after CoreUObject is ready), or after the first call to ProcessNewlyLoadedUObjects (if no CDO loads an asset). #jira UE-29649 Change 2948717 on 2016/04/19 by Jamie.Dale Removed the AssetRegistry's dependency on MessageLog It was only there to add a category that was only ever used by the AssetTools module. #jira UE-29649 Change 2948683 on 2016/04/19 by Phillip.Kavan [UE-18419] Fix GetClassDefaults nodes to update properly in response to structural BP class changes. change summary: - modified UK2Node_GetClassDefaults::CreateOutputPins() to bind/unbind delegate handlers for the OnChanged() & OnCompile() events for BP class types. #jira UE-18419 Change 2948681 on 2016/04/19 by Phillip.Kavan [UE-17794] The "Delete Unused Variable" feature now considers the GetClassDefaults node as well. change summary: - added external linkage to UK2Node_GetClassDefaults::FindClassPin(). - added an include for the K2Node_GetClassDefaults header file to BlueprintGraphDefinitions.h. - added UK2Node_GetClassDefaults::GetInputClass() as a public API w/ external linkage; moved default 'nullptr' param logic into this impl. - modified FBlueprintEditorUtils::IsVariableUsed() to add an extra check for a GetClassDefaults node with a visible output pin for the variable that's also connected. - modified UK2Node_GetClassDefaults::GetInputClass() to return the generated skeleton class for Blueprint class types. #jira UE-17794 Change 2948638 on 2016/04/19 by Lee.Clark PS4 - Fix SDK compile warnings #jira UE-29647 Change 2948401 on 2016/04/19 by Taizyd.Korambayil #jira UE-29250 Revuilt Lighting for Landscapes Map Change 2948398 on 2016/04/19 by Mark.Satterthwaite Add a Mac Metal ES2 shader platform to allow the various ES2 emulation modes to work in the Editor. Fix various issues with the shader code to ensure that Metal can run with ES2 shader code at least in my limited test cases in QAGame. #jira UE-29170 Change 2948366 on 2016/04/19 by Taizyd.Korambayil #jira UE-29109 Replaced Box Mesh with BSP Floor Change 2948360 on 2016/04/19 by Maciej.Mroz merged from Dev-Blueprints 2947488 #jira UE-29115 Nativized BulletTrain - cannot shoot targets in intro tutorial #jira UE-28965 Packaging Project with Nativize Blueprint Assets Prevents Overlap Events from Firing #jira UE-29559 - fixed private enum access - fixed private bitfield access - removed forced PostLoad - add BodyInstance.FixupData call to fix ResponseChannels - ignored RelativeLocation and RelativeRotation in converted root component - fixed AttachToComponent (UE-29559) Change 2948358 on 2016/04/19 by Maciej.Mroz merged from Dev-Blueprints 2947953 #jira UE-29605 Wrong bullet trails in nativized ShowUp Fixed USimpleConstructionScript::GetSceneRootComponentTemplate. Change 2948357 on 2016/04/19 by Maciej.Mroz merged from Dev-Blueprints 2947984 #jira UE-29374 Crash when hovering over Create Widget node in blueprints Safe UK2Node_ConstructObjectFromClass::GetPinHoverText. Change 2948353 on 2016/04/19 by Maciej.Mroz merged from Dev-Blueprints 2948095 #jira UE-29246 ExpandEnumAsExecs + UMETA(Hidden) Crashes Blueprint Compile "Hidden" and "Spacer" elementa from an enum does not generated exec pins for "ExpandEnumAsExecs" Change 2948332 on 2016/04/19 by Benn.Gallagher Fixed old pins being left as non-transactional #jira UE-13801 Change 2948203 on 2016/04/19 by Lee.Clark PS4 - Use SDK 3.508.031 #jira UEPLAT-1225 Change 2948168 on 2016/04/19 by mason.seay Updating test content: -Added Husk AI to level to test placed AI -Updated Spawn Husk BP to destroy itself to prevent spawn spamming #jira UE-29618 Change 2948153 on 2016/04/19 by Benn.Gallagher Missed mesh update for Owen IK fix. #jira UE-22540 Change 2948130 on 2016/04/19 by Benn.Gallagher Fixed old Owen punch IK setup so it no longer jitters when placing the hands on the surface. #jira UE-22540 Change 2948117 on 2016/04/19 by Taizyd.Korambayil #jira UE-28477 Resaved Template Map's to fix Warning Toast on Templates Change 2948063 on 2016/04/19 by Lina.Halper - Anim composite notify change for better - Fixed all nested anim notify - Merging CL 2944396 using //UE4/Dev-Framework_to_//UE4/Release-4.12 #jira : UE-29101 Change 2948060 on 2016/04/19 by Lina.Halper Fix for composite section metadata saving for montage Merging CL 2944397 using //UE4/Dev-Framework_to_//UE4/Release-4.12 #jira : UE-29228 Change 2948029 on 2016/04/19 by Ben.Marsh EC: Prevent automatically pushing CIS builds to the launcher; the changelist might be run more than once. Change 2947986 on 2016/04/19 by Benn.Gallagher Fixed BP callable functions that affect skeletal mesh component transforms not working when simulating physics. #jira UE-27783 Change 2947976 on 2016/04/19 by Mark.Satterthwaite Duplicate CL #2943702 from 4.11.2: Change the way Metal validates the render-target state so that in FMetalContext::PrepareToDraw it can issue a last-ditch attempt to restore the render-targets. This won't fix the cause of the Mac Metal crashes but it might mitigate some of them and provide more information about why they are occurring. #jira UE-29006 Change 2947975 on 2016/04/19 by Mark.Satterthwaite Duplicate CL #2945061 from UE4-UT: Address UT issue UE-29150 directly in the UT branch: users without a sufficiently up-to-date Xcode won't have the 'metal' offline shader compiler so will have to use the slower online compiled text shader format. #jira UE-29150 Change 2947679 on 2016/04/19 by Jack.Porter Fixed 4.12 branch not compiling with the 1.0.8 Vulkan SDK #jira UE-29601 Change 2947657 on 2016/04/18 by Jack.Porter Update protostar reflection capture contents #jira UE-29600 Change 2947301 on 2016/04/18 by Ben.Marsh EC: Fix trigger ready emails failing to send due to recipient list being a space-separated list of addresses rather than an array reference. Change 2947263 on 2016/04/18 by Marc.Audy Merging CL# 2945921 //UE4/Release-4.11 to //UE4/Release-4.12 Ensure that all OwnedComponents in an Actor are duplicated for PIE even if not referenced by a property, unless that component is explicitly transient #jira UE-29209 Change 2946984 on 2016/04/18 by Ben.Marsh GUBP: Allow Ocean cooks in the release branch (fixes build startup failures) Change 2946870 on 2016/04/18 by Ben.Marsh Remaking CL 2946810 to fix compile error in ShooterGame editor. Change 2946859 on 2016/04/18 by Ben.Marsh GUBP: Don't exclude Ocean from builds in the release branch. Change 2946847 on 2016/04/18 by Ben.Marsh GUBP: Fix warning on every build step due to OrionGame_Win32_Mono no longer existing. Change 2946771 on 2016/04/18 by Ben.Marsh EC: Correct initial agent type for release branches. Causing full branch syncs on all agents. Change 2946641 on 2016/04/18 by Ben.Marsh EC: Remove rogue comma causing branch definition parsing to fail. Change 2946592 on 2016/04/18 by Ben.Marsh EC: Adding branch definition for 4.12 release #lockdown Nick.Penwarden [CL 2962354 by Ben Marsh in Main branch]
2016-05-01 17:37:41 -04:00
/** Whether BGRA supported as color attachment */
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
bool FOpenGLESDeferred::bSupportsBGRA8888RenderTarget = false;
Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main (Source: //UE4/Release-4.12 @ 2955635) ========================== MAJOR FEATURES + CHANGES ========================== 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 Change 2955617 on 2016/04/25 by Dmitriy.Dyomin Better fix for: Post processing rendering artifacts Nexus 6 this device on Android 5.0.1 does not support BGRA8888 texture as a color attachment #jira: UE-24067 Change 2955522 on 2016/04/25 by Max.Chen Sequencer: Fix crash when resolving object guid and context is null. #jira UE-29916 Change 2955504 on 2016/04/25 by Alexis.Matte #jira UE-29926 Fix build error for SplineComponent. I just move variable under #if !UE_BUILD_SHIPPING instead #if WITH_EDITORONLY_DATA to fix all build flavor, please feel free to adjust according to what the initial fix was suppose to do. Change 2955500 on 2016/04/25 by Dan.Oconnor Integration of 2955445 from Dev-BP #jira UE-29012 Change 2955234 on 2016/04/25 by Lina.Halper Fixed tool tip of twist node #jira : UE-29907 Change 2955211 on 2016/04/25 by Ben.Marsh Exclude all plugins which aren't required for a project (ie. don't have any content or modules for the current target) from its target receipt. Prevents dependencies on .uplugin files whose dependencies are otherwise compiled out. Re-enable PS4Media plugin by default. #jira UE-29842 Change 2955155 on 2016/04/25 by Jamie.Dale Fixed an issue where text committed via a focus loss might not display the correct text if it was changed during commit #jira UE-28756 Change 2955144 on 2016/04/25 by Jamie.Dale Fixed a case where editable text controls would fail to select their text when focused There was an order of operations issue between the options to select all text and move the cursor to the end of the document, which caused the cursor move to happen after the select all, and undo the selection. The order of these operations has now been flipped. #jira UE-29818 #jira UE-29772 Change 2955136 on 2016/04/25 by Chad.Taylor Merging to 4.12: Morpheus latency fix. Late update tracking frame was getting unnecessarily buffered an extra frame on the RHI thread. Removed buffering and the issue is fixed. #jira UE-22581 Change 2955134 on 2016/04/25 by Lina.Halper Removed code that blocks moving actor when they don't have physics asset #jira : UE-29796 #code review: Benn.Gallagher Change 2955130 on 2016/04/25 by Zak.Middleton #ue4 - (4.12) Don't reject low distance MTD, it could cause us to not process some valid overlaps. (copy of 2955001 in Main) #jira UE-29531 #lockdown Nick.Penwarden Change 2955098 on 2016/04/25 by Marc.Audy Don't spawn a child actor on the client if the server is going to have created one and be replicating it to the client #jira UE-7539 Change 2955049 on 2016/04/25 by Richard.TalbotWatkin Changes to how SplineComponents debug render. Added a SetDrawDebug method to control whether a spline is rendered. Also extended the facility to non-editor builds. #jira UE-29753 - Add ability to display a SplineComponent in-game Change 2955040 on 2016/04/25 by Chris.Gagnon Fixed Initializer Order Warning in hot reload ctor. #jira UE-28811, UE-28960 Change 2954995 on 2016/04/25 by Marc.Audy Make USceneComponent::Pre/PostNetReceive and PostRepNotifies protected instead of private so that subclasses can implement replication behaviors #jira UE-29909 Change 2954970 on 2016/04/25 by Peter.Sauerbrei fix for openwrite with O_APPEND flag #jira UE-28417 Change 2954917 on 2016/04/25 by Chris.Gagnon Moved a desired change from Main to 4.12 Added input settings to: - control if the viewport locks the mouse on acquire capture. - control if the viewport acquires capture on the application launch (first window activate). #jira UE-28811, UE-28960 parity with 4.11 (UE-28811, UE-28960 would be reintroduced without this) Change 2954908 on 2016/04/25 by Alexis.Matte #jira UE-29478 Prevent modal dialog to use 100% of a core Change 2954888 on 2016/04/25 by Marcus.Wassmer Fix compile issue with chinese locale #jira UE-29708 Change 2954813 on 2016/04/25 by Lina.Halper Fix when not re-validating the correct asset #jira : UE-29789 #code review: Martin.Wilson Change 2954810 on 2016/04/25 by mason.seay Updated map to improve coverage #jira UE-29618 Change 2954785 on 2016/04/25 by Max.Chen Sequencer: Always spawn sequencer spawnables. Disregard collision settings. #jira UE-29825 Change 2954781 on 2016/04/25 by mason.seay Test map for Audio Occlusion trace channels #jira UE-29618 Change 2954684 on 2016/04/25 by Marc.Audy Add GetIsReplicated accessor to AActor Deprecate specific GameplayAbility class implementations that was exposing bReplicates #jira UE-29897 Change 2954675 on 2016/04/25 by Alexis.Matte #jira UE-25430 Light Intensity value in FBX is a ratio. So I just multiply the default intensity value by the ratio to have something closer to the look in the DCCs Change 2954669 on 2016/04/25 by Alexis.Matte #jira UE-29507 Import of rigid mesh animation is broken Change 2954579 on 2016/04/25 by Ben.Marsh Temporarily stop the PS4Media plugin being enabled by default, so the UE4Game built for the binary release doesn't depend on it. Will implement whitelist/blacklist for platforms later. #jira UE-29842 Change 2954556 on 2016/04/25 by Taizyd.Korambayil #jira UE-29877 Setup ThirdPersonCharacter based on correct Code Class Change 2954552 on 2016/04/25 by Taizyd.Korambayil #jira UE-29877 Deleting BP class Change 2954498 on 2016/04/25 by Ryan.Gerleve Fix for remote player controllers reporting that they're actually local player controllers after a seamless travel on the server. Transition actors to the new level in a second pass after non-transitioning actors are handled. #jira UE-29213 Change 2954446 on 2016/04/25 by Max.Chen Sequencer: Fixed spawning actors with instance or multiple owned components - Also fixed issue where recorded actors were sometimes set as transient, meaning they didn't get saved #jira UE-29774, UE-29859 Change 2954430 on 2016/04/25 by Marc.Audy Don't schedule a tick function with a tick interval that was disabled while it was pending rescheduling #jira UE-29118 #jira UE-29747 Change 2954292 on 2016/04/25 by Richard.TalbotWatkin Replicated from //UE4/Dev-Editor CL 2946363 (by Frank.Fella) CurveEditorViewportClient - Bounds check when box selecting. Prevents crashing when the box is outside the viewport. #jira UE-29265 - Crash when drag selecting curve keys in matinee Change 2954262 on 2016/04/25 by Graeme.Thornton Fixed a editor crash when destroying linkers half way through a package EndLoad #jira UE-29437 Change 2954239 on 2016/04/25 by Marc.Audy Fix error message #jira UE-00000 Change 2954177 on 2016/04/25 by Dmitriy.Dyomin Fixed: Hidden surface removal is not enabled on PowerVR Android devices #jira UE-29871 Change 2954026 on 2016/04/24 by Josh.Adams [Somehow most files got unchecked in my previous checkin, grr] - ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android) #lockdown nick.penwarden #jira UE-29863 Change 2954025 on 2016/04/24 by Josh.Adams - ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android) #lockdown nick.penwarden #jira UE-29863 Change 2953946 on 2016/04/24 by Max.Chen Sequencer: Fix crash on undo of a sub section. #jira UE-29856 Change 2953898 on 2016/04/23 by mitchell.wilson #jira UE-29618 Adding subscene_001 sequence for nonlinear workflow testing Change 2953859 on 2016/04/23 by Maciej.Mroz Merged from Dev-Blueprints 2953858 #jira UE-29790 Editor crashes when opening KiteDemo Change 2953764 on 2016/04/23 by Max.Chen Sequencer: Remove "Experimental" tag on the Level Sequence Actor #jira UETOOl-625 Change 2953763 on 2016/04/23 by Max.Chen Cinematics: Change text to "Edit Existing Cinematics" #jira UE-29102 Change 2953762 on 2016/04/23 by Max.Chen Sequencer: Follow up time slider hit testing fix. Don't hit test the selection range if it's empty. This was causing false positives when hovering close to the ranges. #jira UE-29658 Change 2953652 on 2016/04/22 by Rolando.Caloca UE4.12 - vk - Workaround driver bugs wrt texture format caps #jira UE-28140 Change 2953596 on 2016/04/22 by Marcus.Wassmer #jira UE-20276 Merging dual normal clearcoat shading model. 2863683 2871229 2876362 2876573 2884007 2901595 Change 2953594 on 2016/04/22 by Chris.Babcock Disable crash handler for VulkanRHI on Android to prevent sig11 on loading driver #jira UE-29851 #ue4 #android Change 2953520 on 2016/04/22 by Rolando.Caloca UE4.12 - vk - Enable deferred resource deletion - Added one resource heap per memory type - Improved DumpMemory() - Added ensures for missing format features #jira UE-28140 Change 2953459 on 2016/04/22 by Taizyd.Korambayil #jira UE-29748 Resaved Maps to Fix EC Build Warnings #jira UE-29744 Change 2953448 on 2016/04/22 by Ryan.Gerleve Fix Mac/Linux compile. #jira UE-29545 Change 2953311 on 2016/04/22 by Ryan.Gerleve Fix for infinite hang when loading a replay from within an actor tick while demo.AsyncLoadWorld is false. LoadMap for the replay is now deferred using the existing PendingNetGame mechanism. Added virtual UPendingNetGame::LoadMapCompleted function so that the base PendingNetGame and DemoPendingNetGame can have different behavior. To keep things simpler, also parse all replay metadata and streaming levels after the LoadMap call. #jira UE-29545 Change 2953219 on 2016/04/22 by mason.seay Test map for show collision features #jira UE-29618 Change 2953199 on 2016/04/22 by Phillip.Kavan [UE-29449] Fix InitProperties() optimization for Blueprint class instances when array property values differ in size. change summary: - improved UBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() by continuing to emit only delta entries for array values that exceed the default array value's size; previously we emitted a NULL in this case to signal a need to initialize all remaining array values in InitProperties(), even if they didn't differ from the default value of the inner property (which in most cases would already have been set at construction time, and thus potentially incurred a redundant copy iteration for each entry) - modified FObjectInitializer::InitArrayPropertyFromCustomList() to no longer reset the array value on the instance prior to initialization - added code to properly resize the array on the instance prior to initialization (if it differs in size from the default array value) - removed code that handled a NULL property value in the custom property list stream (this is no longer necessary, see above) - modified FObjectInitializer::InitProperties() to restore the post-construction optimization for Blueprint class instances (back to being enabled by default) #jira UE-29449 Change 2953195 on 2016/04/22 by Max.Chen Sequencer: Fix crash in actor reference track in the cached guid to actor map. #jira UE-27523 Change 2953124 on 2016/04/22 by Rolando.Caloca UE4.12 - vk - Increase temp frame buffer #jira UE-28140 Change 2953121 on 2016/04/22 by Chris.Babcock Rebuilt lighting for all levels #jira UE-29809 Change 2953073 on 2016/04/22 by mason.seay Test assets for notifies in animation composites and montages #jira UE-29618 Change 2952960 on 2016/04/22 by Richard.TalbotWatkin Changed eye dropper operation so that LMB click selects a color, and pressing Esc cancels the selection and restores the old color. #jira UE-28410 - Eye dropper selects color without clicking Change 2952934 on 2016/04/22 by Allan.Bentham Ensure pool's refractive index >= 1 #jira UE-29777 Change 2952881 on 2016/04/22 by Jamie.Dale Better fix for UE-28560 that doesn't regress thumbnail rendering We now just silence the warning if dealing with an inactive world. #jira UE-28560 Change 2952867 on 2016/04/22 by Thomas.Sarkanen Fix issues with matinee-controlled anim instances Regression caused by us no longer saving off the anim sequence between updates. #jira UE-29812 - Protostar Neutrino spawns but does not Animate or move. Change 2952826 on 2016/04/22 by Maciej.Mroz Merged from Dev-Blueprints 2952820 #jira UE-28895 Nativizing a blueprint project causes the next non-nativizing package attempt to fail Change 2952819 on 2016/04/22 by Josh.Adams - Fixed crash in a Vulkan shader printout #lockdown nick.penwarden #jira UE-29820 Change 2952817 on 2016/04/22 by Rolando.Caloca UE4.12 - vk - Revert back to simple layouts #jira UE-28140 Change 2952792 on 2016/04/22 by Jamie.Dale Removed some code that caused worlds loaded by the Content Browser to be initialized before they were ready Supposedly this code existed for world thumbnail rendering, however only the active editor world generates a thumbnail, so initializing other worlds wasn't having any effect and thumbnails look identical to before. #jira UE-28560 Change 2952783 on 2016/04/22 by Taizyd.Korambayil #jira UE-28477 Resaved Flying Template Map Change 2952767 on 2016/04/22 by Taizyd.Korambayil #jira UE-29736 Resaved Map to Fix EC Warnings Change 2952762 on 2016/04/22 by Allan.Bentham Update reflection capture to contain only room5 content. #jira UE-29777 Change 2952749 on 2016/04/22 by Taizyd.Korambayil #jira UE-29740 Resaved Material and Map to Fix Empty Engine Version Error Change 2952688 on 2016/04/22 by Martin.Wilson Fix for BP notifies not displaying when they derive from an abstract base class #jira UE-28556 Change 2952685 on 2016/04/22 by Thomas.Sarkanen Fix CIS for non-editor builds #jira UE-29308 - Fix crash from GC-ed animation asset Change 2952664 on 2016/04/22 by Thomas.Sarkanen Made up/down behaviour for console history consistent and reverted to old ordering by default Pressing up or down now brings up history. Sorting can now be optionally bottom-to-top or top-to-bottom. Default behaviour is preserved to what it was before the recent changes. #jira UE-29595 - Console autocomplete behavior is non-intuitive / frustrating Change 2952655 on 2016/04/22 by Jamie.Dale Changed the class filter to use an expression evaluator This makes it consistent with the other filters in the editor #jira UE-29811 Change 2952647 on 2016/04/22 by Allan.Bentham Back out changelist 2951539 #jira UE-29777 Change 2952618 on 2016/04/22 by Benn.Gallagher Fixed naming error in rotation multiplier node #jira UE-29583 Change 2952612 on 2016/04/22 by Thomas.Sarkanen Fix garbage collection and undo/redo issues with anim instance proxy UObject-based properties are now cached each update on the proxy and nulled-out outside of evaluate/update phases. Moved some initialization code for CurrentAsset/CurrentVertexAnim from the proxy back to the instance (as its is encapsulated there now). #jira UE-29308 - Fix crash from GC-ed animation asset Change 2952608 on 2016/04/22 by Richard.TalbotWatkin Changed 'Recently Used Levels' and 'Favorite Levels' to hold long package names instead of absolute paths. This means they are now project-relative and will remain valid even if the project location changes. #jira UE-29731 - Editor map recent files are not project relative, leading to missing links when moving projects. Change 2952599 on 2016/04/22 by Dmitriy.Dyomin Disabled vulkan pipeline cache as it causes rendering artifacts right now #jira UE-29807 Change 2952540 on 2016/04/22 by Maciej.Mroz #jira UE-29787 Obsolete nativized files are never removed merged from Dev-Blueprints 2952531 Change 2952372 on 2016/04/21 by Josh.Adams - Fixed Vk memory allocations when reusing free pages #lockdown nick.penwarden #jira ue-29802 Change 2952350 on 2016/04/21 by Eric.Newman Added support for UEReleaseTesting backends to Orion and Ocean #jira op-3640 Change 2952140 on 2016/04/21 by Dan.Oconnor Demoted back to warning to fix regressions in content examples, in main we've added the ability to elevate warnings to errors, but no reason to rush that feature into 4.12 #jira UE-28971 Change 2952135 on 2016/04/21 by Jeff.Farris Fixed issue in PlayerCameraManager where the priority-based sorting of CameraModifiers wasn't sorting properly. Manual re-implementation of CL 2948123 in 4.12 branch. #jira UE-29634 Change 2952121 on 2016/04/21 by Lee.Clark PS4 - 4.12 - Fix staging and deploying of system prxs #jira UE-29801 Change 2952120 on 2016/04/21 by Rolando.Caloca UE4.12 - vk - Move descriptor allocation to BSS #jira UE-21840 Change 2952027 on 2016/04/21 by Rolando.Caloca UE4.12 - vk - Fix descriptor sets lifetimes - Fix crash with null texture #jira UE-28140 Change 2951890 on 2016/04/21 by Eric.Newman Updating locked common dependencies for OrionService #jira OP-3640 Change 2951863 on 2016/04/21 by Eric.Newman Updating locked dependencies for UE 4.12 OrionService #jira OP-3640 Change 2951852 on 2016/04/21 by Owen.Stupka Fixed meteors destruct location #jira UE-29714 Change 2951739 on 2016/04/21 by Max.Chen Sequencer: Follow up for integral keys. #jira UE-29791 Change 2951717 on 2016/04/21 by Rolando.Caloca UE4.12 - Fix shader platform names #jira UE-28140 Change 2951714 on 2016/04/21 by Max.Chen Sequencer: Fix setting a key if it already exists at the current time. #jira UE-29791 Change 2951708 on 2016/04/21 by Rolando.Caloca UE4.12 - vk - Separate upload cmd buffer #jira UE-28140 Change 2951653 on 2016/04/21 by Marc.Audy If a child actor component is destroyed during garbage collection, do not rename, instead clear the caching mechanisms so that a new name is chosen if a new child is created in the future Remove now unused bRenameRequired parameter #jira UE-29612 Change 2951619 on 2016/04/21 by Chris.Babcock Move bCreateRenderStateForHiddenComponents out of WITH_EDITOR #jira UE-29786 #ue4 Change 2951603 on 2016/04/21 by Cody.Albert #jira UE-29785 Revert Github readme page back to original Change 2951599 on 2016/04/21 by Ryan.Gerleve Fix assert when attempting to record a replay when the map has a placed actor that writes replay external data (such as ACharacter) #jira UE-29778 Change 2951558 on 2016/04/21 by Chris.Babcock Always rename destroyed child actor #jira UE-29709 #ue4 Change 2951552 on 2016/04/21 by James.Golding Remove old code for handling 'show collision' in game, uses same method as editor now, fixes hidden meshes showing up in game when doing 'show collision' #jira UE-29303 Change 2951539 on 2016/04/21 by Allan.Bentham Use screenuv for distortion with ES2/31. #jira UE-29777 Change 2951535 on 2016/04/21 by Max.Chen We need to test if the hmd is enabled if it exists. Otherwise, this will return true even if we aren't rendering in stereo if there's an hmd plugin loaded. #jira UE-29711 Change 2951521 on 2016/04/21 by Taizyd.Korambayil #jira UE-29746 Replaced Deprecated Time Handler node in GameLevel_GM Change 2951492 on 2016/04/21 by Jeremiah.Waldron Fix for Android IAP information reporting back incorrectly. #jira UE-29776 Change 2951486 on 2016/04/21 by Taizyd.Korambayil #jira UE-29741 Updated Infiltrator Demo Project to open with the correct Map Change 2951450 on 2016/04/21 by Gareth.Martin Fix non-editor build #jira UE-16525 Change 2951380 on 2016/04/21 by Gareth.Martin Fix Landscape layer blend nodes not updating connections correctly when an input is changed from weight/alpha (one input) to height blend (two inputs) or vice-versa #jira UE-16525 Change 2951357 on 2016/04/21 by Richard.TalbotWatkin Fixed a crash when pushing a new menu leads to a window activation change which would result in the old root menu being dismissed. #jira UE-27981 - [CrashReport] Crash When Attempting to Select Variable Type After Clearing the Name Field Change 2951352 on 2016/04/21 by Richard.TalbotWatkin Added slider bar thickness as a new property in FSliderStyle. #jira UE-19173 - SSlider is not fully stylable Change 2951344 on 2016/04/21 by Gareth.Martin Fix bounds calculation for landscape splines that was causing the first landscape spline point to be invisible and later points to flicker. - Also fixes landscape spline lines not showing up on a flat landscape #jira UE-25114 Change 2951326 on 2016/04/21 by Taizyd.Korambayil #jira UE-28477 Resaving Maps Change 2951271 on 2016/04/21 by Jamie.Dale Fixed a crash when pasting a path containing a class into the asset view of the Content Browser #jira UE-29616 Change 2951237 on 2016/04/21 by Jack.Porter Fix black screen on PC due to planar reflections #jira UE-29664 Change 2951184 on 2016/04/21 by Jamie.Dale Fixed crash in FCurveStructCustomization when no objects were selected for editing #jira UE-29638 Change 2951177 on 2016/04/21 by Ben.Marsh Fix hot reload from IDE failing when project is up to date. UBT returns an exit code of 2, and any non-zero exit code is treated as an error by Visual Studio. Build.bat was not correctly forwarding on the exit code at all prior to CL 2790858. #jira UE-29757 Change 2951171 on 2016/04/21 by Matthew.Griffin Fixed issue with Rebuild not working when installed in Program Files (x86) The brackets seem to cause lots of problems in combination with the if/else ones #jira UE-29648 Change 2951163 on 2016/04/21 by Jamie.Dale Changed the text customization to use the property handle functions to get/set the text value That ensures that it both transacts and notifies correctly. Added new functions to deal with multiple objects selection efficiently with the existing IEditableTextProperty API: - FPropertyHandleBase::SetPerObjectValue - FPropertyHandleBase::GetPerObjectValue - FPropertyHandleBase::GetNumPerObjectValues These replace the need to cache the raw pointers. #jira UE-20223 Change 2951103 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 2951101 on 2016/04/21 by Allan.Bentham Enable mobile HQ DoF #jira UE-29765 Change 2951097 on 2016/04/21 by Thomas.Sarkanen Standalone games now benefit from parallel anim update if possible We now simply use the fact we want root motion to determine if we need to run immediately. #jira UE-29431 - Parallel anim update does not work in non-multiplayer games Change 2951036 on 2016/04/21 by Lee.Clark PS4 - Fix WinDualShock working with VS2015 #jira UE-29088 Change 2951034 on 2016/04/21 by Jack.Porter ProtoStar: Removed content not needed by remaining maps, resaved all content to fix version 0 issues #jira UE-29666 Change 2950995 on 2016/04/21 by Jack.Porter ProtoStar - delete unneeded maps #jira UE-29665 Change 2950787 on 2016/04/20 by Nick.Darnell SuperSearch - Moving the settings object into a seperate plugin to avoid there needing to be a circular dependency between SuperSearch and UnrealEd. #jira UE-29749 #codeview Ben.Marsh Change 2950786 on 2016/04/20 by Nick.Darnell Back out changelist 2950769 - Going to re-enable super search - about to move the settings into a plugin to prevent the circular reference. #jira UE-29749 Change 2950769 on 2016/04/20 by Ben.Marsh Comment out editor integration for super search to fix problems with the circular dependencies breaking hot reload and compiling QAGame in binary release. Change 2950724 on 2016/04/20 by Lina.Halper Support for negative scaling for mirroring - Merging CL 2950718 using //UE4/Dev-Framework_to_//UE4/Release-4.12 #jira: UE-27453 Change 2950293 on 2016/04/20 by andrew.porter Correcting sequencer test content #jira UE-29618 Change 2950283 on 2016/04/20 by Marc.Audy Don't route FlushPressedKeys on PIE shut down #jira UE-28734 Change 2950071 on 2016/04/20 by mason.seay Adjusted translation retargeting on head bone of UE4_Mannequin -Needed for anim bp test. Tested animations and did not see any fallout from change. If there is, it can be reverted. #jira UE-29618 Change 2950049 on 2016/04/20 by Mark.Satterthwaite Undo CL #2949690 and instead on Mac where we want to be able to capture videos of gameplay we just insert an intermediate texture as the back-buffer and use a manual blit to the drawable prior to present. This also changes the code to enforce that the back-buffer render-target should never be nil as the code & Metal API itself assumes that this situation cannot occur but it would appear from continued crashes inside PrepareToDraw that it actually can in the field. This will address another potential cause of UE-29006. #jira UE-29006 #jira UE-29140 Change 2949977 on 2016/04/20 by Max.Chen Sequencer: Add FieldOfView to default tracks for CameraActor. Add FieldOfView to exclusion list for CineCameraActor. #jira UE-29660 Change 2949836 on 2016/04/20 by Gareth.Martin Fix landscape components flickering when perfectly flat (bounds size is 0) - This often happens for newly created landscapes #jira UE-29262 Change 2949768 on 2016/04/20 by Thomas.Sarkanen Moving parent & grouped child actors now does not result in deltas being applied twice Grouping and attachment now interact correctly. Also fixed up according to coding standard. Discovered and proposed by David.Bliss2 (Rocksteady). #jira UE-29233 - Delta applied twice when moving parent and grouped child actors From UDN: https://udn.unrealengine.com/questions/286537/moving-parent-grouped-child-actors-results-in-delt.html Change 2949759 on 2016/04/20 by Thomas.Sarkanen Fix split pins not working as anim graph node inputs Limit surface area of this change by only modifying the anim BP compiler. A better version might be to move the call in the general blueprint compiler but it is riskier. #jira UE-12326 - Splitting a struct in an Anim Blueprint does not work Change 2949739 on 2016/04/20 by Thomas.Sarkanen Fix layered bone per blend accessed from a struct in the fast-path Made sure that the fallback event is always built (logic was still split so if PatchFunctionNamesAndCopyRecordsInto aborted because of some unhandled case if might not have an event to call). Covered struct source->array dest case. Indicator icon is now built from the copy record itself, ensuring it is accurate to actual runtime data. #jira UE-29389 - Fast-Path: Layered Blend per Bone node failing to grab updated values from struct. Change 2949715 on 2016/04/20 by Max.Chen Sequencer: Fix mouse wheel zoom so it defaults to zooming in on the current time/frame. This is a toggleable option in the Editor Preferences (Zoom Position = Current Time or Mouse Position) #jira UE-29661 Change 2949712 on 2016/04/20 by Taizyd.Korambayil #jira UE-28544 adjusted Player crosshair to be centered Change 2949710 on 2016/04/20 by Alexis.Matte #jira UE-29477 Pixel Inspector, UI get polish and adding "scene color" inspect property Change 2949706 on 2016/04/20 by Alexis.Matte #jira UE-29475 #jira UE-29476 Favorite allow all UProperty to be favorite (the FStruct is now supported) Favorite scrollig is auto adjust to avoid scrolling when adding/removing a favorite Change 2949691 on 2016/04/20 by Mark.Satterthwaite Fix typo from previous commit - retain not release... #jira UE-29140 Change 2949690 on 2016/04/20 by Mark.Satterthwaite Double-buffer the Metal viewport's back-buffer so that we can access the contents of the back-buffer after EndDrawingViewport is called until BeginDrawingViewport is called again on this viewport, this makes it possible to capture movies on Metal. #jira UE-29140 Change 2949616 on 2016/04/20 by Marc.Audy 'Merge' latest version of Vulkan from Dev-Rendering to Release-4.12 #jira UE-00000 Change 2949572 on 2016/04/20 by Jamie.Dale Fixed crash undoing a text property changed caused by a null entry in the array #jira UE-20223 Change 2949562 on 2016/04/20 by Alexis.Matte #jira UE-29447 Fix the batch fbx import "not show options" dialog where some option can be different. Change 2949560 on 2016/04/20 by Alexis.Matte #jira UE-28898 Avoid importing multiple static mesh in the same package Change 2949547 on 2016/04/20 by Mark.Satterthwaite You must use STENCIL_COMPONENT_SWIZZLE to access the stencil component of a texture - not all APIs can swizzle it into .g automatically. #jira UE-29672 Change 2949443 on 2016/04/20 by Allan.Bentham Disable sRGB textures when ES31 feature level is set. Only use vk's sRGB formats when feature level > ES3_1 #jira UE-29623 Change 2949428 on 2016/04/20 by Allan.Bentham Back out changelist 2949405 #jira UE-29623 Change 2949405 on 2016/04/20 by Allan.Bentham Disable sRGB textures when ES31 feature level is set. Only use vk's sRGB formats when feature level > ES3_1 #jira UE-29623 Merging using Dev-Mobile_->_Release-4.12 Change 2949391 on 2016/04/20 by Richard.TalbotWatkin PIE with multiple windows now starts focused on Client 1, or the server if not a dedicated server. Added a new virtual call UEditorEngine::OnLoginPIEAllComplete, called when all clients have been successfully logged in when starting PIE. The default behavior is to set focus to the first client. #jira UE-26037 - Cumbersome workflow when running PIE with 2 clients #jira UE-26905 - First client window does not gain focus or mouse control when launching two clients Change 2949389 on 2016/04/20 by Richard.TalbotWatkin Fixed regression which was saving the viewport config settings incorrectly. Viewports are keyed by their layout on the same key as the config key, hence we do not need to prepend the SpecificLayoutString when saving out the config data when iterating through a layout's viewports. #jira UE-29058 - Viewport settings are not saved after shutting down editor Change 2949388 on 2016/04/20 by Richard.TalbotWatkin Change auto-reimport settings so that "Detect Changes on Startup" defaults to true. Also removed the warning of potential unwanted behaviour when working in conjunction with source control; this is no longer necessary now that there is a prompt prior to auto-reimport. #jira UE-29257 - Auto import does not import assets Change 2949203 on 2016/04/19 by Max.Chen Sequencer: Fix spawnables not getting default tracks. #jira UE-29644 Change 2949202 on 2016/04/19 by Max.Chen Sequencer: Fix particles not firing on loop. #jira UE-27881 Change 2949201 on 2016/04/19 by Max.Chen Sequencer: Fix multiple labels support #jira UE-26812 Change 2949200 on 2016/04/19 by Max.Chen Sequencer: Expose settings sequencer settings in the Editor Preferences page. Note, UMG and Niagara have separate sequencer settings pages. #jira UE-29516 Change 2949197 on 2016/04/19 by Max.Chen Sequencer: Fix unwind rotation when keying rotation so that rotations are always set to the nearest. #jira UE-22228 Change 2949196 on 2016/04/19 by Max.Chen Sequencer: Disable selection range drawing if it's empty so that playback range dragging can take precedence when they overlap. This fixes a bug where you can't drag the starting playback range when sequencer starts up. #jira UE-29657 Change 2949195 on 2016/04/19 by Max.Chen MovieSceneCapture: Default image compression quality to 100 (rather than 75). #jira UE-29657 Change 2949194 on 2016/04/19 by Max.Chen Sequencer: Matinee to Level Sequence fix for mapping properties correctly. This fixes focus distance not getting set properly on the conversion. #jira UETOOL-467 Change 2949193 on 2016/04/19 by Max.Chen Sequencer - Fix issues with level visibility. + Don't mark sub-levels as dirty when the track evaluates. + Fix an issue where sequencer gets into a refresh loop because drawing thumbnails causes levels to be added which was rebuilding the tree, which was redrawing thumbnails. + Null check for when an objects world is null but the track is still evaluating. + Remove UnrealEd references. #jira UE-25668 Change 2948990 on 2016/04/19 by Aaron.McLeran #jira UE-29654 FadeIn invalidates Audio Components in 4.11 Change 2948890 on 2016/04/19 by Jamie.Dale Downgraded an assert in SPathView::LoadSettings to avoid a common crash when a saved path no longer exists #jira UE-28858 Change 2948860 on 2016/04/19 by Mike.Beach Mirroring CL 2940334 (from Dev-Blueprints): Bettering CreateEvent node errors, so users are able to recover from API changes (not clearing the function name field, calling out the function by name in the error, etc.) #jira UE-28911 Change 2948857 on 2016/04/19 by Jamie.Dale Added an Asset Localization context menu to the Content Browser This allows you to create, edit, and view localized assets from any source asset, as well as edit and view source assets from any localized asset. #jira UE-29493 Change 2948854 on 2016/04/19 by Jamie.Dale UAT now stages all project translation targets #jira UE-20248 Change 2948831 on 2016/04/19 by Mike.Beach Mirroring CL 2945994 (from Dev-Blueprints): Pasting EdGraphNodes will no longer query sub-nodes for compatibility if the root cannot be pasted (for things like collapsed graphs, and anim state-machine nodes). #jira UE-29035 Change 2948825 on 2016/04/19 by Jamie.Dale Fixed shadow warning #jira UE-29212 Change 2948812 on 2016/04/19 by Marc.Audy Gracefully handle failure to load configurable engine classes #jira UE-26527 Change 2948791 on 2016/04/19 by Jamie.Dale Fixed regression in SEditableText bIsCaretMovedWhenGainFocus when using auto-complete Fixed regression in FSlateEditableTextLayout::SetText that caused it to call OnTextChanged when nothing had changed #jira UE-29494 #jira UE-28886 Change 2948761 on 2016/04/19 by Jamie.Dale Sub-fonts are now only used when they contain the character to be rendered #jira UE-29212 Change 2948718 on 2016/04/19 by Jamie.Dale Fixed an issue where FEnginePackageLocalizationCache could be initialized before CoreUObject was ready This is now done lazily, either when the first CDO tries to load an asset (which is after CoreUObject is ready), or after the first call to ProcessNewlyLoadedUObjects (if no CDO loads an asset). #jira UE-29649 Change 2948717 on 2016/04/19 by Jamie.Dale Removed the AssetRegistry's dependency on MessageLog It was only there to add a category that was only ever used by the AssetTools module. #jira UE-29649 Change 2948683 on 2016/04/19 by Phillip.Kavan [UE-18419] Fix GetClassDefaults nodes to update properly in response to structural BP class changes. change summary: - modified UK2Node_GetClassDefaults::CreateOutputPins() to bind/unbind delegate handlers for the OnChanged() & OnCompile() events for BP class types. #jira UE-18419 Change 2948681 on 2016/04/19 by Phillip.Kavan [UE-17794] The "Delete Unused Variable" feature now considers the GetClassDefaults node as well. change summary: - added external linkage to UK2Node_GetClassDefaults::FindClassPin(). - added an include for the K2Node_GetClassDefaults header file to BlueprintGraphDefinitions.h. - added UK2Node_GetClassDefaults::GetInputClass() as a public API w/ external linkage; moved default 'nullptr' param logic into this impl. - modified FBlueprintEditorUtils::IsVariableUsed() to add an extra check for a GetClassDefaults node with a visible output pin for the variable that's also connected. - modified UK2Node_GetClassDefaults::GetInputClass() to return the generated skeleton class for Blueprint class types. #jira UE-17794 Change 2948638 on 2016/04/19 by Lee.Clark PS4 - Fix SDK compile warnings #jira UE-29647 Change 2948401 on 2016/04/19 by Taizyd.Korambayil #jira UE-29250 Revuilt Lighting for Landscapes Map Change 2948398 on 2016/04/19 by Mark.Satterthwaite Add a Mac Metal ES2 shader platform to allow the various ES2 emulation modes to work in the Editor. Fix various issues with the shader code to ensure that Metal can run with ES2 shader code at least in my limited test cases in QAGame. #jira UE-29170 Change 2948366 on 2016/04/19 by Taizyd.Korambayil #jira UE-29109 Replaced Box Mesh with BSP Floor Change 2948360 on 2016/04/19 by Maciej.Mroz merged from Dev-Blueprints 2947488 #jira UE-29115 Nativized BulletTrain - cannot shoot targets in intro tutorial #jira UE-28965 Packaging Project with Nativize Blueprint Assets Prevents Overlap Events from Firing #jira UE-29559 - fixed private enum access - fixed private bitfield access - removed forced PostLoad - add BodyInstance.FixupData call to fix ResponseChannels - ignored RelativeLocation and RelativeRotation in converted root component - fixed AttachToComponent (UE-29559) Change 2948358 on 2016/04/19 by Maciej.Mroz merged from Dev-Blueprints 2947953 #jira UE-29605 Wrong bullet trails in nativized ShowUp Fixed USimpleConstructionScript::GetSceneRootComponentTemplate. Change 2948357 on 2016/04/19 by Maciej.Mroz merged from Dev-Blueprints 2947984 #jira UE-29374 Crash when hovering over Create Widget node in blueprints Safe UK2Node_ConstructObjectFromClass::GetPinHoverText. Change 2948353 on 2016/04/19 by Maciej.Mroz merged from Dev-Blueprints 2948095 #jira UE-29246 ExpandEnumAsExecs + UMETA(Hidden) Crashes Blueprint Compile "Hidden" and "Spacer" elementa from an enum does not generated exec pins for "ExpandEnumAsExecs" Change 2948332 on 2016/04/19 by Benn.Gallagher Fixed old pins being left as non-transactional #jira UE-13801 Change 2948203 on 2016/04/19 by Lee.Clark PS4 - Use SDK 3.508.031 #jira UEPLAT-1225 Change 2948168 on 2016/04/19 by mason.seay Updating test content: -Added Husk AI to level to test placed AI -Updated Spawn Husk BP to destroy itself to prevent spawn spamming #jira UE-29618 Change 2948153 on 2016/04/19 by Benn.Gallagher Missed mesh update for Owen IK fix. #jira UE-22540 Change 2948130 on 2016/04/19 by Benn.Gallagher Fixed old Owen punch IK setup so it no longer jitters when placing the hands on the surface. #jira UE-22540 Change 2948117 on 2016/04/19 by Taizyd.Korambayil #jira UE-28477 Resaved Template Map's to fix Warning Toast on Templates Change 2948063 on 2016/04/19 by Lina.Halper - Anim composite notify change for better - Fixed all nested anim notify - Merging CL 2944396 using //UE4/Dev-Framework_to_//UE4/Release-4.12 #jira : UE-29101 Change 2948060 on 2016/04/19 by Lina.Halper Fix for composite section metadata saving for montage Merging CL 2944397 using //UE4/Dev-Framework_to_//UE4/Release-4.12 #jira : UE-29228 Change 2948029 on 2016/04/19 by Ben.Marsh EC: Prevent automatically pushing CIS builds to the launcher; the changelist might be run more than once. Change 2947986 on 2016/04/19 by Benn.Gallagher Fixed BP callable functions that affect skeletal mesh component transforms not working when simulating physics. #jira UE-27783 Change 2947976 on 2016/04/19 by Mark.Satterthwaite Duplicate CL #2943702 from 4.11.2: Change the way Metal validates the render-target state so that in FMetalContext::PrepareToDraw it can issue a last-ditch attempt to restore the render-targets. This won't fix the cause of the Mac Metal crashes but it might mitigate some of them and provide more information about why they are occurring. #jira UE-29006 Change 2947975 on 2016/04/19 by Mark.Satterthwaite Duplicate CL #2945061 from UE4-UT: Address UT issue UE-29150 directly in the UT branch: users without a sufficiently up-to-date Xcode won't have the 'metal' offline shader compiler so will have to use the slower online compiled text shader format. #jira UE-29150 Change 2947679 on 2016/04/19 by Jack.Porter Fixed 4.12 branch not compiling with the 1.0.8 Vulkan SDK #jira UE-29601 Change 2947657 on 2016/04/18 by Jack.Porter Update protostar reflection capture contents #jira UE-29600 Change 2947301 on 2016/04/18 by Ben.Marsh EC: Fix trigger ready emails failing to send due to recipient list being a space-separated list of addresses rather than an array reference. Change 2947263 on 2016/04/18 by Marc.Audy Merging CL# 2945921 //UE4/Release-4.11 to //UE4/Release-4.12 Ensure that all OwnedComponents in an Actor are duplicated for PIE even if not referenced by a property, unless that component is explicitly transient #jira UE-29209 Change 2946984 on 2016/04/18 by Ben.Marsh GUBP: Allow Ocean cooks in the release branch (fixes build startup failures) Change 2946870 on 2016/04/18 by Ben.Marsh Remaking CL 2946810 to fix compile error in ShooterGame editor. Change 2946859 on 2016/04/18 by Ben.Marsh GUBP: Don't exclude Ocean from builds in the release branch. Change 2946847 on 2016/04/18 by Ben.Marsh GUBP: Fix warning on every build step due to OrionGame_Win32_Mono no longer existing. Change 2946771 on 2016/04/18 by Ben.Marsh EC: Correct initial agent type for release branches. Causing full branch syncs on all agents. Change 2946641 on 2016/04/18 by Ben.Marsh EC: Remove rogue comma causing branch definition parsing to fail. Change 2946592 on 2016/04/18 by Ben.Marsh EC: Adding branch definition for 4.12 release #lockdown Nick.Penwarden [CL 2962354 by Ben Marsh in Main branch]
2016-05-01 17:37:41 -04:00
/** GL_EXT_discard_framebuffer */
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
bool FOpenGLESDeferred::bSupportsDiscardFrameBuffer = false;
/** GL_OES_vertex_half_float */
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
bool FOpenGLESDeferred::bSupportsVertexHalfFloat = false;
/** GL_OES_texture_float */
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
bool FOpenGLESDeferred::bSupportsTextureFloat = false;
/** GL_OES_texture_half_float */
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
bool FOpenGLESDeferred::bSupportsTextureHalfFloat = false;
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
/** GL_EXT_color_buffer_float */
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
bool FOpenGLESDeferred::bSupportsColorBufferFloat = false;
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
/** GL_EXT_color_buffer_half_float */
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
bool FOpenGLESDeferred::bSupportsColorBufferHalfFloat = false;
/** GL_NV_image_formats */
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
bool FOpenGLESDeferred::bSupportsNvImageFormats = false;
/** GL_EXT_shader_framebuffer_fetch */
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
bool FOpenGLESDeferred::bSupportsShaderFramebufferFetch = false;
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3383462) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3292174 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - Linux toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3292193 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - ThirdParty libs compiled with new toolchain with wasm support #jira UEPLAT-1437 Switch [to] web assembly Change 3292215 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and wbegl2 support - emscripten toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3292222 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm support - ENGINE changes (c# & cpp files) #jira UEPLAT-1437 Switch [to] web assembly Change 3292223 on 2017/02/08 by Nick.Shin HTML5 merge ThirdParty lib build scripts from Dev-Platform to Dev-Mobile Change 3292228 on 2017/02/08 by Nick.Shin HTML5 emscripten: webgl support - webgl patches - and a lot of UE4 patches to package HTML5 on LINUX - mostly from mozilla's jukka -- thx jukka! #jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5 Change 3292285 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - Windows toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3293994 on 2017/02/09 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - OSX toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3294391 on 2017/02/09 by Nick.Shin HTML5 "black box issues" revisited - jukka rewrote the window resize handler -- much cleaner and more straightforward #jira UE-36341 HTML5 - View is incorrectly drawn #jira UE-32311 Templates on Firefox/Chrome on HTML5 are not full screen during Launch On Change 3296421 on 2017/02/10 by Jack.Porter Fix landscape spline segment splitting placing when using streaming levels Change 3296587 on 2017/02/10 by Jack.Porter Additional fix for landscape spline segment splitting when using streaming levels Change 3301241 on 2017/02/14 by Mi.Wang Fixed DeviceProfileEditor bug for incorrect clamp the Texture Mip LOD size. #jira UE-36237 #rb jack.porter Change 3301387 on 2017/02/14 by Nick.Shin HTML5 emscripten: webgl support - webgl patches from mozilla's jukka + hardware instancing + glBlitFramebuffer + GL AlaphaBlendOperation #jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5 Change 3301405 on 2017/02/14 by Nick.Shin HTML5 plugin fix when blueprint projects are promoted to code projects automatically. #jira UE-41710 HTML5 - Package Failure - Failed to Produce item ProjectName-OnlineSubsystemNull.bc Change 3302278 on 2017/02/14 by Omar.Rodriguez UE-36651: Mac Vulkan Android Projects crash on launch. * Glslang library has been built for Mac but flag was not updated * Set GlslangAvailable to true for Mac when building an Android project with vulkan #jira UE-36651 Change 3302773 on 2017/02/14 by Chris.Babcock Add a dropdown with some common console commands on Android (contributed by rafortis) #jira UE-40834 #PR #3143 #ue4 #android Change 3305604 on 2017/02/16 by Nick.Shin HTML5 webgl2 shader- turn on: instance static mesh vertex factory #jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5 Change 3308154 on 2017/02/16 by Nick.Shin HTML5 GitHub PR #jira UE-42019 GitHub 3258 : Added suport for emscripten --pre-js and --post-js option when building for HTML5 Change 3308510 on 2017/02/16 by Nick.Shin HTML5 webgl2 shader fixes #jria UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3308971 on 2017/02/17 by Jack.Porter Fix for landscape painting when height<0 in the Ortho viewports Change 3309075 on 2017/02/17 by Allan.Bentham Include static subject meshes when masking out modulated shadow casters. #jira UE-41581 Change 3309531 on 2017/02/17 by Chris.Babcock Handle large OBB files in APK #jira UE-41443 #ue4 #android Change 3311320 on 2017/02/19 by Dmitriy.Dyomin Fixed: Particle Cutout Crashes On Mobile Devices That Don't Support Hardware Instancing (Mali-400 GPU) #jira UE-41970 Change 3311347 on 2017/02/20 by Dmitriy.Dyomin Fixed: Engine Crashes When Previewing ES3_1 With Material Using World Position Offset (Need Custom Stencil) #jira UE-41976 Change 3311398 on 2017/02/20 by Dmitriy.Dyomin Fixed: Landscapes do not render on PowerVR device #jira UE-35530 Change 3311428 on 2017/02/20 by Dmitriy.Dyomin Fixed: Exposure Is More Extreme In High-End Mobile Preview Modes #jira UE-42036 Change 3311448 on 2017/02/20 by Dmitriy.Dyomin Fixed: Packaged game Crashes on android after entering "Help" command twice #jira UE-41956 Change 3311587 on 2017/02/20 by Allan.Bentham ES2 GLSL - Silently swap all uint to ints #jira UE-41548 Change 3313930 on 2017/02/21 by Allan.Bentham Print literal uints as ints when generating ES2 code. #jira UE-41548 Change 3317924 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - Linux toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3317929 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - ThirdParty libs compiled with new toolchain with wasm and webgl2 support #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3317951 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - emscripten toolchain WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318004 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - windows toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318669 on 2017/02/23 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - OSX toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318672 on 2017/02/23 by Nick.Shin HTML5 webgl2 shader fixes #jria UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318819 on 2017/02/23 by Dmitriy.Dyomin Fixed: Rendering artifacts with bloom on iPhone7 Metal #jira UE-40978 Change 3319702 on 2017/02/23 by Chris.Babcock Disable eglSwapInterval since it can cause issues with some drivers #ue4 #android Change 3320880 on 2017/02/24 by Dmitriy.Dyomin Added r.Mobile.TonemapperFilm cvar which can be used to enable/disable filmic tonemapper on mobile, independently from desktop (disabled by default) #jira UEMOB-195 Change 3321042 on 2017/02/24 by Jack.Porter Fixed incorrect sizeof in Vulkan pipleine cache pointed out here: http://coconutlizard.co.uk/blog/ue4/ue4-its-a-size-jim/ #code_review: rolando.caloca Change 3322383 on 2017/02/24 by Chris.Babcock Fix issue with ad banner on Android 7.0 devices #jira UE-42390 #ue4 #android Change 3322479 on 2017/02/24 by Omar.Rodriguez UEMOB-199 - WEX: Improved virtual keyboard for Android * Calculating the area covered by the virtual keyboard * Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events * Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event #jira UEMOB-199 Change 3323353 on 2017/02/27 by Allan.Bentham Fix broken mobile scene captures when !mobileHDR and RHINeedsToSwitchVerticalAxis #jira UE-42191 Change 3323431 on 2017/02/27 by Allan.Bentham CIS fix Change 3323687 on 2017/02/27 by Allan.Bentham Disable GRHINeedsUnatlasedCSMDepthsWorkaround for mobile devices. #jira UE-42131 Change 3324652 on 2017/02/28 by Dmitriy.Dyomin Fixed: Canvas elements appear darker on iOS Metal Change 3324885 on 2017/02/28 by Jack.Porter Fixed "Minimum iOS Version" setting display name #jira UE-42270 Change 3324899 on 2017/02/28 by Jack.Porter GitHub 3063 : removed duplicate gc.MaxObjectsInGame setting in IOSEngine.ini #jira UE-40018 #3063 Change 3324932 on 2017/02/28 by Jack.Porter GitHub 3257 : iPhonePackager errors in output log when opening project settings on Windows #jira UE-41984 #3257 #codereview: Peter.Sauerbrei Change 3324956 on 2017/02/28 by Jack.Porter FOpenGLFrontend::GetMaxSamplers incorrect for IOS #jira UE-42038 #3264 Change 3325478 on 2017/02/28 by Allan.Bentham PR # 3188 : Fix far distance bug with cascaded shadows on mobile (Metal) and PC mobile preview (Contributed by ufna) #jira UE-41442 Change 3327300 on 2017/03/01 by Allan.Bentham PR #3175 : Fixes high quality reflection blending seams (Contributed by kallehamalainen) #jira UE-41257 Change 3328917 on 2017/03/02 by Nick.Shin HTML5 project settings expose ini settings to edtior HTML5 project settings panel #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini #jira UE-41584 Editor locks up when adding an element for HTML5 devices on Mac #jira UE-41701 Editor freezes when setting browser filepath for inserted element in project settings Change 3329169 on 2017/03/02 by Allan.Bentham increase render thread timeout to 1 minute for suntemple / android. Prevents low end devices timing out during load. #jira UE-40696 Change 3330849 on 2017/03/02 by Nick.Shin HTML5 project settings expose ini settings to edtior HTML5 project settings panel #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini Change 3331078 on 2017/03/03 by Dmitriy.Dyomin Fixed: Device output log partial lines integrated from WEX (3250488) Change 3331112 on 2017/03/03 by Dmitriy.Dyomin Reduced state setup for slate draw calls (saves about 4ms RT time on mobile) integrated from WEX (3256584) Change 3331117 on 2017/03/03 by Dmitriy.Dyomin Fixed redundant blend state changes in opengl integrated from WEX (3256586) Change 3331173 on 2017/03/03 by Dmitriy.Dyomin Slate pixel shaders will use half precision where possible on mobile integrated from WEX (3256656) Change 3332865 on 2017/03/06 by Dmitriy.Dyomin Better MobileContentScaleFactor defaults for iOS devices #jira UEMOB-330 Change 3333129 on 2017/03/06 by Peter.Sauerbrei move to Library/Caches instead of documents for saved files re-enable iterative deploy on TVOS #jira UEMOB-284 Change 3334692 on 2017/03/06 by Jack.Porter Allow r.MobileContentScaleFactor to be changed at runtime on Android #jira UEMOB-173 Change 3336255 on 2017/03/07 by Nick.Shin HTML5 project settings marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently... #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini Change 3337094 on 2017/03/08 by Nick.Shin HTML5 project settings marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently... #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini Change 3338800 on 2017/03/08 by Chris.Babcock Update AAR handling to deal with versioning, subproject dependencies for resources, and scope #jira UE-42677 #ue4 #android Change 3338813 on 2017/03/08 by Chris.Babcock Pass build configuration to UPL for access during packaging as $S(Configuration) #jira UE-42678 #ue4 #android #ios Change 3339401 on 2017/03/09 by Alicia.Cano Android runtime permissions - Fix for WRITE_EXTERNAL_STORAGE if it is not granted at time of onCreate for non-shipping builds - Fix for Location Services - Fix for if target sdk is not set to 23+ #jira UE-38512 #android #rb: chris.babcock Change 3340736 on 2017/03/09 by Chris.Babcock Implement support for new controllers (Xbox Wireless, SteelSeries Stratus XL, PS4) (contributed by TRS-justing) #jira UE-41965 #PR #3254 #ue4 #android Change 3340744 on 2017/03/09 by Jack.Porter Expose Custom Depth to Foliage #jira UE-6061 Change 3340849 on 2017/03/09 by Dmitriy.Dyomin Fixed: iOS movie become laggy and crashes when played in iPhone 6/6s. #jira UE-42351 Change 3341268 on 2017/03/10 by Alicia.Cano PR #2894: Initial VoiceModuleAndroid support. (Contributed by devbm) #jira UE-37945 #android #rb: chris.babcock, jack.porter Change 3341303 on 2017/03/10 by Allan.Bentham Remove optimisation that prevents full specular occulsion on mobile. PR #3186 : Specular can't be blocked on high-end mobile. #jira UE-41393 Change 3342304 on 2017/03/10 by Alicia.Cano build fix #rb: chris.babcock Change 3343344 on 2017/03/13 by Alicia.Cano build fix #rb: chris.babcock Change 3343591 on 2017/03/13 by Brent.Pease iOS multiplayer fix part 1. Correct byte ordering. #jira UE-34875 Change 3343669 on 2017/03/13 by Chris.Babcock Update carefullyredist script version #jira UE-42832 Change 3344212 on 2017/03/13 by Will.Fissler Various compile fixes for Xcode 8.3. These fixes must also be added to //UE4/Release-4.15. #jira UE-41313 Change 3344396 on 2017/03/13 by Chris.Babcock Fix Java 1.5 obsolete warnings #jira UE-42851 #ue4 #android Change 3345132 on 2017/03/14 by Will.Fissler Added ifdef wrapper to check clang version for presentDrawable. Change 3345336 on 2017/03/14 by Will.Fissler Moved #if (__clang_major__ > 8) || (__clang_major__ == 8 && __clang_minor__ >= 1) check inside of the presentDrawable method. Change 3345460 on 2017/03/14 by Will.Fissler ifdef changes for presentDrawable. The last submission duped the changes, instead of merging. #rb none Change 3346046 on 2017/03/14 by Will.Fissler Fixed MetalCommandBuffer.cpp [again] after last submission duped changes instead of merging. Change 3346367 on 2017/03/14 by Chris.Babcock Fix issue with GoogleVR ARMv7 libraries included for other architectures in link #ue4 #android Change 3347682 on 2017/03/15 by Allan.Bentham Enable HW sRGB correction with retainer widget's render target. Use slate's gamma correction for mobile (where no such support exists) Render retainer box RT content with gamma correction. #jira UE-40967 Change 3348712 on 2017/03/15 by Nick.Shin HTML5 - upload to S3 updated to AWS "signature version 4" authentication #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3349254 on 2017/03/16 by Jack.Porter Fix for crash using the mobile previewer when the LQ lightmap shader permutation is disabled. #jira UE-42971 Change 3349739 on 2017/03/16 by Nick.Shin HTML5 - upload to S3 better error message feedback on upload failures #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3349765 on 2017/03/16 by Alicia.Cano Disable mouseover events in Mobile Previewer #jira UE-19903 #mobile #rb: Jack.Porter Change 3350049 on 2017/03/16 by Nick.Shin HTML5 - upload to S3 folder in bucket is optional #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3350153 on 2017/03/16 by Nick.Shin HTML5 - upload to S3 updated S3 public link generator #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3351582 on 2017/03/17 by Will.Fissler Reverting the attempted fix for Xcode 8.3: Result += " -mcpu=cortex-a9"; Currently we cannot build arm64 for iOS with this change. Change 3352085 on 2017/03/17 by Alicia.Cano iOS doesn't honor request to close the virtual keyboard leading to a crash #jira UE-36447 #ios #rb:Peter.Sauerbrei Change 3353313 on 2017/03/19 by Ben.Marsh Always allow large *.js files in Github. Change 3354444 on 2017/03/20 by Nick.Shin HTML5 - upload to S3 to help make it obvious that "upload to S3" checkbox is set/or not -- disable S3 details if checkbox for "uploading to S3" is not set #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3355618 on 2017/03/20 by Nick.Shin HTML5 Save Game System - ripped out HTML5 code [from Engine's SaveGameSystem.h] and placed it in HTML5Platform.cpp - cleaned up HTML5PlatformFile.cpp (make it match as clost to linux's version) - created HTML5's own PlatformFeature & SaveGameSystem files -- and updated HTML5PlatformMisc to make use of the the new HTML5 SaveGame code #jira UE-42081 Remove heinous HTML5 code from engine Change 3355621 on 2017/03/20 by Nick.Shin remove temp debugging code #jira UE-42081 Remove heinous HTML5 code from engine Change 3356937 on 2017/03/21 by Chris.Babcock Add "stat vulkanrhi" to new console dropdown #jira UE-43149 #ue4 #android Change 3357652 on 2017/03/21 by Nick.Shin HTML5 performance speed ups added "use fixed timestep" setting option for HTML5 builds (this has been separated from Engine - General Settings - Framerate) - this is slightly different to smooth framerate and fixed framerate - thus, the timestep option was put in the HTML5 specific panel this option is based on the suggestions by jukka's post: - https://answers.unrealengine.com/questions/409629/smooth-frame-rate-and-use-fixed-frame-rate-should.html however, using this option will make the player "run faster" on (for example) thirdperson blueprint template -- but, it has no effect on other (for example) zen garden... #jira UE-30214 - Implement a warning message for fps settings Change 3360415 on 2017/03/23 by Allan.Bentham Fix crash that occurs when ES3.1 preview is used with r.MobileHDR32bppMode modes. Change 3360418 on 2017/03/23 by Allan.Bentham Disable filmic tonemapper if r.MobileHDR32bppMode is in use. #jira UE-40913 Change 3360557 on 2017/03/23 by Allan.Bentham Better fix for mobile CSM shadow flickering (UE-42131), now works for PC OpenGL based mobile preview. #jira UE-42131 Change 3362258 on 2017/03/23 by Dmitriy.Dyomin Fixed: Canvas texture element gamma issues on iOS Metal Change 3362321 on 2017/03/24 by Dmitriy.Dyomin GitHub 3173 : MaterialAO support for mobile rendering path (contributed by kallehamalainen) #3173 Change 3363550 on 2017/03/24 by Alicia.Cano build fix for devices < Android 5.0 #jira UE-43299 #android #rb: chris.babcock Change 3363687 on 2017/03/24 by Chris.Babcock Fix Android password hiding in input dialog #jira WEX-5159 #ue4 #android Change 3365280 on 2017/03/27 by Dmitriy.Dyomin Fix for GL_EXT_shader_framebuffer_fetch on Zenfone5. Use UE_EXT_shader_framebuffer_fetch define on all devices to enable extension Change 3365291 on 2017/03/27 by Dmitriy.Dyomin Copied form WEX CL# 3308653 Fixed: Enabling shader cache causes crash on NVIDIA Shield #jira UE-41639 Change 3365293 on 2017/03/27 by Dmitriy.Dyomin GitHub 3411 : Fix crash in patching utils mount method (contributed by nverenik) #jira UE-43247 #3411 Change 3365340 on 2017/03/27 by Dmitriy.Dyomin Fixed: Moving sublevel in world composition browser does not appear in Undo History #jira UE-35535 Change 3365564 on 2017/03/27 by Allan.Bentham SkyLightComponent now serializes IrradianceMap SH values. clicking Recapture sky button in mobile preview switches back to SM4/5 to update captures. Skylights that are dirty from load will trigger reflection capture update once shaders are rebuilt. #jira UE-42436 Change 3366282 on 2017/03/27 by Nick.Shin remove dead links these files to not exist anywhere in the make-3.81 subfolders #UDN-354501 #jira none Change 3366306 on 2017/03/27 by Nick.Shin HTML5 - disable multi-threading for wasm #jira UE-43219 - HTML5 disable multi-threading for wasm Change 3366307 on 2017/03/27 by Nick.Shin HTML5 packaging Shipping builds big cleanup / additions to *gz file support for amazon s3 * both, uploading to s3 * and allowing s3 to host the games there #jira UE-43002 HTML5 in Shipping fails downloading symbols files #jria UE-43001 HTML5 Shipping Projects fail looking for compressed files when "Compress files during shipping packaging" is not selected. Change 3367385 on 2017/03/28 by Allan.Bentham Display skylight serialization warning only when cooking for mobile platforms. #jira UE-42436 Change 3368583 on 2017/03/28 by Chris.Babcock Expose JAVA_HOME setting in Android SDK project settings on Mac #jira UE-43418 #ue4 #android Change 3368803 on 2017/03/28 by Chris.Babcock Fix features requested in manifest for "Daydream and Cardboard" mode #jira UE-43314 #ue4 #android Change 3369087 on 2017/03/28 by Jack.Porter Changed tooltip and added supported devices in paretheses for Android Mobile Deferred / ES31+AEP #jira UE-42438 Change 3369372 on 2017/03/29 by Allan.Bentham Fix disappearing meshes when r.mobile.allowdistancefieldshadows is disabled. #jira UE-43366 Change 3369381 on 2017/03/29 by Jack.Porter Show warnings when mobile shader permutations required for rendering are disbaled Made FReadOnlyCVARCache a singleton and added mobile CVars, used for MobileBasePassRendering. #jira UE-43050 Change 3369430 on 2017/03/29 by Allan.Bentham fix CIS build Change 3369740 on 2017/03/29 by Allan.Bentham Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility) Android links with -gc-sections to remove unused code/data Add JNI_METHOD for java accessible native functions, fixed up existing JNI functions to use macro. Add support for map file generation with android. Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig() bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini #jira UEMOB-168 Change 3369975 on 2017/03/29 by Nick.Shin HTML5 - AWS S3 shareable link for shipping builds corrected #jira UE-43379 Amazon S3 Shareable link does not generate correct filepath. Change 3369998 on 2017/03/29 by Nick.Shin HTML5 python build scripts PR: https://github.com/Mozilla-Games/UnrealEngine/commit/1cb836d43c3015c6ca0fdd039072bb6c5c273db3 #jira none Change 3370214 on 2017/03/29 by Nick.Shin HTML5 - default bUseFixedTimeStep to false... #jira UE-43380 - Default HTML5 gamespeed is faster than equivalent platforms Change 3370762 on 2017/03/29 by Chris.Babcock Fixes to new keyboard for Android - Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference. - Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing when changing focus between multiple EditableTextBox widgets. #ue4 #android Change 3371344 on 2017/03/30 by Jack.Porter Fixed issue where Vulkan screenshot R/B channels were reversed on Android #jira UE-43479 Change 3372926 on 2017/03/30 by Peter.Sauerbrei start the process of sunsetting 32-bit and GLES2 on iOS #jira UE-42266 Change 3372970 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - windows toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3372989 on 2017/03/30 by Peter.Sauerbrei fix for Xcode 8.3 build with 32-bit Change 3373007 on 2017/03/30 by Peter.Sauerbrei fix for crash when online subsystem is disabled on IOS Change 3373108 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - emscripten toolchain WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3373163 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - OSX toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3373169 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support license file updated #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rnx Change 3373287 on 2017/03/30 by Nick.Shin HTML5 - 1.36.11 emscripten - remove old SDK #jira none #rnx Change 3373289 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - Linux toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3373595 on 2017/03/30 by Chris.Babcock Reenable GooglePlay for ARM64 now that it doesn't crash #jira UE-36198 #ue4 #android Change 3373606 on 2017/03/30 by Chris.Babcock Submitting Allan's shelved EXT_shader_framebuffer_fetch fix #ue4 #android Change 3375456 on 2017/03/31 by Chris.Babcock Add missing keycodes for Android keyboard (@ and #) #jira WEX-5777 #ue4 #android Change 3376309 on 2017/04/03 by Allan.Bentham Fix overflow issues with mobile DoF. Change 3377041 on 2017/04/03 by Will.Fissler Adding Testbed content for PlatformShowcase. Change 3377582 on 2017/04/03 by Alicia.Cano adding back in GET_ACCOUNTS permission as it is required for Reset Achievements #jira: UE-43265 #android #rb: Chris.Babcock Change 3377643 on 2017/04/03 by Peter.Sauerbrei fix for memory leak in MallocBinned #jira UE-43008 Change 3378033 on 2017/04/04 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - ThirdParty libs compiled with new toolchain with wasm and webgl2 support #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3378034 on 2017/04/04 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - ThirdParty build scripts #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3378035 on 2017/04/04 by Nick.Shin HTML5 - Update GameX template to make it work with trunk Emscripten PR https://github.com/Mozilla-Games/UnrealEngine/commit/dc2b26f452948f8ee07178bc3e8742af80d8919a#commitcomment-21454978 #jira none #rn Change 3378044 on 2017/04/04 by Nick.Shin HTML5 harfbuzz - double checking recompiled with NO multithreading wasm currently does not support pthreads *** THIS IS STILL WIP *** checking in to match 3rd party libs compiled configuration #jira UE-28588 - Build HarfBuzz for HTML5 #rnx Change 3378264 on 2017/04/04 by Allan.Bentham Fix crash when using consolas font on android sdk 24 #jira UE-43464 Change 3379097 on 2017/04/04 by Nick.Shin CIS HTML5 build warning fix #jria none #rnx Change 3379333 on 2017/04/04 by Chris.Babcock Prevent inserting extra permissions into manifest multiple times #jira UE-43583 #ue4 #android Change 3380870 on 2017/04/05 by Chris.Babcock Fix merge issue Change 3380898 on 2017/04/05 by Chris.Babcock Fixed again Change 3381443 on 2017/04/05 by Chris.Babcock Fix for GearVR non-unity build #ue4 #android Change 3381941 on 2017/04/05 by Chris.Babcock Fix HTTPChunkInstaller texture format checks and missing #define warning #jira UE-43706 #ue4 #android Change 3382056 on 2017/04/05 by Chris.Babcock Updates to Android AARs needed for Facebook plugin Change 3382097 on 2017/04/05 by Chris.Babcock Disable java console cmd receiver only in shipping builds #jira UE-43710 #ue4 #android Change 3382497 on 2017/04/06 by Allan.Bentham Fix Fortnite Cooked Server crashes when joining game from lobby. #jira UE-43695 Change 3383227 on 2017/04/06 by Will.Fissler Reverted case sensitive change, from yesterday, and implemented a pragma instead. #jira UE-41313 [CL 3383473 by Jack Porter in Main branch]
2017-04-06 16:13:17 -04:00
/* This is to avoid a bug where device supports GL_EXT_shader_framebuffer_fetch but does not define it in GLSL */
bool FOpenGLESDeferred::bRequiresUEShaderFramebufferFetchDef = false;
/** GL_ARM_shader_framebuffer_fetch_depth_stencil */
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
bool FOpenGLESDeferred::bSupportsShaderDepthStencilFetch = false;
/** GL_EXT_multisampled_render_to_texture */
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
bool FOpenGLESDeferred::bSupportsMultisampledRenderToTexture = false;
/** GL_EXT_sRGB */
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
bool FOpenGLESDeferred::bSupportsSGRB = false;
/** GL_NV_texture_compression_s3tc, GL_EXT_texture_compression_s3tc */
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
bool FOpenGLESDeferred::bSupportsDXT = false;
/** GL_IMG_texture_compression_pvrtc */
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
bool FOpenGLESDeferred::bSupportsPVRTC = false;
/** GL_ATI_texture_compression_atitc, GL_AMD_compressed_ATC_texture */
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
bool FOpenGLESDeferred::bSupportsATITC = false;
/** GL_OES_compressed_ETC1_RGB8_texture */
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
bool FOpenGLESDeferred::bSupportsETC1 = false;
/** OpenGL ES 3.0 profile */
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
bool FOpenGLESDeferred::bSupportsETC2 = false;
/** GL_FRAGMENT_SHADER, GL_LOW_FLOAT */
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
int FOpenGLESDeferred::ShaderLowPrecision = 0;
/** GL_FRAGMENT_SHADER, GL_MEDIUM_FLOAT */
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
int FOpenGLESDeferred::ShaderMediumPrecision = 0;
/** GL_FRAGMENT_SHADER, GL_HIGH_FLOAT */
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
int FOpenGLESDeferred::ShaderHighPrecision = 0;
/** GL_NV_framebuffer_blit */
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
bool FOpenGLESDeferred::bSupportsNVFrameBufferBlit = false;
/** GL_OES_packed_depth_stencil */
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
bool FOpenGLESDeferred::bSupportsPackedDepthStencil = false;
/** textureCubeLodEXT */
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
bool FOpenGLESDeferred::bSupportsTextureCubeLodEXT = true;
/** GL_EXT_shader_texture_lod */
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
bool FOpenGLESDeferred::bSupportsShaderTextureLod = false;
/** textureCubeLod */
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
bool FOpenGLESDeferred::bSupportsShaderTextureCubeLod = true;
/** GL_APPLE_copy_texture_levels */
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
bool FOpenGLESDeferred::bSupportsCopyTextureLevels = false;
/** GL_EXT_texture_storage */
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
bool FOpenGLESDeferred::bSupportsTextureStorageEXT = false;
/* This is a hack to remove the calls to "precision sampler" defaults which are produced by the cross compiler however don't compile on some android platforms */
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
bool FOpenGLESDeferred::bRequiresDontEmitPrecisionForTextureSamplers = false;
/* Some android platforms require textureCubeLod to be used some require textureCubeLodEXT however they either inconsistently or don't use the GL_TextureCubeLodEXT extension definition */
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
bool FOpenGLESDeferred::bRequiresTextureCubeLodEXTToTextureCubeLodDefine = false;
/* This is a hack to remove the gl_FragCoord if shader will fail to link if exceeding the max varying on android platforms */
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
bool FOpenGLESDeferred::bRequiresGLFragCoordVaryingLimitHack = false;
/* This hack fixes an issue with SGX540 compiler which can get upset with some operations that mix highp and mediump */
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
bool FOpenGLESDeferred::bRequiresTexture2DPrecisionHack = false;
Copying //UE4/Release-Staging-4.11 to //UE4/Main (Source: //UE4/Release-Staging-4.11 @ 2941426, //UE4/Release-4.11 @ 2927265) ========================== MAJOR FEATURES + CHANGES ========================== Change 2910079 on 2016/03/15 by Taizyd.Korambayil #jira UE-28293 Reworded some Sentences Change 2910157 on 2016/03/15 by Taizyd.Korambayil #jira UE-28240 Rebuilt Lighting for Sanctuary Change 2910317 on 2016/03/15 by Ben.Marsh Fix crash trying to print out a message explaining that you need to install the Visual Studio 2015 toolchain, if the Visual Studio 2015 toolchain is not installed! Change 2910425 on 2016/03/15 by Ori.Cohen Fix crash and incorrect behavior when setting physical material on a welded body. #JIRA UE-28399 #rb Marc.Audy Change 2910525 on 2016/03/15 by Ori.Cohen Fix player capsule not spawning at the right place due to float precision issues. #JIRA UE-28438 #rb Zak.Middleton Change 2910595 on 2016/03/15 by Chris.Babcock Fixed issue with missing event location paired with IE_Pressed if IE_DoubleClick generated #jira UE-28051 #ue4 #codereview Marc.Audy Change 2911442 on 2016/03/16 by Andrew.Rodham Sequencer: Fixed frame grabbers where hardware mapped surfaces to memory of a different stride #jira UE-28434 Change 2911596 on 2016/03/16 by andrew.porter Test content for blueprint vertex painting #jira UE-24473 Change 2911860 on 2016/03/16 by Jamie.Dale Allowed SViewport to (once again) be able to use non-pre-multiplied alpha blending SViewport now has an PreMultipliedAlpha argument (default true), which can control whether to use pre-multiplied alpha when blending is enabled (blending is disabled by default). Note: This is a change in behavior from 4.10, as non-pre-multiplied alpha blending used to be the default, but pre-multiplied alpha blending better supports the pipeline used through Slate. This change also cleans up the use of bool parameters in the FSlateDrawElement::MakeX functions to control the render behavior, instead favoring use of advanced ESlateDrawEffect flags. API Breaking Changes - FSlateDrawElement::MakeGradient no longer takes a bInGammaCorrect bool, instead pass ESlateDrawEffect::NoGamma as part of InDrawEffects to disable gamma correction. - FSlateDrawElement::MakeViewport no longer takes a bInGammaCorrect bool, instead pass ESlateDrawEffect::NoGamma as part of InDrawEffects to disable gamma correction. - FSlateDrawElement::MakeViewport no longer takes a bInAllowBlending bool, instead pass ESlateDrawEffect::NoBlending as part of InDrawEffects to disable blending. #jira UE-26797 Change 2912345 on 2016/03/16 by Olaf.Piesche Removing the check that causes UE-28441, duplicating beam type data module from highest LOD in Cascade causes crash. The beam data module is the only one that explicitly checks to make sure it's always shared across LOD levels; there's no obvious reasons why duplicating beam data modules shouldn't be possible. #codereview simon.tovey #jira UE-28441 Change 2912526 on 2016/03/16 by Steve.Robb Fix uninitialized variables. #codereview robert.manuszewski #jira UE-28391 Change 2913114 on 2016/03/17 by Steve.Robb Fixed some private properties which caused UHT errors. #codereview robert.manuszewski #jira UE-28059 Change 2913295 on 2016/03/17 by Richard.TalbotWatkin Replicated from Dev-Editor CL 2913224 Disallow assets from being deleted if PIE is active. This prevents various troubles which can occur when PIE is referencing asset objects. #jira UE-12387 - [CrashReport] Crash when deleting assets needed for template #RB Nick.Darnell, Frank.Fella Change 2913310 on 2016/03/17 by Nick.Shin merging from //UE4/Dev-Platform to //UE4/Release-4.11 --- original commit CL: #2913300 message --- corrected VS 2015 websocket lib to look at the right offset it is currently a high risk change to just update the libwebsocket wholesale for release-4.11. this change is the most minimum invasive change with a lot of deep analysis (details will be put in jira: # UEPLAT-1221). this fix will also be pushed up to release-4.11 #jira UE-22166 - HTML5 Cook on the fly will launch and then close browser #jira UE-22513 - HTTP Network File System crashes randomly. #jira UE-28003 - Fail to QuickLaunch HTML5 through UnrealFrontEnd Change 2913593 on 2016/03/17 by Mark.Satterthwaite For non-debug builds silence the warning about no deth/stencil when shader writes to depth in MetalRHI - the RHI implementation will create a temporary D/S buffer to cope but really this needs to be properly addressed elsewhere. #jira UE-28491 Change 2913655 on 2016/03/17 by Taizyd.Korambayil #jira UE-28492 Rebuilt Lighting For the Samples Listed Change 2914025 on 2016/03/17 by Olaf.Piesche Make sure ST primitives are added to NST draw list if in shader complexity mode #codereview simon.tovey #jira UE-28471 Change 2914027 on 2016/03/17 by Nick.Shin [CL 2941462 by Ben Marsh in Main branch]
2016-04-12 17:04:39 -04:00
/* This is to avoid a bug in Adreno drivers that define GL_ARM_shader_framebuffer_fetch_depth_stencil even when device does not support this extension */
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
bool FOpenGLESDeferred::bRequiresARMShaderFramebufferFetchDepthStencilUndef = false;
Copying //UE4/Release-Staging-4.11 to //UE4/Main (Source: //UE4/Release-Staging-4.11 @ 2941426, //UE4/Release-4.11 @ 2927265) ========================== MAJOR FEATURES + CHANGES ========================== Change 2910079 on 2016/03/15 by Taizyd.Korambayil #jira UE-28293 Reworded some Sentences Change 2910157 on 2016/03/15 by Taizyd.Korambayil #jira UE-28240 Rebuilt Lighting for Sanctuary Change 2910317 on 2016/03/15 by Ben.Marsh Fix crash trying to print out a message explaining that you need to install the Visual Studio 2015 toolchain, if the Visual Studio 2015 toolchain is not installed! Change 2910425 on 2016/03/15 by Ori.Cohen Fix crash and incorrect behavior when setting physical material on a welded body. #JIRA UE-28399 #rb Marc.Audy Change 2910525 on 2016/03/15 by Ori.Cohen Fix player capsule not spawning at the right place due to float precision issues. #JIRA UE-28438 #rb Zak.Middleton Change 2910595 on 2016/03/15 by Chris.Babcock Fixed issue with missing event location paired with IE_Pressed if IE_DoubleClick generated #jira UE-28051 #ue4 #codereview Marc.Audy Change 2911442 on 2016/03/16 by Andrew.Rodham Sequencer: Fixed frame grabbers where hardware mapped surfaces to memory of a different stride #jira UE-28434 Change 2911596 on 2016/03/16 by andrew.porter Test content for blueprint vertex painting #jira UE-24473 Change 2911860 on 2016/03/16 by Jamie.Dale Allowed SViewport to (once again) be able to use non-pre-multiplied alpha blending SViewport now has an PreMultipliedAlpha argument (default true), which can control whether to use pre-multiplied alpha when blending is enabled (blending is disabled by default). Note: This is a change in behavior from 4.10, as non-pre-multiplied alpha blending used to be the default, but pre-multiplied alpha blending better supports the pipeline used through Slate. This change also cleans up the use of bool parameters in the FSlateDrawElement::MakeX functions to control the render behavior, instead favoring use of advanced ESlateDrawEffect flags. API Breaking Changes - FSlateDrawElement::MakeGradient no longer takes a bInGammaCorrect bool, instead pass ESlateDrawEffect::NoGamma as part of InDrawEffects to disable gamma correction. - FSlateDrawElement::MakeViewport no longer takes a bInGammaCorrect bool, instead pass ESlateDrawEffect::NoGamma as part of InDrawEffects to disable gamma correction. - FSlateDrawElement::MakeViewport no longer takes a bInAllowBlending bool, instead pass ESlateDrawEffect::NoBlending as part of InDrawEffects to disable blending. #jira UE-26797 Change 2912345 on 2016/03/16 by Olaf.Piesche Removing the check that causes UE-28441, duplicating beam type data module from highest LOD in Cascade causes crash. The beam data module is the only one that explicitly checks to make sure it's always shared across LOD levels; there's no obvious reasons why duplicating beam data modules shouldn't be possible. #codereview simon.tovey #jira UE-28441 Change 2912526 on 2016/03/16 by Steve.Robb Fix uninitialized variables. #codereview robert.manuszewski #jira UE-28391 Change 2913114 on 2016/03/17 by Steve.Robb Fixed some private properties which caused UHT errors. #codereview robert.manuszewski #jira UE-28059 Change 2913295 on 2016/03/17 by Richard.TalbotWatkin Replicated from Dev-Editor CL 2913224 Disallow assets from being deleted if PIE is active. This prevents various troubles which can occur when PIE is referencing asset objects. #jira UE-12387 - [CrashReport] Crash when deleting assets needed for template #RB Nick.Darnell, Frank.Fella Change 2913310 on 2016/03/17 by Nick.Shin merging from //UE4/Dev-Platform to //UE4/Release-4.11 --- original commit CL: #2913300 message --- corrected VS 2015 websocket lib to look at the right offset it is currently a high risk change to just update the libwebsocket wholesale for release-4.11. this change is the most minimum invasive change with a lot of deep analysis (details will be put in jira: # UEPLAT-1221). this fix will also be pushed up to release-4.11 #jira UE-22166 - HTML5 Cook on the fly will launch and then close browser #jira UE-22513 - HTTP Network File System crashes randomly. #jira UE-28003 - Fail to QuickLaunch HTML5 through UnrealFrontEnd Change 2913593 on 2016/03/17 by Mark.Satterthwaite For non-debug builds silence the warning about no deth/stencil when shader writes to depth in MetalRHI - the RHI implementation will create a temporary D/S buffer to cope but really this needs to be properly addressed elsewhere. #jira UE-28491 Change 2913655 on 2016/03/17 by Taizyd.Korambayil #jira UE-28492 Rebuilt Lighting For the Samples Listed Change 2914025 on 2016/03/17 by Olaf.Piesche Make sure ST primitives are added to NST draw list if in shader complexity mode #codereview simon.tovey #jira UE-28471 Change 2914027 on 2016/03/17 by Nick.Shin [CL 2941462 by Ben Marsh in Main branch]
2016-04-12 17:04:39 -04:00
/* Indicates shader compiler hack checks are being tested */
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
bool FOpenGLESDeferred::bIsCheckingShaderCompilerHacks = false;
/** GL_EXT_disjoint_timer_query or GL_NV_timer_query*/
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
bool FOpenGLESDeferred::bSupportsDisjointTimeQueries = false;
/** Some timer query implementations are never disjoint */
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
bool FOpenGLESDeferred::bTimerQueryCanBeDisjoint = true;
/** GL_NV_timer_query for timestamp queries */
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
bool FOpenGLESDeferred::bSupportsNvTimerQuery = false;
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
/** GL_OES_vertex_type_10_10_10_2 */
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
bool FOpenGLESDeferred::bSupportsRGB10A2 = false;
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
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
GLint FOpenGLESDeferred::MajorVersion = 0;
GLint FOpenGLESDeferred::MinorVersion = 0;
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
bool FOpenGLESDeferred::SupportsAdvancedFeatures()
{
bool bResult = true;
GLint LocalMajorVersion = 0;
GLint LocalMinorVersion = 0;
const FString ExtensionsString = ANSI_TO_TCHAR((const ANSICHAR*)glGetString(GL_EXTENSIONS));
if (FString(ANSI_TO_TCHAR((const ANSICHAR*)glGetString(GL_VERSION))).Contains(TEXT("OpenGL ES 3.")))
{
glGetIntegerv(GL_MAJOR_VERSION, &LocalMajorVersion);
glGetIntegerv(GL_MINOR_VERSION, &LocalMinorVersion);
// Check for minimum ES 3.1 + extensions support to avoid the ES2 fallback
bResult = (LocalMajorVersion == 3 && LocalMinorVersion >= 1);
bResult &= ExtensionsString.Contains(TEXT("GL_ANDROID_extension_pack_es31a"));
bResult &= ExtensionsString.Contains(TEXT("GL_EXT_color_buffer_half_float"));
}
else
{
bResult = false;
}
return bResult;
}
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
bool FOpenGLESDeferred::SupportsDisjointTimeQueries()
{
bool bAllowDisjointTimerQueries = false;
bAllowDisjointTimerQueries = (CVarDisjointTimerQueries.GetValueOnRenderThread() == 1);
return bSupportsDisjointTimeQueries && bAllowDisjointTimerQueries;
}
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
void FOpenGLESDeferred::ProcessQueryGLInt()
{
if(bES2Fallback)
{
LOG_AND_GET_GL_INT(GL_MAX_VARYING_VECTORS, 0, MaxVaryingVectors);
LOG_AND_GET_GL_INT(GL_MAX_VERTEX_UNIFORM_VECTORS, 0, MaxVertexUniformComponents);
LOG_AND_GET_GL_INT(GL_MAX_FRAGMENT_UNIFORM_VECTORS, 0, MaxPixelUniformComponents);
MaxVaryingVectors *= 4;
MaxVertexUniformComponents *= 4;
MaxPixelUniformComponents *= 4;
MaxGeometryUniformComponents = 0;
MaxGeometryTextureImageUnits = 0;
MaxHullTextureImageUnits = 0;
MaxDomainTextureImageUnits = 0;
}
else
{
GET_GL_INT(GL_MAX_VARYING_VECTORS, 0, MaxVaryingVectors);
GET_GL_INT(GL_MAX_VERTEX_UNIFORM_COMPONENTS, 0, MaxVertexUniformComponents);
GET_GL_INT(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, 0, MaxPixelUniformComponents);
GET_GL_INT(GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT, 0, MaxGeometryUniformComponents);
GET_GL_INT(GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_EXT, 0, MaxGeometryTextureImageUnits);
GET_GL_INT(GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS, 0, MaxComputeTextureImageUnits);
GET_GL_INT(GL_MAX_COMPUTE_UNIFORM_COMPONENTS, 0, MaxComputeUniformComponents);
if (bSupportsTessellation)
{
GET_GL_INT(GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS_EXT, 0, MaxHullUniformComponents);
GET_GL_INT(GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS_EXT, 0, MaxDomainUniformComponents);
GET_GL_INT(GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS_EXT, 0, MaxHullTextureImageUnits);
GET_GL_INT(GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS_EXT, 0, MaxDomainTextureImageUnits);
}
else
{
MaxHullUniformComponents = 0;
MaxDomainUniformComponents = 0;
MaxHullTextureImageUnits = 0;
MaxDomainTextureImageUnits = 0;
}
}
// No timestamps
//LOG_AND_GET_GL_QUERY_INT(GL_TIMESTAMP, 0, TimestampQueryBits);
}
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
void FOpenGLESDeferred::ProcessExtensions( const FString& ExtensionsString )
{
// Version setup first, need to check string for 3 or higher, then can use integer queries
if (SupportsAdvancedFeatures())
{
glGetIntegerv(GL_MAJOR_VERSION, &MajorVersion);
glGetIntegerv(GL_MINOR_VERSION, &MinorVersion);
bES2Fallback = false;
UE_LOG(LogRHI, Log, TEXT("bES2Fallback = false"));
}
else
{
MajorVersion = 2;
MinorVersion = 0;
bES2Fallback = true;
UE_LOG(LogRHI, Log, TEXT("bES2Fallback = true"));
}
bSupportsSeparateAlphaBlend = ExtensionsString.Contains(TEXT("GL_EXT_draw_buffers_indexed"));
static auto CVarAllowHighQualityLightMaps = IConsoleManager::Get().FindConsoleVariable(TEXT("r.HighQualityLightMaps"));
if (!bES2Fallback)
{
// only supported if we are at a minimum bar
bSupportsTessellation = ExtensionsString.Contains(TEXT("GL_EXT_tessellation_shader"));
bSupportsTextureView = ExtensionsString.Contains(TEXT("GL_EXT_texture_view"));
CVarAllowHighQualityLightMaps->Set(1);
}
else
{
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
bSupportsRGB10A2 = ExtensionsString.Contains(TEXT("GL_OES_vertex_type_10_10_10_2"));
CVarAllowHighQualityLightMaps->Set(0);
}
ProcessQueryGLInt();
FOpenGLBase::ProcessExtensions(ExtensionsString);
bSupportsMapBuffer = ExtensionsString.Contains(TEXT("GL_OES_mapbuffer"));
bSupportsDepthTexture = ExtensionsString.Contains(TEXT("GL_OES_depth_texture"));
bSupportsOcclusionQueries = ExtensionsString.Contains(TEXT("GL_ARB_occlusion_query2")) || ExtensionsString.Contains(TEXT("GL_EXT_occlusion_query_boolean"));
bSupportsRGBA8 = ExtensionsString.Contains(TEXT("GL_OES_rgb8_rgba8"));
bSupportsBGRA8888 = ExtensionsString.Contains(TEXT("GL_APPLE_texture_format_BGRA8888")) || ExtensionsString.Contains(TEXT("GL_IMG_texture_format_BGRA8888")) || ExtensionsString.Contains(TEXT("GL_EXT_texture_format_BGRA8888"));
bSupportsVertexHalfFloat = ExtensionsString.Contains(TEXT("GL_OES_vertex_half_float"));
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
bSupportsTextureFloat = !bES2Fallback || ExtensionsString.Contains(TEXT("GL_OES_texture_float"));
bSupportsTextureHalfFloat = !bES2Fallback || ExtensionsString.Contains(TEXT("GL_OES_texture_half_float"));
bSupportsSGRB = ExtensionsString.Contains(TEXT("GL_EXT_sRGB"));
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
bSupportsColorBufferFloat = ExtensionsString.Contains(TEXT("GL_EXT_color_buffer_float"));
bSupportsColorBufferHalfFloat = ExtensionsString.Contains(TEXT("GL_EXT_color_buffer_half_float"));
bSupportsNvImageFormats = ExtensionsString.Contains(TEXT("GL_NV_image_formats"));
bSupportsShaderFramebufferFetch = ExtensionsString.Contains(TEXT("GL_EXT_shader_framebuffer_fetch")) || ExtensionsString.Contains(TEXT("GL_NV_shader_framebuffer_fetch")) || ExtensionsString.Contains(TEXT("GL_ARM_shader_framebuffer_fetch"));
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3383462) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3292174 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - Linux toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3292193 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - ThirdParty libs compiled with new toolchain with wasm support #jira UEPLAT-1437 Switch [to] web assembly Change 3292215 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and wbegl2 support - emscripten toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3292222 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm support - ENGINE changes (c# & cpp files) #jira UEPLAT-1437 Switch [to] web assembly Change 3292223 on 2017/02/08 by Nick.Shin HTML5 merge ThirdParty lib build scripts from Dev-Platform to Dev-Mobile Change 3292228 on 2017/02/08 by Nick.Shin HTML5 emscripten: webgl support - webgl patches - and a lot of UE4 patches to package HTML5 on LINUX - mostly from mozilla's jukka -- thx jukka! #jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5 Change 3292285 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - Windows toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3293994 on 2017/02/09 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - OSX toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3294391 on 2017/02/09 by Nick.Shin HTML5 "black box issues" revisited - jukka rewrote the window resize handler -- much cleaner and more straightforward #jira UE-36341 HTML5 - View is incorrectly drawn #jira UE-32311 Templates on Firefox/Chrome on HTML5 are not full screen during Launch On Change 3296421 on 2017/02/10 by Jack.Porter Fix landscape spline segment splitting placing when using streaming levels Change 3296587 on 2017/02/10 by Jack.Porter Additional fix for landscape spline segment splitting when using streaming levels Change 3301241 on 2017/02/14 by Mi.Wang Fixed DeviceProfileEditor bug for incorrect clamp the Texture Mip LOD size. #jira UE-36237 #rb jack.porter Change 3301387 on 2017/02/14 by Nick.Shin HTML5 emscripten: webgl support - webgl patches from mozilla's jukka + hardware instancing + glBlitFramebuffer + GL AlaphaBlendOperation #jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5 Change 3301405 on 2017/02/14 by Nick.Shin HTML5 plugin fix when blueprint projects are promoted to code projects automatically. #jira UE-41710 HTML5 - Package Failure - Failed to Produce item ProjectName-OnlineSubsystemNull.bc Change 3302278 on 2017/02/14 by Omar.Rodriguez UE-36651: Mac Vulkan Android Projects crash on launch. * Glslang library has been built for Mac but flag was not updated * Set GlslangAvailable to true for Mac when building an Android project with vulkan #jira UE-36651 Change 3302773 on 2017/02/14 by Chris.Babcock Add a dropdown with some common console commands on Android (contributed by rafortis) #jira UE-40834 #PR #3143 #ue4 #android Change 3305604 on 2017/02/16 by Nick.Shin HTML5 webgl2 shader- turn on: instance static mesh vertex factory #jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5 Change 3308154 on 2017/02/16 by Nick.Shin HTML5 GitHub PR #jira UE-42019 GitHub 3258 : Added suport for emscripten --pre-js and --post-js option when building for HTML5 Change 3308510 on 2017/02/16 by Nick.Shin HTML5 webgl2 shader fixes #jria UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3308971 on 2017/02/17 by Jack.Porter Fix for landscape painting when height<0 in the Ortho viewports Change 3309075 on 2017/02/17 by Allan.Bentham Include static subject meshes when masking out modulated shadow casters. #jira UE-41581 Change 3309531 on 2017/02/17 by Chris.Babcock Handle large OBB files in APK #jira UE-41443 #ue4 #android Change 3311320 on 2017/02/19 by Dmitriy.Dyomin Fixed: Particle Cutout Crashes On Mobile Devices That Don't Support Hardware Instancing (Mali-400 GPU) #jira UE-41970 Change 3311347 on 2017/02/20 by Dmitriy.Dyomin Fixed: Engine Crashes When Previewing ES3_1 With Material Using World Position Offset (Need Custom Stencil) #jira UE-41976 Change 3311398 on 2017/02/20 by Dmitriy.Dyomin Fixed: Landscapes do not render on PowerVR device #jira UE-35530 Change 3311428 on 2017/02/20 by Dmitriy.Dyomin Fixed: Exposure Is More Extreme In High-End Mobile Preview Modes #jira UE-42036 Change 3311448 on 2017/02/20 by Dmitriy.Dyomin Fixed: Packaged game Crashes on android after entering "Help" command twice #jira UE-41956 Change 3311587 on 2017/02/20 by Allan.Bentham ES2 GLSL - Silently swap all uint to ints #jira UE-41548 Change 3313930 on 2017/02/21 by Allan.Bentham Print literal uints as ints when generating ES2 code. #jira UE-41548 Change 3317924 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - Linux toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3317929 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - ThirdParty libs compiled with new toolchain with wasm and webgl2 support #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3317951 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - emscripten toolchain WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318004 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - windows toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318669 on 2017/02/23 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - OSX toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318672 on 2017/02/23 by Nick.Shin HTML5 webgl2 shader fixes #jria UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318819 on 2017/02/23 by Dmitriy.Dyomin Fixed: Rendering artifacts with bloom on iPhone7 Metal #jira UE-40978 Change 3319702 on 2017/02/23 by Chris.Babcock Disable eglSwapInterval since it can cause issues with some drivers #ue4 #android Change 3320880 on 2017/02/24 by Dmitriy.Dyomin Added r.Mobile.TonemapperFilm cvar which can be used to enable/disable filmic tonemapper on mobile, independently from desktop (disabled by default) #jira UEMOB-195 Change 3321042 on 2017/02/24 by Jack.Porter Fixed incorrect sizeof in Vulkan pipleine cache pointed out here: http://coconutlizard.co.uk/blog/ue4/ue4-its-a-size-jim/ #code_review: rolando.caloca Change 3322383 on 2017/02/24 by Chris.Babcock Fix issue with ad banner on Android 7.0 devices #jira UE-42390 #ue4 #android Change 3322479 on 2017/02/24 by Omar.Rodriguez UEMOB-199 - WEX: Improved virtual keyboard for Android * Calculating the area covered by the virtual keyboard * Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events * Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event #jira UEMOB-199 Change 3323353 on 2017/02/27 by Allan.Bentham Fix broken mobile scene captures when !mobileHDR and RHINeedsToSwitchVerticalAxis #jira UE-42191 Change 3323431 on 2017/02/27 by Allan.Bentham CIS fix Change 3323687 on 2017/02/27 by Allan.Bentham Disable GRHINeedsUnatlasedCSMDepthsWorkaround for mobile devices. #jira UE-42131 Change 3324652 on 2017/02/28 by Dmitriy.Dyomin Fixed: Canvas elements appear darker on iOS Metal Change 3324885 on 2017/02/28 by Jack.Porter Fixed "Minimum iOS Version" setting display name #jira UE-42270 Change 3324899 on 2017/02/28 by Jack.Porter GitHub 3063 : removed duplicate gc.MaxObjectsInGame setting in IOSEngine.ini #jira UE-40018 #3063 Change 3324932 on 2017/02/28 by Jack.Porter GitHub 3257 : iPhonePackager errors in output log when opening project settings on Windows #jira UE-41984 #3257 #codereview: Peter.Sauerbrei Change 3324956 on 2017/02/28 by Jack.Porter FOpenGLFrontend::GetMaxSamplers incorrect for IOS #jira UE-42038 #3264 Change 3325478 on 2017/02/28 by Allan.Bentham PR # 3188 : Fix far distance bug with cascaded shadows on mobile (Metal) and PC mobile preview (Contributed by ufna) #jira UE-41442 Change 3327300 on 2017/03/01 by Allan.Bentham PR #3175 : Fixes high quality reflection blending seams (Contributed by kallehamalainen) #jira UE-41257 Change 3328917 on 2017/03/02 by Nick.Shin HTML5 project settings expose ini settings to edtior HTML5 project settings panel #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini #jira UE-41584 Editor locks up when adding an element for HTML5 devices on Mac #jira UE-41701 Editor freezes when setting browser filepath for inserted element in project settings Change 3329169 on 2017/03/02 by Allan.Bentham increase render thread timeout to 1 minute for suntemple / android. Prevents low end devices timing out during load. #jira UE-40696 Change 3330849 on 2017/03/02 by Nick.Shin HTML5 project settings expose ini settings to edtior HTML5 project settings panel #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini Change 3331078 on 2017/03/03 by Dmitriy.Dyomin Fixed: Device output log partial lines integrated from WEX (3250488) Change 3331112 on 2017/03/03 by Dmitriy.Dyomin Reduced state setup for slate draw calls (saves about 4ms RT time on mobile) integrated from WEX (3256584) Change 3331117 on 2017/03/03 by Dmitriy.Dyomin Fixed redundant blend state changes in opengl integrated from WEX (3256586) Change 3331173 on 2017/03/03 by Dmitriy.Dyomin Slate pixel shaders will use half precision where possible on mobile integrated from WEX (3256656) Change 3332865 on 2017/03/06 by Dmitriy.Dyomin Better MobileContentScaleFactor defaults for iOS devices #jira UEMOB-330 Change 3333129 on 2017/03/06 by Peter.Sauerbrei move to Library/Caches instead of documents for saved files re-enable iterative deploy on TVOS #jira UEMOB-284 Change 3334692 on 2017/03/06 by Jack.Porter Allow r.MobileContentScaleFactor to be changed at runtime on Android #jira UEMOB-173 Change 3336255 on 2017/03/07 by Nick.Shin HTML5 project settings marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently... #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini Change 3337094 on 2017/03/08 by Nick.Shin HTML5 project settings marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently... #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini Change 3338800 on 2017/03/08 by Chris.Babcock Update AAR handling to deal with versioning, subproject dependencies for resources, and scope #jira UE-42677 #ue4 #android Change 3338813 on 2017/03/08 by Chris.Babcock Pass build configuration to UPL for access during packaging as $S(Configuration) #jira UE-42678 #ue4 #android #ios Change 3339401 on 2017/03/09 by Alicia.Cano Android runtime permissions - Fix for WRITE_EXTERNAL_STORAGE if it is not granted at time of onCreate for non-shipping builds - Fix for Location Services - Fix for if target sdk is not set to 23+ #jira UE-38512 #android #rb: chris.babcock Change 3340736 on 2017/03/09 by Chris.Babcock Implement support for new controllers (Xbox Wireless, SteelSeries Stratus XL, PS4) (contributed by TRS-justing) #jira UE-41965 #PR #3254 #ue4 #android Change 3340744 on 2017/03/09 by Jack.Porter Expose Custom Depth to Foliage #jira UE-6061 Change 3340849 on 2017/03/09 by Dmitriy.Dyomin Fixed: iOS movie become laggy and crashes when played in iPhone 6/6s. #jira UE-42351 Change 3341268 on 2017/03/10 by Alicia.Cano PR #2894: Initial VoiceModuleAndroid support. (Contributed by devbm) #jira UE-37945 #android #rb: chris.babcock, jack.porter Change 3341303 on 2017/03/10 by Allan.Bentham Remove optimisation that prevents full specular occulsion on mobile. PR #3186 : Specular can't be blocked on high-end mobile. #jira UE-41393 Change 3342304 on 2017/03/10 by Alicia.Cano build fix #rb: chris.babcock Change 3343344 on 2017/03/13 by Alicia.Cano build fix #rb: chris.babcock Change 3343591 on 2017/03/13 by Brent.Pease iOS multiplayer fix part 1. Correct byte ordering. #jira UE-34875 Change 3343669 on 2017/03/13 by Chris.Babcock Update carefullyredist script version #jira UE-42832 Change 3344212 on 2017/03/13 by Will.Fissler Various compile fixes for Xcode 8.3. These fixes must also be added to //UE4/Release-4.15. #jira UE-41313 Change 3344396 on 2017/03/13 by Chris.Babcock Fix Java 1.5 obsolete warnings #jira UE-42851 #ue4 #android Change 3345132 on 2017/03/14 by Will.Fissler Added ifdef wrapper to check clang version for presentDrawable. Change 3345336 on 2017/03/14 by Will.Fissler Moved #if (__clang_major__ > 8) || (__clang_major__ == 8 && __clang_minor__ >= 1) check inside of the presentDrawable method. Change 3345460 on 2017/03/14 by Will.Fissler ifdef changes for presentDrawable. The last submission duped the changes, instead of merging. #rb none Change 3346046 on 2017/03/14 by Will.Fissler Fixed MetalCommandBuffer.cpp [again] after last submission duped changes instead of merging. Change 3346367 on 2017/03/14 by Chris.Babcock Fix issue with GoogleVR ARMv7 libraries included for other architectures in link #ue4 #android Change 3347682 on 2017/03/15 by Allan.Bentham Enable HW sRGB correction with retainer widget's render target. Use slate's gamma correction for mobile (where no such support exists) Render retainer box RT content with gamma correction. #jira UE-40967 Change 3348712 on 2017/03/15 by Nick.Shin HTML5 - upload to S3 updated to AWS "signature version 4" authentication #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3349254 on 2017/03/16 by Jack.Porter Fix for crash using the mobile previewer when the LQ lightmap shader permutation is disabled. #jira UE-42971 Change 3349739 on 2017/03/16 by Nick.Shin HTML5 - upload to S3 better error message feedback on upload failures #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3349765 on 2017/03/16 by Alicia.Cano Disable mouseover events in Mobile Previewer #jira UE-19903 #mobile #rb: Jack.Porter Change 3350049 on 2017/03/16 by Nick.Shin HTML5 - upload to S3 folder in bucket is optional #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3350153 on 2017/03/16 by Nick.Shin HTML5 - upload to S3 updated S3 public link generator #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3351582 on 2017/03/17 by Will.Fissler Reverting the attempted fix for Xcode 8.3: Result += " -mcpu=cortex-a9"; Currently we cannot build arm64 for iOS with this change. Change 3352085 on 2017/03/17 by Alicia.Cano iOS doesn't honor request to close the virtual keyboard leading to a crash #jira UE-36447 #ios #rb:Peter.Sauerbrei Change 3353313 on 2017/03/19 by Ben.Marsh Always allow large *.js files in Github. Change 3354444 on 2017/03/20 by Nick.Shin HTML5 - upload to S3 to help make it obvious that "upload to S3" checkbox is set/or not -- disable S3 details if checkbox for "uploading to S3" is not set #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3355618 on 2017/03/20 by Nick.Shin HTML5 Save Game System - ripped out HTML5 code [from Engine's SaveGameSystem.h] and placed it in HTML5Platform.cpp - cleaned up HTML5PlatformFile.cpp (make it match as clost to linux's version) - created HTML5's own PlatformFeature & SaveGameSystem files -- and updated HTML5PlatformMisc to make use of the the new HTML5 SaveGame code #jira UE-42081 Remove heinous HTML5 code from engine Change 3355621 on 2017/03/20 by Nick.Shin remove temp debugging code #jira UE-42081 Remove heinous HTML5 code from engine Change 3356937 on 2017/03/21 by Chris.Babcock Add "stat vulkanrhi" to new console dropdown #jira UE-43149 #ue4 #android Change 3357652 on 2017/03/21 by Nick.Shin HTML5 performance speed ups added "use fixed timestep" setting option for HTML5 builds (this has been separated from Engine - General Settings - Framerate) - this is slightly different to smooth framerate and fixed framerate - thus, the timestep option was put in the HTML5 specific panel this option is based on the suggestions by jukka's post: - https://answers.unrealengine.com/questions/409629/smooth-frame-rate-and-use-fixed-frame-rate-should.html however, using this option will make the player "run faster" on (for example) thirdperson blueprint template -- but, it has no effect on other (for example) zen garden... #jira UE-30214 - Implement a warning message for fps settings Change 3360415 on 2017/03/23 by Allan.Bentham Fix crash that occurs when ES3.1 preview is used with r.MobileHDR32bppMode modes. Change 3360418 on 2017/03/23 by Allan.Bentham Disable filmic tonemapper if r.MobileHDR32bppMode is in use. #jira UE-40913 Change 3360557 on 2017/03/23 by Allan.Bentham Better fix for mobile CSM shadow flickering (UE-42131), now works for PC OpenGL based mobile preview. #jira UE-42131 Change 3362258 on 2017/03/23 by Dmitriy.Dyomin Fixed: Canvas texture element gamma issues on iOS Metal Change 3362321 on 2017/03/24 by Dmitriy.Dyomin GitHub 3173 : MaterialAO support for mobile rendering path (contributed by kallehamalainen) #3173 Change 3363550 on 2017/03/24 by Alicia.Cano build fix for devices < Android 5.0 #jira UE-43299 #android #rb: chris.babcock Change 3363687 on 2017/03/24 by Chris.Babcock Fix Android password hiding in input dialog #jira WEX-5159 #ue4 #android Change 3365280 on 2017/03/27 by Dmitriy.Dyomin Fix for GL_EXT_shader_framebuffer_fetch on Zenfone5. Use UE_EXT_shader_framebuffer_fetch define on all devices to enable extension Change 3365291 on 2017/03/27 by Dmitriy.Dyomin Copied form WEX CL# 3308653 Fixed: Enabling shader cache causes crash on NVIDIA Shield #jira UE-41639 Change 3365293 on 2017/03/27 by Dmitriy.Dyomin GitHub 3411 : Fix crash in patching utils mount method (contributed by nverenik) #jira UE-43247 #3411 Change 3365340 on 2017/03/27 by Dmitriy.Dyomin Fixed: Moving sublevel in world composition browser does not appear in Undo History #jira UE-35535 Change 3365564 on 2017/03/27 by Allan.Bentham SkyLightComponent now serializes IrradianceMap SH values. clicking Recapture sky button in mobile preview switches back to SM4/5 to update captures. Skylights that are dirty from load will trigger reflection capture update once shaders are rebuilt. #jira UE-42436 Change 3366282 on 2017/03/27 by Nick.Shin remove dead links these files to not exist anywhere in the make-3.81 subfolders #UDN-354501 #jira none Change 3366306 on 2017/03/27 by Nick.Shin HTML5 - disable multi-threading for wasm #jira UE-43219 - HTML5 disable multi-threading for wasm Change 3366307 on 2017/03/27 by Nick.Shin HTML5 packaging Shipping builds big cleanup / additions to *gz file support for amazon s3 * both, uploading to s3 * and allowing s3 to host the games there #jira UE-43002 HTML5 in Shipping fails downloading symbols files #jria UE-43001 HTML5 Shipping Projects fail looking for compressed files when "Compress files during shipping packaging" is not selected. Change 3367385 on 2017/03/28 by Allan.Bentham Display skylight serialization warning only when cooking for mobile platforms. #jira UE-42436 Change 3368583 on 2017/03/28 by Chris.Babcock Expose JAVA_HOME setting in Android SDK project settings on Mac #jira UE-43418 #ue4 #android Change 3368803 on 2017/03/28 by Chris.Babcock Fix features requested in manifest for "Daydream and Cardboard" mode #jira UE-43314 #ue4 #android Change 3369087 on 2017/03/28 by Jack.Porter Changed tooltip and added supported devices in paretheses for Android Mobile Deferred / ES31+AEP #jira UE-42438 Change 3369372 on 2017/03/29 by Allan.Bentham Fix disappearing meshes when r.mobile.allowdistancefieldshadows is disabled. #jira UE-43366 Change 3369381 on 2017/03/29 by Jack.Porter Show warnings when mobile shader permutations required for rendering are disbaled Made FReadOnlyCVARCache a singleton and added mobile CVars, used for MobileBasePassRendering. #jira UE-43050 Change 3369430 on 2017/03/29 by Allan.Bentham fix CIS build Change 3369740 on 2017/03/29 by Allan.Bentham Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility) Android links with -gc-sections to remove unused code/data Add JNI_METHOD for java accessible native functions, fixed up existing JNI functions to use macro. Add support for map file generation with android. Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig() bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini #jira UEMOB-168 Change 3369975 on 2017/03/29 by Nick.Shin HTML5 - AWS S3 shareable link for shipping builds corrected #jira UE-43379 Amazon S3 Shareable link does not generate correct filepath. Change 3369998 on 2017/03/29 by Nick.Shin HTML5 python build scripts PR: https://github.com/Mozilla-Games/UnrealEngine/commit/1cb836d43c3015c6ca0fdd039072bb6c5c273db3 #jira none Change 3370214 on 2017/03/29 by Nick.Shin HTML5 - default bUseFixedTimeStep to false... #jira UE-43380 - Default HTML5 gamespeed is faster than equivalent platforms Change 3370762 on 2017/03/29 by Chris.Babcock Fixes to new keyboard for Android - Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference. - Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing when changing focus between multiple EditableTextBox widgets. #ue4 #android Change 3371344 on 2017/03/30 by Jack.Porter Fixed issue where Vulkan screenshot R/B channels were reversed on Android #jira UE-43479 Change 3372926 on 2017/03/30 by Peter.Sauerbrei start the process of sunsetting 32-bit and GLES2 on iOS #jira UE-42266 Change 3372970 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - windows toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3372989 on 2017/03/30 by Peter.Sauerbrei fix for Xcode 8.3 build with 32-bit Change 3373007 on 2017/03/30 by Peter.Sauerbrei fix for crash when online subsystem is disabled on IOS Change 3373108 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - emscripten toolchain WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3373163 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - OSX toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3373169 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support license file updated #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rnx Change 3373287 on 2017/03/30 by Nick.Shin HTML5 - 1.36.11 emscripten - remove old SDK #jira none #rnx Change 3373289 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - Linux toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3373595 on 2017/03/30 by Chris.Babcock Reenable GooglePlay for ARM64 now that it doesn't crash #jira UE-36198 #ue4 #android Change 3373606 on 2017/03/30 by Chris.Babcock Submitting Allan's shelved EXT_shader_framebuffer_fetch fix #ue4 #android Change 3375456 on 2017/03/31 by Chris.Babcock Add missing keycodes for Android keyboard (@ and #) #jira WEX-5777 #ue4 #android Change 3376309 on 2017/04/03 by Allan.Bentham Fix overflow issues with mobile DoF. Change 3377041 on 2017/04/03 by Will.Fissler Adding Testbed content for PlatformShowcase. Change 3377582 on 2017/04/03 by Alicia.Cano adding back in GET_ACCOUNTS permission as it is required for Reset Achievements #jira: UE-43265 #android #rb: Chris.Babcock Change 3377643 on 2017/04/03 by Peter.Sauerbrei fix for memory leak in MallocBinned #jira UE-43008 Change 3378033 on 2017/04/04 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - ThirdParty libs compiled with new toolchain with wasm and webgl2 support #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3378034 on 2017/04/04 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - ThirdParty build scripts #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3378035 on 2017/04/04 by Nick.Shin HTML5 - Update GameX template to make it work with trunk Emscripten PR https://github.com/Mozilla-Games/UnrealEngine/commit/dc2b26f452948f8ee07178bc3e8742af80d8919a#commitcomment-21454978 #jira none #rn Change 3378044 on 2017/04/04 by Nick.Shin HTML5 harfbuzz - double checking recompiled with NO multithreading wasm currently does not support pthreads *** THIS IS STILL WIP *** checking in to match 3rd party libs compiled configuration #jira UE-28588 - Build HarfBuzz for HTML5 #rnx Change 3378264 on 2017/04/04 by Allan.Bentham Fix crash when using consolas font on android sdk 24 #jira UE-43464 Change 3379097 on 2017/04/04 by Nick.Shin CIS HTML5 build warning fix #jria none #rnx Change 3379333 on 2017/04/04 by Chris.Babcock Prevent inserting extra permissions into manifest multiple times #jira UE-43583 #ue4 #android Change 3380870 on 2017/04/05 by Chris.Babcock Fix merge issue Change 3380898 on 2017/04/05 by Chris.Babcock Fixed again Change 3381443 on 2017/04/05 by Chris.Babcock Fix for GearVR non-unity build #ue4 #android Change 3381941 on 2017/04/05 by Chris.Babcock Fix HTTPChunkInstaller texture format checks and missing #define warning #jira UE-43706 #ue4 #android Change 3382056 on 2017/04/05 by Chris.Babcock Updates to Android AARs needed for Facebook plugin Change 3382097 on 2017/04/05 by Chris.Babcock Disable java console cmd receiver only in shipping builds #jira UE-43710 #ue4 #android Change 3382497 on 2017/04/06 by Allan.Bentham Fix Fortnite Cooked Server crashes when joining game from lobby. #jira UE-43695 Change 3383227 on 2017/04/06 by Will.Fissler Reverted case sensitive change, from yesterday, and implemented a pragma instead. #jira UE-41313 [CL 3383473 by Jack Porter in Main branch]
2017-04-06 16:13:17 -04:00
bRequiresUEShaderFramebufferFetchDef = ExtensionsString.Contains(TEXT("GL_EXT_shader_framebuffer_fetch"));
bSupportsShaderDepthStencilFetch = ExtensionsString.Contains(TEXT("GL_ARM_shader_framebuffer_fetch_depth_stencil"));
bSupportsMultisampledRenderToTexture = ExtensionsString.Contains(TEXT("GL_EXT_multisampled_render_to_texture"));
// @todo es3: SRGB support does not work with our texture format setup (ES2 docs indicate that internalFormat and format must match, but they don't at all with sRGB enabled)
// One possible solution us to use GLFormat.InternalFormat[bSRGB] instead of GLFormat.Format
bSupportsSGRB = false;//ExtensionsString.Contains(TEXT("GL_EXT_sRGB"));
bSupportsDXT = ExtensionsString.Contains(TEXT("GL_NV_texture_compression_s3tc")) || ExtensionsString.Contains(TEXT("GL_EXT_texture_compression_s3tc"));
bSupportsPVRTC = ExtensionsString.Contains(TEXT("GL_IMG_texture_compression_pvrtc")) ;
bSupportsATITC = ExtensionsString.Contains(TEXT("GL_ATI_texture_compression_atitc")) || ExtensionsString.Contains(TEXT("GL_AMD_compressed_ATC_texture"));
bSupportsETC1 = ExtensionsString.Contains(TEXT("GL_OES_compressed_ETC1_RGB8_texture"));
bSupportsVertexArrayObjects = ExtensionsString.Contains(TEXT("GL_OES_vertex_array_object")) ;
bSupportsDiscardFrameBuffer = ExtensionsString.Contains(TEXT("GL_EXT_discard_framebuffer"));
bSupportsNVFrameBufferBlit = ExtensionsString.Contains(TEXT("GL_NV_framebuffer_blit"));
bSupportsPackedDepthStencil = ExtensionsString.Contains(TEXT("GL_OES_packed_depth_stencil"));
bSupportsShaderTextureLod = ExtensionsString.Contains(TEXT("GL_EXT_shader_texture_lod"));
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3383462) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3292174 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - Linux toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3292193 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - ThirdParty libs compiled with new toolchain with wasm support #jira UEPLAT-1437 Switch [to] web assembly Change 3292215 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and wbegl2 support - emscripten toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3292222 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm support - ENGINE changes (c# & cpp files) #jira UEPLAT-1437 Switch [to] web assembly Change 3292223 on 2017/02/08 by Nick.Shin HTML5 merge ThirdParty lib build scripts from Dev-Platform to Dev-Mobile Change 3292228 on 2017/02/08 by Nick.Shin HTML5 emscripten: webgl support - webgl patches - and a lot of UE4 patches to package HTML5 on LINUX - mostly from mozilla's jukka -- thx jukka! #jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5 Change 3292285 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - Windows toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3293994 on 2017/02/09 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - OSX toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3294391 on 2017/02/09 by Nick.Shin HTML5 "black box issues" revisited - jukka rewrote the window resize handler -- much cleaner and more straightforward #jira UE-36341 HTML5 - View is incorrectly drawn #jira UE-32311 Templates on Firefox/Chrome on HTML5 are not full screen during Launch On Change 3296421 on 2017/02/10 by Jack.Porter Fix landscape spline segment splitting placing when using streaming levels Change 3296587 on 2017/02/10 by Jack.Porter Additional fix for landscape spline segment splitting when using streaming levels Change 3301241 on 2017/02/14 by Mi.Wang Fixed DeviceProfileEditor bug for incorrect clamp the Texture Mip LOD size. #jira UE-36237 #rb jack.porter Change 3301387 on 2017/02/14 by Nick.Shin HTML5 emscripten: webgl support - webgl patches from mozilla's jukka + hardware instancing + glBlitFramebuffer + GL AlaphaBlendOperation #jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5 Change 3301405 on 2017/02/14 by Nick.Shin HTML5 plugin fix when blueprint projects are promoted to code projects automatically. #jira UE-41710 HTML5 - Package Failure - Failed to Produce item ProjectName-OnlineSubsystemNull.bc Change 3302278 on 2017/02/14 by Omar.Rodriguez UE-36651: Mac Vulkan Android Projects crash on launch. * Glslang library has been built for Mac but flag was not updated * Set GlslangAvailable to true for Mac when building an Android project with vulkan #jira UE-36651 Change 3302773 on 2017/02/14 by Chris.Babcock Add a dropdown with some common console commands on Android (contributed by rafortis) #jira UE-40834 #PR #3143 #ue4 #android Change 3305604 on 2017/02/16 by Nick.Shin HTML5 webgl2 shader- turn on: instance static mesh vertex factory #jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5 Change 3308154 on 2017/02/16 by Nick.Shin HTML5 GitHub PR #jira UE-42019 GitHub 3258 : Added suport for emscripten --pre-js and --post-js option when building for HTML5 Change 3308510 on 2017/02/16 by Nick.Shin HTML5 webgl2 shader fixes #jria UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3308971 on 2017/02/17 by Jack.Porter Fix for landscape painting when height<0 in the Ortho viewports Change 3309075 on 2017/02/17 by Allan.Bentham Include static subject meshes when masking out modulated shadow casters. #jira UE-41581 Change 3309531 on 2017/02/17 by Chris.Babcock Handle large OBB files in APK #jira UE-41443 #ue4 #android Change 3311320 on 2017/02/19 by Dmitriy.Dyomin Fixed: Particle Cutout Crashes On Mobile Devices That Don't Support Hardware Instancing (Mali-400 GPU) #jira UE-41970 Change 3311347 on 2017/02/20 by Dmitriy.Dyomin Fixed: Engine Crashes When Previewing ES3_1 With Material Using World Position Offset (Need Custom Stencil) #jira UE-41976 Change 3311398 on 2017/02/20 by Dmitriy.Dyomin Fixed: Landscapes do not render on PowerVR device #jira UE-35530 Change 3311428 on 2017/02/20 by Dmitriy.Dyomin Fixed: Exposure Is More Extreme In High-End Mobile Preview Modes #jira UE-42036 Change 3311448 on 2017/02/20 by Dmitriy.Dyomin Fixed: Packaged game Crashes on android after entering "Help" command twice #jira UE-41956 Change 3311587 on 2017/02/20 by Allan.Bentham ES2 GLSL - Silently swap all uint to ints #jira UE-41548 Change 3313930 on 2017/02/21 by Allan.Bentham Print literal uints as ints when generating ES2 code. #jira UE-41548 Change 3317924 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - Linux toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3317929 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - ThirdParty libs compiled with new toolchain with wasm and webgl2 support #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3317951 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - emscripten toolchain WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318004 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - windows toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318669 on 2017/02/23 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - OSX toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318672 on 2017/02/23 by Nick.Shin HTML5 webgl2 shader fixes #jria UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318819 on 2017/02/23 by Dmitriy.Dyomin Fixed: Rendering artifacts with bloom on iPhone7 Metal #jira UE-40978 Change 3319702 on 2017/02/23 by Chris.Babcock Disable eglSwapInterval since it can cause issues with some drivers #ue4 #android Change 3320880 on 2017/02/24 by Dmitriy.Dyomin Added r.Mobile.TonemapperFilm cvar which can be used to enable/disable filmic tonemapper on mobile, independently from desktop (disabled by default) #jira UEMOB-195 Change 3321042 on 2017/02/24 by Jack.Porter Fixed incorrect sizeof in Vulkan pipleine cache pointed out here: http://coconutlizard.co.uk/blog/ue4/ue4-its-a-size-jim/ #code_review: rolando.caloca Change 3322383 on 2017/02/24 by Chris.Babcock Fix issue with ad banner on Android 7.0 devices #jira UE-42390 #ue4 #android Change 3322479 on 2017/02/24 by Omar.Rodriguez UEMOB-199 - WEX: Improved virtual keyboard for Android * Calculating the area covered by the virtual keyboard * Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events * Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event #jira UEMOB-199 Change 3323353 on 2017/02/27 by Allan.Bentham Fix broken mobile scene captures when !mobileHDR and RHINeedsToSwitchVerticalAxis #jira UE-42191 Change 3323431 on 2017/02/27 by Allan.Bentham CIS fix Change 3323687 on 2017/02/27 by Allan.Bentham Disable GRHINeedsUnatlasedCSMDepthsWorkaround for mobile devices. #jira UE-42131 Change 3324652 on 2017/02/28 by Dmitriy.Dyomin Fixed: Canvas elements appear darker on iOS Metal Change 3324885 on 2017/02/28 by Jack.Porter Fixed "Minimum iOS Version" setting display name #jira UE-42270 Change 3324899 on 2017/02/28 by Jack.Porter GitHub 3063 : removed duplicate gc.MaxObjectsInGame setting in IOSEngine.ini #jira UE-40018 #3063 Change 3324932 on 2017/02/28 by Jack.Porter GitHub 3257 : iPhonePackager errors in output log when opening project settings on Windows #jira UE-41984 #3257 #codereview: Peter.Sauerbrei Change 3324956 on 2017/02/28 by Jack.Porter FOpenGLFrontend::GetMaxSamplers incorrect for IOS #jira UE-42038 #3264 Change 3325478 on 2017/02/28 by Allan.Bentham PR # 3188 : Fix far distance bug with cascaded shadows on mobile (Metal) and PC mobile preview (Contributed by ufna) #jira UE-41442 Change 3327300 on 2017/03/01 by Allan.Bentham PR #3175 : Fixes high quality reflection blending seams (Contributed by kallehamalainen) #jira UE-41257 Change 3328917 on 2017/03/02 by Nick.Shin HTML5 project settings expose ini settings to edtior HTML5 project settings panel #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini #jira UE-41584 Editor locks up when adding an element for HTML5 devices on Mac #jira UE-41701 Editor freezes when setting browser filepath for inserted element in project settings Change 3329169 on 2017/03/02 by Allan.Bentham increase render thread timeout to 1 minute for suntemple / android. Prevents low end devices timing out during load. #jira UE-40696 Change 3330849 on 2017/03/02 by Nick.Shin HTML5 project settings expose ini settings to edtior HTML5 project settings panel #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini Change 3331078 on 2017/03/03 by Dmitriy.Dyomin Fixed: Device output log partial lines integrated from WEX (3250488) Change 3331112 on 2017/03/03 by Dmitriy.Dyomin Reduced state setup for slate draw calls (saves about 4ms RT time on mobile) integrated from WEX (3256584) Change 3331117 on 2017/03/03 by Dmitriy.Dyomin Fixed redundant blend state changes in opengl integrated from WEX (3256586) Change 3331173 on 2017/03/03 by Dmitriy.Dyomin Slate pixel shaders will use half precision where possible on mobile integrated from WEX (3256656) Change 3332865 on 2017/03/06 by Dmitriy.Dyomin Better MobileContentScaleFactor defaults for iOS devices #jira UEMOB-330 Change 3333129 on 2017/03/06 by Peter.Sauerbrei move to Library/Caches instead of documents for saved files re-enable iterative deploy on TVOS #jira UEMOB-284 Change 3334692 on 2017/03/06 by Jack.Porter Allow r.MobileContentScaleFactor to be changed at runtime on Android #jira UEMOB-173 Change 3336255 on 2017/03/07 by Nick.Shin HTML5 project settings marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently... #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini Change 3337094 on 2017/03/08 by Nick.Shin HTML5 project settings marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently... #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini Change 3338800 on 2017/03/08 by Chris.Babcock Update AAR handling to deal with versioning, subproject dependencies for resources, and scope #jira UE-42677 #ue4 #android Change 3338813 on 2017/03/08 by Chris.Babcock Pass build configuration to UPL for access during packaging as $S(Configuration) #jira UE-42678 #ue4 #android #ios Change 3339401 on 2017/03/09 by Alicia.Cano Android runtime permissions - Fix for WRITE_EXTERNAL_STORAGE if it is not granted at time of onCreate for non-shipping builds - Fix for Location Services - Fix for if target sdk is not set to 23+ #jira UE-38512 #android #rb: chris.babcock Change 3340736 on 2017/03/09 by Chris.Babcock Implement support for new controllers (Xbox Wireless, SteelSeries Stratus XL, PS4) (contributed by TRS-justing) #jira UE-41965 #PR #3254 #ue4 #android Change 3340744 on 2017/03/09 by Jack.Porter Expose Custom Depth to Foliage #jira UE-6061 Change 3340849 on 2017/03/09 by Dmitriy.Dyomin Fixed: iOS movie become laggy and crashes when played in iPhone 6/6s. #jira UE-42351 Change 3341268 on 2017/03/10 by Alicia.Cano PR #2894: Initial VoiceModuleAndroid support. (Contributed by devbm) #jira UE-37945 #android #rb: chris.babcock, jack.porter Change 3341303 on 2017/03/10 by Allan.Bentham Remove optimisation that prevents full specular occulsion on mobile. PR #3186 : Specular can't be blocked on high-end mobile. #jira UE-41393 Change 3342304 on 2017/03/10 by Alicia.Cano build fix #rb: chris.babcock Change 3343344 on 2017/03/13 by Alicia.Cano build fix #rb: chris.babcock Change 3343591 on 2017/03/13 by Brent.Pease iOS multiplayer fix part 1. Correct byte ordering. #jira UE-34875 Change 3343669 on 2017/03/13 by Chris.Babcock Update carefullyredist script version #jira UE-42832 Change 3344212 on 2017/03/13 by Will.Fissler Various compile fixes for Xcode 8.3. These fixes must also be added to //UE4/Release-4.15. #jira UE-41313 Change 3344396 on 2017/03/13 by Chris.Babcock Fix Java 1.5 obsolete warnings #jira UE-42851 #ue4 #android Change 3345132 on 2017/03/14 by Will.Fissler Added ifdef wrapper to check clang version for presentDrawable. Change 3345336 on 2017/03/14 by Will.Fissler Moved #if (__clang_major__ > 8) || (__clang_major__ == 8 && __clang_minor__ >= 1) check inside of the presentDrawable method. Change 3345460 on 2017/03/14 by Will.Fissler ifdef changes for presentDrawable. The last submission duped the changes, instead of merging. #rb none Change 3346046 on 2017/03/14 by Will.Fissler Fixed MetalCommandBuffer.cpp [again] after last submission duped changes instead of merging. Change 3346367 on 2017/03/14 by Chris.Babcock Fix issue with GoogleVR ARMv7 libraries included for other architectures in link #ue4 #android Change 3347682 on 2017/03/15 by Allan.Bentham Enable HW sRGB correction with retainer widget's render target. Use slate's gamma correction for mobile (where no such support exists) Render retainer box RT content with gamma correction. #jira UE-40967 Change 3348712 on 2017/03/15 by Nick.Shin HTML5 - upload to S3 updated to AWS "signature version 4" authentication #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3349254 on 2017/03/16 by Jack.Porter Fix for crash using the mobile previewer when the LQ lightmap shader permutation is disabled. #jira UE-42971 Change 3349739 on 2017/03/16 by Nick.Shin HTML5 - upload to S3 better error message feedback on upload failures #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3349765 on 2017/03/16 by Alicia.Cano Disable mouseover events in Mobile Previewer #jira UE-19903 #mobile #rb: Jack.Porter Change 3350049 on 2017/03/16 by Nick.Shin HTML5 - upload to S3 folder in bucket is optional #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3350153 on 2017/03/16 by Nick.Shin HTML5 - upload to S3 updated S3 public link generator #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3351582 on 2017/03/17 by Will.Fissler Reverting the attempted fix for Xcode 8.3: Result += " -mcpu=cortex-a9"; Currently we cannot build arm64 for iOS with this change. Change 3352085 on 2017/03/17 by Alicia.Cano iOS doesn't honor request to close the virtual keyboard leading to a crash #jira UE-36447 #ios #rb:Peter.Sauerbrei Change 3353313 on 2017/03/19 by Ben.Marsh Always allow large *.js files in Github. Change 3354444 on 2017/03/20 by Nick.Shin HTML5 - upload to S3 to help make it obvious that "upload to S3" checkbox is set/or not -- disable S3 details if checkbox for "uploading to S3" is not set #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3355618 on 2017/03/20 by Nick.Shin HTML5 Save Game System - ripped out HTML5 code [from Engine's SaveGameSystem.h] and placed it in HTML5Platform.cpp - cleaned up HTML5PlatformFile.cpp (make it match as clost to linux's version) - created HTML5's own PlatformFeature & SaveGameSystem files -- and updated HTML5PlatformMisc to make use of the the new HTML5 SaveGame code #jira UE-42081 Remove heinous HTML5 code from engine Change 3355621 on 2017/03/20 by Nick.Shin remove temp debugging code #jira UE-42081 Remove heinous HTML5 code from engine Change 3356937 on 2017/03/21 by Chris.Babcock Add "stat vulkanrhi" to new console dropdown #jira UE-43149 #ue4 #android Change 3357652 on 2017/03/21 by Nick.Shin HTML5 performance speed ups added "use fixed timestep" setting option for HTML5 builds (this has been separated from Engine - General Settings - Framerate) - this is slightly different to smooth framerate and fixed framerate - thus, the timestep option was put in the HTML5 specific panel this option is based on the suggestions by jukka's post: - https://answers.unrealengine.com/questions/409629/smooth-frame-rate-and-use-fixed-frame-rate-should.html however, using this option will make the player "run faster" on (for example) thirdperson blueprint template -- but, it has no effect on other (for example) zen garden... #jira UE-30214 - Implement a warning message for fps settings Change 3360415 on 2017/03/23 by Allan.Bentham Fix crash that occurs when ES3.1 preview is used with r.MobileHDR32bppMode modes. Change 3360418 on 2017/03/23 by Allan.Bentham Disable filmic tonemapper if r.MobileHDR32bppMode is in use. #jira UE-40913 Change 3360557 on 2017/03/23 by Allan.Bentham Better fix for mobile CSM shadow flickering (UE-42131), now works for PC OpenGL based mobile preview. #jira UE-42131 Change 3362258 on 2017/03/23 by Dmitriy.Dyomin Fixed: Canvas texture element gamma issues on iOS Metal Change 3362321 on 2017/03/24 by Dmitriy.Dyomin GitHub 3173 : MaterialAO support for mobile rendering path (contributed by kallehamalainen) #3173 Change 3363550 on 2017/03/24 by Alicia.Cano build fix for devices < Android 5.0 #jira UE-43299 #android #rb: chris.babcock Change 3363687 on 2017/03/24 by Chris.Babcock Fix Android password hiding in input dialog #jira WEX-5159 #ue4 #android Change 3365280 on 2017/03/27 by Dmitriy.Dyomin Fix for GL_EXT_shader_framebuffer_fetch on Zenfone5. Use UE_EXT_shader_framebuffer_fetch define on all devices to enable extension Change 3365291 on 2017/03/27 by Dmitriy.Dyomin Copied form WEX CL# 3308653 Fixed: Enabling shader cache causes crash on NVIDIA Shield #jira UE-41639 Change 3365293 on 2017/03/27 by Dmitriy.Dyomin GitHub 3411 : Fix crash in patching utils mount method (contributed by nverenik) #jira UE-43247 #3411 Change 3365340 on 2017/03/27 by Dmitriy.Dyomin Fixed: Moving sublevel in world composition browser does not appear in Undo History #jira UE-35535 Change 3365564 on 2017/03/27 by Allan.Bentham SkyLightComponent now serializes IrradianceMap SH values. clicking Recapture sky button in mobile preview switches back to SM4/5 to update captures. Skylights that are dirty from load will trigger reflection capture update once shaders are rebuilt. #jira UE-42436 Change 3366282 on 2017/03/27 by Nick.Shin remove dead links these files to not exist anywhere in the make-3.81 subfolders #UDN-354501 #jira none Change 3366306 on 2017/03/27 by Nick.Shin HTML5 - disable multi-threading for wasm #jira UE-43219 - HTML5 disable multi-threading for wasm Change 3366307 on 2017/03/27 by Nick.Shin HTML5 packaging Shipping builds big cleanup / additions to *gz file support for amazon s3 * both, uploading to s3 * and allowing s3 to host the games there #jira UE-43002 HTML5 in Shipping fails downloading symbols files #jria UE-43001 HTML5 Shipping Projects fail looking for compressed files when "Compress files during shipping packaging" is not selected. Change 3367385 on 2017/03/28 by Allan.Bentham Display skylight serialization warning only when cooking for mobile platforms. #jira UE-42436 Change 3368583 on 2017/03/28 by Chris.Babcock Expose JAVA_HOME setting in Android SDK project settings on Mac #jira UE-43418 #ue4 #android Change 3368803 on 2017/03/28 by Chris.Babcock Fix features requested in manifest for "Daydream and Cardboard" mode #jira UE-43314 #ue4 #android Change 3369087 on 2017/03/28 by Jack.Porter Changed tooltip and added supported devices in paretheses for Android Mobile Deferred / ES31+AEP #jira UE-42438 Change 3369372 on 2017/03/29 by Allan.Bentham Fix disappearing meshes when r.mobile.allowdistancefieldshadows is disabled. #jira UE-43366 Change 3369381 on 2017/03/29 by Jack.Porter Show warnings when mobile shader permutations required for rendering are disbaled Made FReadOnlyCVARCache a singleton and added mobile CVars, used for MobileBasePassRendering. #jira UE-43050 Change 3369430 on 2017/03/29 by Allan.Bentham fix CIS build Change 3369740 on 2017/03/29 by Allan.Bentham Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility) Android links with -gc-sections to remove unused code/data Add JNI_METHOD for java accessible native functions, fixed up existing JNI functions to use macro. Add support for map file generation with android. Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig() bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini #jira UEMOB-168 Change 3369975 on 2017/03/29 by Nick.Shin HTML5 - AWS S3 shareable link for shipping builds corrected #jira UE-43379 Amazon S3 Shareable link does not generate correct filepath. Change 3369998 on 2017/03/29 by Nick.Shin HTML5 python build scripts PR: https://github.com/Mozilla-Games/UnrealEngine/commit/1cb836d43c3015c6ca0fdd039072bb6c5c273db3 #jira none Change 3370214 on 2017/03/29 by Nick.Shin HTML5 - default bUseFixedTimeStep to false... #jira UE-43380 - Default HTML5 gamespeed is faster than equivalent platforms Change 3370762 on 2017/03/29 by Chris.Babcock Fixes to new keyboard for Android - Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference. - Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing when changing focus between multiple EditableTextBox widgets. #ue4 #android Change 3371344 on 2017/03/30 by Jack.Porter Fixed issue where Vulkan screenshot R/B channels were reversed on Android #jira UE-43479 Change 3372926 on 2017/03/30 by Peter.Sauerbrei start the process of sunsetting 32-bit and GLES2 on iOS #jira UE-42266 Change 3372970 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - windows toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3372989 on 2017/03/30 by Peter.Sauerbrei fix for Xcode 8.3 build with 32-bit Change 3373007 on 2017/03/30 by Peter.Sauerbrei fix for crash when online subsystem is disabled on IOS Change 3373108 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - emscripten toolchain WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3373163 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - OSX toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3373169 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support license file updated #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rnx Change 3373287 on 2017/03/30 by Nick.Shin HTML5 - 1.36.11 emscripten - remove old SDK #jira none #rnx Change 3373289 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - Linux toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3373595 on 2017/03/30 by Chris.Babcock Reenable GooglePlay for ARM64 now that it doesn't crash #jira UE-36198 #ue4 #android Change 3373606 on 2017/03/30 by Chris.Babcock Submitting Allan's shelved EXT_shader_framebuffer_fetch fix #ue4 #android Change 3375456 on 2017/03/31 by Chris.Babcock Add missing keycodes for Android keyboard (@ and #) #jira WEX-5777 #ue4 #android Change 3376309 on 2017/04/03 by Allan.Bentham Fix overflow issues with mobile DoF. Change 3377041 on 2017/04/03 by Will.Fissler Adding Testbed content for PlatformShowcase. Change 3377582 on 2017/04/03 by Alicia.Cano adding back in GET_ACCOUNTS permission as it is required for Reset Achievements #jira: UE-43265 #android #rb: Chris.Babcock Change 3377643 on 2017/04/03 by Peter.Sauerbrei fix for memory leak in MallocBinned #jira UE-43008 Change 3378033 on 2017/04/04 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - ThirdParty libs compiled with new toolchain with wasm and webgl2 support #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3378034 on 2017/04/04 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - ThirdParty build scripts #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3378035 on 2017/04/04 by Nick.Shin HTML5 - Update GameX template to make it work with trunk Emscripten PR https://github.com/Mozilla-Games/UnrealEngine/commit/dc2b26f452948f8ee07178bc3e8742af80d8919a#commitcomment-21454978 #jira none #rn Change 3378044 on 2017/04/04 by Nick.Shin HTML5 harfbuzz - double checking recompiled with NO multithreading wasm currently does not support pthreads *** THIS IS STILL WIP *** checking in to match 3rd party libs compiled configuration #jira UE-28588 - Build HarfBuzz for HTML5 #rnx Change 3378264 on 2017/04/04 by Allan.Bentham Fix crash when using consolas font on android sdk 24 #jira UE-43464 Change 3379097 on 2017/04/04 by Nick.Shin CIS HTML5 build warning fix #jria none #rnx Change 3379333 on 2017/04/04 by Chris.Babcock Prevent inserting extra permissions into manifest multiple times #jira UE-43583 #ue4 #android Change 3380870 on 2017/04/05 by Chris.Babcock Fix merge issue Change 3380898 on 2017/04/05 by Chris.Babcock Fixed again Change 3381443 on 2017/04/05 by Chris.Babcock Fix for GearVR non-unity build #ue4 #android Change 3381941 on 2017/04/05 by Chris.Babcock Fix HTTPChunkInstaller texture format checks and missing #define warning #jira UE-43706 #ue4 #android Change 3382056 on 2017/04/05 by Chris.Babcock Updates to Android AARs needed for Facebook plugin Change 3382097 on 2017/04/05 by Chris.Babcock Disable java console cmd receiver only in shipping builds #jira UE-43710 #ue4 #android Change 3382497 on 2017/04/06 by Allan.Bentham Fix Fortnite Cooked Server crashes when joining game from lobby. #jira UE-43695 Change 3383227 on 2017/04/06 by Will.Fissler Reverted case sensitive change, from yesterday, and implemented a pragma instead. #jira UE-41313 [CL 3383473 by Jack Porter in Main branch]
2017-04-06 16:13:17 -04:00
#if PLATFORM_HTML5_BROWSER
// WebGL 1 extensions that were adopted to core WebGL 2 spec:
if (UE_BrowserWebGLVersion() == 2)
{
bSupportsColorBufferHalfFloat = bSupportsShaderTextureLod = true;
}
#endif
bSupportsTextureStorageEXT = ExtensionsString.Contains(TEXT("GL_EXT_texture_storage"));
bSupportsCopyTextureLevels = bSupportsTextureStorageEXT && ExtensionsString.Contains(TEXT("GL_APPLE_copy_texture_levels"));
bSupportsDisjointTimeQueries = ExtensionsString.Contains(TEXT("GL_EXT_disjoint_timer_query"));// || ExtensionsString.Contains(TEXT("GL_NV_timer_query"));
bTimerQueryCanBeDisjoint = !ExtensionsString.Contains(TEXT("GL_NV_timer_query"));
bSupportsNvTimerQuery = ExtensionsString.Contains(TEXT("GL_NV_timer_query"));
// Report shader precision
int Range[2];
glGetShaderPrecisionFormat(GL_FRAGMENT_SHADER, GL_LOW_FLOAT, Range, &ShaderLowPrecision);
glGetShaderPrecisionFormat(GL_FRAGMENT_SHADER, GL_MEDIUM_FLOAT, Range, &ShaderMediumPrecision);
glGetShaderPrecisionFormat(GL_FRAGMENT_SHADER, GL_HIGH_FLOAT, Range, &ShaderHighPrecision);
UE_LOG(LogRHI, Log, TEXT("Fragment shader lowp precision: %d"), ShaderLowPrecision);
UE_LOG(LogRHI, Log, TEXT("Fragment shader mediump precision: %d"), ShaderMediumPrecision);
UE_LOG(LogRHI, Log, TEXT("Fragment shader highp precision: %d"), ShaderHighPrecision);
// Test whether the GPU can support volume-texture rendering.
// There is no API to query this - you just have to test whether a 3D texture is framebuffer-complete.
if (!bES2Fallback)
{
GLuint FrameBuffer;
glGenFramebuffers(1, &FrameBuffer);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, FrameBuffer);
GLuint VolumeTexture;
glGenTextures(1, &VolumeTexture);
glBindTexture(GL_TEXTURE_3D, VolumeTexture);
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 256, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glFramebufferTextureEXT(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, VolumeTexture, 0);
bSupportsVolumeTextureRendering = (glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
glDeleteTextures(1, &VolumeTexture);
glDeleteFramebuffers(1, &FrameBuffer);
}
Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main (Source: //UE4/Release-4.12 @ 2955635) ========================== MAJOR FEATURES + CHANGES ========================== 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 Change 2955617 on 2016/04/25 by Dmitriy.Dyomin Better fix for: Post processing rendering artifacts Nexus 6 this device on Android 5.0.1 does not support BGRA8888 texture as a color attachment #jira: UE-24067 Change 2955522 on 2016/04/25 by Max.Chen Sequencer: Fix crash when resolving object guid and context is null. #jira UE-29916 Change 2955504 on 2016/04/25 by Alexis.Matte #jira UE-29926 Fix build error for SplineComponent. I just move variable under #if !UE_BUILD_SHIPPING instead #if WITH_EDITORONLY_DATA to fix all build flavor, please feel free to adjust according to what the initial fix was suppose to do. Change 2955500 on 2016/04/25 by Dan.Oconnor Integration of 2955445 from Dev-BP #jira UE-29012 Change 2955234 on 2016/04/25 by Lina.Halper Fixed tool tip of twist node #jira : UE-29907 Change 2955211 on 2016/04/25 by Ben.Marsh Exclude all plugins which aren't required for a project (ie. don't have any content or modules for the current target) from its target receipt. Prevents dependencies on .uplugin files whose dependencies are otherwise compiled out. Re-enable PS4Media plugin by default. #jira UE-29842 Change 2955155 on 2016/04/25 by Jamie.Dale Fixed an issue where text committed via a focus loss might not display the correct text if it was changed during commit #jira UE-28756 Change 2955144 on 2016/04/25 by Jamie.Dale Fixed a case where editable text controls would fail to select their text when focused There was an order of operations issue between the options to select all text and move the cursor to the end of the document, which caused the cursor move to happen after the select all, and undo the selection. The order of these operations has now been flipped. #jira UE-29818 #jira UE-29772 Change 2955136 on 2016/04/25 by Chad.Taylor Merging to 4.12: Morpheus latency fix. Late update tracking frame was getting unnecessarily buffered an extra frame on the RHI thread. Removed buffering and the issue is fixed. #jira UE-22581 Change 2955134 on 2016/04/25 by Lina.Halper Removed code that blocks moving actor when they don't have physics asset #jira : UE-29796 #code review: Benn.Gallagher Change 2955130 on 2016/04/25 by Zak.Middleton #ue4 - (4.12) Don't reject low distance MTD, it could cause us to not process some valid overlaps. (copy of 2955001 in Main) #jira UE-29531 #lockdown Nick.Penwarden Change 2955098 on 2016/04/25 by Marc.Audy Don't spawn a child actor on the client if the server is going to have created one and be replicating it to the client #jira UE-7539 Change 2955049 on 2016/04/25 by Richard.TalbotWatkin Changes to how SplineComponents debug render. Added a SetDrawDebug method to control whether a spline is rendered. Also extended the facility to non-editor builds. #jira UE-29753 - Add ability to display a SplineComponent in-game Change 2955040 on 2016/04/25 by Chris.Gagnon Fixed Initializer Order Warning in hot reload ctor. #jira UE-28811, UE-28960 Change 2954995 on 2016/04/25 by Marc.Audy Make USceneComponent::Pre/PostNetReceive and PostRepNotifies protected instead of private so that subclasses can implement replication behaviors #jira UE-29909 Change 2954970 on 2016/04/25 by Peter.Sauerbrei fix for openwrite with O_APPEND flag #jira UE-28417 Change 2954917 on 2016/04/25 by Chris.Gagnon Moved a desired change from Main to 4.12 Added input settings to: - control if the viewport locks the mouse on acquire capture. - control if the viewport acquires capture on the application launch (first window activate). #jira UE-28811, UE-28960 parity with 4.11 (UE-28811, UE-28960 would be reintroduced without this) Change 2954908 on 2016/04/25 by Alexis.Matte #jira UE-29478 Prevent modal dialog to use 100% of a core Change 2954888 on 2016/04/25 by Marcus.Wassmer Fix compile issue with chinese locale #jira UE-29708 Change 2954813 on 2016/04/25 by Lina.Halper Fix when not re-validating the correct asset #jira : UE-29789 #code review: Martin.Wilson Change 2954810 on 2016/04/25 by mason.seay Updated map to improve coverage #jira UE-29618 Change 2954785 on 2016/04/25 by Max.Chen Sequencer: Always spawn sequencer spawnables. Disregard collision settings. #jira UE-29825 Change 2954781 on 2016/04/25 by mason.seay Test map for Audio Occlusion trace channels #jira UE-29618 Change 2954684 on 2016/04/25 by Marc.Audy Add GetIsReplicated accessor to AActor Deprecate specific GameplayAbility class implementations that was exposing bReplicates #jira UE-29897 Change 2954675 on 2016/04/25 by Alexis.Matte #jira UE-25430 Light Intensity value in FBX is a ratio. So I just multiply the default intensity value by the ratio to have something closer to the look in the DCCs Change 2954669 on 2016/04/25 by Alexis.Matte #jira UE-29507 Import of rigid mesh animation is broken Change 2954579 on 2016/04/25 by Ben.Marsh Temporarily stop the PS4Media plugin being enabled by default, so the UE4Game built for the binary release doesn't depend on it. Will implement whitelist/blacklist for platforms later. #jira UE-29842 Change 2954556 on 2016/04/25 by Taizyd.Korambayil #jira UE-29877 Setup ThirdPersonCharacter based on correct Code Class Change 2954552 on 2016/04/25 by Taizyd.Korambayil #jira UE-29877 Deleting BP class Change 2954498 on 2016/04/25 by Ryan.Gerleve Fix for remote player controllers reporting that they're actually local player controllers after a seamless travel on the server. Transition actors to the new level in a second pass after non-transitioning actors are handled. #jira UE-29213 Change 2954446 on 2016/04/25 by Max.Chen Sequencer: Fixed spawning actors with instance or multiple owned components - Also fixed issue where recorded actors were sometimes set as transient, meaning they didn't get saved #jira UE-29774, UE-29859 Change 2954430 on 2016/04/25 by Marc.Audy Don't schedule a tick function with a tick interval that was disabled while it was pending rescheduling #jira UE-29118 #jira UE-29747 Change 2954292 on 2016/04/25 by Richard.TalbotWatkin Replicated from //UE4/Dev-Editor CL 2946363 (by Frank.Fella) CurveEditorViewportClient - Bounds check when box selecting. Prevents crashing when the box is outside the viewport. #jira UE-29265 - Crash when drag selecting curve keys in matinee Change 2954262 on 2016/04/25 by Graeme.Thornton Fixed a editor crash when destroying linkers half way through a package EndLoad #jira UE-29437 Change 2954239 on 2016/04/25 by Marc.Audy Fix error message #jira UE-00000 Change 2954177 on 2016/04/25 by Dmitriy.Dyomin Fixed: Hidden surface removal is not enabled on PowerVR Android devices #jira UE-29871 Change 2954026 on 2016/04/24 by Josh.Adams [Somehow most files got unchecked in my previous checkin, grr] - ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android) #lockdown nick.penwarden #jira UE-29863 Change 2954025 on 2016/04/24 by Josh.Adams - ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android) #lockdown nick.penwarden #jira UE-29863 Change 2953946 on 2016/04/24 by Max.Chen Sequencer: Fix crash on undo of a sub section. #jira UE-29856 Change 2953898 on 2016/04/23 by mitchell.wilson #jira UE-29618 Adding subscene_001 sequence for nonlinear workflow testing Change 2953859 on 2016/04/23 by Maciej.Mroz Merged from Dev-Blueprints 2953858 #jira UE-29790 Editor crashes when opening KiteDemo Change 2953764 on 2016/04/23 by Max.Chen Sequencer: Remove "Experimental" tag on the Level Sequence Actor #jira UETOOl-625 Change 2953763 on 2016/04/23 by Max.Chen Cinematics: Change text to "Edit Existing Cinematics" #jira UE-29102 Change 2953762 on 2016/04/23 by Max.Chen Sequencer: Follow up time slider hit testing fix. Don't hit test the selection range if it's empty. This was causing false positives when hovering close to the ranges. #jira UE-29658 Change 2953652 on 2016/04/22 by Rolando.Caloca UE4.12 - vk - Workaround driver bugs wrt texture format caps #jira UE-28140 Change 2953596 on 2016/04/22 by Marcus.Wassmer #jira UE-20276 Merging dual normal clearcoat shading model. 2863683 2871229 2876362 2876573 2884007 2901595 Change 2953594 on 2016/04/22 by Chris.Babcock Disable crash handler for VulkanRHI on Android to prevent sig11 on loading driver #jira UE-29851 #ue4 #android Change 2953520 on 2016/04/22 by Rolando.Caloca UE4.12 - vk - Enable deferred resource deletion - Added one resource heap per memory type - Improved DumpMemory() - Added ensures for missing format features #jira UE-28140 Change 2953459 on 2016/04/22 by Taizyd.Korambayil #jira UE-29748 Resaved Maps to Fix EC Build Warnings #jira UE-29744 Change 2953448 on 2016/04/22 by Ryan.Gerleve Fix Mac/Linux compile. #jira UE-29545 Change 2953311 on 2016/04/22 by Ryan.Gerleve Fix for infinite hang when loading a replay from within an actor tick while demo.AsyncLoadWorld is false. LoadMap for the replay is now deferred using the existing PendingNetGame mechanism. Added virtual UPendingNetGame::LoadMapCompleted function so that the base PendingNetGame and DemoPendingNetGame can have different behavior. To keep things simpler, also parse all replay metadata and streaming levels after the LoadMap call. #jira UE-29545 Change 2953219 on 2016/04/22 by mason.seay Test map for show collision features #jira UE-29618 Change 2953199 on 2016/04/22 by Phillip.Kavan [UE-29449] Fix InitProperties() optimization for Blueprint class instances when array property values differ in size. change summary: - improved UBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() by continuing to emit only delta entries for array values that exceed the default array value's size; previously we emitted a NULL in this case to signal a need to initialize all remaining array values in InitProperties(), even if they didn't differ from the default value of the inner property (which in most cases would already have been set at construction time, and thus potentially incurred a redundant copy iteration for each entry) - modified FObjectInitializer::InitArrayPropertyFromCustomList() to no longer reset the array value on the instance prior to initialization - added code to properly resize the array on the instance prior to initialization (if it differs in size from the default array value) - removed code that handled a NULL property value in the custom property list stream (this is no longer necessary, see above) - modified FObjectInitializer::InitProperties() to restore the post-construction optimization for Blueprint class instances (back to being enabled by default) #jira UE-29449 Change 2953195 on 2016/04/22 by Max.Chen Sequencer: Fix crash in actor reference track in the cached guid to actor map. #jira UE-27523 Change 2953124 on 2016/04/22 by Rolando.Caloca UE4.12 - vk - Increase temp frame buffer #jira UE-28140 Change 2953121 on 2016/04/22 by Chris.Babcock Rebuilt lighting for all levels #jira UE-29809 Change 2953073 on 2016/04/22 by mason.seay Test assets for notifies in animation composites and montages #jira UE-29618 Change 2952960 on 2016/04/22 by Richard.TalbotWatkin Changed eye dropper operation so that LMB click selects a color, and pressing Esc cancels the selection and restores the old color. #jira UE-28410 - Eye dropper selects color without clicking Change 2952934 on 2016/04/22 by Allan.Bentham Ensure pool's refractive index >= 1 #jira UE-29777 Change 2952881 on 2016/04/22 by Jamie.Dale Better fix for UE-28560 that doesn't regress thumbnail rendering We now just silence the warning if dealing with an inactive world. #jira UE-28560 Change 2952867 on 2016/04/22 by Thomas.Sarkanen Fix issues with matinee-controlled anim instances Regression caused by us no longer saving off the anim sequence between updates. #jira UE-29812 - Protostar Neutrino spawns but does not Animate or move. Change 2952826 on 2016/04/22 by Maciej.Mroz Merged from Dev-Blueprints 2952820 #jira UE-28895 Nativizing a blueprint project causes the next non-nativizing package attempt to fail Change 2952819 on 2016/04/22 by Josh.Adams - Fixed crash in a Vulkan shader printout #lockdown nick.penwarden #jira UE-29820 Change 2952817 on 2016/04/22 by Rolando.Caloca UE4.12 - vk - Revert back to simple layouts #jira UE-28140 Change 2952792 on 2016/04/22 by Jamie.Dale Removed some code that caused worlds loaded by the Content Browser to be initialized before they were ready Supposedly this code existed for world thumbnail rendering, however only the active editor world generates a thumbnail, so initializing other worlds wasn't having any effect and thumbnails look identical to before. #jira UE-28560 Change 2952783 on 2016/04/22 by Taizyd.Korambayil #jira UE-28477 Resaved Flying Template Map Change 2952767 on 2016/04/22 by Taizyd.Korambayil #jira UE-29736 Resaved Map to Fix EC Warnings Change 2952762 on 2016/04/22 by Allan.Bentham Update reflection capture to contain only room5 content. #jira UE-29777 Change 2952749 on 2016/04/22 by Taizyd.Korambayil #jira UE-29740 Resaved Material and Map to Fix Empty Engine Version Error Change 2952688 on 2016/04/22 by Martin.Wilson Fix for BP notifies not displaying when they derive from an abstract base class #jira UE-28556 Change 2952685 on 2016/04/22 by Thomas.Sarkanen Fix CIS for non-editor builds #jira UE-29308 - Fix crash from GC-ed animation asset Change 2952664 on 2016/04/22 by Thomas.Sarkanen Made up/down behaviour for console history consistent and reverted to old ordering by default Pressing up or down now brings up history. Sorting can now be optionally bottom-to-top or top-to-bottom. Default behaviour is preserved to what it was before the recent changes. #jira UE-29595 - Console autocomplete behavior is non-intuitive / frustrating Change 2952655 on 2016/04/22 by Jamie.Dale Changed the class filter to use an expression evaluator This makes it consistent with the other filters in the editor #jira UE-29811 Change 2952647 on 2016/04/22 by Allan.Bentham Back out changelist 2951539 #jira UE-29777 Change 2952618 on 2016/04/22 by Benn.Gallagher Fixed naming error in rotation multiplier node #jira UE-29583 Change 2952612 on 2016/04/22 by Thomas.Sarkanen Fix garbage collection and undo/redo issues with anim instance proxy UObject-based properties are now cached each update on the proxy and nulled-out outside of evaluate/update phases. Moved some initialization code for CurrentAsset/CurrentVertexAnim from the proxy back to the instance (as its is encapsulated there now). #jira UE-29308 - Fix crash from GC-ed animation asset Change 2952608 on 2016/04/22 by Richard.TalbotWatkin Changed 'Recently Used Levels' and 'Favorite Levels' to hold long package names instead of absolute paths. This means they are now project-relative and will remain valid even if the project location changes. #jira UE-29731 - Editor map recent files are not project relative, leading to missing links when moving projects. Change 2952599 on 2016/04/22 by Dmitriy.Dyomin Disabled vulkan pipeline cache as it causes rendering artifacts right now #jira UE-29807 Change 2952540 on 2016/04/22 by Maciej.Mroz #jira UE-29787 Obsolete nativized files are never removed merged from Dev-Blueprints 2952531 Change 2952372 on 2016/04/21 by Josh.Adams - Fixed Vk memory allocations when reusing free pages #lockdown nick.penwarden #jira ue-29802 Change 2952350 on 2016/04/21 by Eric.Newman Added support for UEReleaseTesting backends to Orion and Ocean #jira op-3640 Change 2952140 on 2016/04/21 by Dan.Oconnor Demoted back to warning to fix regressions in content examples, in main we've added the ability to elevate warnings to errors, but no reason to rush that feature into 4.12 #jira UE-28971 Change 2952135 on 2016/04/21 by Jeff.Farris Fixed issue in PlayerCameraManager where the priority-based sorting of CameraModifiers wasn't sorting properly. Manual re-implementation of CL 2948123 in 4.12 branch. #jira UE-29634 Change 2952121 on 2016/04/21 by Lee.Clark PS4 - 4.12 - Fix staging and deploying of system prxs #jira UE-29801 Change 2952120 on 2016/04/21 by Rolando.Caloca UE4.12 - vk - Move descriptor allocation to BSS #jira UE-21840 Change 2952027 on 2016/04/21 by Rolando.Caloca UE4.12 - vk - Fix descriptor sets lifetimes - Fix crash with null texture #jira UE-28140 Change 2951890 on 2016/04/21 by Eric.Newman Updating locked common dependencies for OrionService #jira OP-3640 Change 2951863 on 2016/04/21 by Eric.Newman Updating locked dependencies for UE 4.12 OrionService #jira OP-3640 Change 2951852 on 2016/04/21 by Owen.Stupka Fixed meteors destruct location #jira UE-29714 Change 2951739 on 2016/04/21 by Max.Chen Sequencer: Follow up for integral keys. #jira UE-29791 Change 2951717 on 2016/04/21 by Rolando.Caloca UE4.12 - Fix shader platform names #jira UE-28140 Change 2951714 on 2016/04/21 by Max.Chen Sequencer: Fix setting a key if it already exists at the current time. #jira UE-29791 Change 2951708 on 2016/04/21 by Rolando.Caloca UE4.12 - vk - Separate upload cmd buffer #jira UE-28140 Change 2951653 on 2016/04/21 by Marc.Audy If a child actor component is destroyed during garbage collection, do not rename, instead clear the caching mechanisms so that a new name is chosen if a new child is created in the future Remove now unused bRenameRequired parameter #jira UE-29612 Change 2951619 on 2016/04/21 by Chris.Babcock Move bCreateRenderStateForHiddenComponents out of WITH_EDITOR #jira UE-29786 #ue4 Change 2951603 on 2016/04/21 by Cody.Albert #jira UE-29785 Revert Github readme page back to original Change 2951599 on 2016/04/21 by Ryan.Gerleve Fix assert when attempting to record a replay when the map has a placed actor that writes replay external data (such as ACharacter) #jira UE-29778 Change 2951558 on 2016/04/21 by Chris.Babcock Always rename destroyed child actor #jira UE-29709 #ue4 Change 2951552 on 2016/04/21 by James.Golding Remove old code for handling 'show collision' in game, uses same method as editor now, fixes hidden meshes showing up in game when doing 'show collision' #jira UE-29303 Change 2951539 on 2016/04/21 by Allan.Bentham Use screenuv for distortion with ES2/31. #jira UE-29777 Change 2951535 on 2016/04/21 by Max.Chen We need to test if the hmd is enabled if it exists. Otherwise, this will return true even if we aren't rendering in stereo if there's an hmd plugin loaded. #jira UE-29711 Change 2951521 on 2016/04/21 by Taizyd.Korambayil #jira UE-29746 Replaced Deprecated Time Handler node in GameLevel_GM Change 2951492 on 2016/04/21 by Jeremiah.Waldron Fix for Android IAP information reporting back incorrectly. #jira UE-29776 Change 2951486 on 2016/04/21 by Taizyd.Korambayil #jira UE-29741 Updated Infiltrator Demo Project to open with the correct Map Change 2951450 on 2016/04/21 by Gareth.Martin Fix non-editor build #jira UE-16525 Change 2951380 on 2016/04/21 by Gareth.Martin Fix Landscape layer blend nodes not updating connections correctly when an input is changed from weight/alpha (one input) to height blend (two inputs) or vice-versa #jira UE-16525 Change 2951357 on 2016/04/21 by Richard.TalbotWatkin Fixed a crash when pushing a new menu leads to a window activation change which would result in the old root menu being dismissed. #jira UE-27981 - [CrashReport] Crash When Attempting to Select Variable Type After Clearing the Name Field Change 2951352 on 2016/04/21 by Richard.TalbotWatkin Added slider bar thickness as a new property in FSliderStyle. #jira UE-19173 - SSlider is not fully stylable Change 2951344 on 2016/04/21 by Gareth.Martin Fix bounds calculation for landscape splines that was causing the first landscape spline point to be invisible and later points to flicker. - Also fixes landscape spline lines not showing up on a flat landscape #jira UE-25114 Change 2951326 on 2016/04/21 by Taizyd.Korambayil #jira UE-28477 Resaving Maps Change 2951271 on 2016/04/21 by Jamie.Dale Fixed a crash when pasting a path containing a class into the asset view of the Content Browser #jira UE-29616 Change 2951237 on 2016/04/21 by Jack.Porter Fix black screen on PC due to planar reflections #jira UE-29664 Change 2951184 on 2016/04/21 by Jamie.Dale Fixed crash in FCurveStructCustomization when no objects were selected for editing #jira UE-29638 Change 2951177 on 2016/04/21 by Ben.Marsh Fix hot reload from IDE failing when project is up to date. UBT returns an exit code of 2, and any non-zero exit code is treated as an error by Visual Studio. Build.bat was not correctly forwarding on the exit code at all prior to CL 2790858. #jira UE-29757 Change 2951171 on 2016/04/21 by Matthew.Griffin Fixed issue with Rebuild not working when installed in Program Files (x86) The brackets seem to cause lots of problems in combination with the if/else ones #jira UE-29648 Change 2951163 on 2016/04/21 by Jamie.Dale Changed the text customization to use the property handle functions to get/set the text value That ensures that it both transacts and notifies correctly. Added new functions to deal with multiple objects selection efficiently with the existing IEditableTextProperty API: - FPropertyHandleBase::SetPerObjectValue - FPropertyHandleBase::GetPerObjectValue - FPropertyHandleBase::GetNumPerObjectValues These replace the need to cache the raw pointers. #jira UE-20223 Change 2951103 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 2951101 on 2016/04/21 by Allan.Bentham Enable mobile HQ DoF #jira UE-29765 Change 2951097 on 2016/04/21 by Thomas.Sarkanen Standalone games now benefit from parallel anim update if possible We now simply use the fact we want root motion to determine if we need to run immediately. #jira UE-29431 - Parallel anim update does not work in non-multiplayer games Change 2951036 on 2016/04/21 by Lee.Clark PS4 - Fix WinDualShock working with VS2015 #jira UE-29088 Change 2951034 on 2016/04/21 by Jack.Porter ProtoStar: Removed content not needed by remaining maps, resaved all content to fix version 0 issues #jira UE-29666 Change 2950995 on 2016/04/21 by Jack.Porter ProtoStar - delete unneeded maps #jira UE-29665 Change 2950787 on 2016/04/20 by Nick.Darnell SuperSearch - Moving the settings object into a seperate plugin to avoid there needing to be a circular dependency between SuperSearch and UnrealEd. #jira UE-29749 #codeview Ben.Marsh Change 2950786 on 2016/04/20 by Nick.Darnell Back out changelist 2950769 - Going to re-enable super search - about to move the settings into a plugin to prevent the circular reference. #jira UE-29749 Change 2950769 on 2016/04/20 by Ben.Marsh Comment out editor integration for super search to fix problems with the circular dependencies breaking hot reload and compiling QAGame in binary release. Change 2950724 on 2016/04/20 by Lina.Halper Support for negative scaling for mirroring - Merging CL 2950718 using //UE4/Dev-Framework_to_//UE4/Release-4.12 #jira: UE-27453 Change 2950293 on 2016/04/20 by andrew.porter Correcting sequencer test content #jira UE-29618 Change 2950283 on 2016/04/20 by Marc.Audy Don't route FlushPressedKeys on PIE shut down #jira UE-28734 Change 2950071 on 2016/04/20 by mason.seay Adjusted translation retargeting on head bone of UE4_Mannequin -Needed for anim bp test. Tested animations and did not see any fallout from change. If there is, it can be reverted. #jira UE-29618 Change 2950049 on 2016/04/20 by Mark.Satterthwaite Undo CL #2949690 and instead on Mac where we want to be able to capture videos of gameplay we just insert an intermediate texture as the back-buffer and use a manual blit to the drawable prior to present. This also changes the code to enforce that the back-buffer render-target should never be nil as the code & Metal API itself assumes that this situation cannot occur but it would appear from continued crashes inside PrepareToDraw that it actually can in the field. This will address another potential cause of UE-29006. #jira UE-29006 #jira UE-29140 Change 2949977 on 2016/04/20 by Max.Chen Sequencer: Add FieldOfView to default tracks for CameraActor. Add FieldOfView to exclusion list for CineCameraActor. #jira UE-29660 Change 2949836 on 2016/04/20 by Gareth.Martin Fix landscape components flickering when perfectly flat (bounds size is 0) - This often happens for newly created landscapes #jira UE-29262 Change 2949768 on 2016/04/20 by Thomas.Sarkanen Moving parent & grouped child actors now does not result in deltas being applied twice Grouping and attachment now interact correctly. Also fixed up according to coding standard. Discovered and proposed by David.Bliss2 (Rocksteady). #jira UE-29233 - Delta applied twice when moving parent and grouped child actors From UDN: https://udn.unrealengine.com/questions/286537/moving-parent-grouped-child-actors-results-in-delt.html Change 2949759 on 2016/04/20 by Thomas.Sarkanen Fix split pins not working as anim graph node inputs Limit surface area of this change by only modifying the anim BP compiler. A better version might be to move the call in the general blueprint compiler but it is riskier. #jira UE-12326 - Splitting a struct in an Anim Blueprint does not work Change 2949739 on 2016/04/20 by Thomas.Sarkanen Fix layered bone per blend accessed from a struct in the fast-path Made sure that the fallback event is always built (logic was still split so if PatchFunctionNamesAndCopyRecordsInto aborted because of some unhandled case if might not have an event to call). Covered struct source->array dest case. Indicator icon is now built from the copy record itself, ensuring it is accurate to actual runtime data. #jira UE-29389 - Fast-Path: Layered Blend per Bone node failing to grab updated values from struct. Change 2949715 on 2016/04/20 by Max.Chen Sequencer: Fix mouse wheel zoom so it defaults to zooming in on the current time/frame. This is a toggleable option in the Editor Preferences (Zoom Position = Current Time or Mouse Position) #jira UE-29661 Change 2949712 on 2016/04/20 by Taizyd.Korambayil #jira UE-28544 adjusted Player crosshair to be centered Change 2949710 on 2016/04/20 by Alexis.Matte #jira UE-29477 Pixel Inspector, UI get polish and adding "scene color" inspect property Change 2949706 on 2016/04/20 by Alexis.Matte #jira UE-29475 #jira UE-29476 Favorite allow all UProperty to be favorite (the FStruct is now supported) Favorite scrollig is auto adjust to avoid scrolling when adding/removing a favorite Change 2949691 on 2016/04/20 by Mark.Satterthwaite Fix typo from previous commit - retain not release... #jira UE-29140 Change 2949690 on 2016/04/20 by Mark.Satterthwaite Double-buffer the Metal viewport's back-buffer so that we can access the contents of the back-buffer after EndDrawingViewport is called until BeginDrawingViewport is called again on this viewport, this makes it possible to capture movies on Metal. #jira UE-29140 Change 2949616 on 2016/04/20 by Marc.Audy 'Merge' latest version of Vulkan from Dev-Rendering to Release-4.12 #jira UE-00000 Change 2949572 on 2016/04/20 by Jamie.Dale Fixed crash undoing a text property changed caused by a null entry in the array #jira UE-20223 Change 2949562 on 2016/04/20 by Alexis.Matte #jira UE-29447 Fix the batch fbx import "not show options" dialog where some option can be different. Change 2949560 on 2016/04/20 by Alexis.Matte #jira UE-28898 Avoid importing multiple static mesh in the same package Change 2949547 on 2016/04/20 by Mark.Satterthwaite You must use STENCIL_COMPONENT_SWIZZLE to access the stencil component of a texture - not all APIs can swizzle it into .g automatically. #jira UE-29672 Change 2949443 on 2016/04/20 by Allan.Bentham Disable sRGB textures when ES31 feature level is set. Only use vk's sRGB formats when feature level > ES3_1 #jira UE-29623 Change 2949428 on 2016/04/20 by Allan.Bentham Back out changelist 2949405 #jira UE-29623 Change 2949405 on 2016/04/20 by Allan.Bentham Disable sRGB textures when ES31 feature level is set. Only use vk's sRGB formats when feature level > ES3_1 #jira UE-29623 Merging using Dev-Mobile_->_Release-4.12 Change 2949391 on 2016/04/20 by Richard.TalbotWatkin PIE with multiple windows now starts focused on Client 1, or the server if not a dedicated server. Added a new virtual call UEditorEngine::OnLoginPIEAllComplete, called when all clients have been successfully logged in when starting PIE. The default behavior is to set focus to the first client. #jira UE-26037 - Cumbersome workflow when running PIE with 2 clients #jira UE-26905 - First client window does not gain focus or mouse control when launching two clients Change 2949389 on 2016/04/20 by Richard.TalbotWatkin Fixed regression which was saving the viewport config settings incorrectly. Viewports are keyed by their layout on the same key as the config key, hence we do not need to prepend the SpecificLayoutString when saving out the config data when iterating through a layout's viewports. #jira UE-29058 - Viewport settings are not saved after shutting down editor Change 2949388 on 2016/04/20 by Richard.TalbotWatkin Change auto-reimport settings so that "Detect Changes on Startup" defaults to true. Also removed the warning of potential unwanted behaviour when working in conjunction with source control; this is no longer necessary now that there is a prompt prior to auto-reimport. #jira UE-29257 - Auto import does not import assets Change 2949203 on 2016/04/19 by Max.Chen Sequencer: Fix spawnables not getting default tracks. #jira UE-29644 Change 2949202 on 2016/04/19 by Max.Chen Sequencer: Fix particles not firing on loop. #jira UE-27881 Change 2949201 on 2016/04/19 by Max.Chen Sequencer: Fix multiple labels support #jira UE-26812 Change 2949200 on 2016/04/19 by Max.Chen Sequencer: Expose settings sequencer settings in the Editor Preferences page. Note, UMG and Niagara have separate sequencer settings pages. #jira UE-29516 Change 2949197 on 2016/04/19 by Max.Chen Sequencer: Fix unwind rotation when keying rotation so that rotations are always set to the nearest. #jira UE-22228 Change 2949196 on 2016/04/19 by Max.Chen Sequencer: Disable selection range drawing if it's empty so that playback range dragging can take precedence when they overlap. This fixes a bug where you can't drag the starting playback range when sequencer starts up. #jira UE-29657 Change 2949195 on 2016/04/19 by Max.Chen MovieSceneCapture: Default image compression quality to 100 (rather than 75). #jira UE-29657 Change 2949194 on 2016/04/19 by Max.Chen Sequencer: Matinee to Level Sequence fix for mapping properties correctly. This fixes focus distance not getting set properly on the conversion. #jira UETOOL-467 Change 2949193 on 2016/04/19 by Max.Chen Sequencer - Fix issues with level visibility. + Don't mark sub-levels as dirty when the track evaluates. + Fix an issue where sequencer gets into a refresh loop because drawing thumbnails causes levels to be added which was rebuilding the tree, which was redrawing thumbnails. + Null check for when an objects world is null but the track is still evaluating. + Remove UnrealEd references. #jira UE-25668 Change 2948990 on 2016/04/19 by Aaron.McLeran #jira UE-29654 FadeIn invalidates Audio Components in 4.11 Change 2948890 on 2016/04/19 by Jamie.Dale Downgraded an assert in SPathView::LoadSettings to avoid a common crash when a saved path no longer exists #jira UE-28858 Change 2948860 on 2016/04/19 by Mike.Beach Mirroring CL 2940334 (from Dev-Blueprints): Bettering CreateEvent node errors, so users are able to recover from API changes (not clearing the function name field, calling out the function by name in the error, etc.) #jira UE-28911 Change 2948857 on 2016/04/19 by Jamie.Dale Added an Asset Localization context menu to the Content Browser This allows you to create, edit, and view localized assets from any source asset, as well as edit and view source assets from any localized asset. #jira UE-29493 Change 2948854 on 2016/04/19 by Jamie.Dale UAT now stages all project translation targets #jira UE-20248 Change 2948831 on 2016/04/19 by Mike.Beach Mirroring CL 2945994 (from Dev-Blueprints): Pasting EdGraphNodes will no longer query sub-nodes for compatibility if the root cannot be pasted (for things like collapsed graphs, and anim state-machine nodes). #jira UE-29035 Change 2948825 on 2016/04/19 by Jamie.Dale Fixed shadow warning #jira UE-29212 Change 2948812 on 2016/04/19 by Marc.Audy Gracefully handle failure to load configurable engine classes #jira UE-26527 Change 2948791 on 2016/04/19 by Jamie.Dale Fixed regression in SEditableText bIsCaretMovedWhenGainFocus when using auto-complete Fixed regression in FSlateEditableTextLayout::SetText that caused it to call OnTextChanged when nothing had changed #jira UE-29494 #jira UE-28886 Change 2948761 on 2016/04/19 by Jamie.Dale Sub-fonts are now only used when they contain the character to be rendered #jira UE-29212 Change 2948718 on 2016/04/19 by Jamie.Dale Fixed an issue where FEnginePackageLocalizationCache could be initialized before CoreUObject was ready This is now done lazily, either when the first CDO tries to load an asset (which is after CoreUObject is ready), or after the first call to ProcessNewlyLoadedUObjects (if no CDO loads an asset). #jira UE-29649 Change 2948717 on 2016/04/19 by Jamie.Dale Removed the AssetRegistry's dependency on MessageLog It was only there to add a category that was only ever used by the AssetTools module. #jira UE-29649 Change 2948683 on 2016/04/19 by Phillip.Kavan [UE-18419] Fix GetClassDefaults nodes to update properly in response to structural BP class changes. change summary: - modified UK2Node_GetClassDefaults::CreateOutputPins() to bind/unbind delegate handlers for the OnChanged() & OnCompile() events for BP class types. #jira UE-18419 Change 2948681 on 2016/04/19 by Phillip.Kavan [UE-17794] The "Delete Unused Variable" feature now considers the GetClassDefaults node as well. change summary: - added external linkage to UK2Node_GetClassDefaults::FindClassPin(). - added an include for the K2Node_GetClassDefaults header file to BlueprintGraphDefinitions.h. - added UK2Node_GetClassDefaults::GetInputClass() as a public API w/ external linkage; moved default 'nullptr' param logic into this impl. - modified FBlueprintEditorUtils::IsVariableUsed() to add an extra check for a GetClassDefaults node with a visible output pin for the variable that's also connected. - modified UK2Node_GetClassDefaults::GetInputClass() to return the generated skeleton class for Blueprint class types. #jira UE-17794 Change 2948638 on 2016/04/19 by Lee.Clark PS4 - Fix SDK compile warnings #jira UE-29647 Change 2948401 on 2016/04/19 by Taizyd.Korambayil #jira UE-29250 Revuilt Lighting for Landscapes Map Change 2948398 on 2016/04/19 by Mark.Satterthwaite Add a Mac Metal ES2 shader platform to allow the various ES2 emulation modes to work in the Editor. Fix various issues with the shader code to ensure that Metal can run with ES2 shader code at least in my limited test cases in QAGame. #jira UE-29170 Change 2948366 on 2016/04/19 by Taizyd.Korambayil #jira UE-29109 Replaced Box Mesh with BSP Floor Change 2948360 on 2016/04/19 by Maciej.Mroz merged from Dev-Blueprints 2947488 #jira UE-29115 Nativized BulletTrain - cannot shoot targets in intro tutorial #jira UE-28965 Packaging Project with Nativize Blueprint Assets Prevents Overlap Events from Firing #jira UE-29559 - fixed private enum access - fixed private bitfield access - removed forced PostLoad - add BodyInstance.FixupData call to fix ResponseChannels - ignored RelativeLocation and RelativeRotation in converted root component - fixed AttachToComponent (UE-29559) Change 2948358 on 2016/04/19 by Maciej.Mroz merged from Dev-Blueprints 2947953 #jira UE-29605 Wrong bullet trails in nativized ShowUp Fixed USimpleConstructionScript::GetSceneRootComponentTemplate. Change 2948357 on 2016/04/19 by Maciej.Mroz merged from Dev-Blueprints 2947984 #jira UE-29374 Crash when hovering over Create Widget node in blueprints Safe UK2Node_ConstructObjectFromClass::GetPinHoverText. Change 2948353 on 2016/04/19 by Maciej.Mroz merged from Dev-Blueprints 2948095 #jira UE-29246 ExpandEnumAsExecs + UMETA(Hidden) Crashes Blueprint Compile "Hidden" and "Spacer" elementa from an enum does not generated exec pins for "ExpandEnumAsExecs" Change 2948332 on 2016/04/19 by Benn.Gallagher Fixed old pins being left as non-transactional #jira UE-13801 Change 2948203 on 2016/04/19 by Lee.Clark PS4 - Use SDK 3.508.031 #jira UEPLAT-1225 Change 2948168 on 2016/04/19 by mason.seay Updating test content: -Added Husk AI to level to test placed AI -Updated Spawn Husk BP to destroy itself to prevent spawn spamming #jira UE-29618 Change 2948153 on 2016/04/19 by Benn.Gallagher Missed mesh update for Owen IK fix. #jira UE-22540 Change 2948130 on 2016/04/19 by Benn.Gallagher Fixed old Owen punch IK setup so it no longer jitters when placing the hands on the surface. #jira UE-22540 Change 2948117 on 2016/04/19 by Taizyd.Korambayil #jira UE-28477 Resaved Template Map's to fix Warning Toast on Templates Change 2948063 on 2016/04/19 by Lina.Halper - Anim composite notify change for better - Fixed all nested anim notify - Merging CL 2944396 using //UE4/Dev-Framework_to_//UE4/Release-4.12 #jira : UE-29101 Change 2948060 on 2016/04/19 by Lina.Halper Fix for composite section metadata saving for montage Merging CL 2944397 using //UE4/Dev-Framework_to_//UE4/Release-4.12 #jira : UE-29228 Change 2948029 on 2016/04/19 by Ben.Marsh EC: Prevent automatically pushing CIS builds to the launcher; the changelist might be run more than once. Change 2947986 on 2016/04/19 by Benn.Gallagher Fixed BP callable functions that affect skeletal mesh component transforms not working when simulating physics. #jira UE-27783 Change 2947976 on 2016/04/19 by Mark.Satterthwaite Duplicate CL #2943702 from 4.11.2: Change the way Metal validates the render-target state so that in FMetalContext::PrepareToDraw it can issue a last-ditch attempt to restore the render-targets. This won't fix the cause of the Mac Metal crashes but it might mitigate some of them and provide more information about why they are occurring. #jira UE-29006 Change 2947975 on 2016/04/19 by Mark.Satterthwaite Duplicate CL #2945061 from UE4-UT: Address UT issue UE-29150 directly in the UT branch: users without a sufficiently up-to-date Xcode won't have the 'metal' offline shader compiler so will have to use the slower online compiled text shader format. #jira UE-29150 Change 2947679 on 2016/04/19 by Jack.Porter Fixed 4.12 branch not compiling with the 1.0.8 Vulkan SDK #jira UE-29601 Change 2947657 on 2016/04/18 by Jack.Porter Update protostar reflection capture contents #jira UE-29600 Change 2947301 on 2016/04/18 by Ben.Marsh EC: Fix trigger ready emails failing to send due to recipient list being a space-separated list of addresses rather than an array reference. Change 2947263 on 2016/04/18 by Marc.Audy Merging CL# 2945921 //UE4/Release-4.11 to //UE4/Release-4.12 Ensure that all OwnedComponents in an Actor are duplicated for PIE even if not referenced by a property, unless that component is explicitly transient #jira UE-29209 Change 2946984 on 2016/04/18 by Ben.Marsh GUBP: Allow Ocean cooks in the release branch (fixes build startup failures) Change 2946870 on 2016/04/18 by Ben.Marsh Remaking CL 2946810 to fix compile error in ShooterGame editor. Change 2946859 on 2016/04/18 by Ben.Marsh GUBP: Don't exclude Ocean from builds in the release branch. Change 2946847 on 2016/04/18 by Ben.Marsh GUBP: Fix warning on every build step due to OrionGame_Win32_Mono no longer existing. Change 2946771 on 2016/04/18 by Ben.Marsh EC: Correct initial agent type for release branches. Causing full branch syncs on all agents. Change 2946641 on 2016/04/18 by Ben.Marsh EC: Remove rogue comma causing branch definition parsing to fail. Change 2946592 on 2016/04/18 by Ben.Marsh EC: Adding branch definition for 4.12 release #lockdown Nick.Penwarden [CL 2962354 by Ben Marsh in Main branch]
2016-05-01 17:37:41 -04:00
if (bSupportsBGRA8888)
{
// Check whether device supports BGRA as color attachment
GLuint FrameBuffer;
glGenFramebuffers(1, &FrameBuffer);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, FrameBuffer);
GLuint BGRA8888Texture;
glGenTextures(1, &BGRA8888Texture);
glBindTexture(GL_TEXTURE_2D, BGRA8888Texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_BGRA_EXT, 256, 256, 0, GL_BGRA_EXT, GL_UNSIGNED_BYTE, NULL);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, BGRA8888Texture, 0);
bSupportsBGRA8888RenderTarget = (glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
glDeleteTextures(1, &BGRA8888Texture);
glDeleteFramebuffers(1, &FrameBuffer);
}
bSupportsCopyImage = ExtensionsString.Contains(TEXT("GL_EXT_copy_image"));
}
#endif