2018-02-14 14:13:42 -05:00
// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
2014-03-14 14:13:41 -04:00
# include "IOSTargetSettingsCustomization.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
# include "Containers/Ticker.h"
# include "Misc/App.h"
# include "Misc/MonitoredProcess.h"
# include "Widgets/Layout/SSeparator.h"
# include "Widgets/Text/STextBlock.h"
# include "Widgets/Text/SRichTextBlock.h"
# include "Widgets/Input/SEditableTextBox.h"
# include "Widgets/Input/SButton.h"
# include "Widgets/Layout/SWidgetSwitcher.h"
# include "EditorStyleSet.h"
# include "IOSRuntimeSettings.h"
# include "PropertyHandle.h"
2014-03-14 14:13:41 -04:00
# include "DetailLayoutBuilder.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
# include "DetailWidgetRow.h"
# include "IDetailPropertyRow.h"
2014-03-14 14:13:41 -04:00
# include "DetailCategoryBuilder.h"
2014-10-30 17:05:10 -04:00
# include "DesktopPlatformModule.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
# include "Framework/Application/SlateApplication.h"
# include "IDetailGroup.h"
2014-03-14 14:13:41 -04:00
# include "SExternalImageReference.h"
# include "PlatformIconInfo.h"
# include "SourceControlHelpers.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
# include "Framework/Notifications/NotificationManager.h"
# include "Widgets/Notifications/SNotificationList.h"
# include "Widgets/Input/SHyperlink.h"
# include "Widgets/Views/SListView.h"
2015-01-29 14:25:09 -05:00
# include "SProvisionListRow.h"
# include "SCertificateListRow.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
# include "Misc/EngineBuildSettings.h"
2018-02-14 14:13:42 -05:00
# include "Widgets/Input/SNumericDropDown.h"
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3231693)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3219796 on 2016/12/02 by Rolando.Caloca
DR - vk - Increase timeout to 60ms
Change 3219884 on 2016/12/02 by Daniel.Wright
Assert to help track down rare crash locking capsule indirect shadow vertex buffer
Change 3219885 on 2016/12/02 by Daniel.Wright
Fixed saving a package that doesn't exist on disk but exists in p4 at a newer revision when the user chooses 'Mark Writable'
Change 3219886 on 2016/12/02 by Daniel.Wright
Don't create projected shadows when r.ShadowQuality is 0
* Fixes crash in the forward path trying to render shadows
* In the deferred path, the shadowmap was still being rendered and only the projection skipped, now all cost will be skipped
Change 3219887 on 2016/12/02 by Daniel.Wright
Changed ClearRenderTarget2D default alpha to 1, which is necessary for correct compositing
Change 3219893 on 2016/12/02 by Daniel.Wright
AMD AGS library with approved TPS
Disabled DFAO on AMD pre-GCN PC video cards to workaround a driver bug which won't be fixed (Radeon 6xxx and below)
Change 3219913 on 2016/12/02 by Daniel.Wright
Level unload of a lighting scenario propagates the lighting scenario change - fixes crash when precomputed lighting volume data gets unloaded
Change 3220029 on 2016/12/02 by Daniel.Wright
Async shader compiling now recreates scene proxies which are affected by the material which was compiled. This fixes crashes which were occuring as proxies cache various material properties, but applying compiled materials would not update these cached properties (bRequiresAdjacencyInformation).
* A new ensure has been added in FMeshElementCollector::AddMesh and FBatchingSPDI::DrawMesh to catch attempts to render with a material not reported in GetUsedMaterials
* Fixed UParticleSystemComponent::GetUsedMaterials and UMaterialBillboardComponent::GetUsedMaterials
* FMaterialUpdateContext should be changed to use the same pattern, but that hasn't been done yet
Change 3220108 on 2016/12/02 by Daniel.Wright
Fixed shadowmap channel assignment for stationary lights which are not in a lighting scenario level, when a lighting scenario level is present
Change 3220504 on 2016/12/03 by Mark.Satterthwaite
Metal Desktop Tessellation support from Unicorn.
- Apple: Metal tessellation support added to MetalShaderFormat, MetalRHI and incl. changes to engine runtime/shaders for Desktop renderer and enabled in ElementalDemo by default (OS X 10.11 will run SM4).
- Epic: Support for different Metal shader standards on Mac, iOS & tvOS which required moving some RHI functions around as this is a project setting and not a compile-time constant.
- Epic: Fragment shader UAV support, which is also tied to newer Metal shader standard like Tessellation.
- Epic: Significant refactor of MetalRHI's internals to clearly separate state-caching from render-pass management and command-encoding.
- Epic: Internal MetalRHI validation code is now cleanly separated out into custom implementations of the Metal @protocol's and is on by default.
- Epic: Various fixes to Layered Rendering for Metal.
- Omits Mobile Tessellation support which needs further revision.
Change 3220881 on 2016/12/04 by Mark.Satterthwaite
Compiles fixes for iOS & static analysis fixes from Windows.
Change 3221180 on 2016/12/05 by Guillaume.Abadie
Avoid compiling PreviousFrameSwitch's both Current Frame and Previous Frame inputs every time.
Change 3221217 on 2016/12/05 by Chris.Bunner
More NVAPI warning fixups.
Change 3221219 on 2016/12/05 by Chris.Bunner
When comparing overriden properties used to force instance recompilation we need to check against the base material, not assume the immediate parent.
#jira UE-37792
Change 3221220 on 2016/12/05 by Chris.Bunner
Exported GetAllStaticSwitchParamNames and GetAllStaticComponentMaskParamNames.
#jira UE-35132
Change 3221221 on 2016/12/05 by Chris.Bunner
PR #2785: Fix comment typo in RendererInterface.h (Contributed by dustin-biser)
#jira UE-35760
Change 3221223 on 2016/12/05 by Chris.Bunner
Default to include dev-code when compiling material preview stats.
#jira UE-20321
Change 3221534 on 2016/12/05 by Rolando.Caloca
DR - Added FDynamicRHI::GetName()
Change 3221833 on 2016/12/05 by Chris.Bunner
Set correct output extent on PostProcessUpscale (allows users to extend chain correctly).
#jira UE-36989
Change 3221852 on 2016/12/05 by Chris.Bunner
32-bit/ch EXR screenshot and frame dump output.
Fixed row increment bug in 128-bit/px surface format readback.
#jira UE-37962
Change 3222059 on 2016/12/05 by Rolando.Caloca
DR - vk - Fix memory type not found
Change 3222104 on 2016/12/05 by Rolando.Caloca
DR - Lambdaize
- Added quicker method to check if system textures are initialized
Change 3222290 on 2016/12/05 by Mark.Satterthwaite
Trivial fixes to reporting Metal shader pipeline errors - need to check if Hull & Domain exist.
Change 3222864 on 2016/12/06 by Rolando.Caloca
DR - Fix mem leak when exiting
Change 3222873 on 2016/12/06 by Rolando.Caloca
DR - vk - Minor info to help track down leaks
Change 3222875 on 2016/12/06 by Rolando.Caloca
DR - Fix mem leak with VisualizeTexture
#jira UE-39360
Change 3223226 on 2016/12/06 by Chris.Bunner
Static analysis warning workaround.
Change 3223235 on 2016/12/06 by Ben.Woodhouse
Integrate from NREAL: Set a custom projection matrix on a SceneCapture2D
Change 3223343 on 2016/12/06 by Chris.Bunner
Moved HLOD persistent data to viewstate to fix per-view compatability.
#jira UE-37539
Change 3223349 on 2016/12/06 by Chris.Bunner
Fixed HLOD with FreezeRendering command.
#jira UE-29839
Change 3223371 on 2016/12/06 by Michael.Trepka
Removed obsolete check() in FMetalSurface constructor
Change 3223450 on 2016/12/06 by Chris.Bunner
Added explicit ScRGB output device selection rather than Nvidia-only hardcoded checks. Allows easier support for Mac and other devices moving forward.
Change 3223638 on 2016/12/06 by Michael.Trepka
Restored part of the check() in FMetalSurface constructor removed in CL 3223371
Change 3223642 on 2016/12/06 by Mark.Satterthwaite
Experimental Metal EDR/HDR output support for Mac (iOS/tvOS need custom formats & shaders so they are not supported yet).
- Only available on macOS Sierra (10.12) for Macs with HDR displays (e.g. Retina iMacs).
- Enable with -metaledr command-line argument as it is off-by-default.
- Sets up the CAMetalLayer & the back-buffer for RGBA_FP16 output on Mac using DCI-P3 as the color gamut and ACES 1000 nit ScRGB output encoding.
Change 3223830 on 2016/12/06 by Rolando.Caloca
DR - vk - Better error when finding an invalid Vulkan driver
#jira UE-37495
Change 3223869 on 2016/12/06 by Rolando.Caloca
DR - vk - Reuse fences
Change 3223906 on 2016/12/06 by Guillaume.Abadie
Fix alpha through TempAA artifact causing a small darker edge layouts.
Change 3224199 on 2016/12/06 by Mark.Satterthwaite
Fix a dumb copy-paste error from the HDR changes to Metal.
Change 3224220 on 2016/12/06 by Mark.Satterthwaite
Fix various errors with Metal UAV & Render-Pass Restart support so that we can use the Pixel Shader culling for DistanceField effects.
- Unfortunately Metal requires that a texture be bound to start a render-pass, so reuse the dummy depth-stencil surface from the problematic editor preview tile rendering.
Change 3224236 on 2016/12/06 by Mark.Satterthwaite
IWYU CIS compile fix for iOS.
Change 3224366 on 2016/12/06 by Mark.Satterthwaite
Simplify some of the changes from CL# 3224220 so that we don't perform unnecessary clears.
- If the RenderPass is broken to issue compute or blit operations then treat the cached RenderTargetsInfo as invalid, unless the RenderPass is restarted.
- This guarantees that we don't erroneously ignore calls to SetRenderTargets if the calling code issues a dispatch between two RenderPasses that use the same RenderTargetsInfo.
Change 3224416 on 2016/12/06 by Uriel.Doyon
New default implementation for UPrimitiveComponent::GetStreamingTextureInfo using a conservative heuristic where the textures are stretched across the bounds.
Optimized UPrimitiveComponent::GetStreamingTextureInfoWithNULLRemoval by not handling registered components with no proxy (essentially hidden game / collision primitives).
Added blueprint support for texture streaming built data through FStaticMeshComponentInstanceData.
Fix for material texture streaming data not being available on some cooked builds.
Enabled split requests on all texture load requests (first loading everything visible and then loaded everything not visible).
This is controlled by "r.Streaming.MinMipForSplitRequest" which defines the minimum mip for which to allow splitting.
Forced residency are now loaded in two steps (visible, then forced), improving reactiveness.
Updated "stat streaming" to include "UnkownRefMips" which represent texture with no known component referencing them,
and also "LastRenderTimeMips" which related to timed primitives.
Changed "Forced Mips" so that it only shows mips that are loaded become of forced residency.
"Texture Streaming Build" now updates the map check after execution.
Removed Orphaned texture logic as this has become irrelevant with the latest retention priority logic.
Updated "r.streaming.usenewmetrics" so that it shows behavior before and after 4.12 improvements.
Change 3224532 on 2016/12/07 by Uriel.Doyon
Integrated CL 3223965 :
Building texture streaming data for materials does not wait for pending shaders to finish compilation anymore.
Added more options to allow the user to cancel this build also.
Change 3224714 on 2016/12/07 by Ben.Woodhouse
Cherry pick CL 3223972 from //fortnite/main:
Disable Geometry shader onchip on XB1. This saves 4ms for a single shadow casting point light @ 512x512 (4.8ms to 1.8ms)
Change 3224715 on 2016/12/07 by Ben.Woodhouse
New version of d3dx12.h from Microsoft which incorporates my suggested static analysis fixes. This avoids us diverging from the official version
Change 3224975 on 2016/12/07 by Rolando.Caloca
DR - vk - Dump improvements
Change 3225012 on 2016/12/07 by Rolando.Caloca
DR - Show warning if trying to use num samples != (1,2,4,8,16)
Change 3225126 on 2016/12/07 by Chris.Bunner
Added 'force 128-bit rendering pipeline' to high-res screenshot tool.
#jira UE-39345
Change 3225449 on 2016/12/07 by Chris.Bunner
Updated engine rendering defaults to better match current best practices.
#jira UE-38081
Change 3225485 on 2016/12/07 by Chris.Bunner
Moved QuantizeSceneBufferSize to RenderCore and added call for PostProcess settings. Fixes screenpercentage out-of-bounds reads in some cases.
#jira UE-19394
Change 3225486 on 2016/12/07 by Chris.Bunner
Only disable TAA during HighResScreenshots if we don't have a reasonable frame-delay enabled.
Change 3225505 on 2016/12/07 by Daniel.Wright
Fixed exponential height fog disappearing with no skybox
Change 3225655 on 2016/12/07 by Benjamin.Hyder
Updating TM-Shadermodels to include Translucent lighting, Two sided, updated cloth animation, and adjusted lighting.
Change 3225668 on 2016/12/07 by Chris.Bunner
Dirty owning packages when user manually forces regeneration of all reflection captures.
#jira UE-38759
Change 3226139 on 2016/12/07 by Rolando.Caloca
DR - Fix recompute tangents disabling skin cache
- Make some macros into lambdas
#jira UE-39143
Change 3226212 on 2016/12/07 by Daniel.Wright
Features which require a full prepass use DDM_AllOpaque instead of DDM_AllOccluders, which can be skipped if the component has bUseAsOccluder=false
Change 3226213 on 2016/12/07 by Daniel.Wright
Scene Capture 2D can specify a global clip plane, which is useful for portals
* Requires the global clip plane project setting to be enabled
Change 3226214 on 2016/12/07 by Daniel.Wright
Improved deferred shadowing with MSAA by upsampling light attenuation intelligently in the base pass
* If the current fragment's depth doesn't match what was used for deferred shadowing, the neighbor (cross pattern) with the nearest depth's shadowing is used
* Edge artifacts can still occur where the upsample fails or the shadow factor was computed per-sample due to depth / stencil testing
* Indirect Occlusion from capsule shadows also uses the nearest depth neighbor UV for no extra cost
* Base pass on 970 GTX 1.69ms -> 1.85ms (.16ms) in RoboRecall
Change 3226258 on 2016/12/07 by Rolando.Caloca
DR - Typo fix
Change 3226259 on 2016/12/07 by Rolando.Caloca
DR - compile fix
#jira UE-39143
Change 3226932 on 2016/12/08 by Chris.Bunner
Re-saved Infiltrator maps to update reflection captures.
#jira UE-38759
Change 3227063 on 2016/12/08 by Mark.Satterthwaite
For Metal platforms ONLY temporarily disable USE_LIGHT_GRID_REFLECTION_CAPTURE_CULLING to avoid UE-37436 while the Nvidia driver team investigate why this doesn't work for them but does for the others. This won't affect non-Metal platforms and the intent is to revert this prior to 4.16 provided we can work through the problem with Nvidia.
#jira UE-37436
Change 3227120 on 2016/12/08 by Gil.Gribb
Merging //UE4/Dev-Main@3226895 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3227211 on 2016/12/08 by Arne.Schober
DR - UE-38585 - Fixing crash where HierInstStaticMesh duplication fails. Also reverting the fix from UE-28189 which is redundant.
Change 3227257 on 2016/12/08 by Marc.Olano
Extension to PseudoVolumeTexture for more flexible layout
Change by ryan.brucks
Change 3227286 on 2016/12/08 by Rolando.Caloca
DR - Fix crash when using custom expressions and using reserved keywords
#jira UE-39311
Change 3227376 on 2016/12/08 by Mark.Satterthwaite
Must not include a private header inside the MenuStack public header as that causes compile errors in plugins.
Change 3227415 on 2016/12/08 by Mark.Satterthwaite
Fix shader compilation due to my disabling of USE_LIGHT_GRID_REFLECTION_CAPTURE_CULLING on Metal - InstancedCompositeTileReflectionCaptureIndices needs to be defined even though Metal doesn't support instanced-stereo rendering.
Change 3227516 on 2016/12/08 by Daniel.Wright
Implemented UWidgetComponent::GetUsedMaterials
Change 3227521 on 2016/12/08 by Guillaume.Abadie
Fixes post process volume's indirect lighting color.
#jira UE-38888
Change 3227567 on 2016/12/08 by Marc.Olano
New upscale filters: Lanczos-2 (new default), Lanczos-3 and Gaussian Unsharp Mask
Change 3227628 on 2016/12/08 by Daniel.Wright
Removed redundant ResolveSceneDepthTexture from the merge
Change 3227635 on 2016/12/08 by Daniel.Wright
Forward renderer supports shadowing from movable lights and light functions
* Only 4 shadow casting movable or stationary lights can overlap at any point in space, otherwise the movable lights will lose their shadows and an on-screen message will be displayed
* Light functions only work on shadow casting lights since they need a shadowmap channel to be assigned
Change 3227660 on 2016/12/08 by Rolando.Caloca
DR - vk - Fix r.MobileMSAA on Vulkan
- r.MobileMSAA is now read-only (to be fixed on 4.16)
- Show time for PSO creation hitches
#jira UE-39184
Change 3227704 on 2016/12/08 by Mark.Satterthwaite
Fix Mac HDR causing incorrect output color encoding being used, HDR support is now entirely off unless you pass -metaledr which will enable it regardless of whether the current display supports HDR (as we haven't written the detection code yet). Fixed the LUT/UI compositing along the way - Mac Metal wasn't using volume LUT as it should have been, RHISupportsVertexShaderLayer now correctly returns false for non-Mac Metal platforms.
Change 3227705 on 2016/12/08 by Daniel.Wright
Replaced built-in samplers in the nearest depth translucency upsample because the built-in samplers are no longer bound on PC (cl 2852426)
Change 3227787 on 2016/12/08 by Chris.Bunner
Added extent clear to motion blur pass to catch misized buffers bringing in errors.
Added early out to clear call when excluded region matches RT region.
#jira UE-39437
Change 3228177 on 2016/12/08 by Marc.Olano
Fix DCC sqrt(int) error
Change 3228285 on 2016/12/08 by Chris.Bunner
Back out changelist 3225449.
#jira UE-39528
Change 3228680 on 2016/12/09 by Gil.Gribb
Merging //UE4/Dev-Main@3228528 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3228940 on 2016/12/09 by Mark.Satterthwaite
Editor fixes for 4.15:
- PostProcessTonemap can't fail to bind a texture to the ColorLUT or the subsequent rendering will be garbage: the changes for optimising stereo rendering forgot to account for the Editor's use of Views without States for the asset preview thumbnails. Amended the CombineLUT post-processing to allocate a local output texture when there's no ViewState and read from this when this situation arises which makes everything function again.
- Don't start render-passes without a valid render-target-array in MetalRHI.
Change 3228950 on 2016/12/09 by Mark.Satterthwaite
Make GPUSkinCache run on Mac Metal - it wasn't working because it was forcibly disabled on all platforms but for Windows D3D 11.
- Fixed the Skeleton editor tree trying to access a widget before it has been constructed.
- Enable GPUSkinCache for Metal SM5: doesn't render correctly, even on AMD, so needs Radar's filing and investigation.
#jira UE-39256
Change 3229013 on 2016/12/09 by Mark.Satterthwaite
Further tidy up in SSkeletonTreeView as suggested by Nick.A.
Change 3229101 on 2016/12/09 by Chris.Bunner
Log compile error fix and updated cvar comments.
Change 3229236 on 2016/12/09 by Ben.Woodhouse
XB1 D3D11 and D3D12: Use the DXGI frame statistics to get accurate GPU time unaffected by bubbles
Change 3229430 on 2016/12/09 by Ben.Woodhouse
PR #2680: Optimized histogram generation. (Contributed by PjotrSvetachov)
Profiled on nvidia 980GTX (2x faster), and on XB1 (marginally faster)
Change 3229580 on 2016/12/09 by Marcus.Wassmer
DepthBoundsTest for AMD.
Change 3229701 on 2016/12/09 by Michael.Trepka
Changed "OS X" to "macOS" in few places where we display it and updated the code that asks users to update to latest version to check for 10.12.2
Change 3229706 on 2016/12/09 by Chris.Bunner
Added GameUserSettings controls for HDR display output.
Removed Metal commandline as this should replace the need for it.
Change 3229774 on 2016/12/09 by Michael.Trepka
Disabled OpenGL on Mac. -opengl is now ignored, we always use Metal. On old Macs that do not support Metal we show a message saying that the app requires Metal and exit.
Change 3229819 on 2016/12/09 by Chris.Bunner
Updated engine rendering defaults to better match current best practices.
#jira UE-38081
Change 3229948 on 2016/12/09 by Rolando.Caloca
DR - Fix d3d debug error
#jira UE-39589
Change 3230341 on 2016/12/11 by Mark.Satterthwaite
Don't fatally assert that the game-thread stalled waiting for the rendering thread in the Editor executable, even when running -game as the rendering thread can take a while to respond if shaders need to be compiled.
#jira UE-39613
Change 3230860 on 2016/12/12 by Marcus.Wassmer
Experimental Nvidia AFR support.
Change 3230930 on 2016/12/12 by Mark.Satterthwaite
Disable RHICmdList state-caching on Mac - Metal already does this internally and depends on receiving all state changes in order to function.
Change 3231252 on 2016/12/12 by Marcus.Wassmer
Fix NumGPU detection. (SLI only crash)
Change 3231486 on 2016/12/12 by Mark.Satterthwaite
Fix a stupid mistake in MetalStateCache::CommitResourceTable that would unnecessarily rebind samplers.
Change 3231661 on 2016/12/12 by Mark.Satterthwaite
Retain the RHI samplers in MetalRHI to guarantee lifetime.
[CL 3231696 by Gil Gribb in Main branch]
2016-12-12 17:47:42 -05:00
# include "Misc/MessageDialog.h"
# include "Widgets/Notifications/SErrorText.h"
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3388261)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3358140 on 2017/03/22 by Rolando.Caloca
DR - Fix copy to cube face
- Compile fix when using dump layer
- Add new error enum
Change 3358301 on 2017/03/22 by Mitchell.Wilson
Initial check in of LODs in InfiltratorForward. First pass on optimization in level. Adding a visibility track for SceneCapture2D in tunnel section.
Change 3358477 on 2017/03/22 by Mitchell.Wilson
Updating Skeletal Mesh DPW_Robot_Export to resolve screen size being too low for LOD1. Cleaned up LOD1 which was showing some visible popping when transitioning.
Change 3358529 on 2017/03/22 by Mark.Satterthwaite
Globally disable clang's "constant-logical-operand" warning when running under Distcc - it is much easier and less invasive than constantly fixing the code.
Change 3358745 on 2017/03/22 by Mark.Satterthwaite
Disable another warning (parentheses-equality) under Distcc because again the separation of preprocessing from compilation means it turns up where it isn't expected.
Change 3358837 on 2017/03/22 by Joe.Graf
Merge of pull request #3214 for the RenderDocPlugin
#CodeReview: matt.kuhlenschmidt, marcus.wassmer
#rb: marcus.wassmer
Change 3359112 on 2017/03/22 by Ben.Salem
Update perf monitor to include frame time by default. Also, use only game/PIE world timers when in editor, instead of all worlds combined.
#tests Ran several Showdown test runs with plugin!
Change 3359363 on 2017/03/22 by Joe.Graf
First pass at non-unity & no pch compilation
Change 3359449 on 2017/03/22 by Joe.Graf
Added missing null check when exporting a EXR on Linux (UE-40268)
#CodeReview: dmitry.rekman
#rb: n/a
Change 3360349 on 2017/03/23 by Guillaume.Abadie
Fixes TAA's AA_FORCE_ALPHA_CLAMP causing DOF layouts.
#jira UE-42920
Change 3360405 on 2017/03/23 by Marcus.Wassmer
Better method for detecting Kepler
Change 3360718 on 2017/03/23 by Daniel.Wright
Planar reflections handle views smaller than the render target in a general way
* Fixes planar reflections with adaptive pixel density (ViewFamily size larger than actual views combined)
* Planar reflections are now supported in splitscreen
Change 3360758 on 2017/03/23 by Daniel.Wright
[Copy] Added new light property bCastVolumetricShadow, which defaults to true for directional and sky lights, but false for point / spot lights as supporting volumetric fog shadowing has significant GPU overhead
Change 3360762 on 2017/03/23 by Daniel.Wright
[Copy] Texture flags are now properly routed to RHICreateTexture3D from the render target pool
Change 3360768 on 2017/03/23 by Daniel.Wright
[Copy] Disabled GPUProfiler histogram by default, controlled by r.ProfileGPU.ShowEventHistogram
Change 3360770 on 2017/03/23 by Daniel.Wright
[Copy] Disabled fast clears on CustomDepth, saves .2ms on xbox
Change 3360771 on 2017/03/23 by Daniel.Wright
[Copy] Particle lights no longer force tiled deferred lighting. Tiled deferred lighting is only used if enough unshadowed lights + particle lights are on screen. Saves 1.5ms Xbox with one particle light.
Change 3360774 on 2017/03/23 by Daniel.Wright
[Copy] Distance field cvar comments
Change 3360782 on 2017/03/23 by Daniel.Wright
[Copy] Disabled selection color on Volume materials
Change 3360795 on 2017/03/23 by Daniel.Wright
[Copy] Volume materials now specify Albedo and Extinction, which is more intuitive than Scattering and Absorption. Albedo is [0-1] reflectance, while Extinction is a world space density.
Change 3360799 on 2017/03/23 by Daniel.Wright
[Copy] Cinematic scalability levels get 2x volumetric fog resolution in x and y
Change 3360806 on 2017/03/23 by Daniel.Wright
[Copy] Fixed volumetric fog being offset when viewport min is not 0
Change 3360809 on 2017/03/23 by Daniel.Wright
[Copy] Volumetric fog now adds a bias to the inverse squared light falloff denominator, prevents extreme aliasing from the hotspot. Can be controlled with r.VolumetricFog.InverseSquaredLightDistanceBiasScale.
Change 3361651 on 2017/03/23 by Brian.Karis
Higher quality sharp SSR at quality 4
Change 3361678 on 2017/03/23 by Brian.Karis
Fresnel darkens diffuse for clearcoat.
Change 3361683 on 2017/03/23 by Brian.Karis
Fixed SSR artifact
Change 3361691 on 2017/03/23 by Brian.Karis
Chagned min roughness limit
Change 3361707 on 2017/03/23 by Brian.Karis
Added inverse film tone map
Change 3361726 on 2017/03/23 by Brian.Karis
Better precision inverse
Change 3361758 on 2017/03/23 by Brian.Karis
Material flag normal curvature to roughness is no longer forward only.
Change 3361765 on 2017/03/23 by Brian.Karis
Update ACES
Change 3361774 on 2017/03/23 by Brian.Karis
Cleaned up alpha support and disabled screen edge clipping.
Change 3362478 on 2017/03/24 by Guillaume.Abadie
Cherry pick 3316084's PostProcessing.cpp: Fixes a bug in Circle DOF where the apply pass was no longer using the downres DOF's TAA output.
#author Brian.Karis
#jira UE-42920
Change 3362738 on 2017/03/24 by Rolando.Caloca
DR - Hide scene capture on IF
Change 3362890 on 2017/03/24 by Guillaume.Abadie
Renames r.SceneAlpha to r.PostProcessing.PropagateAlpha
Change 3363665 on 2017/03/24 by Mark.Satterthwaite
PR #3414: Add command line option "-noheartbeatthread" to disable heart beat thread (Contributed by JeffRous)
Change 3363866 on 2017/03/24 by Arne.Schober
DR - Updated NVAPI
#RB Marcus.Wassmer
Change 3364300 on 2017/03/24 by Brian.Karis
SSR use dynamic velocity
Change 3364372 on 2017/03/24 by Brian.Karis
Fix changing off axis projection velocities.
Change 3364373 on 2017/03/24 by Brian.Karis
Enabled velocity drawing in scene captures
Change 3365531 on 2017/03/27 by Guillaume.Abadie
Computes the material's screen position material expression directly from the pixel shader SvPosition
Change 3365764 on 2017/03/27 by Chris.Bunner
Lowering severity of crash for missing values in scalability.ini.
#jira UE-41331
Change 3365916 on 2017/03/27 by Guillaume.Abadie
Exposes the viewport offset within the view property material expression
Change 3365979 on 2017/03/27 by Brian.Karis
Fixed skylight intensity from double applying
Change 3365987 on 2017/03/27 by Brian.Karis
Stopped post process indirect lighting intensity from scaling skylight reflections
Change 3365991 on 2017/03/27 by Brian.Karis
Fix for static analysis
Change 3366028 on 2017/03/27 by Daniel.Wright
Volumetric fog supports static shadowing from Stationary lights
* Using bilinear on static shadowmap depths + 1 PCF to smooth out results
Change 3366029 on 2017/03/27 by Daniel.Wright
Static shadow depth maps for Stationary point and spot lights are 2x higher res by default (4x more texels), which is more appropriate for volumetric fog
Change 3366055 on 2017/03/27 by Guillaume.Abadie
Cherry picks 3251469: Implements scene capture component's CaptureSortPriority to control GPU execution order in order to manage inter dependencies.
Change 3366447 on 2017/03/27 by Simon.Tourangeau
Fix IES light profile importer.
- Bug in the LM-63-1986 format importer.
Change 3366836 on 2017/03/27 by Brian.Karis
ClearUAV now supports int types
Change 3367435 on 2017/03/28 by Benjamin.Hyder
Submitting Decal Automation map for initial approval
Change 3367572 on 2017/03/28 by Chris.Bunner
Changed ClampedPow {max(abs(x),0.00001)} to PositiveClampedPow {max(x,0)} to give more expected results to Power node in material graphs.
#jira UE-42989
Change 3367756 on 2017/03/28 by Olaf.Piesche
Niagara material usage flags
Change 3367835 on 2017/03/28 by Marcus.Wassmer
Fix crash when TileRenderer runs before anything else. Make explicit behavior when rendering at a time when there is no valid scene.
Change 3367837 on 2017/03/28 by Marcus.Wassmer
Missed a file.
Change 3367838 on 2017/03/28 by Richard.Wallis
Updated items from original shelved version by Mark Satt:
- Added MetalBackend.cpp to change main function string to have an initial crc + code length zero's
**Description below taken from Mark Satt's original verison of this in CL3343280**
Updated for Dev-Rendering's PSOs & integrates Richard's work on RHI shader libraries.
Replace the FShaderCache's cook-time binary shader cache with Dmitriy Dyomin's standalone FShaderCodeLibrary that saves all shader byte-code arrays to files named by the FSHAHash. This de-duplicates shaders so we only ever store the byte code once. Includes optional support for generating a platform specific library file - which Metal implements to provide a single Metal library. The platform-native implementation can perform more de-duplication and in the case of Metal has lower file overheads and will compress more efficiently.
- All of the support code for the FShaderCache's cook caching is gone, which affects all platforms. The FShaderCodeLibrary is currently supported by Cook-By-The-Book but can be used with iterate or child cookers - only DLC cooking requires further work.
- With further modifications it should be possible to support Cook-on-the-Fly as well (output directories would be needed in FShaderCodeLibrary::InitForCooking) and the file-access pattern should be changed to use async. IO so that Material loading is not considered complete until all required byte-code arrays are loaded into the FShaderCodeLibrary.
- For Metal archiving shaders this way will compile with debug information and the FShaderCodeLibrary, with some help from extensions to IShaderFormat, will save the debug information out into separate files during cooking - these can then be used to debug the game without having to locally recompile, recook & repackage but the shipped byte-code is stripped. Global shader caches are also subject to de-duplication in the library in order to support Metal's shader stripping.
- File Move operations need to respect the 'Replace' flag - for FShaderCodeLibrary to work we need Move to be atomic.
- This bumps the object version and will cause all content to recook.
- Native library support is optional - only Metal currently implements one, but so could Vulkan and D3D12. For Metal the big advantages are further de-duplication where different materials generate the same MetalSL text but a different FSHAHash, that the single Metal library has lower overhead and that as a single file it all compresses far better (esp. with LZMA - 5x smaller).
Change 3367854 on 2017/03/28 by Mark.Satterthwaite
Don't track or record draw call resources for non-OpenGL shader platforms in the shader-cache as it is unnecessary and makes it slower on the CPU than it needs to be.
Change 3367877 on 2017/03/28 by Brian.Karis
Fixed linux build hopefully
Change 3368001 on 2017/03/28 by Mark.Satterthwaite
Compile fixes from Richard's checkin caused by not having visibility to all platforms from my original shelves.
Change 3368019 on 2017/03/28 by Mark.Satterthwaite
And another fix for Windows compilation of MetalShaderFormat.
Change 3368042 on 2017/03/28 by Mark.Satterthwaite
And a couple of simpler MSVC errors.
Change 3368271 on 2017/03/28 by Mark.Satterthwaite
Make SceneRenderTargets compile again.
Change 3368691 on 2017/03/28 by Daniel.Wright
[Copy from BenW] Renamed r.Shadow.MaxCSMShadowResolution to r.Shadow.MaxCSMResolution to match scalability inis
Change 3369689 on 2017/03/29 by Marcus.Wassmer
Fix non editor compile for now
Change 3369862 on 2017/03/29 by Marcus.Wassmer
Get the rest of the things compiling again.
Change 3369896 on 2017/03/29 by Chris.Bunner
Enabling AMD HDR support by default.
#jira UE-42113
Change 3370535 on 2017/03/29 by Marcus.Wassmer
DR - Fix template explicit instantiation for ClearUAV permutations
#RB Brian.Karis, Arne.Schober
Change 3370704 on 2017/03/29 by Rolando.Caloca
DR - Rewrote GPU Skin Cache
- Per section buffers
- Limited memory per non-editor worlds (control with r.SkinCache.SceneMemoryLimitInMB)
Copied from 3370529
Change 3371389 on 2017/03/30 by Richard.Wallis
Remove temp working directories after archive packages built.
Change 3371641 on 2017/03/30 by Rolando.Caloca
DR - Copy 3371640 (fix mem leak)
Change 3372436 on 2017/03/30 by Uriel.Doyon
Added flags in UPrimitiveComponent to keep track of its state in the streaming manager.
This allows to avoid unnecessary callback and processing in begin destroy reattach and being destroy logic.
Removed the limitation of only processing UMeshComponent when handling spawed primitive.
This releases the level manager from having to manage dynamic primitives.
This improves performance by not having to manage dynamic references in the level manager.
Primitives managed as dynamic now have a callback when ever their proxy is udpated, handling
many cases automatically where previously a manual callback to notify would have been required.
Fixed an issue where primitives with no reference to streaming textures would loose they dynamic state
because of lack of references in the streamer.
Change 3372740 on 2017/03/30 by Chris.Bunner
[Experimental] Partial compute post process pipeline (r.PostProcess.PreferCompute).
StencilSceneTexture added to deferred list.
A few known issues to be fixed in a follow-up CL.
Change 3372765 on 2017/03/30 by Uriel.Doyon
Disabled concurrent call to NotifyPrimitiveUpdated while we don't have a safe concurrent update
Change 3372979 on 2017/03/30 by Richard.Hinckley
#jira UE-43501
The stencil buffer can now use single-channel bitmasks that ignore depth. This makes it possible to detect overlaps between stencil objects.
Change 3373053 on 2017/03/30 by Simon.Tourangeau
LPV Fade support
- mostly integrated from CL 2959511
Change 3373272 on 2017/03/30 by Uriel.Doyon
Added support for the concurrent update of dynamic primitives by the streaming manager.
Change 3373450 on 2017/03/30 by Rolando.Caloca
DR - FNT - Fix bad data for odd texcoord channels used on skin cache passthrough factory
Copy 3373364
#jira UE-43492
Change 3373470 on 2017/03/30 by Marcus.Wassmer
Nvidia Aftermath support
Change 3374187 on 2017/03/31 by Chris.Bunner
Volume texture support for CombineLUTs/Tonemap compute pass.
Refactored common param code to shared sub-class in CombineLUTs and Tonemap PS/CS.
Skip compute post process out-of-bounds writes.
Unsigned type conversion fixes.
Trimmed compute post process shader inputs.
Change 3374233 on 2017/03/31 by Chris.Bunner
Removed several redundant post process compute fences and resource transitions.
Added testing CVar to force compute post processes to async (r.PostProcess.ForceAsyncDispatch).
Change 3374412 on 2017/03/31 by Rolando.Caloca
DR - Fix static analysis
Change 3374544 on 2017/03/31 by Richard.Wallis
FShaderCache Parallel-Context-Aware Merged with FShaderCache Single Library.
Future Work
- This was done before Engine PSO were in so this now needs a refector in the recording and playback on pipeline states instead an emulate PSO in OpenGL Driver.
- Remove FShaderCacheState and replace the logic with FGraphicsPipelineStateInitializer which should be able to record from the RHI current pipeline state
- This would reduce the Locking required as it's naturally per thread/context and only the final record would need a lock
Change 3374588 on 2017/03/31 by Richard.Wallis
Windows Compile Fixes
Change 3374810 on 2017/03/31 by Benjamin.Hyder
updating recommended GPU drivers
Change 3375207 on 2017/03/31 by Rolando.Caloca
DR - vk - Fixed swapchain format selection for some Linux platforms
Change 3375248 on 2017/03/31 by Rolando.Caloca
DR - vk - Prefer D32S8
Change 3375495 on 2017/03/31 by Rolando.Caloca
DR - vk - Update to sdk 1.0.42.2
Change 3375496 on 2017/03/31 by Rolando.Caloca
DR - Force compiling with updated Vulkan SDK
Change 3375636 on 2017/03/31 by Mark.Satterthwaite
Copying Metal improvements from task stream, with some modifications:
- Off-by-default implementations for MTLFence & MTLHeap, including some small changes to the RHI interface for parallel contexts.
- Support for Apple's Instruments "Points of Interest" tool.
- Consolidation of some Mac & iOS compiler, memory and thread handling code.
- Fixes for Metal not having implicit buffer SRV typecasting for DistanceField effects.
- Improvements to the internal FMetalDebug layer, still off by default.
- Limited support for Xcode automatic code-signing for iOS/tvOS.
- Minimisation of render-target changes in some rendering code, esp. SceneOcclusion, DBufferDecals.
- Added RHISetResourceAliasability_RenderThread to FDynamicRHI for RHIs to implement simple render-target aliasing.
- Added FApplePlatformObject, a custom block allocator for Objective-C types (with NSZombie support) which is now used in MetalRHI to decrease allocation costs of Objective-C types.
- Smattering of lesser fixes.
Change 3375654 on 2017/03/31 by Mark.Satterthwaite
Incremental Windows build fix.
Change 3375656 on 2017/04/01 by Mark.Satterthwaite
Correct extern declaration, including the module export macro which Mac unhelpfully doesn't enforce (for now...).
Change 3375797 on 2017/04/01 by Mark.Satterthwaite
Nullability qualifiers to fix Mac build-farm compilation: perversely this is not a problem for local builds...
Change 3375798 on 2017/04/01 by Mark.Satterthwaite
Fix the first mis-merge in ParticleGpuSimulation - these changes clearly weren't properly resolved in the task-stream.
Change 3375835 on 2017/04/01 by Mark.Satterthwaite
Try again with nullability and fix the occlusion changes as the PSO work wasn't merged correctly.
Change 3376143 on 2017/04/02 by Mark.Satterthwaite
Switch back to flat dSYMs for Dev-Rendering - they don't work with Instruments etc. but they are required by our build system.
Change 3376324 on 2017/04/03 by Chris.Bunner
Fixed cvar re-registration log spam and flagged a testing-only cvar as such.
Change 3376726 on 2017/04/03 by Benjamin.Hyder
Submitting initial HDR test map (WIP)
Change 3376756 on 2017/04/03 by Guillaume.Abadie
Fixes scene captures ordering's backward compatibility.
Before, 2d scene captures were rendered before cube scene captures. The CaptureSortPriority broke backward compatibility by settings this new member to 0 in the USceneCaptureComponent's constructor. Since it is a higher come first policy, this CL set the default of this value to 1 in USceneCaptureComponent2D's constructor.
Change 3377378 on 2017/04/03 by Arne.Schober
DR - Fix ShaderRecompiling over and over again
#RB Chris.Bunner
Change 3377512 on 2017/04/03 by Daniel.Wright
[Copy] Fixed profilegpu in d3d12 - initialize FLongGPUTaskPS when it is safe to do so, and fixed FSlateRHIRenderer's incorrect usage of draw events
Change 3377518 on 2017/04/03 by Daniel.Wright
[Copy] Distance field atlas coalesces updates to reduce RHIUpdateTexture3D memory overhead on d3d12
Change 3377526 on 2017/04/03 by Daniel.Wright
[Copy] "Ran out of GPU queries!" log only happens once
Change 3377535 on 2017/04/03 by Daniel.Wright
[Copy] Fixed unreferenced local variable
Change 3377539 on 2017/04/03 by Daniel.Wright
[Copy] Xbox One RHIGetResourceInfo takes ESRAM into account - fixes render target pool 'VRamInKB request failed' messages
Change 3377546 on 2017/04/03 by Daniel.Wright
[Copy] Added r.LightMaxDrawDistanceScale for local light scalability
Change 3377553 on 2017/04/03 by Daniel.Wright
[Copy] Removed NEW_ESRAM_ALLOCATOR define and old unused path
Change 3377560 on 2017/04/03 by Daniel.Wright
[Copy] Fixed two d3d12 refcounting bugs causing -norhithread crashes
Change 3377565 on 2017/04/03 by Daniel.Wright
[Copy] Fixed Xbox One deleting GPU resources before the GPU is done reading from them (GRHINeedsExtraDeletionLatency was false)
Change 3377572 on 2017/04/03 by Daniel.Wright
[Copy] Disabled point / spot lights with MaxDrawDistance on LowPC
Change 3377586 on 2017/04/03 by Daniel.Wright
Fixed compile error
Change 3377699 on 2017/04/03 by David.Hill
FFT Code. Moved over from raven and refactored
#review-3374589 @guillaume.abadie
Change 3377910 on 2017/04/03 by David.Hill
GPU FFT: Fix Linux Build
adding a missing template<> to an IMPLEMENT_SHADER_TYPE
Change 3378751 on 2017/04/04 by Marcus.Wassmer
HQ particle lights now spawn attached to the same socket as their parent module.
Change 3378819 on 2017/04/04 by Richard.Wallis
Should be no need to protect shader cache against RHI thread now.
Change 3378823 on 2017/04/04 by Richard.Wallis
FRHIShaderLibrary Opaque Type
- Base FRHIShaderLibrary has no Create*Shader functions and is passed to Overloaded RHICreate*Shader functions instead of creation directly through the library.
- Assumed that only Native libraries will end up in the RHICreate*Shader functions.
- ShaderCache and ShaderCode Libraries now inherit from a common factory interface.
Change 3378883 on 2017/04/04 by Arne.Schober
DR - Fix DCC build
Change 3378885 on 2017/04/04 by Richard.Wallis
Metal resource cast compile fix post merge.
Change 3378946 on 2017/04/04 by Chris.Bunner
SM4 assert fix.
Change 3378953 on 2017/04/04 by Chris.Bunner
Fixed type-correctness on legacy BreakMA material nodes and set more flexible formats to global attributes which should result in much more forgiving graphs for users.
Allowed material nodes to opt out of mask-based pin coloration.
#tests Compiled most Paragon materials + QAGame test maps.
#jira UE-39885
Change 3379189 on 2017/04/04 by Arne.Schober
DR - Fix aftermath staging
Change 3379229 on 2017/04/04 by Arne.Schober
DR - Fix missing include
Change 3379374 on 2017/04/04 by Mark.Satterthwaite
Revert an accidentally merged change in MacPlatformProcess that relies on further changes from the Metal task stream.
Change 3379505 on 2017/04/04 by Rolando.Caloca
DR - Fix mismatched interpolators
Change 3379539 on 2017/04/04 by Mark.Satterthwaite
No FFT for any hlslcc platform - the IR for one or more RWTexture2D isn't quite right...
#jira UE-43626
Change 3379561 on 2017/04/04 by Rolando.Caloca
DR - Fix root signature issues on D3D12 PC
Change 3379590 on 2017/04/04 by Mark.Satterthwaite
Back out changelist 3379539 & change the shader slightly instead, the HLSLCC library generates bogus IR when you have an inout RWTexture.
#jira UE-43626
Change 3379917 on 2017/04/04 by Uriel.Doyon
Fix to input mismatch
Change 3380578 on 2017/04/05 by Chris.Bunner
Shader type fixes.
#jira UE-43652
Change 3380639 on 2017/04/05 by Rolando.Caloca
DR - Expose GetOrCreate PSO and document
Change 3380821 on 2017/04/05 by Guillaume.Abadie
Fixes a crash in USceneCaptureComponent::UpdateDeferredCaptures()
#jira UE-43642
Change 3381092 on 2017/04/05 by Guillaume.Abadie
Cherry pick 3362517: Implements TAA's scene color unpremultiplication from alpha channel to reduce DOF alpha channel temporal ghosting.
This CL take the oportunity to transform AA_ALPHA to an compile time enumeration, and add a basic TAA compile time configuration validation to improve readability of the different TAA passes' configurations.
Change 3381300 on 2017/04/05 by Mark.Satterthwaite
Quick fix for changes to MetalRHI's render-thread safe texture creation not correctly handling AVFoundation video player handing us an IOSurface.
#jira UE-43597
Change 3381359 on 2017/04/05 by Guillaume.Abadie
Back out changelist 3381092
Change 3381421 on 2017/04/05 by Mark.Satterthwaite
Amended CL #3380995 from Richard Wallis to address crash in the Material Editor under the validation layer - when there are no textures bound the default pass descriptor assigns store actions, which means we can't override them with our deferred store actions.
#jira UE-43689
Change 3381422 on 2017/04/05 by Mark.Satterthwaite
Absolute time queries can't be batched in Metal but I also can't rely on them being started with a call to BeginQuery - only EndQuery.
#jira UE-43691
Change 3381503 on 2017/04/05 by Daniel.Wright
More intuitive controls for Volumetric Fog
* Removed ScatteringScale / AbsorptionScale on Exponential Height Fog and added Albedo / Extinction
* InscatteringColorCubemap is now supported by Volumetric Fog
* Particle lights have a default VolumetricScatteringIntensity of 0 to avoid trailing
* Tweaked GVolumetricFogDepthDistributionScale better for nearby details
* Volume Materials have twice the interpolators available
Change 3381527 on 2017/04/05 by Mark.Satterthwaite
Disable Private GPU storage for PVRTC texture formats on iOS Metal - these require more changes to the blit-encoder usage as PVRTC has strange requirements.
Change 3381671 on 2017/04/05 by Mark.Satterthwaite
Better error message for failure to compile shaders remotely from PC for Metal.
Change 3381769 on 2017/04/05 by Rolando.Caloca
DR - Added lock texture array 2d on Vulkan
Change 3382003 on 2017/04/05 by Mark.Satterthwaite
Remove the automatic Metal aliasing/re-use when releasing some resource types as it doesn't work as intended.
Change 3382030 on 2017/04/05 by Zachary.Wilson
Fix compiling Metal text shaders from PC broken in merge from task stream.
#submitter mark.satterthwaite
#jira UE-43652
Change 3382880 on 2017/04/06 by Mark.Satterthwaite
Michael Trepka's CL #3379927:
VolumetricFogVoxelization implementation for Mac
Change 3383315 on 2017/04/06 by Mark.Satterthwaite
Partially revert CL #3382003 - the emulated Metal heaps require invoking makeAliasable in order to reclaim memory.
#jira UE-43739
Change 3384639 on 2017/04/07 by Marcus.Wassmer
Move ShaderResource version bump to RenderingObjectVersion
Change 3384704 on 2017/04/07 by Mark.Satterthwaite
Compile fix for merge.
Change 3384933 on 2017/04/07 by Rolando.Caloca
DR - Fix skin cache crash with BP (copy 3384714)
Change 3385104 on 2017/04/07 by Mark.Satterthwaite
Fix MetalRHI's abs(int2) handling - it can't be translated to fabs(int2) as that won't compile. Also rebuild hlslcc for my sanity.
#jira UE-43783
Change 3385105 on 2017/04/07 by Mark.Satterthwaite
Force a shader rebuild to ensure that everybody picks up the fix for #jira UE-43783
#jira UE-43783
Change 3385118 on 2017/04/07 by Arne.Schober
DR - [OR-37359] - Fix disapearing Decals when StencilLod Fade is enabled
#RB none
Change 3385149 on 2017/04/07 by Marcus.Wassmer
Fix skincache motion blur
Change 3385189 on 2017/04/07 by Rolando.Caloca
DR - Fix swapchain format for editor on Vulkan
Change 3385287 on 2017/04/07 by Mark.Satterthwaite
Enable SM5 on Intel as of 10.12.4 and later.
Change 3385347 on 2017/04/07 by Rolando.Caloca
DR - Temp fix for GL4 corruption on editor
#jira UE-43785
Change 3385363 on 2017/04/07 by Rolando.Caloca
DR - Actually fix all win platforms for GL bug
#jira UE-43785
Change 3385557 on 2017/04/07 by Arne.Schober
DR - [UE-43205] - Fix mesh paint
#RB none
Change 3385608 on 2017/04/07 by Daniel.Wright
Fixed SampleCmp being used on a non-depth texture, causing a d3d error
Change 3385980 on 2017/04/10 by Rolando.Caloca
DR - Remove transition functions RHIClearColor* RHIClearDepthStencilTexture
Change 3386042 on 2017/04/10 by Rolando.Caloca
DR - Fix metal merge issue
Change 3386157 on 2017/04/10 by Rolando.Caloca
DR - Remove VS2013 libs generation off hlslcc & glslang (to match main)
Change 3386356 on 2017/04/10 by Chris.Bunner
Resolving merge errors.
Change 3386414 on 2017/04/10 by Chris.Bunner
Resolved merge issue in RendererScene.cpp.
Change 3386700 on 2017/04/10 by Mark.Satterthwaite
Silence documentation warnings.
Change 3387178 on 2017/04/10 by Chris.Bunner
Removed invalid mask correction on MakeMA material nodes.
Change 3388177 on 2017/04/11 by Marcus.Wassmer
Disable ensure that is no longer relevant now that we bind clear colors on texture creation
Change 3388261 on 2017/04/11 by Chris.Bunner
Static analysis fix.
[CL 3388266 by Chris Bunner in Main branch]
2017-04-11 10:32:07 -04:00
# include "Interfaces/ITargetPlatform.h"
# include "Interfaces/ITargetPlatformModule.h"
2014-03-14 14:13:41 -04:00
# define LOCTEXT_NAMESPACE "IOSTargetSettings"
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3046626)
#rb none
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2948322 on 2016/04/19 by Nick.Shin
update libwebsockets to v1.7.4
part 4 of 4 - doing this in stages for tracking purposes
#jira UEPLAT-1246 - Update libWebsockets
#jira UEPLAT-1221 - update websocket library
#jira UEPLAT-1204 - Rebuild libwebsockets with SSL
Change 2970016 on 2016/05/07 by Nick.Shin
undo all of the following upgrades:
- zlib
- openssl
- libcurl
- libwebsockets
and reset webrtc
#jira UE-30298 - Fortnite and Orion crash on login
Change 3020547 on 2016/06/20 by Jeff.Campeau
Support for applocal deployment of binaries
-applocaldir added to UAT to specify a per project directory to gather packages for applocal deployment
Added ApplocalPrerequisitesDirectory property to packaging settings to set -applocaldir for packages built from the editor.
Change 3020552 on 2016/06/20 by Jeff.Campeau
Add switch to disable debug symbol cache creation
Change 3020567 on 2016/06/20 by Jeff.Campeau
constexpr enabled for Xbox One
Change 3020568 on 2016/06/20 by Jeff.Campeau
Separate setting for debug
#jira UEPLAT-1348
Change 3020628 on 2016/06/20 by Jeff.Campeau
Use global view instead of relying on current thread (fixes issues if pump message is called from a different thread).
Change 3020629 on 2016/06/20 by Jeff.Campeau
Use Slate tick to drive message processing during blocking loads (improves PLM).
Change 3020633 on 2016/06/20 by Jeff.Campeau
Fix Xbox One toolchain pathing to work for environment variables with and without trailing slashes.
Pass requested XDK edition to VCVars batch file (fixes issues in building with a newer XDK installed SxS than the engine is configured for).
Change 3020873 on 2016/06/21 by Lee.Clark
PS4 - Fix missing audio when using A3D.
Change 3021225 on 2016/06/21 by Keith.Judge
Optimized away a bunch of GetVertexShader() calls in FSplineMeshVertexFactoryShaderParameters::SetMesh(). Saves about 0.9ms across a 100ms capture.
Change 3021286 on 2016/06/21 by Dmitry.Rekman
Linux: symbolication for memory profiler.
- Also repaired/improved finding function name from debug info and overall callstack parsing.
#tests Ran Linux editor and TestPAL, crashed multiple times
Change 3021512 on 2016/06/21 by Mark.Satterthwaite
Compile fixes for new clang version.
Change 3021521 on 2016/06/21 by Mark.Satterthwaite
Duplicate Fortnite CL #3013418: Don't release Metal buffers directly into the buffer pool, instead defer this until the command-buffer is known to have finished. This prevents the CPU from trying to modify the buffer while the GPU is still reading it if the GPU has fallen so far behind the CPU and therefore eliminates one possible cause of invalid access on the GPU.
Change 3021528 on 2016/06/21 by Mark.Satterthwaite
Make the Metal buffer pool cull after 30 frames - this will better match Apple's GART which unwires unused allocations after 1sec of idle, making them as expensive to use allocating a new buffer.
Change 3021595 on 2016/06/21 by Mark.Satterthwaite
Consolidate the way in which optional Metal features are exposed across macOS, iOS & tvOS devices & expose all the available features, unifying more of the code across all three platforms.
- Implement Metal Depth-16 and stencil-texture-view support where available.
- Use counting queries in Metal when available and expected (i.e. Metal_SM4+ or Metal_MRT+).
- On latest iOS devices running Metal export support for GRHISupportsBaseVertexIndex & GRHISupportsFirstInstance when available.
- On latest iOS devices running Metal export support for indirect buffer draw and dispatch calls.
- Specify Metal layered rendering like any other and change the code so that there aren't preprocessor defines in the code. This lets the Metal MRT path assert if anyone ever tries to issue a layered draw call as its only supported on Mac.
- Add support to Metal for setting UAVs from a uniform buffer.
- Remove unused GlobalUniform header from MetalRHI.
- Remove unnecessary FrameCount delay from Metal resource free lists.
Change 3021702 on 2016/06/21 by Mark.Satterthwaite
Fix mis-use of FreeListMutex instead of PoolMutex in MetalContext.
Change 3022152 on 2016/06/21 by Nick.Shin
Back out revision 5 from //UE4/Dev-Platform/Engine/Source/Runtime/NetworkFileSystem/Private/NetworkFileServerHttp.cpp
forgot to un-do this when the giant revert (CL: #2970016) was done
#jira UE-22166 HTML5 Cook on the fly will launch and then close browser
Change 3022409 on 2016/06/21 by Dmitry.Rekman
Fixed inability to run Setup.sh on Ubuntu 14.04 (UE-29289).
- Contains PR #2258 (contributed by wshearn).
Change 3022541 on 2016/06/22 by Lee.Clark
PS4 - Make sure the render target masks are set correctly for disabled render targets.
Fixes a validation check for shaders expecting to write to NULL render targets.
Change 3022973 on 2016/06/22 by Michael.Trepka
Fixed a problem in MacToolChain where both BuildConfiguration.bGeneratedSYMFile and BuildConfiguration.bUsePDBFiles set to false would not disable dSYM generation.
Change 3023106 on 2016/06/22 by Dmitry.Rekman
Linux: enable code to catch memory stomps during async loading.
- Changed FLinuxPlatformMemory::BinnedAllocFrom/FreeToOS() to use mmap()/munmap(). Updated platform function signature accordingly.
#tests Ran OrionServer on Linux (and OrionClient on Windows as a zero probe), tested also with running Linux editor with binned malloc.
Change 3023256 on 2016/06/22 by Mark.Satterthwaite
Fix compile errors from latest Metal changes that broke iOS.
Change 3023268 on 2016/06/22 by Mark.Satterthwaite
Use the Linux mmap/munmap/mprotect code to implement BinnedAllocFromOS/BinnedFreeToOS/PageProtect on Apple platforms as they are all equivalent.
Change 3023651 on 2016/06/22 by Mark.Satterthwaite
Make Metal SM5 the default for 10.11.5 or later, this time most of the features should be working on AMD & Nvidia, though tiled-reflections and distance-field AO/Shadows must still be forcibly disabled on Intel.
Change 3023777 on 2016/06/22 by Brent.Pease
+ Update config for Android and iOS
Change 3023781 on 2016/06/22 by Chris.Babcock
Use mmap/munmap for Android BinnedAllocFromOS
#ue4
#android
Change 3023947 on 2016/06/22 by Mark.Satterthwaite
Added a command-line switch for Mac "-RedirectNSLog" that will capture the output of NSLog using an NSPipe and write it into our log instead when not running under the debugger, thereby capturing output from underlying libraries that would otherwise be lost when outside a debugger.
Change 3024434 on 2016/06/23 by Lee.Clark
PS4 - Remove Delta Color Compression support
Change 3024735 on 2016/06/23 by Mark.Satterthwaite
Changes to MetalStatistics module initialisation.
Change 3024741 on 2016/06/23 by Mark.Satterthwaite
Change the way we test for Metal GPU support to avoid instantiating any MTLDevice's until MetalRHI is loaded so we can properly instantiate optional modules.
Change 3025477 on 2016/06/23 by Brent.Pease
+ Added UnrealPluginLanguage.cs based on AndroidPluginLanguage.cs
+ Change UEDeployAndroid.cs to use UnrealPluginLanguage
Change 3026085 on 2016/06/23 by Jeff.Campeau
Separate Xbox One target settings for editor only values
Move values that need to be loaded by the editor into the default inis (editor won't load target specific inis)
Eliminate circular dependency on Xbox One settings (causing settings to either not load or memory corruption on shutdown)
Clean up cached ini sections for UBT/UAT
Change 3026093 on 2016/06/23 by Jeff.Campeau
Cleanup unused files
Change 3026745 on 2016/06/24 by Mark.Satterthwaite
+ Implemented rudimentary runtime debugging of MetalRHI with several different levels of complexity controlled by the new console-variable "rhi.Metal.RuntimeDebugLevel".
+ The MetalStateCache must also correctly set the render-pass descriptor when the previous render-target load action was 'Clear' as we will need to switch render targets or we'll mistakenly clear again.
+ Queries must not reset the MetalStateCache when they overflow the available buffer space, they simply break the encoder.
- By default "rhi.Metal.RuntimeDebugLevel" is off & it is compiled out for Shipping - when enabled each higher level collects more data or changes the MetalRHI behaviour to make a command-buffer failure mode debuggable at the expense of performance. In order for this to work the number of command-buffers that may be allocated from the command-queue is also controllable via a console-variable "rhi.Metal.CommandQueueSize" which must be set prior to startup.
Change 3026831 on 2016/06/24 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3026940 on 2016/06/24 by Brent.Pease
PR #2458: added GetGameBundleId blueprint function (Contributed by derekvanvliet)
Change 3027396 on 2016/06/24 by Brent.Pease
Add BuildGraph.csproj to get Xamarin .sln builds working again
Change 3029211 on 2016/06/27 by Michael.Trepka
Added a setting (on by default) to make the game window preserve its content's aspect ratio while being resized by user
Change 3029518 on 2016/06/27 by Josh.Adams
Rollback //UE4/Dev-Platform/Engine/Build/BatchFiles/Mac/xcodeunlock.sh to revision 1
Change 3030385 on 2016/06/28 by Keith.Judge
Fix XB1 deployment issues with AppXManifest for Paragon.
Change 3030416 on 2016/06/28 by Lee.Clark
PS4 - Fix Mediaplayer IsPlaying
Change 3030922 on 2016/06/28 by Keith.Judge
XB1 - Add pass through _RenderThread resource creation functions to D3D11.x RHI. Stops the render/RHI threads from stalling so much.
Change 3030948 on 2016/06/28 by Jeff.Campeau
Revert to using constant chunk indexes instead of polling the OS.
(OS API has a bug that will not be fixed.)
Change 3031016 on 2016/06/28 by Brent.Pease
UEPLAT-1244 - Archive dSYM file
UEPLAT-1359 - Support creating dSYM bundle
Changes:
+ Added ios settings flag for dsym bundle
+ Added ios setting for creating xcode archive
+ xcode archive is now only put in the mac host or build machine's ~/Library/Developer/Xcode/Archives folder, it is not copied into the -archive folder like the ipa is
Change 3031352 on 2016/06/28 by Bob.Tellez
Added tps file for xcodeunlock
Change 3031604 on 2016/06/28 by Mark.Satterthwaite
Add an additional cast to flush-to-zero in the Metal shader translator bounds-checking code to avoid an internal GPU compiler error.
Change 3031879 on 2016/06/28 by Brent.Pease
+ PhysX libraries for bitcode support on tvOS.
Change 3032374 on 2016/06/29 by Keith.Judge
Enable Oodle Handler Component on Xbox One
Change 3032407 on 2016/06/29 by Keith.Judge
Xbox One - Disable UpdateBufferStats when STATS is 0. Small perf gain.
Change 3032432 on 2016/06/29 by Keith.Judge
XB1 CPU Perf - Make CreateVertexDeclaration_RenderThread much faster by implementing a pass through to the RHI function rather than stalling the RHI thread.
Change 3033474 on 2016/06/29 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3033603 on 2016/06/29 by Brent.Pease
+ Support UnrealPluginLanguage for IOS and TVOS builds
+ Allow ios/tvos UPL files an opportunity to modify a package's info.plist file
Change 3034004 on 2016/06/30 by Lee.Clark
PS4 - Use SDK 3.508.101
Change 3034007 on 2016/06/30 by Lee.Clark
PS4 - VRTracker now uses SCE_VR_TRACKER_ROBUSTNESS_LEVEL_HIGH
Change 3034173 on 2016/06/30 by Lee.Clark
PS4 - Make sure depth target is null when eliminating fast clears. Fixes a GNM Validation failure
Change 3034498 on 2016/06/30 by Jeff.Campeau
Use MSBuild version 14 when generating project files.
Change 3034943 on 2016/06/30 by Mark.Satterthwaite
For Metal modify the MTLVertexDescriptor when calls to SetStreamSource provide different strides than the initial vertex-declaration which then requires compiling a different MTLRenderPipelineState. This silences errors reported by the Metal debug layer where the larger stride would see the shader read beyond the end of the buffer, but the smaller stride provided by SetStreamSource would work correctly. This may eliminate some more causes of Page-Fault GPU restarts.
Change 3035416 on 2016/07/01 by Lee.Clark
PS4 - Replace export vertex shader check with a CFLAG
Change 3036093 on 2016/07/01 by Brent.Pease
+ Fix dSYM bundle path on Windows ios builds
+ Search for DeltaCopy directory if its not found from the user settings
+ Do not build an XCArchive file when building for ios on non-mac platforms
Change 3036726 on 2016/07/02 by Brent.Pease
+ Add missing tvOS bitcode library
Change 3037455 on 2016/07/05 by Lee.Clark
PS4 - Default SmoothFrameRate to false
Change 3037470 on 2016/07/05 by Keith.Judge
Xbox One - Allow framerate smoothing, but default to off for consistency with PS4.
Change 3038322 on 2016/07/05 by Jeremiah.Waldron
Fix for asset packages with Unicode characters in their name not being loaded on Android.
Fixing AndroidString's WIDECHAR* Strstr(WIDECHAR*, WIDECHAR*) function
- Using an implementation of wcsstr, with a fix integrated for the incorrect implementation in Android ndk master branch, instead of converting the incoming WIDECHAR strings to ANSI strings just to be able to use strstr on them.
The previous method was prone to causing the FString's Find and Contains functions to return false positives because when we convert wide to ansi, any character over the value of 255 is just set to '?'
This in turn caused any package path strings with one of those characters in it to fail to load since they would be interpreted as having a question mark in their path, which is an invalid path character.
#jira UE-18643
#android
Change 3038693 on 2016/07/05 by Mark.Satterthwaite
Change the way we store debug info for Metal shaders - the KeepDebugInfo flag now does precisely that, storing the shader code into the Metal header along with the path it was generated from. That means if KeepDebugInfo is enabled and Optimise is disabled then we can still access the shader code from within the Metal tools. On iOS/tvOS the shader code will be runtime compiled so that it shows up in the tooling but on Macs it will prefer to load the optimised version and simply unpack the shader code to the path from which it was compiled. This only works if we change the Metal shader compiler to emit temporary Metal files to the OS temporary directory so that the tools can read the file directly.
Change 3039880 on 2016/07/06 by Mark.Satterthwaite
Implement point-light shadow caching for RHI's that support specifying the render target layer from the vertex shader in lieu of geometry shaders. This requires changing FScreenVSForGS to TScreenVSForGS so that there can be a vertex-shader-layer variant (only compiled on RHI's that use it) whose output matches FCopyShadowMapsCubePS input. This alternative rendering path also requires adding the instance count to DrawRectangle so that we can render to all faces of the cubemap from a single draw call.
Change 3040407 on 2016/07/06 by Michael.Trepka
Added View->Enter Full Screen menu item for games on Mac
Change 3040550 on 2016/07/06 by Mark.Satterthwaite
Intel Metal compiler requires bool expressions be cast to 'int' rather than 'uint'.
Change 3041098 on 2016/07/07 by Peter.Sauerbrei
initial changes to get IOS builds from PC in launcher release of engine
Change 3041310 on 2016/07/07 by Keith.Judge
Xbox One - Optimize away GetDesc() and checks for D3D11_USAGE_DYNAMIC deep in the state cache as it's impossible for any buffer to have that flag set.
Change 3041327 on 2016/07/07 by Keith.Judge
Xbox One - Remove pointless memory barrier call in D3D11Query
Change 3041352 on 2016/07/07 by Keith.Judge
Xbox One - Add _RenderThread version of UpdateTexture2D() that just passes through to the RHI one. Saves a fairly significant chunk of time on the render/RHI thread when this is called a lot.
Change 3041419 on 2016/07/07 by Jeff.Campeau
Xbox One toolchain fix for VS2015 Update 3
Change 3041635 on 2016/07/07 by Jeff.Campeau
Don't change game render resolution in response to WM_SIZE messages when in fullscreen (the game will restore the correct video mode when the window is restored).
#jira OR-15578
Change 3041735 on 2016/07/07 by Peter.Sauerbrei
re-enabled the build parameters for launcher release builds in IOS
Change 3041783 on 2016/07/07 by Joe.Graf
Changed bAutpApplyFailed to bAutoApplyFailed (typo)
Change 3041784 on 2016/07/07 by Joe.Graf
Fixed missing %s from a log message in UResavePackagesCommandlet
Change 3042434 on 2016/07/08 by Lee.Clark
PS4 - Fix compilation failure when Unsafe Command Buffers are enabled.
Change 3042658 on 2016/07/08 by Lee.Clark
PS4 - Use SDK 3.508.201
Change 3042970 on 2016/07/08 by Josh.Adams
Redoing CL in 3040890 in Dev-Platform
Change 3043243 on 2016/07/08 by Chris.Babcock
clamped allowed slot range for gameplay debugger's categories
copy of CL# 3040313 from //UE4/Dev-Framework
#jira UE-32866
Change 3043500 on 2016/07/08 by Mark.Satterthwaite
Downgrade "-Wdelete-non-virtual-dtor " to a warning again for Xcode 8 on iOS/tvOS to match macOS.
Change 3044628 on 2016/07/11 by Mark.Satterthwaite
Disable ShaderCache by default - it was implemented prior to RHI-thread/parallel-execution so it isn't thread-safe and can't be enabled by default on Mac now that Metal supports these features.
#jira UE-32989
Change 3044948 on 2016/07/11 by Dmitry.Rekman
Fix editor crash (happened on Linux, but not really specific to it) (UE-32973)
- We can pass flags with shadows enabled when rendering asset thumbnails; thus disable shadows always when r.ShadowQuality is 0. (Redoing CL 3029574 by Bob).
- Also fix mismatched 'noperspective' qualifier that caused NVidia drivers to refuse to link GL shaders.
#jira UE-32973
Change 3045322 on 2016/07/11 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3046028 on 2016/07/12 by Lee.Clark
PS4 - Check for correct SDK installation
Allow use of 7th core when Morpheus is enabled
Change 3046339 on 2016/07/12 by Peter.Sauerbrei
fix for incorrect error message when iPhone Plus icon is the correct size
[CL 3046645 by Josh Adams in Main branch]
2016-07-12 15:06:08 -04:00
DEFINE_LOG_CATEGORY_STATIC ( LogIOSTargetSettings , Log , All ) ;
2014-03-14 14:13:41 -04:00
2015-01-29 14:25:09 -05:00
bool SProvisionListRow : : bInitialized = false ;
FCheckBoxStyle SProvisionListRow : : ProvisionCheckBoxStyle ;
Copying //UE4/Dev-Platform to //UE4/Main (Source: //UE4/Dev-Platform @ 3008177)
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2948322 on 2016/04/19 by Nick.Shin
update libwebsockets to v1.7.4
part 4 of 4 - doing this in stages for tracking purposes
#jira UEPLAT-1246 - Update libWebsockets
#jira UEPLAT-1221 - update websocket library
#jira UEPLAT-1204 - Rebuild libwebsockets with SSL
Change 2970016 on 2016/05/07 by Nick.Shin
undo all of the following upgrades:
- zlib
- openssl
- libcurl
- libwebsockets
and reset webrtc
#jira UE-30298 - Fortnite and Orion crash on login
#lockdown josh.adams
Change 2970373 on 2016/05/09 by Lee.Clark
PS4 - Fix NumInstances not getting reset after DrawIndirect calls
Change 2972873 on 2016/05/10 by Michael.Trepka
Correct initial position for SlateViewer windows on Mac
Change 2974363 on 2016/05/11 by Mark.Satterthwaite
Fix invoking buils using distcc from UFE - the command-line executed to access the number of parallel tasks was incorrect.
Change 2975921 on 2016/05/12 by Michael.Trepka
Removed unused AdjustWindowRegion declaration from LinuxWindow.h
#codereview Dmitry.Rekman
Change 2977002 on 2016/05/13 by Michael.Trepka
Make sure dSYM generation action in UBT on Mac does not start before the source dylib is ready
#codereview Ben.Marsh
Change 2977337 on 2016/05/13 by Brent.Pease
UE-27805 - Adding special characters into the BundleDisplayName or BundleName causes packaging error
+ Prevent illegal characters from being entered in the packaging UI
+ Report an error from iPhonePackager if a illegal bundle id is specified
+ Convert special characters to XML equivalents
- Correctly check for the presence of iTunes 12 when packaging iOS games on Windows
- Improve ios certificate and provision message in package settings UI
#codereview peter.sauerbrei
Change 2977509 on 2016/05/13 by Brent.Pease
+ Fix mac compile error
Change 2978036 on 2016/05/14 by Mark.Satterthwaite
One-line tweak that resolves incorrect rendering of the colour LUT because float imprecision allows -ve values to be passed into a call to pow which then generates NaN.
#jira UE-30777
Change 2978037 on 2016/05/14 by Mark.Satterthwaite
Fix a heap-use-after-free bug spotted by AddressSanitizer - you can't assume that the UObject system will be available in ShutdownModule() - on OS X it may have been killed a long time ago.
Change 2978333 on 2016/05/16 by Lee.Clark
Fix packaging of non-code projects when plugins are enabled
#codereview Peter.Sauerbrei
Change 2978780 on 2016/05/16 by Mark.Satterthwaite
Reduce temporary allocations required to set uniform parameters in Metal.
Change 2979680 on 2016/05/16 by Nick.Shin
editor's HTML5 platform settings was missing due to the emscripten SDK move
should have been included with CL: #2946251
Change 2979681 on 2016/05/16 by Nick.Shin
cleaned up websocket processing for HTML5
#jira UE-13657 - HTML5 plugin OnRawRecieve overflow
Change 2979701 on 2016/05/16 by Brent.Pease
UE-28421 - Message box cannot be closed after accessing the home screen on iOS
+ Implement a timeout when waiting for a reply after sending background/foreground/suspend events from the main thread to the game thread. This solves the immediate problem presented in the jira bug report, however, there are deeper issues with the consequences of blocking the game thread that are not addressed. Perhaps structuring the game thread loop to know about modal dialogs so that it can receive these events even when a modal dialog is up could be a better longer term solution
Change 2980766 on 2016/05/17 by Jeremiah.Waldron
Adding Android build support for HarfBuzz
- using a combination of android-cmake (from https://github.com/taka-no-me/android-cmake) to create the build files and Visual Studio 2015 to compile them
- Adding Debug and RelWithDebInfo compiled binaries to harfbuzz-1.2.4/Android/<arch>/<config>
Tested armv7 with TextShapingTest project on a GalaxyNote3 and text showed up correctly
#jira UE-28586
#codereview chris.babcock
Change 2980953 on 2016/05/17 by Jeremiah.Waldron
Changing HarfBuzz build script and libs to use Release instead of RelWithDebInfo
#jira UE-28586
Change 2981039 on 2016/05/17 by Jeff.Campeau
ICMP support disabled for Xbox One and basic address processing wrappers provided (needed for Oodle support)
Change 2981054 on 2016/05/17 by Jeff.Campeau
Enable Live OSS for Orion on Xbox One
Change 2981553 on 2016/05/18 by Jeff.Campeau
Enable Oodle for Xbox One
Change 2981555 on 2016/05/18 by Jeff.Campeau
Scalability settings for Xbox One
Change 2981774 on 2016/05/18 by Keith.Judge
Xbox One - Duplicating Movie Player fix from 4.12.
Change 2981789 on 2016/05/18 by Keith.Judge
Xbox One - Duplicate fast semantics rendertarget unbind/clear/rebind fix from 4.12.
Change 2981802 on 2016/05/18 by Keith.Judge
Xbox One - Duplicate of distance field AO/Shadow fixes from 4.12.
Change 2981875 on 2016/05/18 by Keith.Judge
Xbox One - Dynamic VB/IB refactor. Duplicated from 4.12.
Change 2981900 on 2016/05/18 by Keith.Judge
Xbox One - D3D11Query refactor. Duplicated from 4.12
Change 2981945 on 2016/05/18 by Nick.Shin
filled out response headers for HTML5 platform
#jira UE-26047 - HTML5 HTTP Response Headers not implemented
Change 2981981 on 2016/05/18 by Lee.Clark
PS4 - Fix COTF not updating files
#codereview Daniel.Lamb
Change 2982246 on 2016/05/18 by Michael.Trepka
Fixed Mono compile errors in UT build scripts
Change 2983869 on 2016/05/19 by Mark.Satterthwaite
Explicitly retain/release all the MTLTexture objects in FMetalSurface without the assumptions about them being the same object - the recent stencil & SRV related changes make those assumptions invalid and could lead to over-releasing some textures.
#jira UE-29557
Change 2983871 on 2016/05/19 by Mark.Satterthwaite
Pool Metal texture update buffers to reduce churn.
Change 2983892 on 2016/05/19 by Mark.Satterthwaite
Duplicate 4.12 CL #2972885: Enable Metal resource lifetime delay on all platforms, not just iOS to try and address intermittent invalid resource errors.
Change 2983898 on 2016/05/19 by Mark.Satterthwaite
Duplicate 4.12 CL #2982825: Correctly wait for the dispatch semaphore when clearing the Metal resource free lists.
Change 2983911 on 2016/05/19 by Mark.Satterthwaite
Change Metal SubmitCommandsHint to use an enum of flags rather than boolean variables to control behaviour so that its clearer to the reader what is going to happen.
Change 2983916 on 2016/05/19 by Mark.Satterthwaite
Duplicate 4.12 CL #2974765: Workaround for UE-30069 - on Nvidia Macs we are breaking the GMux swap the second time we run the engine and it isn't clear why, so instead explicitly select the Metal device ourselves and don't allow the OS to swap the GPU driving the display. This will potentially reduce performance a little if the discrete GPU isn't already driving the display but until we know how we are clobbering the GMux/driver it is all we can do. This only applies to 10.11.5 with the default OS X drivers where there is more than one GPU in the system, earlier versions of OS X and the Nvidia WebDrivers are unaffected.
Change 2984874 on 2016/05/20 by Keith.Judge
Xbox One - Re-enable shader DXBC intermediate bytecode stripping, except for geometry and hull shaders where there's a possibility of runtime recompilation in certain combinations. Saves ~2MB in TM-ShaderModels, will save more in larger maps.
#jira UEPLAT-1295
Change 2985446 on 2016/05/20 by Mark.Satterthwaite
Remove the non-functional -metaldebug option from MetalRHI.
Change 2985827 on 2016/05/20 by Nick.Shin
call EndSession() onbeforeunload()
note: API CHANGE
- HTML5JavaScripteFx.{js,h}
- UE_MakeHTTPDataRequest()
#jira UE-22285 - Session End events are not generated for HTML5
Change 2986013 on 2016/05/20 by Jeremiah.Waldron
PR #2387: In-App Purchases - parameters needed for Receipt Validation (Contributed by gameDNAstudio)
Also touches IOS because of added RawPrice member in FInAppPurchaseProductInfo
Pulled from Release-4.12 CL
#jira UE-30782
#codereview chris.babcock, Peter.Sauerbrei
Change 2986057 on 2016/05/20 by Mark.Satterthwaite
Further changes to ensure that UE-30710 really is fixed while also not live-leaking memory in MetalRHI.
Change 2986059 on 2016/05/20 by Mark.Satterthwaite
Move the Metal uniform buffers into the same resource pool as all the other buffers and add stats for how many buffers are in the pool, how much memory is in use, free and wasted (due to aligned-buffer sizes).
Change 2986060 on 2016/05/20 by Mark.Satterthwaite
Disable tiled-reflections on Nvidia & Intel Metal until they sort out the sample command on cube-arrays ignoring the lod level.
Change 2986063 on 2016/05/20 by Mark.Satterthwaite
Missing change from previous CL.
Change 2986066 on 2016/05/20 by Mark.Satterthwaite
More Metal stats tracking the number & memory size of id<MTLBuffer>'s allocated/released each frame.
Change 2986455 on 2016/05/23 by Keith.Judge
Xbox One - Fix precompile promise in shader compiler to not stop subsequent defines from being parsed by D3DCompiler.
Change 2986886 on 2016/05/23 by Mark.Satterthwaite
Duplicate 4.12 CL #2986880: Fix UE-31124 due to bad array iteration logic - amazing that this hadn't been seen earlier.
Change 2986955 on 2016/05/23 by Brent.Pease
+ Do not error out if "[PROJECT_NAME]" is in the bundle ID
#codereview peter.sauerbrei
Change 2987304 on 2016/05/23 by Chris.Babcock
Remove old Android platforms
#ue4
#android
#codeview Josh.Adams
Change 2987571 on 2016/05/23 by Mark.Satterthwaite
Duplicate CL #2967998: Integrate - MaterialParameterCollections now create default resources (uniform buffers) which are used when no valid FScene is present (eg DrawTile while exporting materials to lightmass)
#jira UE-31111
Change 2987591 on 2016/05/23 by Mark.Satterthwaite
Remove usage of MTLRender/ComputeEncoder setSamplerState/s calls that take Min & Max Lod overrides - they currently don't work as expected on some GPU drivers and as we don't use them anywhere and I can't see that we will removing them costs us nothing and fixes tiled reflections on Nvidia with Metal SM5.
Change 2987679 on 2016/05/23 by Mark.Satterthwaite
Re-enable tiled reflections on Nvidia by default now that they work.
Change 2987799 on 2016/05/24 by Mark.Satterthwaite
Add a shader compile option "r.Shaders.ZeroInitialise" that we can turn on to force explicit zero-initialisation of local & temporary variables in hlslcc - so far only implemented for Metal. The default behaviour remains to omit zero-initialisation but the option is helpful to eliminate or track down uninitialised access in shaders that are causing real bugs (e.g. POM material relying on zero-initialised loop counters causing hangs/bad rendering on Mac).
Change 2989395 on 2016/05/25 by Lee.Clark
PS4 - Fix shader output / render target format mismatch for sparse MRT.
Change 2990003 on 2016/05/25 by Jeremiah.Waldron
When creating our own ConfigCacheIni in GetConfigCacheIni_APL, do not assume that the Engine ini was requested. Instead use the baseIniName passed to the function.
Change 2990393 on 2016/05/25 by Mark.Satterthwaite
Back out changelist 2961310 - causes more problems than it solves. DistanceField rendering will still work on Intel Metal SM5 and may work on AMD but will be broken on Nvidia due to a bad access within the compute shader - there's no bounds checking in Metal...
Change 2990516 on 2016/05/25 by Brent.Pease
+ UEPLAT-1294 - Support for local notifications
+ UEPLAT-1254 - Add BP event for device orientation change
+ Added a new class based on UGameInstance for mobile device callbacks
+ Ensured IOSAppDelegate.cpp follows convention for lambda functions
Change 2991361 on 2016/05/26 by Jeremiah.Waldron
Move InAppPurchase class to StoreHelper.java so GooglePlay and Amazon store helpers can use it
Change 2992450 on 2016/05/27 by Mark.Satterthwaite
Optional r.Shaders.BoundsChecking flag to control whether shader platforms should manually enforce buffer access bounds - HLSL returns zero or ignores invalid reads & writes but Metal leaves the behaviour undefined and some drivers then fail. By default this is off and its whatever the native platform behaviour is, enabling it will cost some amount of performance as the shader translator inserts additional instructions to try and match D3D as accurately as possible. This is required to fix GPU restart errors on some Metal drivers when using SM5 rendering features including DistanceField shaders.
Change 2993027 on 2016/05/27 by Mark.Satterthwaite
Fix typo for new CFLAG_BoundsChecking enumeration value.
Change 2993594 on 2016/05/27 by Mark.Satterthwaite
Build fix - check not assert...
Change 2993595 on 2016/05/27 by Mark.Satterthwaite
Fix typo from Xcode hang...
Change 2993614 on 2016/05/28 by Mark.Satterthwaite
At least for now enable shader zero-initialisation and bounds-checking on Mac to ensure that Metal shaders are compiled with semantics that approximate those HLSL assumes. This may cost some performance but will avoid a few GPU restarts on some vendor drivers.
Change 2993747 on 2016/05/28 by Mark.Satterthwaite
Separate texture & buffer references in the Metal backend as they bind to separate arrays in the runtime to avoid giving the side-table buffer an innaccessible binding index. Also the side-table doesn't need to be emitted if no buffer SRV or UAV is used.
Change 2994256 on 2016/05/31 by Lee.Clark
PS4 - Fix unitialized Head Position from HMD tracker when tracking fails. Fixes a problem with A3D audio not working.
#codereview Chad.Taylor,Aaron.McLeran
Change 2994281 on 2016/05/31 by Rolando.Caloca
DP - Allow hlslcc to process type casts containing the 'const' keyword
- it isn't strictly complete as it will simply omit the type qualifier from the cast in the AST but it is sufficient for FortniteFoliage_MasterMaterial to compile.
#codereview Mark.Satterthwaite, Dmitry.Rekman
#jira UE-31411
Change 2994467 on 2016/05/31 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 2994493 on 2016/05/31 by Daniel.Lamb
Fixed issue with DDC commandlet not caching things from the startup packages list.
Change 2994644 on 2016/05/31 by Mark.Satterthwaite
Updated hlslcc Mac binaries with fix for UE-31411 which RCO accepted and submitted + script for building parsers on POSIX OSes hooked up to an Xcode scheme in the project.
Change 2996074 on 2016/06/01 by Lee.Clark
PS4 - Fix GS mode not getting disabled when using parallel contexts.
#codereview Marcus.Wassmer
Change 2996129 on 2016/06/01 by Brent.Pease
Manual merge of Pete's dsym generation fix (CL#2996089) from the 4.12 branch.
Change 2996130 on 2016/06/01 by Jeremiah.Waldron
PR #2387 part 2 (Contributed by gameDNAstudio)
Adding ability to consume purchases during GooglePlay RestorePurchases
This also touches IOS due to changes to base classes and function signatures
#codereview chris.babcock, Peter.Sauerbrei
Change 2996441 on 2016/06/01 by Jeremiah.Waldron
Relates to PR #2387: Adding ability to consume purchases during GooglePlay RestorePurchases (Contributed by gameDNAstudio)
Missing changes from part 2 reworked so that there is still only one RestorePurchases function which takes the product IDs and consumable flags. I reflected this in StoreHelper so no casting is necessary in GameActivity and the soon-to-be-added AmazonStoreHelper in the GameCircle plugin will still work dynamically with GameActivity since it will call StoreHelper functionality rather than a GooglePlayStoreHelper specific function.
#codereview chris.babcock
Change 2996514 on 2016/06/01 by Jeff.Campeau
Fix merge issue from main
#jira UE-31502
Change 2996740 on 2016/06/01 by Jonathan.Fitzpatrick
https://jira.ol.epicgames.net/browse/UE-31446
Two PS4 source files fail during unity builds due to name conflict with handleReserveFailed.
Renamed handleReserveFailed to handleReserveFailedLightweight
Change 2997235 on 2016/06/01 by Jeremiah.Waldron
RestorePurchases fix up in Match3 since the new Restore consumable stuff adds an additional pin to the Restore node.
The IAP product in Match3 is non-consumable so just passing an empty array where necessary
Change 2997241 on 2016/06/01 by Jeremiah.Waldron
OnlineSubsystemGameCircle Plugin
- Leaderboards
- Achievements
- Friends
- IAP
- External UI Interface
- Runtime Settings in Project Settings Plugin section when plugin is enabled
- Disabled by default
#jira UEPLAT-105
#codereview chris.babcock
Change 2997618 on 2016/06/02 by Lee.Clark
#UE4Docs: Removed PS4MapFileUtil info
Change 2997840 on 2016/06/02 by Jeremiah.Waldron
Removing trace logging from OnlineSubsystemGameCircle_APL
Change 2998754 on 2016/06/02 by Brent.Pease
Change BlueprintMobileLibrary to BlueprintPlatformLibrary
Change 3000762 on 2016/06/03 by Jeff.Campeau
Add example rating info to ShooterGame
Change 3001037 on 2016/06/04 by Brent.Pease
+ Add ui screens for delegate test, local notification test, and iap test
+ Implement delegate test
Change 3001250 on 2016/06/05 by Brent.Pease
+ Initial pass at IAP test screen
Change 3001639 on 2016/06/06 by Jeff.Campeau
Fix Xbox One build issue with DX12
#codereview Zabir.Hoque
Change 3002574 on 2016/06/06 by Jeremiah.Waldron
Adding Android Install Location to Android platform runtime settings and manifest generation
Change 3002780 on 2016/06/06 by Brent.Pease
+ Initial implementation of local notification test
Change 3003005 on 2016/06/06 by Jeremiah.Waldron
OnlineSubsystemGameCircle plugin - adding setting for Fire TV support. Using that specification in the APL to Add/Update android.hardware.touchscreen feature required attribute
Change 3004392 on 2016/06/07 by Jeremiah.Waldron
Fixing typo in APL comment :)
Change 3005768 on 2016/06/08 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3005929 on 2016/06/08 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3006151 on 2016/06/08 by Peter.Sauerbrei
fix for LocalNotifications not available on TVOS
#lockdown josh.adams
Change 3006183 on 2016/06/08 by Brent.Pease
Manual merge CL#3000242 from Release-4.12 into Dev-Platform
#lockdown josh.adams
Change 3006296 on 2016/06/08 by Peter.Sauerbrei
submit an updated iPhonePackager and support DLLs
#lockdown josh.adams
Change 3006378 on 2016/06/08 by Peter.Sauerbrei
fix for API update to RestorePurchases
#codereview brent.pease
#lockdown josh.adams
#lockdown nick.penwarden
[CL 3008183 by Josh Adams in Main branch]
2016-06-09 17:45:44 -04:00
const FString gProjectNameText ( " [PROJECT_NAME] " ) ;
2014-03-14 14:13:41 -04:00
//////////////////////////////////////////////////////////////////////////
// FIOSTargetSettingsCustomization
2014-12-07 13:01:11 -05:00
namespace FIOSTargetSettingsCustomizationConstants
{
const FText DisabledTip = LOCTEXT ( " GitHubSourceRequiredToolTip " , " This requires GitHub source. " ) ;
}
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TSharedRef < IDetailCustomization > FIOSTargetSettingsCustomization : : MakeInstance ( )
{
return MakeShareable ( new FIOSTargetSettingsCustomization ) ;
}
FIOSTargetSettingsCustomization : : FIOSTargetSettingsCustomization ( )
: EngineInfoPath ( FString : : Printf ( TEXT ( " %sBuild/IOS/UE4Game-Info.plist " ) , * FPaths : : EngineDir ( ) ) )
2017-09-11 10:43:35 -04:00
, GameInfoPath ( FString : : Printf ( TEXT ( " %sBuild/IOS/Info.plist " ) , * FPaths : : ProjectDir ( ) ) )
2014-03-14 14:13:41 -04:00
, EngineGraphicsPath ( FString : : Printf ( TEXT ( " %sBuild/IOS/Resources/Graphics " ) , * FPaths : : EngineDir ( ) ) )
2017-09-11 10:43:35 -04:00
, GameGraphicsPath ( FString : : Printf ( TEXT ( " %sBuild/IOS/Resources/Graphics " ) , * FPaths : : ProjectDir ( ) ) )
2014-03-14 14:13:41 -04:00
{
2018-03-27 16:13:55 -04:00
new ( IconNames ) FPlatformIconInfo ( TEXT ( " Icon20.png " ) , LOCTEXT ( " NotificationIcon_iPhone " , " iPhone Notification Icon " ) , FText : : GetEmpty ( ) , 20 , 20 , FPlatformIconInfo : : Optional ) ;
new ( IconNames ) FPlatformIconInfo ( TEXT ( " Icon20@2x.png " ) , LOCTEXT ( " NotificationIcon_iPhoneRetina " , " iPhone Retina Notification Icon " ) , FText : : GetEmpty ( ) , 40 , 40 , FPlatformIconInfo : : Optional ) ;
new ( IconNames ) FPlatformIconInfo ( TEXT ( " Icon20@3x.png " ) , LOCTEXT ( " NotificationIcon_iPhoneRetina_HD " , " iPhone Retina HD Notification Icon " ) , FText : : GetEmpty ( ) , 60 , 60 , FPlatformIconInfo : : Optional ) ;
2014-03-14 14:13:41 -04:00
new ( IconNames ) FPlatformIconInfo ( TEXT ( " Icon29.png " ) , LOCTEXT ( " SettingsIcon_iPhone " , " iPhone Settings Icon " ) , FText : : GetEmpty ( ) , 29 , 29 , FPlatformIconInfo : : Optional ) ; // also iOS6 spotlight search
new ( IconNames ) FPlatformIconInfo ( TEXT ( " Icon29@2x.png " ) , LOCTEXT ( " SettingsIcon_iPhoneRetina " , " iPhone Retina Settings Icon " ) , FText : : GetEmpty ( ) , 58 , 58 , FPlatformIconInfo : : Optional ) ; // also iOS6 spotlight search
2018-03-27 16:13:55 -04:00
new ( IconNames ) FPlatformIconInfo ( TEXT ( " Icon29@3x.png " ) , LOCTEXT ( " SettingsIcon_iPhoneRetina_HD " , " iPhone Retina HD Settings Icon " ) , FText : : GetEmpty ( ) , 87 , 87 , FPlatformIconInfo : : Optional ) ; // also iOS6 spotlight search
2014-03-14 14:13:41 -04:00
new ( IconNames ) FPlatformIconInfo ( TEXT ( " Icon40.png " ) , LOCTEXT ( " SpotlightIcon_iOS7 " , " iOS7 Spotlight Icon " ) , FText : : GetEmpty ( ) , 40 , 40 , FPlatformIconInfo : : Optional ) ;
new ( IconNames ) FPlatformIconInfo ( TEXT ( " Icon40@2x.png " ) , LOCTEXT ( " SpotlightIcon_Retina_iOS7 " , " Retina iOS7 Spotlight Icon " ) , FText : : GetEmpty ( ) , 80 , 80 , FPlatformIconInfo : : Optional ) ;
2018-03-27 16:13:55 -04:00
new ( IconNames ) FPlatformIconInfo ( TEXT ( " Icon40@3x.png " ) , LOCTEXT ( " SpotlightIcon_Retina_HD_iOS7 " , " Retina HD iOS7 Spotlight Icon " ) , FText : : GetEmpty ( ) , 120 , 120 , FPlatformIconInfo : : Optional ) ;
2014-03-14 14:13:41 -04:00
new ( IconNames ) FPlatformIconInfo ( TEXT ( " Icon50.png " ) , LOCTEXT ( " SpotlightIcon_iPad_iOS6 " , " iPad iOS6 Spotlight Icon " ) , FText : : GetEmpty ( ) , 50 , 50 , FPlatformIconInfo : : Optional ) ;
new ( IconNames ) FPlatformIconInfo ( TEXT ( " Icon50@2x.png " ) , LOCTEXT ( " SpotlightIcon_iPadRetina_iOS6 " , " iPad Retina iOS6 Spotlight Icon " ) , FText : : GetEmpty ( ) , 100 , 100 , FPlatformIconInfo : : Optional ) ;
new ( IconNames ) FPlatformIconInfo ( TEXT ( " Icon57.png " ) , LOCTEXT ( " AppIcon_iPhone_iOS6 " , " iPhone iOS6 App Icon " ) , FText : : GetEmpty ( ) , 57 , 57 , FPlatformIconInfo : : Required ) ;
new ( IconNames ) FPlatformIconInfo ( TEXT ( " Icon57@2x.png " ) , LOCTEXT ( " AppIcon_iPhoneRetina_iOS6 " , " iPhone Retina iOS6 App Icon " ) , FText : : GetEmpty ( ) , 114 , 114 , FPlatformIconInfo : : Required ) ;
new ( IconNames ) FPlatformIconInfo ( TEXT ( " Icon60@2x.png " ) , LOCTEXT ( " AppIcon_iPhoneRetina_iOS7 " , " iPhone Retina iOS7 App Icon " ) , FText : : GetEmpty ( ) , 120 , 120 , FPlatformIconInfo : : Required ) ;
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3046626)
#rb none
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2948322 on 2016/04/19 by Nick.Shin
update libwebsockets to v1.7.4
part 4 of 4 - doing this in stages for tracking purposes
#jira UEPLAT-1246 - Update libWebsockets
#jira UEPLAT-1221 - update websocket library
#jira UEPLAT-1204 - Rebuild libwebsockets with SSL
Change 2970016 on 2016/05/07 by Nick.Shin
undo all of the following upgrades:
- zlib
- openssl
- libcurl
- libwebsockets
and reset webrtc
#jira UE-30298 - Fortnite and Orion crash on login
Change 3020547 on 2016/06/20 by Jeff.Campeau
Support for applocal deployment of binaries
-applocaldir added to UAT to specify a per project directory to gather packages for applocal deployment
Added ApplocalPrerequisitesDirectory property to packaging settings to set -applocaldir for packages built from the editor.
Change 3020552 on 2016/06/20 by Jeff.Campeau
Add switch to disable debug symbol cache creation
Change 3020567 on 2016/06/20 by Jeff.Campeau
constexpr enabled for Xbox One
Change 3020568 on 2016/06/20 by Jeff.Campeau
Separate setting for debug
#jira UEPLAT-1348
Change 3020628 on 2016/06/20 by Jeff.Campeau
Use global view instead of relying on current thread (fixes issues if pump message is called from a different thread).
Change 3020629 on 2016/06/20 by Jeff.Campeau
Use Slate tick to drive message processing during blocking loads (improves PLM).
Change 3020633 on 2016/06/20 by Jeff.Campeau
Fix Xbox One toolchain pathing to work for environment variables with and without trailing slashes.
Pass requested XDK edition to VCVars batch file (fixes issues in building with a newer XDK installed SxS than the engine is configured for).
Change 3020873 on 2016/06/21 by Lee.Clark
PS4 - Fix missing audio when using A3D.
Change 3021225 on 2016/06/21 by Keith.Judge
Optimized away a bunch of GetVertexShader() calls in FSplineMeshVertexFactoryShaderParameters::SetMesh(). Saves about 0.9ms across a 100ms capture.
Change 3021286 on 2016/06/21 by Dmitry.Rekman
Linux: symbolication for memory profiler.
- Also repaired/improved finding function name from debug info and overall callstack parsing.
#tests Ran Linux editor and TestPAL, crashed multiple times
Change 3021512 on 2016/06/21 by Mark.Satterthwaite
Compile fixes for new clang version.
Change 3021521 on 2016/06/21 by Mark.Satterthwaite
Duplicate Fortnite CL #3013418: Don't release Metal buffers directly into the buffer pool, instead defer this until the command-buffer is known to have finished. This prevents the CPU from trying to modify the buffer while the GPU is still reading it if the GPU has fallen so far behind the CPU and therefore eliminates one possible cause of invalid access on the GPU.
Change 3021528 on 2016/06/21 by Mark.Satterthwaite
Make the Metal buffer pool cull after 30 frames - this will better match Apple's GART which unwires unused allocations after 1sec of idle, making them as expensive to use allocating a new buffer.
Change 3021595 on 2016/06/21 by Mark.Satterthwaite
Consolidate the way in which optional Metal features are exposed across macOS, iOS & tvOS devices & expose all the available features, unifying more of the code across all three platforms.
- Implement Metal Depth-16 and stencil-texture-view support where available.
- Use counting queries in Metal when available and expected (i.e. Metal_SM4+ or Metal_MRT+).
- On latest iOS devices running Metal export support for GRHISupportsBaseVertexIndex & GRHISupportsFirstInstance when available.
- On latest iOS devices running Metal export support for indirect buffer draw and dispatch calls.
- Specify Metal layered rendering like any other and change the code so that there aren't preprocessor defines in the code. This lets the Metal MRT path assert if anyone ever tries to issue a layered draw call as its only supported on Mac.
- Add support to Metal for setting UAVs from a uniform buffer.
- Remove unused GlobalUniform header from MetalRHI.
- Remove unnecessary FrameCount delay from Metal resource free lists.
Change 3021702 on 2016/06/21 by Mark.Satterthwaite
Fix mis-use of FreeListMutex instead of PoolMutex in MetalContext.
Change 3022152 on 2016/06/21 by Nick.Shin
Back out revision 5 from //UE4/Dev-Platform/Engine/Source/Runtime/NetworkFileSystem/Private/NetworkFileServerHttp.cpp
forgot to un-do this when the giant revert (CL: #2970016) was done
#jira UE-22166 HTML5 Cook on the fly will launch and then close browser
Change 3022409 on 2016/06/21 by Dmitry.Rekman
Fixed inability to run Setup.sh on Ubuntu 14.04 (UE-29289).
- Contains PR #2258 (contributed by wshearn).
Change 3022541 on 2016/06/22 by Lee.Clark
PS4 - Make sure the render target masks are set correctly for disabled render targets.
Fixes a validation check for shaders expecting to write to NULL render targets.
Change 3022973 on 2016/06/22 by Michael.Trepka
Fixed a problem in MacToolChain where both BuildConfiguration.bGeneratedSYMFile and BuildConfiguration.bUsePDBFiles set to false would not disable dSYM generation.
Change 3023106 on 2016/06/22 by Dmitry.Rekman
Linux: enable code to catch memory stomps during async loading.
- Changed FLinuxPlatformMemory::BinnedAllocFrom/FreeToOS() to use mmap()/munmap(). Updated platform function signature accordingly.
#tests Ran OrionServer on Linux (and OrionClient on Windows as a zero probe), tested also with running Linux editor with binned malloc.
Change 3023256 on 2016/06/22 by Mark.Satterthwaite
Fix compile errors from latest Metal changes that broke iOS.
Change 3023268 on 2016/06/22 by Mark.Satterthwaite
Use the Linux mmap/munmap/mprotect code to implement BinnedAllocFromOS/BinnedFreeToOS/PageProtect on Apple platforms as they are all equivalent.
Change 3023651 on 2016/06/22 by Mark.Satterthwaite
Make Metal SM5 the default for 10.11.5 or later, this time most of the features should be working on AMD & Nvidia, though tiled-reflections and distance-field AO/Shadows must still be forcibly disabled on Intel.
Change 3023777 on 2016/06/22 by Brent.Pease
+ Update config for Android and iOS
Change 3023781 on 2016/06/22 by Chris.Babcock
Use mmap/munmap for Android BinnedAllocFromOS
#ue4
#android
Change 3023947 on 2016/06/22 by Mark.Satterthwaite
Added a command-line switch for Mac "-RedirectNSLog" that will capture the output of NSLog using an NSPipe and write it into our log instead when not running under the debugger, thereby capturing output from underlying libraries that would otherwise be lost when outside a debugger.
Change 3024434 on 2016/06/23 by Lee.Clark
PS4 - Remove Delta Color Compression support
Change 3024735 on 2016/06/23 by Mark.Satterthwaite
Changes to MetalStatistics module initialisation.
Change 3024741 on 2016/06/23 by Mark.Satterthwaite
Change the way we test for Metal GPU support to avoid instantiating any MTLDevice's until MetalRHI is loaded so we can properly instantiate optional modules.
Change 3025477 on 2016/06/23 by Brent.Pease
+ Added UnrealPluginLanguage.cs based on AndroidPluginLanguage.cs
+ Change UEDeployAndroid.cs to use UnrealPluginLanguage
Change 3026085 on 2016/06/23 by Jeff.Campeau
Separate Xbox One target settings for editor only values
Move values that need to be loaded by the editor into the default inis (editor won't load target specific inis)
Eliminate circular dependency on Xbox One settings (causing settings to either not load or memory corruption on shutdown)
Clean up cached ini sections for UBT/UAT
Change 3026093 on 2016/06/23 by Jeff.Campeau
Cleanup unused files
Change 3026745 on 2016/06/24 by Mark.Satterthwaite
+ Implemented rudimentary runtime debugging of MetalRHI with several different levels of complexity controlled by the new console-variable "rhi.Metal.RuntimeDebugLevel".
+ The MetalStateCache must also correctly set the render-pass descriptor when the previous render-target load action was 'Clear' as we will need to switch render targets or we'll mistakenly clear again.
+ Queries must not reset the MetalStateCache when they overflow the available buffer space, they simply break the encoder.
- By default "rhi.Metal.RuntimeDebugLevel" is off & it is compiled out for Shipping - when enabled each higher level collects more data or changes the MetalRHI behaviour to make a command-buffer failure mode debuggable at the expense of performance. In order for this to work the number of command-buffers that may be allocated from the command-queue is also controllable via a console-variable "rhi.Metal.CommandQueueSize" which must be set prior to startup.
Change 3026831 on 2016/06/24 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3026940 on 2016/06/24 by Brent.Pease
PR #2458: added GetGameBundleId blueprint function (Contributed by derekvanvliet)
Change 3027396 on 2016/06/24 by Brent.Pease
Add BuildGraph.csproj to get Xamarin .sln builds working again
Change 3029211 on 2016/06/27 by Michael.Trepka
Added a setting (on by default) to make the game window preserve its content's aspect ratio while being resized by user
Change 3029518 on 2016/06/27 by Josh.Adams
Rollback //UE4/Dev-Platform/Engine/Build/BatchFiles/Mac/xcodeunlock.sh to revision 1
Change 3030385 on 2016/06/28 by Keith.Judge
Fix XB1 deployment issues with AppXManifest for Paragon.
Change 3030416 on 2016/06/28 by Lee.Clark
PS4 - Fix Mediaplayer IsPlaying
Change 3030922 on 2016/06/28 by Keith.Judge
XB1 - Add pass through _RenderThread resource creation functions to D3D11.x RHI. Stops the render/RHI threads from stalling so much.
Change 3030948 on 2016/06/28 by Jeff.Campeau
Revert to using constant chunk indexes instead of polling the OS.
(OS API has a bug that will not be fixed.)
Change 3031016 on 2016/06/28 by Brent.Pease
UEPLAT-1244 - Archive dSYM file
UEPLAT-1359 - Support creating dSYM bundle
Changes:
+ Added ios settings flag for dsym bundle
+ Added ios setting for creating xcode archive
+ xcode archive is now only put in the mac host or build machine's ~/Library/Developer/Xcode/Archives folder, it is not copied into the -archive folder like the ipa is
Change 3031352 on 2016/06/28 by Bob.Tellez
Added tps file for xcodeunlock
Change 3031604 on 2016/06/28 by Mark.Satterthwaite
Add an additional cast to flush-to-zero in the Metal shader translator bounds-checking code to avoid an internal GPU compiler error.
Change 3031879 on 2016/06/28 by Brent.Pease
+ PhysX libraries for bitcode support on tvOS.
Change 3032374 on 2016/06/29 by Keith.Judge
Enable Oodle Handler Component on Xbox One
Change 3032407 on 2016/06/29 by Keith.Judge
Xbox One - Disable UpdateBufferStats when STATS is 0. Small perf gain.
Change 3032432 on 2016/06/29 by Keith.Judge
XB1 CPU Perf - Make CreateVertexDeclaration_RenderThread much faster by implementing a pass through to the RHI function rather than stalling the RHI thread.
Change 3033474 on 2016/06/29 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3033603 on 2016/06/29 by Brent.Pease
+ Support UnrealPluginLanguage for IOS and TVOS builds
+ Allow ios/tvos UPL files an opportunity to modify a package's info.plist file
Change 3034004 on 2016/06/30 by Lee.Clark
PS4 - Use SDK 3.508.101
Change 3034007 on 2016/06/30 by Lee.Clark
PS4 - VRTracker now uses SCE_VR_TRACKER_ROBUSTNESS_LEVEL_HIGH
Change 3034173 on 2016/06/30 by Lee.Clark
PS4 - Make sure depth target is null when eliminating fast clears. Fixes a GNM Validation failure
Change 3034498 on 2016/06/30 by Jeff.Campeau
Use MSBuild version 14 when generating project files.
Change 3034943 on 2016/06/30 by Mark.Satterthwaite
For Metal modify the MTLVertexDescriptor when calls to SetStreamSource provide different strides than the initial vertex-declaration which then requires compiling a different MTLRenderPipelineState. This silences errors reported by the Metal debug layer where the larger stride would see the shader read beyond the end of the buffer, but the smaller stride provided by SetStreamSource would work correctly. This may eliminate some more causes of Page-Fault GPU restarts.
Change 3035416 on 2016/07/01 by Lee.Clark
PS4 - Replace export vertex shader check with a CFLAG
Change 3036093 on 2016/07/01 by Brent.Pease
+ Fix dSYM bundle path on Windows ios builds
+ Search for DeltaCopy directory if its not found from the user settings
+ Do not build an XCArchive file when building for ios on non-mac platforms
Change 3036726 on 2016/07/02 by Brent.Pease
+ Add missing tvOS bitcode library
Change 3037455 on 2016/07/05 by Lee.Clark
PS4 - Default SmoothFrameRate to false
Change 3037470 on 2016/07/05 by Keith.Judge
Xbox One - Allow framerate smoothing, but default to off for consistency with PS4.
Change 3038322 on 2016/07/05 by Jeremiah.Waldron
Fix for asset packages with Unicode characters in their name not being loaded on Android.
Fixing AndroidString's WIDECHAR* Strstr(WIDECHAR*, WIDECHAR*) function
- Using an implementation of wcsstr, with a fix integrated for the incorrect implementation in Android ndk master branch, instead of converting the incoming WIDECHAR strings to ANSI strings just to be able to use strstr on them.
The previous method was prone to causing the FString's Find and Contains functions to return false positives because when we convert wide to ansi, any character over the value of 255 is just set to '?'
This in turn caused any package path strings with one of those characters in it to fail to load since they would be interpreted as having a question mark in their path, which is an invalid path character.
#jira UE-18643
#android
Change 3038693 on 2016/07/05 by Mark.Satterthwaite
Change the way we store debug info for Metal shaders - the KeepDebugInfo flag now does precisely that, storing the shader code into the Metal header along with the path it was generated from. That means if KeepDebugInfo is enabled and Optimise is disabled then we can still access the shader code from within the Metal tools. On iOS/tvOS the shader code will be runtime compiled so that it shows up in the tooling but on Macs it will prefer to load the optimised version and simply unpack the shader code to the path from which it was compiled. This only works if we change the Metal shader compiler to emit temporary Metal files to the OS temporary directory so that the tools can read the file directly.
Change 3039880 on 2016/07/06 by Mark.Satterthwaite
Implement point-light shadow caching for RHI's that support specifying the render target layer from the vertex shader in lieu of geometry shaders. This requires changing FScreenVSForGS to TScreenVSForGS so that there can be a vertex-shader-layer variant (only compiled on RHI's that use it) whose output matches FCopyShadowMapsCubePS input. This alternative rendering path also requires adding the instance count to DrawRectangle so that we can render to all faces of the cubemap from a single draw call.
Change 3040407 on 2016/07/06 by Michael.Trepka
Added View->Enter Full Screen menu item for games on Mac
Change 3040550 on 2016/07/06 by Mark.Satterthwaite
Intel Metal compiler requires bool expressions be cast to 'int' rather than 'uint'.
Change 3041098 on 2016/07/07 by Peter.Sauerbrei
initial changes to get IOS builds from PC in launcher release of engine
Change 3041310 on 2016/07/07 by Keith.Judge
Xbox One - Optimize away GetDesc() and checks for D3D11_USAGE_DYNAMIC deep in the state cache as it's impossible for any buffer to have that flag set.
Change 3041327 on 2016/07/07 by Keith.Judge
Xbox One - Remove pointless memory barrier call in D3D11Query
Change 3041352 on 2016/07/07 by Keith.Judge
Xbox One - Add _RenderThread version of UpdateTexture2D() that just passes through to the RHI one. Saves a fairly significant chunk of time on the render/RHI thread when this is called a lot.
Change 3041419 on 2016/07/07 by Jeff.Campeau
Xbox One toolchain fix for VS2015 Update 3
Change 3041635 on 2016/07/07 by Jeff.Campeau
Don't change game render resolution in response to WM_SIZE messages when in fullscreen (the game will restore the correct video mode when the window is restored).
#jira OR-15578
Change 3041735 on 2016/07/07 by Peter.Sauerbrei
re-enabled the build parameters for launcher release builds in IOS
Change 3041783 on 2016/07/07 by Joe.Graf
Changed bAutpApplyFailed to bAutoApplyFailed (typo)
Change 3041784 on 2016/07/07 by Joe.Graf
Fixed missing %s from a log message in UResavePackagesCommandlet
Change 3042434 on 2016/07/08 by Lee.Clark
PS4 - Fix compilation failure when Unsafe Command Buffers are enabled.
Change 3042658 on 2016/07/08 by Lee.Clark
PS4 - Use SDK 3.508.201
Change 3042970 on 2016/07/08 by Josh.Adams
Redoing CL in 3040890 in Dev-Platform
Change 3043243 on 2016/07/08 by Chris.Babcock
clamped allowed slot range for gameplay debugger's categories
copy of CL# 3040313 from //UE4/Dev-Framework
#jira UE-32866
Change 3043500 on 2016/07/08 by Mark.Satterthwaite
Downgrade "-Wdelete-non-virtual-dtor " to a warning again for Xcode 8 on iOS/tvOS to match macOS.
Change 3044628 on 2016/07/11 by Mark.Satterthwaite
Disable ShaderCache by default - it was implemented prior to RHI-thread/parallel-execution so it isn't thread-safe and can't be enabled by default on Mac now that Metal supports these features.
#jira UE-32989
Change 3044948 on 2016/07/11 by Dmitry.Rekman
Fix editor crash (happened on Linux, but not really specific to it) (UE-32973)
- We can pass flags with shadows enabled when rendering asset thumbnails; thus disable shadows always when r.ShadowQuality is 0. (Redoing CL 3029574 by Bob).
- Also fix mismatched 'noperspective' qualifier that caused NVidia drivers to refuse to link GL shaders.
#jira UE-32973
Change 3045322 on 2016/07/11 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3046028 on 2016/07/12 by Lee.Clark
PS4 - Check for correct SDK installation
Allow use of 7th core when Morpheus is enabled
Change 3046339 on 2016/07/12 by Peter.Sauerbrei
fix for incorrect error message when iPhone Plus icon is the correct size
[CL 3046645 by Josh Adams in Main branch]
2016-07-12 15:06:08 -04:00
new ( IconNames ) FPlatformIconInfo ( TEXT ( " Icon60@3x.png " ) , LOCTEXT ( " AppIcon_iPhoneRetina_iOS8 " , " iPhone Plus Retina iOS8 App Icon " ) , FText : : GetEmpty ( ) , 180 , 180 , FPlatformIconInfo : : Required ) ;
2016-03-17 11:10:14 -04:00
new ( IconNames ) FPlatformIconInfo ( TEXT ( " Icon72.png " ) , LOCTEXT ( " AppIcon_iPad_iOS6 " , " iPad iOS6 App Icon " ) , FText : : GetEmpty ( ) , 72 , 72 , FPlatformIconInfo : : Required ) ;
2014-03-14 14:13:41 -04:00
new ( IconNames ) FPlatformIconInfo ( TEXT ( " Icon72@2x.png " ) , LOCTEXT ( " AppIcon_iPadRetina_iOS6 " , " iPad Retina iOS6 App Icon " ) , FText : : GetEmpty ( ) , 144 , 144 , FPlatformIconInfo : : Required ) ;
new ( IconNames ) FPlatformIconInfo ( TEXT ( " Icon76.png " ) , LOCTEXT ( " AppIcon_iPad_iOS7 " , " iPad iOS7 App Icon " ) , FText : : GetEmpty ( ) , 76 , 76 , FPlatformIconInfo : : Required ) ;
new ( IconNames ) FPlatformIconInfo ( TEXT ( " Icon76@2x.png " ) , LOCTEXT ( " AppIcon_iPadRetina_iOS7 " , " iPad Retina iOS7 App Icon " ) , FText : : GetEmpty ( ) , 152 , 152 , FPlatformIconInfo : : Required ) ;
2016-03-17 11:10:14 -04:00
new ( IconNames ) FPlatformIconInfo ( TEXT ( " Icon83.5@2x.png " ) , LOCTEXT ( " AppIcon_iPadProRetina_iOS9 " , " iPad Pro Retina iOS9 App Icon " ) , FText : : GetEmpty ( ) , 167 , 167 , FPlatformIconInfo : : Required ) ;
2018-02-14 14:13:42 -05:00
new ( IconNames ) FPlatformIconInfo ( TEXT ( " Icon1024.png " ) , LOCTEXT ( " AppIcon_Marketing " , " Marketing Icon " ) , FText : : GetEmpty ( ) , 1024 , 1024 , FPlatformIconInfo : : Required ) ;
2014-03-14 14:13:41 -04:00
new ( LaunchImageNames ) FPlatformIconInfo ( TEXT ( " Default.png " ) , LOCTEXT ( " LaunchImage_iPhone " , " Launch iPhone 4/4S " ) , FText : : GetEmpty ( ) , 320 , 480 , FPlatformIconInfo : : Required ) ;
new ( LaunchImageNames ) FPlatformIconInfo ( TEXT ( " Default@2x.png " ) , LOCTEXT ( " LaunchImage_iPhoneRetina " , " Launch iPhone 4/4S Retina " ) , FText : : GetEmpty ( ) , 640 , 960 , FPlatformIconInfo : : Required ) ;
new ( LaunchImageNames ) FPlatformIconInfo ( TEXT ( " Default-568h@2x.png " ) , LOCTEXT ( " LaunchImage_iPhone5 " , " Launch iPhone 5/5S Retina " ) , FText : : GetEmpty ( ) , 640 , 1136 , FPlatformIconInfo : : Required ) ;
new ( LaunchImageNames ) FPlatformIconInfo ( TEXT ( " Default-Landscape.png " ) , LOCTEXT ( " LaunchImage_iPad_Landscape " , " Launch iPad in Landscape " ) , FText : : GetEmpty ( ) , 1024 , 768 , FPlatformIconInfo : : Required ) ;
new ( LaunchImageNames ) FPlatformIconInfo ( TEXT ( " Default-Landscape@2x.png " ) , LOCTEXT ( " LaunchImage_iPadRetina_Landscape " , " Launch iPad Retina in Landscape " ) , FText : : GetEmpty ( ) , 2048 , 1536 , FPlatformIconInfo : : Required ) ;
new ( LaunchImageNames ) FPlatformIconInfo ( TEXT ( " Default-Portrait.png " ) , LOCTEXT ( " LaunchImage_iPad_Portrait " , " Launch iPad in Portrait " ) , FText : : GetEmpty ( ) , 768 , 1024 , FPlatformIconInfo : : Required ) ;
new ( LaunchImageNames ) FPlatformIconInfo ( TEXT ( " Default-Portrait@2x.png " ) , LOCTEXT ( " LaunchImage_iPadRetina_Portrait " , " Launch iPad Retina in Portrait " ) , FText : : GetEmpty ( ) , 1536 , 2048 , FPlatformIconInfo : : Required ) ;
2016-03-17 11:10:14 -04:00
new ( LaunchImageNames ) FPlatformIconInfo ( TEXT ( " Default-IPhone6.png " ) , LOCTEXT ( " LaunchImage_iPhone6 " , " Launch iPhone 6 in Portrait " ) , FText : : GetEmpty ( ) , 750 , 1334 , FPlatformIconInfo : : Required ) ;
2018-03-06 13:26:20 -05:00
new ( LaunchImageNames ) FPlatformIconInfo ( TEXT ( " Default-IPhone6-Landscape.png " ) , LOCTEXT ( " LaunchImage_iPhone6_Landscape " , " Launch iPhone 6 in Landscape " ) , FText : : GetEmpty ( ) , 1334 , 750 , FPlatformIconInfo : : Required ) ;
new ( LaunchImageNames ) FPlatformIconInfo ( TEXT ( " Default-IPhone6Plus-Landscape.png " ) , LOCTEXT ( " LaunchImage_iPhone6Plus_Landscape " , " Launch iPhone 6 Plus in Landscape " ) , FText : : GetEmpty ( ) , 2208 , 1242 , FPlatformIconInfo : : Required ) ;
2014-09-25 15:57:29 -04:00
new ( LaunchImageNames ) FPlatformIconInfo ( TEXT ( " Default-IPhone6Plus-Portrait.png " ) , LOCTEXT ( " LaunchImage_iPhone6Plus_Portrait " , " Launch iPhone 6 Plus in Portrait " ) , FText : : GetEmpty ( ) , 1242 , 2208 , FPlatformIconInfo : : Required ) ;
2018-03-06 13:26:20 -05:00
new ( LaunchImageNames ) FPlatformIconInfo ( TEXT ( " Default-IPhoneX-Landscape.png " ) , LOCTEXT ( " LaunchImage_iPhoneX_Landscape " , " Launch iPhone X in Landscape " ) , FText : : GetEmpty ( ) , 2436 , 1125 , FPlatformIconInfo : : Required ) ;
2018-02-14 14:13:42 -05:00
new ( LaunchImageNames ) FPlatformIconInfo ( TEXT ( " Default-IPhoneX-Portrait.png " ) , LOCTEXT ( " LaunchImage_iPhoneX_Portrait " , " Launch iPhone X in Portrait " ) , FText : : GetEmpty ( ) , 1125 , 2436 , FPlatformIconInfo : : Required ) ;
2016-03-17 11:10:14 -04:00
new ( LaunchImageNames ) FPlatformIconInfo ( TEXT ( " Default-Landscape-1336.png " ) , LOCTEXT ( " LaunchImage_iPadPro_Landscape " , " Launch iPad Pro in Landscape " ) , FText : : GetEmpty ( ) , 1336 , 1024 , FPlatformIconInfo : : Required ) ;
new ( LaunchImageNames ) FPlatformIconInfo ( TEXT ( " Default-Portrait-1336.png " ) , LOCTEXT ( " LaunchImage_iPadPro_Portrait " , " Launch iPad Pro in Portrait " ) , FText : : GetEmpty ( ) , 1024 , 1336 , FPlatformIconInfo : : Required ) ;
new ( LaunchImageNames ) FPlatformIconInfo ( TEXT ( " Default-Landscape-1336@2x.png " ) , LOCTEXT ( " LaunchImage_iPadProRetina_Landscape " , " Launch iPad Pro Retina in Landscape " ) , FText : : GetEmpty ( ) , 2732 , 2048 , FPlatformIconInfo : : Required ) ;
new ( LaunchImageNames ) FPlatformIconInfo ( TEXT ( " Default-Portrait-1336@2x.png " ) , LOCTEXT ( " LaunchImage_iPadProRetina_Portrait " , " Launch iPad Pro Retina in Portrait " ) , FText : : GetEmpty ( ) , 2048 , 2732 , FPlatformIconInfo : : Required ) ;
2015-01-29 14:25:09 -05:00
bShowAllProvisions = false ;
bShowAllCertificates = false ;
2015-09-18 13:42:25 -04:00
ProvisionList = MakeShareable ( new TArray < ProvisionPtr > ( ) ) ;
2015-10-02 14:24:38 -04:00
CertificateList = MakeShareable ( new TArray < CertificatePtr > ( ) ) ;
2014-03-14 14:13:41 -04:00
}
2015-01-12 18:30:08 -05:00
FIOSTargetSettingsCustomization : : ~ FIOSTargetSettingsCustomization ( )
{
if ( IPPProcess . IsValid ( ) )
{
IPPProcess = NULL ;
FTicker : : GetCoreTicker ( ) . RemoveTicker ( TickerHandle ) ;
}
}
2014-03-14 14:13:41 -04:00
void FIOSTargetSettingsCustomization : : CustomizeDetails ( IDetailLayoutBuilder & DetailLayout )
{
SavedLayoutBuilder = & DetailLayout ;
BuildPListSection ( DetailLayout ) ;
BuildIconSection ( DetailLayout ) ;
2014-12-07 13:01:11 -05:00
BuildRemoteBuildingSection ( DetailLayout ) ;
2015-01-30 10:53:52 -05:00
2017-09-11 10:43:35 -04:00
AudioPluginWidgetManager . BuildAudioCategory ( DetailLayout , EAudioPlatform : : IOS ) ;
2015-01-30 10:53:52 -05:00
FindRequiredFiles ( ) ;
2014-03-14 14:13:41 -04:00
}
2015-01-29 14:25:09 -05:00
static FString OutputMessage ;
static void OnOutput ( FString Message )
{
OutputMessage + = Message ;
OutputMessage + = " \n " ;
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
UE_LOG ( LogTemp , Log , TEXT ( " %s " ) , * Message ) ;
2015-01-29 14:25:09 -05:00
}
2014-10-30 17:05:10 -04:00
void FIOSTargetSettingsCustomization : : UpdateStatus ( )
{
2015-01-29 14:25:09 -05:00
if ( OutputMessage . Len ( ) > 0 )
2014-10-30 17:05:10 -04:00
{
2015-10-14 17:29:16 -04:00
CertificateList - > Reset ( ) ;
2015-09-18 13:42:25 -04:00
ProvisionList - > Reset ( ) ;
2015-01-29 14:25:09 -05:00
// Now split up the log into multiple lines
TArray < FString > LogLines ;
Copying //UE4/WEX-Staging to Dev-Main (//UE4/Dev-Main)
===================
MAJOR FEATURES + CHANGES
===================
Change 3123735 on 2016/09/13 by Josh.Markiewicz
#UE4 - added FNames for some common online features to be refactored later
#codereview david.nikdel
Change 3123608 on 2016/09/13 by Josh.Markiewicz
#OSS - refactor FUniqueNetIdRepl to derive from FUniqueNetIdWrapper and clean up redundant code
#codereview david.nikdel
Change 3120074 on 2016/09/09 by David.Nikdel
#Analytics: Move log message to more correct location
Change 3120073 on 2016/09/09 by David.Nikdel
#Analytics: Adjustments to ET.DroppedSubmission per Wes's feedback
- Don't try to restore events at all if caching is disabled (but do log the error)
- Stop accumulating events (even the ET.DroppedSubmission event) at 1024 cached to defend against run away accumulation
#CodeReview: Wes.Hunt
Change 3119959 on 2016/09/09 by Peter.Sauerbrei
update to engine to provide the generic chunk install when one is not implemented or requested
#rb none
Change 3119378 on 2016/09/09 by David.Nikdel
#Analytics #ET: Added a config option to not drop events in the event of a failure to flush.
- Events are re-added to the queue (may result in some reordering but timestamps will still be there) in the event of a failure
- Also appending an ET.DroppedSubmission event in this case so we can track how often clients fail. Has HTTP_STATUS and URL attributes.
- Events accumulate within a given application run but no attempt is made to persist across crashes etc.
#CodeReview: Wes.Hunt
Change 3118773 on 2016/09/08 by Peter.Sauerbrei
bring over fix for missing debug information in IOS executables
#rb none
Change 3118574 on 2016/09/08 by Peter.Sauerbrei
pulled over architecture fix for IOS from Main
#rb none
Change 3117672 on 2016/09/08 by Steve.Allison
Adding 3544_iPadMini3_ChAIRQA
Change 3116529 on 2016/09/07 by Josh.Markiewicz
#UE4 - reverted started IOS purchase/store work from default engine OSS plugins
#codereview david.nikdel
Change 3116010 on 2016/09/07 by Josh.Markiewicz
#WEX - Copying //WEX/Dev-Mobile to Dev-Main (//WEX/Dev-Main) to get OnlineSubsystemiOS changes
Change 3114411 on 2016/09/06 by Peter.Sauerbrei
fix for deploying movies to the correct directory
#rb none
Change 3113944 on 2016/09/06 by Peter.Sauerbrei
addition of resave packages command to UAT
#rb none
Change 3112948 on 2016/09/02 by Nathan.Green
#WEX
- Fixing file length on Android so that we can write out stats files (change is being submitted into Dev-Mobile by Chris Babcock)
#CodeReview: Chance.Lyon, David.Nikdel
Change 3112567 on 2016/09/02 by Josh.Markiewicz
#UE4 - fixed possible exception when checking directories that don't exist (copy of CL#3099217)
#rb ben.marsh
Change 3112055 on 2016/09/02 by Chance.Lyon
#WEX
- Merging mobile branch changes into main
Change 3108827 on 2016/08/31 by Peter.Sauerbrei
fix for warning
#rb none
Change 3105012 on 2016/08/29 by Peter.Sauerbrei
enable ICMP for Android
#rb none
Change 3103322 on 2016/08/26 by David.Nikdel
#WEX: Fix for clang warnings in Font Outline code
#CodeReview: Matt.Kuhlenschmidt
Change 3102935 on 2016/08/26 by David.Nikdel
Merging CL 3102878 from
//UE4/Dev-Editor/Engine/...
to //WEX/Main/Engine/...
------
Added support for outline fonts
- An outline size (in slate units), optional material and optional fill color can be specified with each font info.
- Outlines do not contribute to measurement directly so the text measuring and shaping methods have been modified to account for outlines
- Fixed a bug where font materials do not work properly if part of the font's rendered glyphs were in a different atlas
#CodeReview: Matt.Kuhlenschmidt, Matt.Hancy, Peter.Sauerbrei
Change 3102541 on 2016/08/26 by Peter.Sauerbrei
fix for build warning on Mac and IOS
#rb none
Change 3101820 on 2016/08/25 by Peter.Sauerbrei
Moved the online changes to the plugins directory
#rb none
Change 3101808 on 2016/08/25 by Peter.Sauerbrei
Merging using WEX_Main_to_UE4_WEX_Staging bringing in UE4 engine 4.14
#rb none
Change 3097879 on 2016/08/23 by David.Nikdel
#Analytics #OSS: Adjusted cohort selection algorithm and test cases
Change 3096606 on 2016/08/22 by Nathan.Green
#WEX
- Adding bAllowWindowResize, bAllowClose, bAllowMaximize, and bAllowMinimize boolean to GeneralProjectSettings
- Preventing us from resizing the window for the time being (in the future we may only allow along aspect ratio resizing)
#CodeReview: Chance.Lyon, David.Nikdel
Change 3094946 on 2016/08/19 by David.Nikdel
#OSS - Added FUserOnlineAccountMcp::SelectCohort
Change 3094942 on 2016/08/19 by David.Nikdel
#UE4 - Made FMD5 const-correct
Change 3092494 on 2016/08/17 by Nathan.Green
#WEX
- Making sure we never build zip64 instead of zip
#CodeReview: Chance.Lyon, David.Nikdel, Chris.Babcock
Change 3090760 on 2016/08/16 by Michael.Trepka
Copy of CL 3089133
Fix for task bar displayed over the fullscreen window on Windows 10 with Anniversary Update
Change 3090759 on 2016/08/16 by Michael.Trepka
Copy of CL 3078927
Updated WindowTitleBarArea widget to not override window zone in fullscreen mode, to prevent window from being moved. That required adding separate handling for double click in fullscreen, as it's no longer handled by window action.
Change 3087872 on 2016/08/12 by Josh.Markiewicz
#UE4 - cleaned up IOS store/purchase interface (first pass, minus IAP restore)
#codereview david.nikdel, josh.adams
Change 3084182 on 2016/08/10 by Peter.Sauerbrei
revert out the OpenGL shader compression code
#rb none
Change 3082565 on 2016/08/09 by Ben.Marsh
Fix building with VS2015 update 3.
Change 3082557 on 2016/08/09 by Ben.Marsh
Fix UBT makefile being invalidated to update adaptive unity build settings, even if that module happens to not include that file in a unity file. Keep a list of all files included by unity files as well as files in the working set.
#codereview Mike.Fricker, Michael.Noland
Change 3082456 on 2016/08/09 by Josh.Markiewicz
#UE4 - fixed typo
Change 3082439 on 2016/08/09 by Josh.Markiewicz
#UE4 - added CanMakePurchase call to IOS
Change 3081905 on 2016/08/09 by Michael.Noland
Editor: Made the text colors and font size in the output log configurable in the editor appearance settings (no changes to default values ... yet)
#codereview matt.kuhlenschmidt
Change 3080932 on 2016/08/08 by Josh.Markiewicz
#UE4 - New IOS purchasing/store interface v2
- added interfaces to main IOS subsystem
- added proper destruction of interfaces to Shutdown of IOS
- moved FStoreKitHelper to its own file
-- extended it for new v2 (improvements forthcoming)
- MCPCatalogHelper returns bogus user id for IOS app store
#codereview josh.adams, david.nikdel
#tests very basic IAP stuff so far
Change 3080217 on 2016/08/07 by Michael.Noland
Engine: Prevented a startup warning when SpectatorClass is nullptr, as not all games require a spectator pawn
- Also reduced the number of GetWorld() calls in APlayerController::SpawnSpectatorPawn()
Change 3080046 on 2016/08/06 by Michael.Noland
Engine: Moved where scissor rect reset happens for custom slate drawables to avoid a conflict with an existing fix in another branch
#codereview matt.kuhlenschmidt
Change 3080032 on 2016/08/06 by Michael.Noland
UMG: Fixed a bug where screen-mode UWidgetComponent widgets were drawn incorrectly offset in splitscreen or with aspect-ratio constrained cameras
#codereview nick.darnell, marc.audy
Change 3080031 on 2016/08/06 by Michael.Noland
Engine: Add the option to return player viewport-relative positions to ProjectWorldLocationToScreenWithDistance, ProjectWorldLocationToScreen, and ProjectWorldToScreen, which is useful if the position is going to be used for widgets in splitscreen or with aspect-ratio constrained cameras
#codereview nick.darnell, marc.audy
Change 3080029 on 2016/08/06 by Michael.Noland
Engine: Fixed a bug where the debug console and other debug rendering would be an incorrect size (based on the last player viewport) and also be partially clipped (depending on what in Slate rendered previously)
- This fixes issues with the console being offset and clipped when using aspect ratio constrained cameras or split screen
#codereview matt.kuhlenschmidt
Change 3079656 on 2016/08/05 by Josh.Markiewicz
#WEX - basic IOS changes to project
- added OnlineSubsystemIOS
- added some default settings
- removed GoogleVR from project
#codereview david.nikdel
Change 3078971 on 2016/08/05 by Steve.Allison
Updating to match check-in for UE4 Main @ CL 3078968
Change 3078025 on 2016/08/04 by Michael.Trepka
Copy of CLs 3073978 and 3075931
- More reliable way of checking if the cursor should be changed to resize cursor in bordeless window mode
- On Windows, lock the cursor to the center of the rect if the cursor is hidden to avoid problems with borderless window's round corners not treated as part of the window.
Change 3075415 on 2016/08/03 by Peter.Sauerbrei
reduce the metal command buffers
Change 3071457 on 2016/07/31 by David.Hunt
#WEX
Blueprint indexing
@Pete: This change and anything in Engine/Content can be stomped by any engine integration. This is just to help with not having to resave all of these to udpate a few of our own content blueprints for search indexing.
#CodeReview Peter.Sauerbrei, Steve.Allison, David.Nikdel
Change 3068661 on 2016/07/28 by Josh.Markiewicz
#WEX - changed the max number of possible UObjects allowed by a factor of 10 to reduce the memory footprint
#codereview david.nikdel, peter.sauerbrei
Change 3068500 on 2016/07/28 by David.Nikdel
#OSSMCP: Use correct HttpRequest creation method to respect game service config
Change 3066945 on 2016/07/27 by David.Nikdel
Reproduced CL 3063869 from Michael.Noland
>> Engine: Added a cvar (t.FPSChart.OpenFolderOnDump) to control whether or not FPS charts automatically open the profiling folder when stopfpschart is executed, which can be useful to avoid a bunch of open
>> windows while doing automated testing
#CodeReview: Michael.Noland
#JIRA: WEX-2342
Change 3063495 on 2016/07/25 by Michael.Trepka
Copy of CL 3063426
Borderless window support improvements:
- the cursor changes to resize when hovering over the window edge
- added a way for widgets to register a delegate that's called when window actions occur (maximize, restore, etc.)
- used window action notification for WindowTitleBarArea to improve how toggling fullscreen on double click is handled
Change 3063431 on 2016/07/25 by Michael.Trepka
Copy of CL 3063057 - Use round corners for windows with no system title bar and border only in windowed mode.
Change 3062654 on 2016/07/23 by Michael.Trepka
Copy of CL 3046975 and 3056204 - Support for making the game window borderless (no system border or title bar). Disabled by default. Enabling requires adding bUseBorderlessWindow=True to [/Script/EngineSettings.GeneralProjectSettings] in DefaultGame.ini. The game using this is responsible for adding WindowTitleBarArea widget to its UI, as well as window minimize/maximize/close buttons.
Change 3062647 on 2016/07/23 by Michael.Trepka
Copy of CL 3029211 - Added a setting (on by default) to make the game window preserve its content's aspect ratio while being resized by user
Change 3062646 on 2016/07/23 by Michael.Trepka
Copy of CLs 3039855, 3042644 and 3042911 - Added an option to toggle fullscreen with F11 key in addition to Alt+Enter
Change 3062638 on 2016/07/23 by Michael.Trepka
Copy of CL 3038201 and CL 3046803 -Added WindowTitleBarArea widget
Change 3062056 on 2016/07/22 by Peter.Sauerbrei
addition of optimization for ios compile times
Change 3054586 on 2016/07/18 by Nathan.Green
#WEX
- Adding tags around my engine level change
#CodeReview: Chance.Lyon, David.Nikdel
Change 3054581 on 2016/07/18 by Nathan.Green
#WEX
- Removing previous change, making all buttons ignore space bar and enter as we don't really care about that functionality
#JIRA: WEX-2256
#CodeReview: Chance.Lyon, Colin.Pyle, David.Nikdel
Change 3048243 on 2016/07/13 by Steve.Allison
This one actually has the changes from rev4
Change 3046649 on 2016/07/12 by Steve.Allison
Updating to match provision in UE4 Main @ CL 3046262
Change 3046127 on 2016/07/12 by Ian.Fox
#UE4, #OnlineSubSystem - Hotfix in the ExpirationDate field early so we can update the OGF plugin
#codereview David.Nikdel
Change 3034707 on 2016/06/30 by Peter.Sauerbrei
update provision to go with latest certificate
#rb none
Change 3031429 on 2016/06/28 by David.Nikdel
#WEX: porting an engine change we depend on in latest OGF (pre integrate)
Change 3030084 on 2016/06/27 by David.Nikdel
#GameCatalog: Add code to export attributes in itemGrants
#CodeReview: Scott.Bowen
Change 3030073 on 2016/06/27 by David.Nikdel
#Json: Make JsonObjectWrapper play nice with serialization and Import/Export Text
#CodeReview: Scott.Bowen
Change 3030029 on 2016/06/27 by David.Nikdel
#WEX: Fix for FJsonObjectWrapper::ImportTextItem (use FParse::QuotedString to read from Buffer)
#CodeReview: Scott.Bowen
Change 3029740 on 2016/06/27 by David.Nikdel
#OGF #JsonObjectWrapper
- Add attributes to catalog grants
@ScottB - I didn't get a chance to test this today. Things are crazy for PS+. All the code should already be there on the backend though. Here's a shelf in case you need it asap
#CodeReview: Scott.Bowen
Change 3028704 on 2016/06/27 by Ian.Fox
Duplicating 3027482 from //Orion/Main
Read TaggedPropertyRedirects from all config files to allow plugins to register property redirectors
You'll need this before you grab the latest OGF or your catalog prices will go away, so here it is now
#ue4
#rb David.Nikdel
#tests none
Change 3021448 on 2016/06/21 by Peter.Sauerbrei
potential fix for android apk size issue
Change 3020999 on 2016/06/21 by David.Nikdel
#WEX: Likely fix for WEX-1610
#CodeReview: Chance.Lyon
Change 3008450 on 2016/06/09 by Colin.Pyle
#PF
- WEX-1737, WEX-1744
- Adding the ability to set new layers in widget components
- WidgetComponents are now blueprintable
- New blueprint for the level marker menu widget components
- Map marker menus are now in a layer above other widget components
Change 3007804 on 2016/06/09 by Peter.Sauerbrei
fix for build set up failure
Change 3007292 on 2016/06/09 by Peter.Sauerbrei
add the WEX e-mail stuff back in, seems to have gotten lost in the transition
Change 3004478 on 2016/06/07 by Peter.Sauerbrei
for now have the cooker respect the bCookAll flag in the project settings.
Change 3000256 on 2016/06/03 by Peter.Sauerbrei
fix for iOS compile warning
Change 2998304 on 2016/06/02 by Nathan.Green
#PF
- Fixing Windowed Mode
#CodeReview: Chance.Lyon, Colin.Pyle, Peter.Sauerbrei
Change 2994269 on 2016/05/31 by Peter.Sauerbrei
Merging
//depot/UE4-WEX/...
to //WEX/Main/...
Change 2987181 on 2016/05/23 by Peter.Sauerbrei
Merging
//UE4/WEX-Staging/.p4ignore.txt
//UE4/WEX-Staging/Engine/...
//UE4/WEX-Staging/GenerateProjectFiles.bat
//UE4/WEX-Staging/GenerateProjectFiles.command
//UE4/WEX-Staging/GenerateProjectFiles.sh
//UE4/WEX-Staging/UE4Games.uprojectdirs
//UE4/WEX-Staging/WEX/...
to //WEX/Main/...
Change 2984959 on 2016/05/20 by Peter.Sauerbrei
re-applying HSL engine change
#PF
PF-292
- Make sure to regenerate the list when you open the recipe view
- Fixes cases where you buy an item in the store then return to evolve
Change 2984957 on 2016/05/20 by Peter.Sauerbrei
re-apply engine change from HSL
#PF
PF-33
- Check if we are in BeginDestroyed on Animation updates, possibly fixes a crash on level transition
- Make interactive items play their mouseover animations
- Heroes make the screen shake if they are on cooldown, we should figure out how to remove that on PC
Change 2984956 on 2016/05/20 by Peter.Sauerbrei
re-apply HSL change
#PF
PF-11
- Remove simulated touch with the mouse
- Add Right-click support to the game
- Right click now does the special attack
Change 2984345 on 2016/05/19 by Peter.Sauerbrei
Copying
//UE4/WEX-Staging/...
to //WEX/Main/...
This should reset the merge history
Change 2981872 on 2016/05/18 by Peter.Sauerbrei
fixes for IOS build of WEX
Change 2980734 on 2016/05/17 by Peter.Sauerbrei
Copying
//depot/UE4-WEX/...
to //WEX/Main/...
Populating WEX stream from old depot at CL2979954
#lockdown nick.penwarden
[CL 3129012 by Peter Sauerbrei in Main branch]
2016-09-16 17:07:30 -04:00
OutputMessage . ParseIntoArray ( LogLines , TEXT ( " \n " ) , true ) ;
2015-01-29 14:25:09 -05:00
// format of the line being read here!!
bool bCerts = false ;
2016-01-07 11:21:22 -05:00
bManuallySelected = false ;
2015-01-29 14:25:09 -05:00
for ( int Index = 0 ; Index < LogLines . Num ( ) ; Index + + )
{
FString & Line = LogLines [ Index ] ;
TArray < FString > Fields ;
2015-03-02 15:51:37 -05:00
Line . ParseIntoArray ( Fields , TEXT ( " , " ) , true ) ;
2015-01-29 14:25:09 -05:00
if ( Line . Contains ( TEXT ( " CERTIFICATE- " ) , ESearchCase : : CaseSensitive ) )
{
CertificatePtr Cert = MakeShareable < FCertificate > ( new FCertificate ( ) ) ;
for ( int FieldIndex = 0 ; FieldIndex < Fields . Num ( ) ; + + FieldIndex )
{
FString Key , Value ;
Fields [ FieldIndex ] . Split ( TEXT ( " : " ) , & Key , & Value ) ;
if ( Key . Contains ( " Name " ) )
{
Cert - > Name = Value ;
}
else if ( Key . Contains ( TEXT ( " Validity " ) ) )
{
Cert - > Status = Value ;
}
else if ( Key . Contains ( TEXT ( " EndDate " ) ) )
{
FString Date , Time ;
2015-02-06 13:46:21 -05:00
Value . Split ( TEXT ( " T " ) , & Date , & Time ) ;
2015-01-29 14:25:09 -05:00
Cert - > Expires = Date ;
}
}
2015-02-06 13:46:21 -05:00
CertificatePtr PrevCert = NULL ;
2015-10-02 14:24:38 -04:00
for ( int CIndex = 0 ; CIndex < CertificateList - > Num ( ) & & ! PrevCert . IsValid ( ) ; + + CIndex )
2015-02-06 13:46:21 -05:00
{
2015-10-02 14:24:38 -04:00
if ( ( * CertificateList ) [ CIndex ] - > Name = = Cert - > Name )
2015-02-06 13:46:21 -05:00
{
2015-10-02 14:24:38 -04:00
PrevCert = ( * CertificateList ) [ CIndex ] ;
2015-02-06 13:46:21 -05:00
break ;
}
}
2015-10-02 14:24:38 -04:00
// check to see if this the one selected in the ini file
FString OutString ;
SignCertificateProperty - > GetValueAsFormattedString ( OutString ) ;
Cert - > bManuallySelected = ( OutString = = Cert - > Name ) ;
2016-01-07 11:21:22 -05:00
bManuallySelected | = Cert - > bManuallySelected ;
2015-02-06 13:46:21 -05:00
if ( ! PrevCert . IsValid ( ) )
{
2015-10-02 14:24:38 -04:00
CertificateList - > Add ( Cert ) ;
2015-02-06 13:46:21 -05:00
}
else
{
FDateTime time1 , time2 ;
FDateTime : : ParseIso8601 ( * ( PrevCert - > Expires ) , time1 ) ;
FDateTime : : ParseIso8601 ( * ( Cert - > Expires ) , time2 ) ;
if ( time2 > time1 )
{
PrevCert - > Expires = Cert - > Expires ;
2016-03-11 09:55:03 -05:00
PrevCert - > Status = Cert - > Status ;
2015-02-06 13:46:21 -05:00
}
Cert = NULL ;
}
2015-01-29 14:25:09 -05:00
}
else if ( Line . Contains ( TEXT ( " PROVISION- " ) , ESearchCase : : CaseSensitive ) )
{
ProvisionPtr Prov = MakeShareable < FProvision > ( new FProvision ( ) ) ;
for ( int FieldIndex = 0 ; FieldIndex < Fields . Num ( ) ; + + FieldIndex )
{
FString Key , Value ;
Fields [ FieldIndex ] . Split ( TEXT ( " : " ) , & Key , & Value ) ;
if ( Key . Contains ( " File " ) )
{
Prov - > FileName = Value ;
}
else if ( Key . Contains ( " Name " ) )
{
Prov - > Name = Value ;
}
else if ( Key . Contains ( TEXT ( " Validity " ) ) )
{
Prov - > Status = Value ;
}
else if ( Key . Contains ( TEXT ( " Type " ) ) )
{
Prov - > bDistribution = Value . Contains ( TEXT ( " DISTRIBUTION " ) ) ;
}
}
2015-09-18 13:42:25 -04:00
// check to see if this the one selected in the ini file
FString OutString ;
MobileProvisionProperty - > GetValueAsFormattedString ( OutString ) ;
Prov - > bManuallySelected = ( OutString = = Prov - > FileName ) ;
2016-01-07 11:21:22 -05:00
bManuallySelected | = Prov - > bManuallySelected ;
2015-09-18 13:42:25 -04:00
ProvisionList - > Add ( Prov ) ;
2015-01-29 14:25:09 -05:00
}
else if ( Line . Contains ( TEXT ( " MATCHED- " ) , ESearchCase : : CaseSensitive ) )
{
for ( int FieldIndex = 0 ; FieldIndex < Fields . Num ( ) ; + + FieldIndex )
{
FString Key , Value ;
Fields [ FieldIndex ] . Split ( TEXT ( " : " ) , & Key , & Value ) ;
if ( Key . Contains ( " File " ) )
{
SelectedFile = Value ;
}
else if ( Key . Contains ( " Provision " ) )
{
SelectedProvision = Value ;
}
else if ( Key . Contains ( TEXT ( " Cert " ) ) )
{
SelectedCert = Value ;
}
}
}
}
FilterLists ( ) ;
2014-10-30 17:05:10 -04:00
}
}
2015-03-16 10:06:56 -04:00
void FIOSTargetSettingsCustomization : : UpdateSSHStatus ( )
2015-03-16 10:01:04 -04:00
{
// updated SSH key
const UIOSRuntimeSettings * Settings = GetDefault < UIOSRuntimeSettings > ( ) ;
const_cast < UIOSRuntimeSettings * > ( Settings ) - > PostInitProperties ( ) ;
}
2014-03-14 14:13:41 -04:00
void FIOSTargetSettingsCustomization : : BuildPListSection ( IDetailLayoutBuilder & DetailLayout )
{
// Info.plist category
2014-10-30 17:05:10 -04:00
IDetailCategoryBuilder & ProvisionCategory = DetailLayout . EditCategory ( TEXT ( " Mobile Provision " ) ) ;
2014-03-14 14:13:41 -04:00
IDetailCategoryBuilder & AppManifestCategory = DetailLayout . EditCategory ( TEXT ( " Info.plist " ) ) ;
2015-02-06 10:52:09 -05:00
IDetailCategoryBuilder & BundleCategory = DetailLayout . EditCategory ( TEXT ( " BundleInformation " ) ) ;
2014-08-29 15:56:24 -04:00
IDetailCategoryBuilder & OrientationCategory = DetailLayout . EditCategory ( TEXT ( " Orientation " ) ) ;
IDetailCategoryBuilder & RenderCategory = DetailLayout . EditCategory ( TEXT ( " Rendering " ) ) ;
2014-10-24 15:31:48 -04:00
IDetailCategoryBuilder & OSInfoCategory = DetailLayout . EditCategory ( TEXT ( " OS Info " ) ) ;
IDetailCategoryBuilder & DeviceCategory = DetailLayout . EditCategory ( TEXT ( " Devices " ) ) ;
2014-11-20 20:11:12 -05:00
IDetailCategoryBuilder & BuildCategory = DetailLayout . EditCategory ( TEXT ( " Build " ) ) ;
2017-06-30 12:21:06 -04:00
IDetailCategoryBuilder & OnlineCategory = DetailLayout . EditCategory ( TEXT ( " Online " ) ) ;
2015-01-22 00:20:01 -05:00
IDetailCategoryBuilder & ExtraCategory = DetailLayout . EditCategory ( TEXT ( " Extra PList Data " ) ) ;
2015-09-18 13:42:25 -04:00
MobileProvisionProperty = DetailLayout . GetProperty ( GET_MEMBER_NAME_CHECKED ( UIOSRuntimeSettings , MobileProvision ) ) ;
BuildCategory . AddProperty ( MobileProvisionProperty )
. Visibility ( EVisibility : : Hidden ) ;
2015-10-02 14:24:38 -04:00
SignCertificateProperty = DetailLayout . GetProperty ( GET_MEMBER_NAME_CHECKED ( UIOSRuntimeSettings , SigningCertificate ) ) ;
BuildCategory . AddProperty ( SignCertificateProperty )
. Visibility ( EVisibility : : Hidden ) ;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3388261)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3358140 on 2017/03/22 by Rolando.Caloca
DR - Fix copy to cube face
- Compile fix when using dump layer
- Add new error enum
Change 3358301 on 2017/03/22 by Mitchell.Wilson
Initial check in of LODs in InfiltratorForward. First pass on optimization in level. Adding a visibility track for SceneCapture2D in tunnel section.
Change 3358477 on 2017/03/22 by Mitchell.Wilson
Updating Skeletal Mesh DPW_Robot_Export to resolve screen size being too low for LOD1. Cleaned up LOD1 which was showing some visible popping when transitioning.
Change 3358529 on 2017/03/22 by Mark.Satterthwaite
Globally disable clang's "constant-logical-operand" warning when running under Distcc - it is much easier and less invasive than constantly fixing the code.
Change 3358745 on 2017/03/22 by Mark.Satterthwaite
Disable another warning (parentheses-equality) under Distcc because again the separation of preprocessing from compilation means it turns up where it isn't expected.
Change 3358837 on 2017/03/22 by Joe.Graf
Merge of pull request #3214 for the RenderDocPlugin
#CodeReview: matt.kuhlenschmidt, marcus.wassmer
#rb: marcus.wassmer
Change 3359112 on 2017/03/22 by Ben.Salem
Update perf monitor to include frame time by default. Also, use only game/PIE world timers when in editor, instead of all worlds combined.
#tests Ran several Showdown test runs with plugin!
Change 3359363 on 2017/03/22 by Joe.Graf
First pass at non-unity & no pch compilation
Change 3359449 on 2017/03/22 by Joe.Graf
Added missing null check when exporting a EXR on Linux (UE-40268)
#CodeReview: dmitry.rekman
#rb: n/a
Change 3360349 on 2017/03/23 by Guillaume.Abadie
Fixes TAA's AA_FORCE_ALPHA_CLAMP causing DOF layouts.
#jira UE-42920
Change 3360405 on 2017/03/23 by Marcus.Wassmer
Better method for detecting Kepler
Change 3360718 on 2017/03/23 by Daniel.Wright
Planar reflections handle views smaller than the render target in a general way
* Fixes planar reflections with adaptive pixel density (ViewFamily size larger than actual views combined)
* Planar reflections are now supported in splitscreen
Change 3360758 on 2017/03/23 by Daniel.Wright
[Copy] Added new light property bCastVolumetricShadow, which defaults to true for directional and sky lights, but false for point / spot lights as supporting volumetric fog shadowing has significant GPU overhead
Change 3360762 on 2017/03/23 by Daniel.Wright
[Copy] Texture flags are now properly routed to RHICreateTexture3D from the render target pool
Change 3360768 on 2017/03/23 by Daniel.Wright
[Copy] Disabled GPUProfiler histogram by default, controlled by r.ProfileGPU.ShowEventHistogram
Change 3360770 on 2017/03/23 by Daniel.Wright
[Copy] Disabled fast clears on CustomDepth, saves .2ms on xbox
Change 3360771 on 2017/03/23 by Daniel.Wright
[Copy] Particle lights no longer force tiled deferred lighting. Tiled deferred lighting is only used if enough unshadowed lights + particle lights are on screen. Saves 1.5ms Xbox with one particle light.
Change 3360774 on 2017/03/23 by Daniel.Wright
[Copy] Distance field cvar comments
Change 3360782 on 2017/03/23 by Daniel.Wright
[Copy] Disabled selection color on Volume materials
Change 3360795 on 2017/03/23 by Daniel.Wright
[Copy] Volume materials now specify Albedo and Extinction, which is more intuitive than Scattering and Absorption. Albedo is [0-1] reflectance, while Extinction is a world space density.
Change 3360799 on 2017/03/23 by Daniel.Wright
[Copy] Cinematic scalability levels get 2x volumetric fog resolution in x and y
Change 3360806 on 2017/03/23 by Daniel.Wright
[Copy] Fixed volumetric fog being offset when viewport min is not 0
Change 3360809 on 2017/03/23 by Daniel.Wright
[Copy] Volumetric fog now adds a bias to the inverse squared light falloff denominator, prevents extreme aliasing from the hotspot. Can be controlled with r.VolumetricFog.InverseSquaredLightDistanceBiasScale.
Change 3361651 on 2017/03/23 by Brian.Karis
Higher quality sharp SSR at quality 4
Change 3361678 on 2017/03/23 by Brian.Karis
Fresnel darkens diffuse for clearcoat.
Change 3361683 on 2017/03/23 by Brian.Karis
Fixed SSR artifact
Change 3361691 on 2017/03/23 by Brian.Karis
Chagned min roughness limit
Change 3361707 on 2017/03/23 by Brian.Karis
Added inverse film tone map
Change 3361726 on 2017/03/23 by Brian.Karis
Better precision inverse
Change 3361758 on 2017/03/23 by Brian.Karis
Material flag normal curvature to roughness is no longer forward only.
Change 3361765 on 2017/03/23 by Brian.Karis
Update ACES
Change 3361774 on 2017/03/23 by Brian.Karis
Cleaned up alpha support and disabled screen edge clipping.
Change 3362478 on 2017/03/24 by Guillaume.Abadie
Cherry pick 3316084's PostProcessing.cpp: Fixes a bug in Circle DOF where the apply pass was no longer using the downres DOF's TAA output.
#author Brian.Karis
#jira UE-42920
Change 3362738 on 2017/03/24 by Rolando.Caloca
DR - Hide scene capture on IF
Change 3362890 on 2017/03/24 by Guillaume.Abadie
Renames r.SceneAlpha to r.PostProcessing.PropagateAlpha
Change 3363665 on 2017/03/24 by Mark.Satterthwaite
PR #3414: Add command line option "-noheartbeatthread" to disable heart beat thread (Contributed by JeffRous)
Change 3363866 on 2017/03/24 by Arne.Schober
DR - Updated NVAPI
#RB Marcus.Wassmer
Change 3364300 on 2017/03/24 by Brian.Karis
SSR use dynamic velocity
Change 3364372 on 2017/03/24 by Brian.Karis
Fix changing off axis projection velocities.
Change 3364373 on 2017/03/24 by Brian.Karis
Enabled velocity drawing in scene captures
Change 3365531 on 2017/03/27 by Guillaume.Abadie
Computes the material's screen position material expression directly from the pixel shader SvPosition
Change 3365764 on 2017/03/27 by Chris.Bunner
Lowering severity of crash for missing values in scalability.ini.
#jira UE-41331
Change 3365916 on 2017/03/27 by Guillaume.Abadie
Exposes the viewport offset within the view property material expression
Change 3365979 on 2017/03/27 by Brian.Karis
Fixed skylight intensity from double applying
Change 3365987 on 2017/03/27 by Brian.Karis
Stopped post process indirect lighting intensity from scaling skylight reflections
Change 3365991 on 2017/03/27 by Brian.Karis
Fix for static analysis
Change 3366028 on 2017/03/27 by Daniel.Wright
Volumetric fog supports static shadowing from Stationary lights
* Using bilinear on static shadowmap depths + 1 PCF to smooth out results
Change 3366029 on 2017/03/27 by Daniel.Wright
Static shadow depth maps for Stationary point and spot lights are 2x higher res by default (4x more texels), which is more appropriate for volumetric fog
Change 3366055 on 2017/03/27 by Guillaume.Abadie
Cherry picks 3251469: Implements scene capture component's CaptureSortPriority to control GPU execution order in order to manage inter dependencies.
Change 3366447 on 2017/03/27 by Simon.Tourangeau
Fix IES light profile importer.
- Bug in the LM-63-1986 format importer.
Change 3366836 on 2017/03/27 by Brian.Karis
ClearUAV now supports int types
Change 3367435 on 2017/03/28 by Benjamin.Hyder
Submitting Decal Automation map for initial approval
Change 3367572 on 2017/03/28 by Chris.Bunner
Changed ClampedPow {max(abs(x),0.00001)} to PositiveClampedPow {max(x,0)} to give more expected results to Power node in material graphs.
#jira UE-42989
Change 3367756 on 2017/03/28 by Olaf.Piesche
Niagara material usage flags
Change 3367835 on 2017/03/28 by Marcus.Wassmer
Fix crash when TileRenderer runs before anything else. Make explicit behavior when rendering at a time when there is no valid scene.
Change 3367837 on 2017/03/28 by Marcus.Wassmer
Missed a file.
Change 3367838 on 2017/03/28 by Richard.Wallis
Updated items from original shelved version by Mark Satt:
- Added MetalBackend.cpp to change main function string to have an initial crc + code length zero's
**Description below taken from Mark Satt's original verison of this in CL3343280**
Updated for Dev-Rendering's PSOs & integrates Richard's work on RHI shader libraries.
Replace the FShaderCache's cook-time binary shader cache with Dmitriy Dyomin's standalone FShaderCodeLibrary that saves all shader byte-code arrays to files named by the FSHAHash. This de-duplicates shaders so we only ever store the byte code once. Includes optional support for generating a platform specific library file - which Metal implements to provide a single Metal library. The platform-native implementation can perform more de-duplication and in the case of Metal has lower file overheads and will compress more efficiently.
- All of the support code for the FShaderCache's cook caching is gone, which affects all platforms. The FShaderCodeLibrary is currently supported by Cook-By-The-Book but can be used with iterate or child cookers - only DLC cooking requires further work.
- With further modifications it should be possible to support Cook-on-the-Fly as well (output directories would be needed in FShaderCodeLibrary::InitForCooking) and the file-access pattern should be changed to use async. IO so that Material loading is not considered complete until all required byte-code arrays are loaded into the FShaderCodeLibrary.
- For Metal archiving shaders this way will compile with debug information and the FShaderCodeLibrary, with some help from extensions to IShaderFormat, will save the debug information out into separate files during cooking - these can then be used to debug the game without having to locally recompile, recook & repackage but the shipped byte-code is stripped. Global shader caches are also subject to de-duplication in the library in order to support Metal's shader stripping.
- File Move operations need to respect the 'Replace' flag - for FShaderCodeLibrary to work we need Move to be atomic.
- This bumps the object version and will cause all content to recook.
- Native library support is optional - only Metal currently implements one, but so could Vulkan and D3D12. For Metal the big advantages are further de-duplication where different materials generate the same MetalSL text but a different FSHAHash, that the single Metal library has lower overhead and that as a single file it all compresses far better (esp. with LZMA - 5x smaller).
Change 3367854 on 2017/03/28 by Mark.Satterthwaite
Don't track or record draw call resources for non-OpenGL shader platforms in the shader-cache as it is unnecessary and makes it slower on the CPU than it needs to be.
Change 3367877 on 2017/03/28 by Brian.Karis
Fixed linux build hopefully
Change 3368001 on 2017/03/28 by Mark.Satterthwaite
Compile fixes from Richard's checkin caused by not having visibility to all platforms from my original shelves.
Change 3368019 on 2017/03/28 by Mark.Satterthwaite
And another fix for Windows compilation of MetalShaderFormat.
Change 3368042 on 2017/03/28 by Mark.Satterthwaite
And a couple of simpler MSVC errors.
Change 3368271 on 2017/03/28 by Mark.Satterthwaite
Make SceneRenderTargets compile again.
Change 3368691 on 2017/03/28 by Daniel.Wright
[Copy from BenW] Renamed r.Shadow.MaxCSMShadowResolution to r.Shadow.MaxCSMResolution to match scalability inis
Change 3369689 on 2017/03/29 by Marcus.Wassmer
Fix non editor compile for now
Change 3369862 on 2017/03/29 by Marcus.Wassmer
Get the rest of the things compiling again.
Change 3369896 on 2017/03/29 by Chris.Bunner
Enabling AMD HDR support by default.
#jira UE-42113
Change 3370535 on 2017/03/29 by Marcus.Wassmer
DR - Fix template explicit instantiation for ClearUAV permutations
#RB Brian.Karis, Arne.Schober
Change 3370704 on 2017/03/29 by Rolando.Caloca
DR - Rewrote GPU Skin Cache
- Per section buffers
- Limited memory per non-editor worlds (control with r.SkinCache.SceneMemoryLimitInMB)
Copied from 3370529
Change 3371389 on 2017/03/30 by Richard.Wallis
Remove temp working directories after archive packages built.
Change 3371641 on 2017/03/30 by Rolando.Caloca
DR - Copy 3371640 (fix mem leak)
Change 3372436 on 2017/03/30 by Uriel.Doyon
Added flags in UPrimitiveComponent to keep track of its state in the streaming manager.
This allows to avoid unnecessary callback and processing in begin destroy reattach and being destroy logic.
Removed the limitation of only processing UMeshComponent when handling spawed primitive.
This releases the level manager from having to manage dynamic primitives.
This improves performance by not having to manage dynamic references in the level manager.
Primitives managed as dynamic now have a callback when ever their proxy is udpated, handling
many cases automatically where previously a manual callback to notify would have been required.
Fixed an issue where primitives with no reference to streaming textures would loose they dynamic state
because of lack of references in the streamer.
Change 3372740 on 2017/03/30 by Chris.Bunner
[Experimental] Partial compute post process pipeline (r.PostProcess.PreferCompute).
StencilSceneTexture added to deferred list.
A few known issues to be fixed in a follow-up CL.
Change 3372765 on 2017/03/30 by Uriel.Doyon
Disabled concurrent call to NotifyPrimitiveUpdated while we don't have a safe concurrent update
Change 3372979 on 2017/03/30 by Richard.Hinckley
#jira UE-43501
The stencil buffer can now use single-channel bitmasks that ignore depth. This makes it possible to detect overlaps between stencil objects.
Change 3373053 on 2017/03/30 by Simon.Tourangeau
LPV Fade support
- mostly integrated from CL 2959511
Change 3373272 on 2017/03/30 by Uriel.Doyon
Added support for the concurrent update of dynamic primitives by the streaming manager.
Change 3373450 on 2017/03/30 by Rolando.Caloca
DR - FNT - Fix bad data for odd texcoord channels used on skin cache passthrough factory
Copy 3373364
#jira UE-43492
Change 3373470 on 2017/03/30 by Marcus.Wassmer
Nvidia Aftermath support
Change 3374187 on 2017/03/31 by Chris.Bunner
Volume texture support for CombineLUTs/Tonemap compute pass.
Refactored common param code to shared sub-class in CombineLUTs and Tonemap PS/CS.
Skip compute post process out-of-bounds writes.
Unsigned type conversion fixes.
Trimmed compute post process shader inputs.
Change 3374233 on 2017/03/31 by Chris.Bunner
Removed several redundant post process compute fences and resource transitions.
Added testing CVar to force compute post processes to async (r.PostProcess.ForceAsyncDispatch).
Change 3374412 on 2017/03/31 by Rolando.Caloca
DR - Fix static analysis
Change 3374544 on 2017/03/31 by Richard.Wallis
FShaderCache Parallel-Context-Aware Merged with FShaderCache Single Library.
Future Work
- This was done before Engine PSO were in so this now needs a refector in the recording and playback on pipeline states instead an emulate PSO in OpenGL Driver.
- Remove FShaderCacheState and replace the logic with FGraphicsPipelineStateInitializer which should be able to record from the RHI current pipeline state
- This would reduce the Locking required as it's naturally per thread/context and only the final record would need a lock
Change 3374588 on 2017/03/31 by Richard.Wallis
Windows Compile Fixes
Change 3374810 on 2017/03/31 by Benjamin.Hyder
updating recommended GPU drivers
Change 3375207 on 2017/03/31 by Rolando.Caloca
DR - vk - Fixed swapchain format selection for some Linux platforms
Change 3375248 on 2017/03/31 by Rolando.Caloca
DR - vk - Prefer D32S8
Change 3375495 on 2017/03/31 by Rolando.Caloca
DR - vk - Update to sdk 1.0.42.2
Change 3375496 on 2017/03/31 by Rolando.Caloca
DR - Force compiling with updated Vulkan SDK
Change 3375636 on 2017/03/31 by Mark.Satterthwaite
Copying Metal improvements from task stream, with some modifications:
- Off-by-default implementations for MTLFence & MTLHeap, including some small changes to the RHI interface for parallel contexts.
- Support for Apple's Instruments "Points of Interest" tool.
- Consolidation of some Mac & iOS compiler, memory and thread handling code.
- Fixes for Metal not having implicit buffer SRV typecasting for DistanceField effects.
- Improvements to the internal FMetalDebug layer, still off by default.
- Limited support for Xcode automatic code-signing for iOS/tvOS.
- Minimisation of render-target changes in some rendering code, esp. SceneOcclusion, DBufferDecals.
- Added RHISetResourceAliasability_RenderThread to FDynamicRHI for RHIs to implement simple render-target aliasing.
- Added FApplePlatformObject, a custom block allocator for Objective-C types (with NSZombie support) which is now used in MetalRHI to decrease allocation costs of Objective-C types.
- Smattering of lesser fixes.
Change 3375654 on 2017/03/31 by Mark.Satterthwaite
Incremental Windows build fix.
Change 3375656 on 2017/04/01 by Mark.Satterthwaite
Correct extern declaration, including the module export macro which Mac unhelpfully doesn't enforce (for now...).
Change 3375797 on 2017/04/01 by Mark.Satterthwaite
Nullability qualifiers to fix Mac build-farm compilation: perversely this is not a problem for local builds...
Change 3375798 on 2017/04/01 by Mark.Satterthwaite
Fix the first mis-merge in ParticleGpuSimulation - these changes clearly weren't properly resolved in the task-stream.
Change 3375835 on 2017/04/01 by Mark.Satterthwaite
Try again with nullability and fix the occlusion changes as the PSO work wasn't merged correctly.
Change 3376143 on 2017/04/02 by Mark.Satterthwaite
Switch back to flat dSYMs for Dev-Rendering - they don't work with Instruments etc. but they are required by our build system.
Change 3376324 on 2017/04/03 by Chris.Bunner
Fixed cvar re-registration log spam and flagged a testing-only cvar as such.
Change 3376726 on 2017/04/03 by Benjamin.Hyder
Submitting initial HDR test map (WIP)
Change 3376756 on 2017/04/03 by Guillaume.Abadie
Fixes scene captures ordering's backward compatibility.
Before, 2d scene captures were rendered before cube scene captures. The CaptureSortPriority broke backward compatibility by settings this new member to 0 in the USceneCaptureComponent's constructor. Since it is a higher come first policy, this CL set the default of this value to 1 in USceneCaptureComponent2D's constructor.
Change 3377378 on 2017/04/03 by Arne.Schober
DR - Fix ShaderRecompiling over and over again
#RB Chris.Bunner
Change 3377512 on 2017/04/03 by Daniel.Wright
[Copy] Fixed profilegpu in d3d12 - initialize FLongGPUTaskPS when it is safe to do so, and fixed FSlateRHIRenderer's incorrect usage of draw events
Change 3377518 on 2017/04/03 by Daniel.Wright
[Copy] Distance field atlas coalesces updates to reduce RHIUpdateTexture3D memory overhead on d3d12
Change 3377526 on 2017/04/03 by Daniel.Wright
[Copy] "Ran out of GPU queries!" log only happens once
Change 3377535 on 2017/04/03 by Daniel.Wright
[Copy] Fixed unreferenced local variable
Change 3377539 on 2017/04/03 by Daniel.Wright
[Copy] Xbox One RHIGetResourceInfo takes ESRAM into account - fixes render target pool 'VRamInKB request failed' messages
Change 3377546 on 2017/04/03 by Daniel.Wright
[Copy] Added r.LightMaxDrawDistanceScale for local light scalability
Change 3377553 on 2017/04/03 by Daniel.Wright
[Copy] Removed NEW_ESRAM_ALLOCATOR define and old unused path
Change 3377560 on 2017/04/03 by Daniel.Wright
[Copy] Fixed two d3d12 refcounting bugs causing -norhithread crashes
Change 3377565 on 2017/04/03 by Daniel.Wright
[Copy] Fixed Xbox One deleting GPU resources before the GPU is done reading from them (GRHINeedsExtraDeletionLatency was false)
Change 3377572 on 2017/04/03 by Daniel.Wright
[Copy] Disabled point / spot lights with MaxDrawDistance on LowPC
Change 3377586 on 2017/04/03 by Daniel.Wright
Fixed compile error
Change 3377699 on 2017/04/03 by David.Hill
FFT Code. Moved over from raven and refactored
#review-3374589 @guillaume.abadie
Change 3377910 on 2017/04/03 by David.Hill
GPU FFT: Fix Linux Build
adding a missing template<> to an IMPLEMENT_SHADER_TYPE
Change 3378751 on 2017/04/04 by Marcus.Wassmer
HQ particle lights now spawn attached to the same socket as their parent module.
Change 3378819 on 2017/04/04 by Richard.Wallis
Should be no need to protect shader cache against RHI thread now.
Change 3378823 on 2017/04/04 by Richard.Wallis
FRHIShaderLibrary Opaque Type
- Base FRHIShaderLibrary has no Create*Shader functions and is passed to Overloaded RHICreate*Shader functions instead of creation directly through the library.
- Assumed that only Native libraries will end up in the RHICreate*Shader functions.
- ShaderCache and ShaderCode Libraries now inherit from a common factory interface.
Change 3378883 on 2017/04/04 by Arne.Schober
DR - Fix DCC build
Change 3378885 on 2017/04/04 by Richard.Wallis
Metal resource cast compile fix post merge.
Change 3378946 on 2017/04/04 by Chris.Bunner
SM4 assert fix.
Change 3378953 on 2017/04/04 by Chris.Bunner
Fixed type-correctness on legacy BreakMA material nodes and set more flexible formats to global attributes which should result in much more forgiving graphs for users.
Allowed material nodes to opt out of mask-based pin coloration.
#tests Compiled most Paragon materials + QAGame test maps.
#jira UE-39885
Change 3379189 on 2017/04/04 by Arne.Schober
DR - Fix aftermath staging
Change 3379229 on 2017/04/04 by Arne.Schober
DR - Fix missing include
Change 3379374 on 2017/04/04 by Mark.Satterthwaite
Revert an accidentally merged change in MacPlatformProcess that relies on further changes from the Metal task stream.
Change 3379505 on 2017/04/04 by Rolando.Caloca
DR - Fix mismatched interpolators
Change 3379539 on 2017/04/04 by Mark.Satterthwaite
No FFT for any hlslcc platform - the IR for one or more RWTexture2D isn't quite right...
#jira UE-43626
Change 3379561 on 2017/04/04 by Rolando.Caloca
DR - Fix root signature issues on D3D12 PC
Change 3379590 on 2017/04/04 by Mark.Satterthwaite
Back out changelist 3379539 & change the shader slightly instead, the HLSLCC library generates bogus IR when you have an inout RWTexture.
#jira UE-43626
Change 3379917 on 2017/04/04 by Uriel.Doyon
Fix to input mismatch
Change 3380578 on 2017/04/05 by Chris.Bunner
Shader type fixes.
#jira UE-43652
Change 3380639 on 2017/04/05 by Rolando.Caloca
DR - Expose GetOrCreate PSO and document
Change 3380821 on 2017/04/05 by Guillaume.Abadie
Fixes a crash in USceneCaptureComponent::UpdateDeferredCaptures()
#jira UE-43642
Change 3381092 on 2017/04/05 by Guillaume.Abadie
Cherry pick 3362517: Implements TAA's scene color unpremultiplication from alpha channel to reduce DOF alpha channel temporal ghosting.
This CL take the oportunity to transform AA_ALPHA to an compile time enumeration, and add a basic TAA compile time configuration validation to improve readability of the different TAA passes' configurations.
Change 3381300 on 2017/04/05 by Mark.Satterthwaite
Quick fix for changes to MetalRHI's render-thread safe texture creation not correctly handling AVFoundation video player handing us an IOSurface.
#jira UE-43597
Change 3381359 on 2017/04/05 by Guillaume.Abadie
Back out changelist 3381092
Change 3381421 on 2017/04/05 by Mark.Satterthwaite
Amended CL #3380995 from Richard Wallis to address crash in the Material Editor under the validation layer - when there are no textures bound the default pass descriptor assigns store actions, which means we can't override them with our deferred store actions.
#jira UE-43689
Change 3381422 on 2017/04/05 by Mark.Satterthwaite
Absolute time queries can't be batched in Metal but I also can't rely on them being started with a call to BeginQuery - only EndQuery.
#jira UE-43691
Change 3381503 on 2017/04/05 by Daniel.Wright
More intuitive controls for Volumetric Fog
* Removed ScatteringScale / AbsorptionScale on Exponential Height Fog and added Albedo / Extinction
* InscatteringColorCubemap is now supported by Volumetric Fog
* Particle lights have a default VolumetricScatteringIntensity of 0 to avoid trailing
* Tweaked GVolumetricFogDepthDistributionScale better for nearby details
* Volume Materials have twice the interpolators available
Change 3381527 on 2017/04/05 by Mark.Satterthwaite
Disable Private GPU storage for PVRTC texture formats on iOS Metal - these require more changes to the blit-encoder usage as PVRTC has strange requirements.
Change 3381671 on 2017/04/05 by Mark.Satterthwaite
Better error message for failure to compile shaders remotely from PC for Metal.
Change 3381769 on 2017/04/05 by Rolando.Caloca
DR - Added lock texture array 2d on Vulkan
Change 3382003 on 2017/04/05 by Mark.Satterthwaite
Remove the automatic Metal aliasing/re-use when releasing some resource types as it doesn't work as intended.
Change 3382030 on 2017/04/05 by Zachary.Wilson
Fix compiling Metal text shaders from PC broken in merge from task stream.
#submitter mark.satterthwaite
#jira UE-43652
Change 3382880 on 2017/04/06 by Mark.Satterthwaite
Michael Trepka's CL #3379927:
VolumetricFogVoxelization implementation for Mac
Change 3383315 on 2017/04/06 by Mark.Satterthwaite
Partially revert CL #3382003 - the emulated Metal heaps require invoking makeAliasable in order to reclaim memory.
#jira UE-43739
Change 3384639 on 2017/04/07 by Marcus.Wassmer
Move ShaderResource version bump to RenderingObjectVersion
Change 3384704 on 2017/04/07 by Mark.Satterthwaite
Compile fix for merge.
Change 3384933 on 2017/04/07 by Rolando.Caloca
DR - Fix skin cache crash with BP (copy 3384714)
Change 3385104 on 2017/04/07 by Mark.Satterthwaite
Fix MetalRHI's abs(int2) handling - it can't be translated to fabs(int2) as that won't compile. Also rebuild hlslcc for my sanity.
#jira UE-43783
Change 3385105 on 2017/04/07 by Mark.Satterthwaite
Force a shader rebuild to ensure that everybody picks up the fix for #jira UE-43783
#jira UE-43783
Change 3385118 on 2017/04/07 by Arne.Schober
DR - [OR-37359] - Fix disapearing Decals when StencilLod Fade is enabled
#RB none
Change 3385149 on 2017/04/07 by Marcus.Wassmer
Fix skincache motion blur
Change 3385189 on 2017/04/07 by Rolando.Caloca
DR - Fix swapchain format for editor on Vulkan
Change 3385287 on 2017/04/07 by Mark.Satterthwaite
Enable SM5 on Intel as of 10.12.4 and later.
Change 3385347 on 2017/04/07 by Rolando.Caloca
DR - Temp fix for GL4 corruption on editor
#jira UE-43785
Change 3385363 on 2017/04/07 by Rolando.Caloca
DR - Actually fix all win platforms for GL bug
#jira UE-43785
Change 3385557 on 2017/04/07 by Arne.Schober
DR - [UE-43205] - Fix mesh paint
#RB none
Change 3385608 on 2017/04/07 by Daniel.Wright
Fixed SampleCmp being used on a non-depth texture, causing a d3d error
Change 3385980 on 2017/04/10 by Rolando.Caloca
DR - Remove transition functions RHIClearColor* RHIClearDepthStencilTexture
Change 3386042 on 2017/04/10 by Rolando.Caloca
DR - Fix metal merge issue
Change 3386157 on 2017/04/10 by Rolando.Caloca
DR - Remove VS2013 libs generation off hlslcc & glslang (to match main)
Change 3386356 on 2017/04/10 by Chris.Bunner
Resolving merge errors.
Change 3386414 on 2017/04/10 by Chris.Bunner
Resolved merge issue in RendererScene.cpp.
Change 3386700 on 2017/04/10 by Mark.Satterthwaite
Silence documentation warnings.
Change 3387178 on 2017/04/10 by Chris.Bunner
Removed invalid mask correction on MakeMA material nodes.
Change 3388177 on 2017/04/11 by Marcus.Wassmer
Disable ensure that is no longer relevant now that we bind clear colors on texture creation
Change 3388261 on 2017/04/11 by Chris.Bunner
Static analysis fix.
[CL 3388266 by Chris Bunner in Main branch]
2017-04-11 10:32:07 -04:00
AutomaticSigningProperty = DetailLayout . GetProperty ( GET_MEMBER_NAME_CHECKED ( UIOSRuntimeSettings , bAutomaticSigning ) ) ;
2018-03-27 16:13:55 -04:00
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3388261)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3358140 on 2017/03/22 by Rolando.Caloca
DR - Fix copy to cube face
- Compile fix when using dump layer
- Add new error enum
Change 3358301 on 2017/03/22 by Mitchell.Wilson
Initial check in of LODs in InfiltratorForward. First pass on optimization in level. Adding a visibility track for SceneCapture2D in tunnel section.
Change 3358477 on 2017/03/22 by Mitchell.Wilson
Updating Skeletal Mesh DPW_Robot_Export to resolve screen size being too low for LOD1. Cleaned up LOD1 which was showing some visible popping when transitioning.
Change 3358529 on 2017/03/22 by Mark.Satterthwaite
Globally disable clang's "constant-logical-operand" warning when running under Distcc - it is much easier and less invasive than constantly fixing the code.
Change 3358745 on 2017/03/22 by Mark.Satterthwaite
Disable another warning (parentheses-equality) under Distcc because again the separation of preprocessing from compilation means it turns up where it isn't expected.
Change 3358837 on 2017/03/22 by Joe.Graf
Merge of pull request #3214 for the RenderDocPlugin
#CodeReview: matt.kuhlenschmidt, marcus.wassmer
#rb: marcus.wassmer
Change 3359112 on 2017/03/22 by Ben.Salem
Update perf monitor to include frame time by default. Also, use only game/PIE world timers when in editor, instead of all worlds combined.
#tests Ran several Showdown test runs with plugin!
Change 3359363 on 2017/03/22 by Joe.Graf
First pass at non-unity & no pch compilation
Change 3359449 on 2017/03/22 by Joe.Graf
Added missing null check when exporting a EXR on Linux (UE-40268)
#CodeReview: dmitry.rekman
#rb: n/a
Change 3360349 on 2017/03/23 by Guillaume.Abadie
Fixes TAA's AA_FORCE_ALPHA_CLAMP causing DOF layouts.
#jira UE-42920
Change 3360405 on 2017/03/23 by Marcus.Wassmer
Better method for detecting Kepler
Change 3360718 on 2017/03/23 by Daniel.Wright
Planar reflections handle views smaller than the render target in a general way
* Fixes planar reflections with adaptive pixel density (ViewFamily size larger than actual views combined)
* Planar reflections are now supported in splitscreen
Change 3360758 on 2017/03/23 by Daniel.Wright
[Copy] Added new light property bCastVolumetricShadow, which defaults to true for directional and sky lights, but false for point / spot lights as supporting volumetric fog shadowing has significant GPU overhead
Change 3360762 on 2017/03/23 by Daniel.Wright
[Copy] Texture flags are now properly routed to RHICreateTexture3D from the render target pool
Change 3360768 on 2017/03/23 by Daniel.Wright
[Copy] Disabled GPUProfiler histogram by default, controlled by r.ProfileGPU.ShowEventHistogram
Change 3360770 on 2017/03/23 by Daniel.Wright
[Copy] Disabled fast clears on CustomDepth, saves .2ms on xbox
Change 3360771 on 2017/03/23 by Daniel.Wright
[Copy] Particle lights no longer force tiled deferred lighting. Tiled deferred lighting is only used if enough unshadowed lights + particle lights are on screen. Saves 1.5ms Xbox with one particle light.
Change 3360774 on 2017/03/23 by Daniel.Wright
[Copy] Distance field cvar comments
Change 3360782 on 2017/03/23 by Daniel.Wright
[Copy] Disabled selection color on Volume materials
Change 3360795 on 2017/03/23 by Daniel.Wright
[Copy] Volume materials now specify Albedo and Extinction, which is more intuitive than Scattering and Absorption. Albedo is [0-1] reflectance, while Extinction is a world space density.
Change 3360799 on 2017/03/23 by Daniel.Wright
[Copy] Cinematic scalability levels get 2x volumetric fog resolution in x and y
Change 3360806 on 2017/03/23 by Daniel.Wright
[Copy] Fixed volumetric fog being offset when viewport min is not 0
Change 3360809 on 2017/03/23 by Daniel.Wright
[Copy] Volumetric fog now adds a bias to the inverse squared light falloff denominator, prevents extreme aliasing from the hotspot. Can be controlled with r.VolumetricFog.InverseSquaredLightDistanceBiasScale.
Change 3361651 on 2017/03/23 by Brian.Karis
Higher quality sharp SSR at quality 4
Change 3361678 on 2017/03/23 by Brian.Karis
Fresnel darkens diffuse for clearcoat.
Change 3361683 on 2017/03/23 by Brian.Karis
Fixed SSR artifact
Change 3361691 on 2017/03/23 by Brian.Karis
Chagned min roughness limit
Change 3361707 on 2017/03/23 by Brian.Karis
Added inverse film tone map
Change 3361726 on 2017/03/23 by Brian.Karis
Better precision inverse
Change 3361758 on 2017/03/23 by Brian.Karis
Material flag normal curvature to roughness is no longer forward only.
Change 3361765 on 2017/03/23 by Brian.Karis
Update ACES
Change 3361774 on 2017/03/23 by Brian.Karis
Cleaned up alpha support and disabled screen edge clipping.
Change 3362478 on 2017/03/24 by Guillaume.Abadie
Cherry pick 3316084's PostProcessing.cpp: Fixes a bug in Circle DOF where the apply pass was no longer using the downres DOF's TAA output.
#author Brian.Karis
#jira UE-42920
Change 3362738 on 2017/03/24 by Rolando.Caloca
DR - Hide scene capture on IF
Change 3362890 on 2017/03/24 by Guillaume.Abadie
Renames r.SceneAlpha to r.PostProcessing.PropagateAlpha
Change 3363665 on 2017/03/24 by Mark.Satterthwaite
PR #3414: Add command line option "-noheartbeatthread" to disable heart beat thread (Contributed by JeffRous)
Change 3363866 on 2017/03/24 by Arne.Schober
DR - Updated NVAPI
#RB Marcus.Wassmer
Change 3364300 on 2017/03/24 by Brian.Karis
SSR use dynamic velocity
Change 3364372 on 2017/03/24 by Brian.Karis
Fix changing off axis projection velocities.
Change 3364373 on 2017/03/24 by Brian.Karis
Enabled velocity drawing in scene captures
Change 3365531 on 2017/03/27 by Guillaume.Abadie
Computes the material's screen position material expression directly from the pixel shader SvPosition
Change 3365764 on 2017/03/27 by Chris.Bunner
Lowering severity of crash for missing values in scalability.ini.
#jira UE-41331
Change 3365916 on 2017/03/27 by Guillaume.Abadie
Exposes the viewport offset within the view property material expression
Change 3365979 on 2017/03/27 by Brian.Karis
Fixed skylight intensity from double applying
Change 3365987 on 2017/03/27 by Brian.Karis
Stopped post process indirect lighting intensity from scaling skylight reflections
Change 3365991 on 2017/03/27 by Brian.Karis
Fix for static analysis
Change 3366028 on 2017/03/27 by Daniel.Wright
Volumetric fog supports static shadowing from Stationary lights
* Using bilinear on static shadowmap depths + 1 PCF to smooth out results
Change 3366029 on 2017/03/27 by Daniel.Wright
Static shadow depth maps for Stationary point and spot lights are 2x higher res by default (4x more texels), which is more appropriate for volumetric fog
Change 3366055 on 2017/03/27 by Guillaume.Abadie
Cherry picks 3251469: Implements scene capture component's CaptureSortPriority to control GPU execution order in order to manage inter dependencies.
Change 3366447 on 2017/03/27 by Simon.Tourangeau
Fix IES light profile importer.
- Bug in the LM-63-1986 format importer.
Change 3366836 on 2017/03/27 by Brian.Karis
ClearUAV now supports int types
Change 3367435 on 2017/03/28 by Benjamin.Hyder
Submitting Decal Automation map for initial approval
Change 3367572 on 2017/03/28 by Chris.Bunner
Changed ClampedPow {max(abs(x),0.00001)} to PositiveClampedPow {max(x,0)} to give more expected results to Power node in material graphs.
#jira UE-42989
Change 3367756 on 2017/03/28 by Olaf.Piesche
Niagara material usage flags
Change 3367835 on 2017/03/28 by Marcus.Wassmer
Fix crash when TileRenderer runs before anything else. Make explicit behavior when rendering at a time when there is no valid scene.
Change 3367837 on 2017/03/28 by Marcus.Wassmer
Missed a file.
Change 3367838 on 2017/03/28 by Richard.Wallis
Updated items from original shelved version by Mark Satt:
- Added MetalBackend.cpp to change main function string to have an initial crc + code length zero's
**Description below taken from Mark Satt's original verison of this in CL3343280**
Updated for Dev-Rendering's PSOs & integrates Richard's work on RHI shader libraries.
Replace the FShaderCache's cook-time binary shader cache with Dmitriy Dyomin's standalone FShaderCodeLibrary that saves all shader byte-code arrays to files named by the FSHAHash. This de-duplicates shaders so we only ever store the byte code once. Includes optional support for generating a platform specific library file - which Metal implements to provide a single Metal library. The platform-native implementation can perform more de-duplication and in the case of Metal has lower file overheads and will compress more efficiently.
- All of the support code for the FShaderCache's cook caching is gone, which affects all platforms. The FShaderCodeLibrary is currently supported by Cook-By-The-Book but can be used with iterate or child cookers - only DLC cooking requires further work.
- With further modifications it should be possible to support Cook-on-the-Fly as well (output directories would be needed in FShaderCodeLibrary::InitForCooking) and the file-access pattern should be changed to use async. IO so that Material loading is not considered complete until all required byte-code arrays are loaded into the FShaderCodeLibrary.
- For Metal archiving shaders this way will compile with debug information and the FShaderCodeLibrary, with some help from extensions to IShaderFormat, will save the debug information out into separate files during cooking - these can then be used to debug the game without having to locally recompile, recook & repackage but the shipped byte-code is stripped. Global shader caches are also subject to de-duplication in the library in order to support Metal's shader stripping.
- File Move operations need to respect the 'Replace' flag - for FShaderCodeLibrary to work we need Move to be atomic.
- This bumps the object version and will cause all content to recook.
- Native library support is optional - only Metal currently implements one, but so could Vulkan and D3D12. For Metal the big advantages are further de-duplication where different materials generate the same MetalSL text but a different FSHAHash, that the single Metal library has lower overhead and that as a single file it all compresses far better (esp. with LZMA - 5x smaller).
Change 3367854 on 2017/03/28 by Mark.Satterthwaite
Don't track or record draw call resources for non-OpenGL shader platforms in the shader-cache as it is unnecessary and makes it slower on the CPU than it needs to be.
Change 3367877 on 2017/03/28 by Brian.Karis
Fixed linux build hopefully
Change 3368001 on 2017/03/28 by Mark.Satterthwaite
Compile fixes from Richard's checkin caused by not having visibility to all platforms from my original shelves.
Change 3368019 on 2017/03/28 by Mark.Satterthwaite
And another fix for Windows compilation of MetalShaderFormat.
Change 3368042 on 2017/03/28 by Mark.Satterthwaite
And a couple of simpler MSVC errors.
Change 3368271 on 2017/03/28 by Mark.Satterthwaite
Make SceneRenderTargets compile again.
Change 3368691 on 2017/03/28 by Daniel.Wright
[Copy from BenW] Renamed r.Shadow.MaxCSMShadowResolution to r.Shadow.MaxCSMResolution to match scalability inis
Change 3369689 on 2017/03/29 by Marcus.Wassmer
Fix non editor compile for now
Change 3369862 on 2017/03/29 by Marcus.Wassmer
Get the rest of the things compiling again.
Change 3369896 on 2017/03/29 by Chris.Bunner
Enabling AMD HDR support by default.
#jira UE-42113
Change 3370535 on 2017/03/29 by Marcus.Wassmer
DR - Fix template explicit instantiation for ClearUAV permutations
#RB Brian.Karis, Arne.Schober
Change 3370704 on 2017/03/29 by Rolando.Caloca
DR - Rewrote GPU Skin Cache
- Per section buffers
- Limited memory per non-editor worlds (control with r.SkinCache.SceneMemoryLimitInMB)
Copied from 3370529
Change 3371389 on 2017/03/30 by Richard.Wallis
Remove temp working directories after archive packages built.
Change 3371641 on 2017/03/30 by Rolando.Caloca
DR - Copy 3371640 (fix mem leak)
Change 3372436 on 2017/03/30 by Uriel.Doyon
Added flags in UPrimitiveComponent to keep track of its state in the streaming manager.
This allows to avoid unnecessary callback and processing in begin destroy reattach and being destroy logic.
Removed the limitation of only processing UMeshComponent when handling spawed primitive.
This releases the level manager from having to manage dynamic primitives.
This improves performance by not having to manage dynamic references in the level manager.
Primitives managed as dynamic now have a callback when ever their proxy is udpated, handling
many cases automatically where previously a manual callback to notify would have been required.
Fixed an issue where primitives with no reference to streaming textures would loose they dynamic state
because of lack of references in the streamer.
Change 3372740 on 2017/03/30 by Chris.Bunner
[Experimental] Partial compute post process pipeline (r.PostProcess.PreferCompute).
StencilSceneTexture added to deferred list.
A few known issues to be fixed in a follow-up CL.
Change 3372765 on 2017/03/30 by Uriel.Doyon
Disabled concurrent call to NotifyPrimitiveUpdated while we don't have a safe concurrent update
Change 3372979 on 2017/03/30 by Richard.Hinckley
#jira UE-43501
The stencil buffer can now use single-channel bitmasks that ignore depth. This makes it possible to detect overlaps between stencil objects.
Change 3373053 on 2017/03/30 by Simon.Tourangeau
LPV Fade support
- mostly integrated from CL 2959511
Change 3373272 on 2017/03/30 by Uriel.Doyon
Added support for the concurrent update of dynamic primitives by the streaming manager.
Change 3373450 on 2017/03/30 by Rolando.Caloca
DR - FNT - Fix bad data for odd texcoord channels used on skin cache passthrough factory
Copy 3373364
#jira UE-43492
Change 3373470 on 2017/03/30 by Marcus.Wassmer
Nvidia Aftermath support
Change 3374187 on 2017/03/31 by Chris.Bunner
Volume texture support for CombineLUTs/Tonemap compute pass.
Refactored common param code to shared sub-class in CombineLUTs and Tonemap PS/CS.
Skip compute post process out-of-bounds writes.
Unsigned type conversion fixes.
Trimmed compute post process shader inputs.
Change 3374233 on 2017/03/31 by Chris.Bunner
Removed several redundant post process compute fences and resource transitions.
Added testing CVar to force compute post processes to async (r.PostProcess.ForceAsyncDispatch).
Change 3374412 on 2017/03/31 by Rolando.Caloca
DR - Fix static analysis
Change 3374544 on 2017/03/31 by Richard.Wallis
FShaderCache Parallel-Context-Aware Merged with FShaderCache Single Library.
Future Work
- This was done before Engine PSO were in so this now needs a refector in the recording and playback on pipeline states instead an emulate PSO in OpenGL Driver.
- Remove FShaderCacheState and replace the logic with FGraphicsPipelineStateInitializer which should be able to record from the RHI current pipeline state
- This would reduce the Locking required as it's naturally per thread/context and only the final record would need a lock
Change 3374588 on 2017/03/31 by Richard.Wallis
Windows Compile Fixes
Change 3374810 on 2017/03/31 by Benjamin.Hyder
updating recommended GPU drivers
Change 3375207 on 2017/03/31 by Rolando.Caloca
DR - vk - Fixed swapchain format selection for some Linux platforms
Change 3375248 on 2017/03/31 by Rolando.Caloca
DR - vk - Prefer D32S8
Change 3375495 on 2017/03/31 by Rolando.Caloca
DR - vk - Update to sdk 1.0.42.2
Change 3375496 on 2017/03/31 by Rolando.Caloca
DR - Force compiling with updated Vulkan SDK
Change 3375636 on 2017/03/31 by Mark.Satterthwaite
Copying Metal improvements from task stream, with some modifications:
- Off-by-default implementations for MTLFence & MTLHeap, including some small changes to the RHI interface for parallel contexts.
- Support for Apple's Instruments "Points of Interest" tool.
- Consolidation of some Mac & iOS compiler, memory and thread handling code.
- Fixes for Metal not having implicit buffer SRV typecasting for DistanceField effects.
- Improvements to the internal FMetalDebug layer, still off by default.
- Limited support for Xcode automatic code-signing for iOS/tvOS.
- Minimisation of render-target changes in some rendering code, esp. SceneOcclusion, DBufferDecals.
- Added RHISetResourceAliasability_RenderThread to FDynamicRHI for RHIs to implement simple render-target aliasing.
- Added FApplePlatformObject, a custom block allocator for Objective-C types (with NSZombie support) which is now used in MetalRHI to decrease allocation costs of Objective-C types.
- Smattering of lesser fixes.
Change 3375654 on 2017/03/31 by Mark.Satterthwaite
Incremental Windows build fix.
Change 3375656 on 2017/04/01 by Mark.Satterthwaite
Correct extern declaration, including the module export macro which Mac unhelpfully doesn't enforce (for now...).
Change 3375797 on 2017/04/01 by Mark.Satterthwaite
Nullability qualifiers to fix Mac build-farm compilation: perversely this is not a problem for local builds...
Change 3375798 on 2017/04/01 by Mark.Satterthwaite
Fix the first mis-merge in ParticleGpuSimulation - these changes clearly weren't properly resolved in the task-stream.
Change 3375835 on 2017/04/01 by Mark.Satterthwaite
Try again with nullability and fix the occlusion changes as the PSO work wasn't merged correctly.
Change 3376143 on 2017/04/02 by Mark.Satterthwaite
Switch back to flat dSYMs for Dev-Rendering - they don't work with Instruments etc. but they are required by our build system.
Change 3376324 on 2017/04/03 by Chris.Bunner
Fixed cvar re-registration log spam and flagged a testing-only cvar as such.
Change 3376726 on 2017/04/03 by Benjamin.Hyder
Submitting initial HDR test map (WIP)
Change 3376756 on 2017/04/03 by Guillaume.Abadie
Fixes scene captures ordering's backward compatibility.
Before, 2d scene captures were rendered before cube scene captures. The CaptureSortPriority broke backward compatibility by settings this new member to 0 in the USceneCaptureComponent's constructor. Since it is a higher come first policy, this CL set the default of this value to 1 in USceneCaptureComponent2D's constructor.
Change 3377378 on 2017/04/03 by Arne.Schober
DR - Fix ShaderRecompiling over and over again
#RB Chris.Bunner
Change 3377512 on 2017/04/03 by Daniel.Wright
[Copy] Fixed profilegpu in d3d12 - initialize FLongGPUTaskPS when it is safe to do so, and fixed FSlateRHIRenderer's incorrect usage of draw events
Change 3377518 on 2017/04/03 by Daniel.Wright
[Copy] Distance field atlas coalesces updates to reduce RHIUpdateTexture3D memory overhead on d3d12
Change 3377526 on 2017/04/03 by Daniel.Wright
[Copy] "Ran out of GPU queries!" log only happens once
Change 3377535 on 2017/04/03 by Daniel.Wright
[Copy] Fixed unreferenced local variable
Change 3377539 on 2017/04/03 by Daniel.Wright
[Copy] Xbox One RHIGetResourceInfo takes ESRAM into account - fixes render target pool 'VRamInKB request failed' messages
Change 3377546 on 2017/04/03 by Daniel.Wright
[Copy] Added r.LightMaxDrawDistanceScale for local light scalability
Change 3377553 on 2017/04/03 by Daniel.Wright
[Copy] Removed NEW_ESRAM_ALLOCATOR define and old unused path
Change 3377560 on 2017/04/03 by Daniel.Wright
[Copy] Fixed two d3d12 refcounting bugs causing -norhithread crashes
Change 3377565 on 2017/04/03 by Daniel.Wright
[Copy] Fixed Xbox One deleting GPU resources before the GPU is done reading from them (GRHINeedsExtraDeletionLatency was false)
Change 3377572 on 2017/04/03 by Daniel.Wright
[Copy] Disabled point / spot lights with MaxDrawDistance on LowPC
Change 3377586 on 2017/04/03 by Daniel.Wright
Fixed compile error
Change 3377699 on 2017/04/03 by David.Hill
FFT Code. Moved over from raven and refactored
#review-3374589 @guillaume.abadie
Change 3377910 on 2017/04/03 by David.Hill
GPU FFT: Fix Linux Build
adding a missing template<> to an IMPLEMENT_SHADER_TYPE
Change 3378751 on 2017/04/04 by Marcus.Wassmer
HQ particle lights now spawn attached to the same socket as their parent module.
Change 3378819 on 2017/04/04 by Richard.Wallis
Should be no need to protect shader cache against RHI thread now.
Change 3378823 on 2017/04/04 by Richard.Wallis
FRHIShaderLibrary Opaque Type
- Base FRHIShaderLibrary has no Create*Shader functions and is passed to Overloaded RHICreate*Shader functions instead of creation directly through the library.
- Assumed that only Native libraries will end up in the RHICreate*Shader functions.
- ShaderCache and ShaderCode Libraries now inherit from a common factory interface.
Change 3378883 on 2017/04/04 by Arne.Schober
DR - Fix DCC build
Change 3378885 on 2017/04/04 by Richard.Wallis
Metal resource cast compile fix post merge.
Change 3378946 on 2017/04/04 by Chris.Bunner
SM4 assert fix.
Change 3378953 on 2017/04/04 by Chris.Bunner
Fixed type-correctness on legacy BreakMA material nodes and set more flexible formats to global attributes which should result in much more forgiving graphs for users.
Allowed material nodes to opt out of mask-based pin coloration.
#tests Compiled most Paragon materials + QAGame test maps.
#jira UE-39885
Change 3379189 on 2017/04/04 by Arne.Schober
DR - Fix aftermath staging
Change 3379229 on 2017/04/04 by Arne.Schober
DR - Fix missing include
Change 3379374 on 2017/04/04 by Mark.Satterthwaite
Revert an accidentally merged change in MacPlatformProcess that relies on further changes from the Metal task stream.
Change 3379505 on 2017/04/04 by Rolando.Caloca
DR - Fix mismatched interpolators
Change 3379539 on 2017/04/04 by Mark.Satterthwaite
No FFT for any hlslcc platform - the IR for one or more RWTexture2D isn't quite right...
#jira UE-43626
Change 3379561 on 2017/04/04 by Rolando.Caloca
DR - Fix root signature issues on D3D12 PC
Change 3379590 on 2017/04/04 by Mark.Satterthwaite
Back out changelist 3379539 & change the shader slightly instead, the HLSLCC library generates bogus IR when you have an inout RWTexture.
#jira UE-43626
Change 3379917 on 2017/04/04 by Uriel.Doyon
Fix to input mismatch
Change 3380578 on 2017/04/05 by Chris.Bunner
Shader type fixes.
#jira UE-43652
Change 3380639 on 2017/04/05 by Rolando.Caloca
DR - Expose GetOrCreate PSO and document
Change 3380821 on 2017/04/05 by Guillaume.Abadie
Fixes a crash in USceneCaptureComponent::UpdateDeferredCaptures()
#jira UE-43642
Change 3381092 on 2017/04/05 by Guillaume.Abadie
Cherry pick 3362517: Implements TAA's scene color unpremultiplication from alpha channel to reduce DOF alpha channel temporal ghosting.
This CL take the oportunity to transform AA_ALPHA to an compile time enumeration, and add a basic TAA compile time configuration validation to improve readability of the different TAA passes' configurations.
Change 3381300 on 2017/04/05 by Mark.Satterthwaite
Quick fix for changes to MetalRHI's render-thread safe texture creation not correctly handling AVFoundation video player handing us an IOSurface.
#jira UE-43597
Change 3381359 on 2017/04/05 by Guillaume.Abadie
Back out changelist 3381092
Change 3381421 on 2017/04/05 by Mark.Satterthwaite
Amended CL #3380995 from Richard Wallis to address crash in the Material Editor under the validation layer - when there are no textures bound the default pass descriptor assigns store actions, which means we can't override them with our deferred store actions.
#jira UE-43689
Change 3381422 on 2017/04/05 by Mark.Satterthwaite
Absolute time queries can't be batched in Metal but I also can't rely on them being started with a call to BeginQuery - only EndQuery.
#jira UE-43691
Change 3381503 on 2017/04/05 by Daniel.Wright
More intuitive controls for Volumetric Fog
* Removed ScatteringScale / AbsorptionScale on Exponential Height Fog and added Albedo / Extinction
* InscatteringColorCubemap is now supported by Volumetric Fog
* Particle lights have a default VolumetricScatteringIntensity of 0 to avoid trailing
* Tweaked GVolumetricFogDepthDistributionScale better for nearby details
* Volume Materials have twice the interpolators available
Change 3381527 on 2017/04/05 by Mark.Satterthwaite
Disable Private GPU storage for PVRTC texture formats on iOS Metal - these require more changes to the blit-encoder usage as PVRTC has strange requirements.
Change 3381671 on 2017/04/05 by Mark.Satterthwaite
Better error message for failure to compile shaders remotely from PC for Metal.
Change 3381769 on 2017/04/05 by Rolando.Caloca
DR - Added lock texture array 2d on Vulkan
Change 3382003 on 2017/04/05 by Mark.Satterthwaite
Remove the automatic Metal aliasing/re-use when releasing some resource types as it doesn't work as intended.
Change 3382030 on 2017/04/05 by Zachary.Wilson
Fix compiling Metal text shaders from PC broken in merge from task stream.
#submitter mark.satterthwaite
#jira UE-43652
Change 3382880 on 2017/04/06 by Mark.Satterthwaite
Michael Trepka's CL #3379927:
VolumetricFogVoxelization implementation for Mac
Change 3383315 on 2017/04/06 by Mark.Satterthwaite
Partially revert CL #3382003 - the emulated Metal heaps require invoking makeAliasable in order to reclaim memory.
#jira UE-43739
Change 3384639 on 2017/04/07 by Marcus.Wassmer
Move ShaderResource version bump to RenderingObjectVersion
Change 3384704 on 2017/04/07 by Mark.Satterthwaite
Compile fix for merge.
Change 3384933 on 2017/04/07 by Rolando.Caloca
DR - Fix skin cache crash with BP (copy 3384714)
Change 3385104 on 2017/04/07 by Mark.Satterthwaite
Fix MetalRHI's abs(int2) handling - it can't be translated to fabs(int2) as that won't compile. Also rebuild hlslcc for my sanity.
#jira UE-43783
Change 3385105 on 2017/04/07 by Mark.Satterthwaite
Force a shader rebuild to ensure that everybody picks up the fix for #jira UE-43783
#jira UE-43783
Change 3385118 on 2017/04/07 by Arne.Schober
DR - [OR-37359] - Fix disapearing Decals when StencilLod Fade is enabled
#RB none
Change 3385149 on 2017/04/07 by Marcus.Wassmer
Fix skincache motion blur
Change 3385189 on 2017/04/07 by Rolando.Caloca
DR - Fix swapchain format for editor on Vulkan
Change 3385287 on 2017/04/07 by Mark.Satterthwaite
Enable SM5 on Intel as of 10.12.4 and later.
Change 3385347 on 2017/04/07 by Rolando.Caloca
DR - Temp fix for GL4 corruption on editor
#jira UE-43785
Change 3385363 on 2017/04/07 by Rolando.Caloca
DR - Actually fix all win platforms for GL bug
#jira UE-43785
Change 3385557 on 2017/04/07 by Arne.Schober
DR - [UE-43205] - Fix mesh paint
#RB none
Change 3385608 on 2017/04/07 by Daniel.Wright
Fixed SampleCmp being used on a non-depth texture, causing a d3d error
Change 3385980 on 2017/04/10 by Rolando.Caloca
DR - Remove transition functions RHIClearColor* RHIClearDepthStencilTexture
Change 3386042 on 2017/04/10 by Rolando.Caloca
DR - Fix metal merge issue
Change 3386157 on 2017/04/10 by Rolando.Caloca
DR - Remove VS2013 libs generation off hlslcc & glslang (to match main)
Change 3386356 on 2017/04/10 by Chris.Bunner
Resolving merge errors.
Change 3386414 on 2017/04/10 by Chris.Bunner
Resolved merge issue in RendererScene.cpp.
Change 3386700 on 2017/04/10 by Mark.Satterthwaite
Silence documentation warnings.
Change 3387178 on 2017/04/10 by Chris.Bunner
Removed invalid mask correction on MakeMA material nodes.
Change 3388177 on 2017/04/11 by Marcus.Wassmer
Disable ensure that is no longer relevant now that we bind clear colors on texture creation
Change 3388261 on 2017/04/11 by Chris.Bunner
Static analysis fix.
[CL 3388266 by Chris Bunner in Main branch]
2017-04-11 10:32:07 -04:00
BuildCategory . AddProperty ( AutomaticSigningProperty )
2018-03-27 16:13:55 -04:00
# if PLATFORM_MAC
. Visibility ( EVisibility : : Visible ) ;
# else
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3388261)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3358140 on 2017/03/22 by Rolando.Caloca
DR - Fix copy to cube face
- Compile fix when using dump layer
- Add new error enum
Change 3358301 on 2017/03/22 by Mitchell.Wilson
Initial check in of LODs in InfiltratorForward. First pass on optimization in level. Adding a visibility track for SceneCapture2D in tunnel section.
Change 3358477 on 2017/03/22 by Mitchell.Wilson
Updating Skeletal Mesh DPW_Robot_Export to resolve screen size being too low for LOD1. Cleaned up LOD1 which was showing some visible popping when transitioning.
Change 3358529 on 2017/03/22 by Mark.Satterthwaite
Globally disable clang's "constant-logical-operand" warning when running under Distcc - it is much easier and less invasive than constantly fixing the code.
Change 3358745 on 2017/03/22 by Mark.Satterthwaite
Disable another warning (parentheses-equality) under Distcc because again the separation of preprocessing from compilation means it turns up where it isn't expected.
Change 3358837 on 2017/03/22 by Joe.Graf
Merge of pull request #3214 for the RenderDocPlugin
#CodeReview: matt.kuhlenschmidt, marcus.wassmer
#rb: marcus.wassmer
Change 3359112 on 2017/03/22 by Ben.Salem
Update perf monitor to include frame time by default. Also, use only game/PIE world timers when in editor, instead of all worlds combined.
#tests Ran several Showdown test runs with plugin!
Change 3359363 on 2017/03/22 by Joe.Graf
First pass at non-unity & no pch compilation
Change 3359449 on 2017/03/22 by Joe.Graf
Added missing null check when exporting a EXR on Linux (UE-40268)
#CodeReview: dmitry.rekman
#rb: n/a
Change 3360349 on 2017/03/23 by Guillaume.Abadie
Fixes TAA's AA_FORCE_ALPHA_CLAMP causing DOF layouts.
#jira UE-42920
Change 3360405 on 2017/03/23 by Marcus.Wassmer
Better method for detecting Kepler
Change 3360718 on 2017/03/23 by Daniel.Wright
Planar reflections handle views smaller than the render target in a general way
* Fixes planar reflections with adaptive pixel density (ViewFamily size larger than actual views combined)
* Planar reflections are now supported in splitscreen
Change 3360758 on 2017/03/23 by Daniel.Wright
[Copy] Added new light property bCastVolumetricShadow, which defaults to true for directional and sky lights, but false for point / spot lights as supporting volumetric fog shadowing has significant GPU overhead
Change 3360762 on 2017/03/23 by Daniel.Wright
[Copy] Texture flags are now properly routed to RHICreateTexture3D from the render target pool
Change 3360768 on 2017/03/23 by Daniel.Wright
[Copy] Disabled GPUProfiler histogram by default, controlled by r.ProfileGPU.ShowEventHistogram
Change 3360770 on 2017/03/23 by Daniel.Wright
[Copy] Disabled fast clears on CustomDepth, saves .2ms on xbox
Change 3360771 on 2017/03/23 by Daniel.Wright
[Copy] Particle lights no longer force tiled deferred lighting. Tiled deferred lighting is only used if enough unshadowed lights + particle lights are on screen. Saves 1.5ms Xbox with one particle light.
Change 3360774 on 2017/03/23 by Daniel.Wright
[Copy] Distance field cvar comments
Change 3360782 on 2017/03/23 by Daniel.Wright
[Copy] Disabled selection color on Volume materials
Change 3360795 on 2017/03/23 by Daniel.Wright
[Copy] Volume materials now specify Albedo and Extinction, which is more intuitive than Scattering and Absorption. Albedo is [0-1] reflectance, while Extinction is a world space density.
Change 3360799 on 2017/03/23 by Daniel.Wright
[Copy] Cinematic scalability levels get 2x volumetric fog resolution in x and y
Change 3360806 on 2017/03/23 by Daniel.Wright
[Copy] Fixed volumetric fog being offset when viewport min is not 0
Change 3360809 on 2017/03/23 by Daniel.Wright
[Copy] Volumetric fog now adds a bias to the inverse squared light falloff denominator, prevents extreme aliasing from the hotspot. Can be controlled with r.VolumetricFog.InverseSquaredLightDistanceBiasScale.
Change 3361651 on 2017/03/23 by Brian.Karis
Higher quality sharp SSR at quality 4
Change 3361678 on 2017/03/23 by Brian.Karis
Fresnel darkens diffuse for clearcoat.
Change 3361683 on 2017/03/23 by Brian.Karis
Fixed SSR artifact
Change 3361691 on 2017/03/23 by Brian.Karis
Chagned min roughness limit
Change 3361707 on 2017/03/23 by Brian.Karis
Added inverse film tone map
Change 3361726 on 2017/03/23 by Brian.Karis
Better precision inverse
Change 3361758 on 2017/03/23 by Brian.Karis
Material flag normal curvature to roughness is no longer forward only.
Change 3361765 on 2017/03/23 by Brian.Karis
Update ACES
Change 3361774 on 2017/03/23 by Brian.Karis
Cleaned up alpha support and disabled screen edge clipping.
Change 3362478 on 2017/03/24 by Guillaume.Abadie
Cherry pick 3316084's PostProcessing.cpp: Fixes a bug in Circle DOF where the apply pass was no longer using the downres DOF's TAA output.
#author Brian.Karis
#jira UE-42920
Change 3362738 on 2017/03/24 by Rolando.Caloca
DR - Hide scene capture on IF
Change 3362890 on 2017/03/24 by Guillaume.Abadie
Renames r.SceneAlpha to r.PostProcessing.PropagateAlpha
Change 3363665 on 2017/03/24 by Mark.Satterthwaite
PR #3414: Add command line option "-noheartbeatthread" to disable heart beat thread (Contributed by JeffRous)
Change 3363866 on 2017/03/24 by Arne.Schober
DR - Updated NVAPI
#RB Marcus.Wassmer
Change 3364300 on 2017/03/24 by Brian.Karis
SSR use dynamic velocity
Change 3364372 on 2017/03/24 by Brian.Karis
Fix changing off axis projection velocities.
Change 3364373 on 2017/03/24 by Brian.Karis
Enabled velocity drawing in scene captures
Change 3365531 on 2017/03/27 by Guillaume.Abadie
Computes the material's screen position material expression directly from the pixel shader SvPosition
Change 3365764 on 2017/03/27 by Chris.Bunner
Lowering severity of crash for missing values in scalability.ini.
#jira UE-41331
Change 3365916 on 2017/03/27 by Guillaume.Abadie
Exposes the viewport offset within the view property material expression
Change 3365979 on 2017/03/27 by Brian.Karis
Fixed skylight intensity from double applying
Change 3365987 on 2017/03/27 by Brian.Karis
Stopped post process indirect lighting intensity from scaling skylight reflections
Change 3365991 on 2017/03/27 by Brian.Karis
Fix for static analysis
Change 3366028 on 2017/03/27 by Daniel.Wright
Volumetric fog supports static shadowing from Stationary lights
* Using bilinear on static shadowmap depths + 1 PCF to smooth out results
Change 3366029 on 2017/03/27 by Daniel.Wright
Static shadow depth maps for Stationary point and spot lights are 2x higher res by default (4x more texels), which is more appropriate for volumetric fog
Change 3366055 on 2017/03/27 by Guillaume.Abadie
Cherry picks 3251469: Implements scene capture component's CaptureSortPriority to control GPU execution order in order to manage inter dependencies.
Change 3366447 on 2017/03/27 by Simon.Tourangeau
Fix IES light profile importer.
- Bug in the LM-63-1986 format importer.
Change 3366836 on 2017/03/27 by Brian.Karis
ClearUAV now supports int types
Change 3367435 on 2017/03/28 by Benjamin.Hyder
Submitting Decal Automation map for initial approval
Change 3367572 on 2017/03/28 by Chris.Bunner
Changed ClampedPow {max(abs(x),0.00001)} to PositiveClampedPow {max(x,0)} to give more expected results to Power node in material graphs.
#jira UE-42989
Change 3367756 on 2017/03/28 by Olaf.Piesche
Niagara material usage flags
Change 3367835 on 2017/03/28 by Marcus.Wassmer
Fix crash when TileRenderer runs before anything else. Make explicit behavior when rendering at a time when there is no valid scene.
Change 3367837 on 2017/03/28 by Marcus.Wassmer
Missed a file.
Change 3367838 on 2017/03/28 by Richard.Wallis
Updated items from original shelved version by Mark Satt:
- Added MetalBackend.cpp to change main function string to have an initial crc + code length zero's
**Description below taken from Mark Satt's original verison of this in CL3343280**
Updated for Dev-Rendering's PSOs & integrates Richard's work on RHI shader libraries.
Replace the FShaderCache's cook-time binary shader cache with Dmitriy Dyomin's standalone FShaderCodeLibrary that saves all shader byte-code arrays to files named by the FSHAHash. This de-duplicates shaders so we only ever store the byte code once. Includes optional support for generating a platform specific library file - which Metal implements to provide a single Metal library. The platform-native implementation can perform more de-duplication and in the case of Metal has lower file overheads and will compress more efficiently.
- All of the support code for the FShaderCache's cook caching is gone, which affects all platforms. The FShaderCodeLibrary is currently supported by Cook-By-The-Book but can be used with iterate or child cookers - only DLC cooking requires further work.
- With further modifications it should be possible to support Cook-on-the-Fly as well (output directories would be needed in FShaderCodeLibrary::InitForCooking) and the file-access pattern should be changed to use async. IO so that Material loading is not considered complete until all required byte-code arrays are loaded into the FShaderCodeLibrary.
- For Metal archiving shaders this way will compile with debug information and the FShaderCodeLibrary, with some help from extensions to IShaderFormat, will save the debug information out into separate files during cooking - these can then be used to debug the game without having to locally recompile, recook & repackage but the shipped byte-code is stripped. Global shader caches are also subject to de-duplication in the library in order to support Metal's shader stripping.
- File Move operations need to respect the 'Replace' flag - for FShaderCodeLibrary to work we need Move to be atomic.
- This bumps the object version and will cause all content to recook.
- Native library support is optional - only Metal currently implements one, but so could Vulkan and D3D12. For Metal the big advantages are further de-duplication where different materials generate the same MetalSL text but a different FSHAHash, that the single Metal library has lower overhead and that as a single file it all compresses far better (esp. with LZMA - 5x smaller).
Change 3367854 on 2017/03/28 by Mark.Satterthwaite
Don't track or record draw call resources for non-OpenGL shader platforms in the shader-cache as it is unnecessary and makes it slower on the CPU than it needs to be.
Change 3367877 on 2017/03/28 by Brian.Karis
Fixed linux build hopefully
Change 3368001 on 2017/03/28 by Mark.Satterthwaite
Compile fixes from Richard's checkin caused by not having visibility to all platforms from my original shelves.
Change 3368019 on 2017/03/28 by Mark.Satterthwaite
And another fix for Windows compilation of MetalShaderFormat.
Change 3368042 on 2017/03/28 by Mark.Satterthwaite
And a couple of simpler MSVC errors.
Change 3368271 on 2017/03/28 by Mark.Satterthwaite
Make SceneRenderTargets compile again.
Change 3368691 on 2017/03/28 by Daniel.Wright
[Copy from BenW] Renamed r.Shadow.MaxCSMShadowResolution to r.Shadow.MaxCSMResolution to match scalability inis
Change 3369689 on 2017/03/29 by Marcus.Wassmer
Fix non editor compile for now
Change 3369862 on 2017/03/29 by Marcus.Wassmer
Get the rest of the things compiling again.
Change 3369896 on 2017/03/29 by Chris.Bunner
Enabling AMD HDR support by default.
#jira UE-42113
Change 3370535 on 2017/03/29 by Marcus.Wassmer
DR - Fix template explicit instantiation for ClearUAV permutations
#RB Brian.Karis, Arne.Schober
Change 3370704 on 2017/03/29 by Rolando.Caloca
DR - Rewrote GPU Skin Cache
- Per section buffers
- Limited memory per non-editor worlds (control with r.SkinCache.SceneMemoryLimitInMB)
Copied from 3370529
Change 3371389 on 2017/03/30 by Richard.Wallis
Remove temp working directories after archive packages built.
Change 3371641 on 2017/03/30 by Rolando.Caloca
DR - Copy 3371640 (fix mem leak)
Change 3372436 on 2017/03/30 by Uriel.Doyon
Added flags in UPrimitiveComponent to keep track of its state in the streaming manager.
This allows to avoid unnecessary callback and processing in begin destroy reattach and being destroy logic.
Removed the limitation of only processing UMeshComponent when handling spawed primitive.
This releases the level manager from having to manage dynamic primitives.
This improves performance by not having to manage dynamic references in the level manager.
Primitives managed as dynamic now have a callback when ever their proxy is udpated, handling
many cases automatically where previously a manual callback to notify would have been required.
Fixed an issue where primitives with no reference to streaming textures would loose they dynamic state
because of lack of references in the streamer.
Change 3372740 on 2017/03/30 by Chris.Bunner
[Experimental] Partial compute post process pipeline (r.PostProcess.PreferCompute).
StencilSceneTexture added to deferred list.
A few known issues to be fixed in a follow-up CL.
Change 3372765 on 2017/03/30 by Uriel.Doyon
Disabled concurrent call to NotifyPrimitiveUpdated while we don't have a safe concurrent update
Change 3372979 on 2017/03/30 by Richard.Hinckley
#jira UE-43501
The stencil buffer can now use single-channel bitmasks that ignore depth. This makes it possible to detect overlaps between stencil objects.
Change 3373053 on 2017/03/30 by Simon.Tourangeau
LPV Fade support
- mostly integrated from CL 2959511
Change 3373272 on 2017/03/30 by Uriel.Doyon
Added support for the concurrent update of dynamic primitives by the streaming manager.
Change 3373450 on 2017/03/30 by Rolando.Caloca
DR - FNT - Fix bad data for odd texcoord channels used on skin cache passthrough factory
Copy 3373364
#jira UE-43492
Change 3373470 on 2017/03/30 by Marcus.Wassmer
Nvidia Aftermath support
Change 3374187 on 2017/03/31 by Chris.Bunner
Volume texture support for CombineLUTs/Tonemap compute pass.
Refactored common param code to shared sub-class in CombineLUTs and Tonemap PS/CS.
Skip compute post process out-of-bounds writes.
Unsigned type conversion fixes.
Trimmed compute post process shader inputs.
Change 3374233 on 2017/03/31 by Chris.Bunner
Removed several redundant post process compute fences and resource transitions.
Added testing CVar to force compute post processes to async (r.PostProcess.ForceAsyncDispatch).
Change 3374412 on 2017/03/31 by Rolando.Caloca
DR - Fix static analysis
Change 3374544 on 2017/03/31 by Richard.Wallis
FShaderCache Parallel-Context-Aware Merged with FShaderCache Single Library.
Future Work
- This was done before Engine PSO were in so this now needs a refector in the recording and playback on pipeline states instead an emulate PSO in OpenGL Driver.
- Remove FShaderCacheState and replace the logic with FGraphicsPipelineStateInitializer which should be able to record from the RHI current pipeline state
- This would reduce the Locking required as it's naturally per thread/context and only the final record would need a lock
Change 3374588 on 2017/03/31 by Richard.Wallis
Windows Compile Fixes
Change 3374810 on 2017/03/31 by Benjamin.Hyder
updating recommended GPU drivers
Change 3375207 on 2017/03/31 by Rolando.Caloca
DR - vk - Fixed swapchain format selection for some Linux platforms
Change 3375248 on 2017/03/31 by Rolando.Caloca
DR - vk - Prefer D32S8
Change 3375495 on 2017/03/31 by Rolando.Caloca
DR - vk - Update to sdk 1.0.42.2
Change 3375496 on 2017/03/31 by Rolando.Caloca
DR - Force compiling with updated Vulkan SDK
Change 3375636 on 2017/03/31 by Mark.Satterthwaite
Copying Metal improvements from task stream, with some modifications:
- Off-by-default implementations for MTLFence & MTLHeap, including some small changes to the RHI interface for parallel contexts.
- Support for Apple's Instruments "Points of Interest" tool.
- Consolidation of some Mac & iOS compiler, memory and thread handling code.
- Fixes for Metal not having implicit buffer SRV typecasting for DistanceField effects.
- Improvements to the internal FMetalDebug layer, still off by default.
- Limited support for Xcode automatic code-signing for iOS/tvOS.
- Minimisation of render-target changes in some rendering code, esp. SceneOcclusion, DBufferDecals.
- Added RHISetResourceAliasability_RenderThread to FDynamicRHI for RHIs to implement simple render-target aliasing.
- Added FApplePlatformObject, a custom block allocator for Objective-C types (with NSZombie support) which is now used in MetalRHI to decrease allocation costs of Objective-C types.
- Smattering of lesser fixes.
Change 3375654 on 2017/03/31 by Mark.Satterthwaite
Incremental Windows build fix.
Change 3375656 on 2017/04/01 by Mark.Satterthwaite
Correct extern declaration, including the module export macro which Mac unhelpfully doesn't enforce (for now...).
Change 3375797 on 2017/04/01 by Mark.Satterthwaite
Nullability qualifiers to fix Mac build-farm compilation: perversely this is not a problem for local builds...
Change 3375798 on 2017/04/01 by Mark.Satterthwaite
Fix the first mis-merge in ParticleGpuSimulation - these changes clearly weren't properly resolved in the task-stream.
Change 3375835 on 2017/04/01 by Mark.Satterthwaite
Try again with nullability and fix the occlusion changes as the PSO work wasn't merged correctly.
Change 3376143 on 2017/04/02 by Mark.Satterthwaite
Switch back to flat dSYMs for Dev-Rendering - they don't work with Instruments etc. but they are required by our build system.
Change 3376324 on 2017/04/03 by Chris.Bunner
Fixed cvar re-registration log spam and flagged a testing-only cvar as such.
Change 3376726 on 2017/04/03 by Benjamin.Hyder
Submitting initial HDR test map (WIP)
Change 3376756 on 2017/04/03 by Guillaume.Abadie
Fixes scene captures ordering's backward compatibility.
Before, 2d scene captures were rendered before cube scene captures. The CaptureSortPriority broke backward compatibility by settings this new member to 0 in the USceneCaptureComponent's constructor. Since it is a higher come first policy, this CL set the default of this value to 1 in USceneCaptureComponent2D's constructor.
Change 3377378 on 2017/04/03 by Arne.Schober
DR - Fix ShaderRecompiling over and over again
#RB Chris.Bunner
Change 3377512 on 2017/04/03 by Daniel.Wright
[Copy] Fixed profilegpu in d3d12 - initialize FLongGPUTaskPS when it is safe to do so, and fixed FSlateRHIRenderer's incorrect usage of draw events
Change 3377518 on 2017/04/03 by Daniel.Wright
[Copy] Distance field atlas coalesces updates to reduce RHIUpdateTexture3D memory overhead on d3d12
Change 3377526 on 2017/04/03 by Daniel.Wright
[Copy] "Ran out of GPU queries!" log only happens once
Change 3377535 on 2017/04/03 by Daniel.Wright
[Copy] Fixed unreferenced local variable
Change 3377539 on 2017/04/03 by Daniel.Wright
[Copy] Xbox One RHIGetResourceInfo takes ESRAM into account - fixes render target pool 'VRamInKB request failed' messages
Change 3377546 on 2017/04/03 by Daniel.Wright
[Copy] Added r.LightMaxDrawDistanceScale for local light scalability
Change 3377553 on 2017/04/03 by Daniel.Wright
[Copy] Removed NEW_ESRAM_ALLOCATOR define and old unused path
Change 3377560 on 2017/04/03 by Daniel.Wright
[Copy] Fixed two d3d12 refcounting bugs causing -norhithread crashes
Change 3377565 on 2017/04/03 by Daniel.Wright
[Copy] Fixed Xbox One deleting GPU resources before the GPU is done reading from them (GRHINeedsExtraDeletionLatency was false)
Change 3377572 on 2017/04/03 by Daniel.Wright
[Copy] Disabled point / spot lights with MaxDrawDistance on LowPC
Change 3377586 on 2017/04/03 by Daniel.Wright
Fixed compile error
Change 3377699 on 2017/04/03 by David.Hill
FFT Code. Moved over from raven and refactored
#review-3374589 @guillaume.abadie
Change 3377910 on 2017/04/03 by David.Hill
GPU FFT: Fix Linux Build
adding a missing template<> to an IMPLEMENT_SHADER_TYPE
Change 3378751 on 2017/04/04 by Marcus.Wassmer
HQ particle lights now spawn attached to the same socket as their parent module.
Change 3378819 on 2017/04/04 by Richard.Wallis
Should be no need to protect shader cache against RHI thread now.
Change 3378823 on 2017/04/04 by Richard.Wallis
FRHIShaderLibrary Opaque Type
- Base FRHIShaderLibrary has no Create*Shader functions and is passed to Overloaded RHICreate*Shader functions instead of creation directly through the library.
- Assumed that only Native libraries will end up in the RHICreate*Shader functions.
- ShaderCache and ShaderCode Libraries now inherit from a common factory interface.
Change 3378883 on 2017/04/04 by Arne.Schober
DR - Fix DCC build
Change 3378885 on 2017/04/04 by Richard.Wallis
Metal resource cast compile fix post merge.
Change 3378946 on 2017/04/04 by Chris.Bunner
SM4 assert fix.
Change 3378953 on 2017/04/04 by Chris.Bunner
Fixed type-correctness on legacy BreakMA material nodes and set more flexible formats to global attributes which should result in much more forgiving graphs for users.
Allowed material nodes to opt out of mask-based pin coloration.
#tests Compiled most Paragon materials + QAGame test maps.
#jira UE-39885
Change 3379189 on 2017/04/04 by Arne.Schober
DR - Fix aftermath staging
Change 3379229 on 2017/04/04 by Arne.Schober
DR - Fix missing include
Change 3379374 on 2017/04/04 by Mark.Satterthwaite
Revert an accidentally merged change in MacPlatformProcess that relies on further changes from the Metal task stream.
Change 3379505 on 2017/04/04 by Rolando.Caloca
DR - Fix mismatched interpolators
Change 3379539 on 2017/04/04 by Mark.Satterthwaite
No FFT for any hlslcc platform - the IR for one or more RWTexture2D isn't quite right...
#jira UE-43626
Change 3379561 on 2017/04/04 by Rolando.Caloca
DR - Fix root signature issues on D3D12 PC
Change 3379590 on 2017/04/04 by Mark.Satterthwaite
Back out changelist 3379539 & change the shader slightly instead, the HLSLCC library generates bogus IR when you have an inout RWTexture.
#jira UE-43626
Change 3379917 on 2017/04/04 by Uriel.Doyon
Fix to input mismatch
Change 3380578 on 2017/04/05 by Chris.Bunner
Shader type fixes.
#jira UE-43652
Change 3380639 on 2017/04/05 by Rolando.Caloca
DR - Expose GetOrCreate PSO and document
Change 3380821 on 2017/04/05 by Guillaume.Abadie
Fixes a crash in USceneCaptureComponent::UpdateDeferredCaptures()
#jira UE-43642
Change 3381092 on 2017/04/05 by Guillaume.Abadie
Cherry pick 3362517: Implements TAA's scene color unpremultiplication from alpha channel to reduce DOF alpha channel temporal ghosting.
This CL take the oportunity to transform AA_ALPHA to an compile time enumeration, and add a basic TAA compile time configuration validation to improve readability of the different TAA passes' configurations.
Change 3381300 on 2017/04/05 by Mark.Satterthwaite
Quick fix for changes to MetalRHI's render-thread safe texture creation not correctly handling AVFoundation video player handing us an IOSurface.
#jira UE-43597
Change 3381359 on 2017/04/05 by Guillaume.Abadie
Back out changelist 3381092
Change 3381421 on 2017/04/05 by Mark.Satterthwaite
Amended CL #3380995 from Richard Wallis to address crash in the Material Editor under the validation layer - when there are no textures bound the default pass descriptor assigns store actions, which means we can't override them with our deferred store actions.
#jira UE-43689
Change 3381422 on 2017/04/05 by Mark.Satterthwaite
Absolute time queries can't be batched in Metal but I also can't rely on them being started with a call to BeginQuery - only EndQuery.
#jira UE-43691
Change 3381503 on 2017/04/05 by Daniel.Wright
More intuitive controls for Volumetric Fog
* Removed ScatteringScale / AbsorptionScale on Exponential Height Fog and added Albedo / Extinction
* InscatteringColorCubemap is now supported by Volumetric Fog
* Particle lights have a default VolumetricScatteringIntensity of 0 to avoid trailing
* Tweaked GVolumetricFogDepthDistributionScale better for nearby details
* Volume Materials have twice the interpolators available
Change 3381527 on 2017/04/05 by Mark.Satterthwaite
Disable Private GPU storage for PVRTC texture formats on iOS Metal - these require more changes to the blit-encoder usage as PVRTC has strange requirements.
Change 3381671 on 2017/04/05 by Mark.Satterthwaite
Better error message for failure to compile shaders remotely from PC for Metal.
Change 3381769 on 2017/04/05 by Rolando.Caloca
DR - Added lock texture array 2d on Vulkan
Change 3382003 on 2017/04/05 by Mark.Satterthwaite
Remove the automatic Metal aliasing/re-use when releasing some resource types as it doesn't work as intended.
Change 3382030 on 2017/04/05 by Zachary.Wilson
Fix compiling Metal text shaders from PC broken in merge from task stream.
#submitter mark.satterthwaite
#jira UE-43652
Change 3382880 on 2017/04/06 by Mark.Satterthwaite
Michael Trepka's CL #3379927:
VolumetricFogVoxelization implementation for Mac
Change 3383315 on 2017/04/06 by Mark.Satterthwaite
Partially revert CL #3382003 - the emulated Metal heaps require invoking makeAliasable in order to reclaim memory.
#jira UE-43739
Change 3384639 on 2017/04/07 by Marcus.Wassmer
Move ShaderResource version bump to RenderingObjectVersion
Change 3384704 on 2017/04/07 by Mark.Satterthwaite
Compile fix for merge.
Change 3384933 on 2017/04/07 by Rolando.Caloca
DR - Fix skin cache crash with BP (copy 3384714)
Change 3385104 on 2017/04/07 by Mark.Satterthwaite
Fix MetalRHI's abs(int2) handling - it can't be translated to fabs(int2) as that won't compile. Also rebuild hlslcc for my sanity.
#jira UE-43783
Change 3385105 on 2017/04/07 by Mark.Satterthwaite
Force a shader rebuild to ensure that everybody picks up the fix for #jira UE-43783
#jira UE-43783
Change 3385118 on 2017/04/07 by Arne.Schober
DR - [OR-37359] - Fix disapearing Decals when StencilLod Fade is enabled
#RB none
Change 3385149 on 2017/04/07 by Marcus.Wassmer
Fix skincache motion blur
Change 3385189 on 2017/04/07 by Rolando.Caloca
DR - Fix swapchain format for editor on Vulkan
Change 3385287 on 2017/04/07 by Mark.Satterthwaite
Enable SM5 on Intel as of 10.12.4 and later.
Change 3385347 on 2017/04/07 by Rolando.Caloca
DR - Temp fix for GL4 corruption on editor
#jira UE-43785
Change 3385363 on 2017/04/07 by Rolando.Caloca
DR - Actually fix all win platforms for GL bug
#jira UE-43785
Change 3385557 on 2017/04/07 by Arne.Schober
DR - [UE-43205] - Fix mesh paint
#RB none
Change 3385608 on 2017/04/07 by Daniel.Wright
Fixed SampleCmp being used on a non-depth texture, causing a d3d error
Change 3385980 on 2017/04/10 by Rolando.Caloca
DR - Remove transition functions RHIClearColor* RHIClearDepthStencilTexture
Change 3386042 on 2017/04/10 by Rolando.Caloca
DR - Fix metal merge issue
Change 3386157 on 2017/04/10 by Rolando.Caloca
DR - Remove VS2013 libs generation off hlslcc & glslang (to match main)
Change 3386356 on 2017/04/10 by Chris.Bunner
Resolving merge errors.
Change 3386414 on 2017/04/10 by Chris.Bunner
Resolved merge issue in RendererScene.cpp.
Change 3386700 on 2017/04/10 by Mark.Satterthwaite
Silence documentation warnings.
Change 3387178 on 2017/04/10 by Chris.Bunner
Removed invalid mask correction on MakeMA material nodes.
Change 3388177 on 2017/04/11 by Marcus.Wassmer
Disable ensure that is no longer relevant now that we bind clear colors on texture creation
Change 3388261 on 2017/04/11 by Chris.Bunner
Static analysis fix.
[CL 3388266 by Chris Bunner in Main branch]
2017-04-11 10:32:07 -04:00
. Visibility ( EVisibility : : Hidden ) ;
2018-02-14 14:13:42 -05:00
# endif // PLATFORM_MAC
2018-03-27 16:13:55 -04:00
// Remote Server Name Property
TSharedRef < IPropertyHandle > IOSTeamIDHandle = DetailLayout . GetProperty ( GET_MEMBER_NAME_CHECKED ( UIOSRuntimeSettings , IOSTeamID ) ) ;
BuildCategory . AddProperty ( IOSTeamIDHandle )
. Visibility ( EVisibility : : Hidden ) ;
BuildCategory . AddCustomRow ( LOCTEXT ( " IOSTeamID " , " IOSTeamID " ) , false )
# if !PLATFORM_MAC
. Visibility ( EVisibility : : Hidden )
# endif // PLATFORM_MAC
. NameContent ( )
[
SNew ( SHorizontalBox )
+ SHorizontalBox : : Slot ( )
. Padding ( FMargin ( 0 , 1 , 0 , 1 ) )
. FillWidth ( 1.0f )
[
SNew ( STextBlock )
. Text ( LOCTEXT ( " IOSTeamIDLabel " , " IOS Team ID " ) )
. Font ( DetailLayout . GetDetailFont ( ) )
]
]
. ValueContent ( )
. MinDesiredWidth ( 150.0f )
[
SNew ( SHorizontalBox )
+ SHorizontalBox : : Slot ( )
. FillWidth ( 1.0f )
. HAlign ( HAlign_Fill )
[
SAssignNew ( IOSTeamIDTextBox , SEditableTextBox )
. IsEnabled ( this , & FIOSTargetSettingsCustomization : : IsAutomaticSigningEnabled )
. Text ( this , & FIOSTargetSettingsCustomization : : GetIOSTeamIDText , IOSTeamIDHandle )
. Font ( DetailLayout . GetDetailFont ( ) )
. SelectAllTextOnCommit ( true )
. SelectAllTextWhenFocused ( true )
. ClearKeyboardFocusOnCommit ( false )
. ToolTipText ( IOSTeamIDHandle - > GetToolTipText ( ) )
. OnTextCommitted ( this , & FIOSTargetSettingsCustomization : : OnIOSTeamIDTextChanged , IOSTeamIDHandle )
]
] ;
2014-03-14 14:13:41 -04:00
2014-10-30 17:05:10 -04:00
/* ProvisionCategory.AddCustomRow(TEXT("Certificate Request"), false)
. NameContent ( )
[
SNew ( SHorizontalBox )
+ SHorizontalBox : : Slot ( )
. Padding ( FMargin ( 0 , 1 , 0 , 1 ) )
. FillWidth ( 1.0f )
[
SNew ( STextBlock )
. Text ( LOCTEXT ( " RequestLabel " , " Certificate Request " ) )
. Font ( DetailLayout . GetDetailFont ( ) )
]
]
. ValueContent ( )
[
SNew ( SBox )
. HAlign ( HAlign_Center )
[
SNew ( SButton )
. HAlign ( HAlign_Center )
. OnClicked ( this , & FIOSTargetSettingsCustomization : : OnCertificateRequestClicked )
[
SNew ( STextBlock )
. Text ( FText : : FromString ( " Create Certificate Request and a Key Pair " ) )
]
]
] ; */
2014-12-01 11:19:41 -05:00
ProvisionCategory . AddCustomRow ( LOCTEXT ( " ProvisionLabel " , " Provision " ) , false )
2015-01-29 14:25:09 -05:00
. WholeRowWidget
. MinDesiredWidth ( 0.f )
. MaxDesiredWidth ( 0.f )
. HAlign ( HAlign_Fill )
2014-10-30 17:05:10 -04:00
[
2015-01-29 14:25:09 -05:00
SNew ( SVerticalBox )
+ SVerticalBox : : Slot ( )
. AutoHeight ( )
2014-10-30 17:05:10 -04:00
[
2015-01-30 10:53:52 -05:00
SAssignNew ( ProvisionInfoSwitcher , SWidgetSwitcher )
. WidgetIndex ( 0 )
// searching for provisions
+ SWidgetSwitcher : : Slot ( )
. HAlign ( HAlign_Fill )
. VAlign ( VAlign_Center )
2015-01-29 14:25:09 -05:00
[
2015-01-30 10:53:52 -05:00
SNew ( SBorder )
. Padding ( 4 )
[
SNew ( STextBlock )
. Text ( LOCTEXT ( " ProvisionViewerFindingProvisions " , " Please wait while we gather information. " ) )
. AutoWrapText ( true )
]
2015-01-29 14:25:09 -05:00
]
2015-02-06 10:52:09 -05:00
// importing a provision
+ SWidgetSwitcher : : Slot ( )
. HAlign ( HAlign_Fill )
. VAlign ( VAlign_Center )
[
SNew ( SBorder )
. Padding ( 4 )
[
SNew ( STextBlock )
. Text ( LOCTEXT ( " ProvisionViewerImportingProvisions " , " Importing Provision. Please wait... " ) )
. AutoWrapText ( true )
]
]
2015-01-30 10:53:52 -05:00
// no provisions found or no valid provisions
+ SWidgetSwitcher : : Slot ( )
. HAlign ( HAlign_Fill )
. VAlign ( VAlign_Center )
2014-10-30 17:05:10 -04:00
[
2015-01-30 10:53:52 -05:00
SNew ( SBorder )
. Padding ( 4 )
[
SNew ( STextBlock )
. Text ( LOCTEXT ( " ProvisionViewerNoValidProvisions " , " No Provisions Found. Please Import a Provision. " ) )
. AutoWrapText ( true )
]
2014-10-30 17:05:10 -04:00
]
2015-01-30 10:53:52 -05:00
+ SWidgetSwitcher : : Slot ( )
. HAlign ( HAlign_Fill )
. VAlign ( VAlign_Center )
[
SNew ( SVerticalBox )
+ SVerticalBox : : Slot ( )
. Padding ( FMargin ( 10 , 10 , 10 , 10 ) )
. AutoHeight ( )
2015-01-29 14:25:09 -05:00
[
2015-01-30 10:53:52 -05:00
SAssignNew ( ProvisionListView , SListView < ProvisionPtr > )
. ItemHeight ( 20.0f )
. ListItemsSource ( & FilteredProvisionList )
. OnGenerateRow ( this , & FIOSTargetSettingsCustomization : : HandleProvisionListGenerateRow )
. SelectionMode ( ESelectionMode : : None )
. HeaderRow
(
SNew ( SHeaderRow )
2015-09-18 13:42:25 -04:00
+ SHeaderRow : : Column ( " Selected " )
2015-10-02 14:24:38 -04:00
. DefaultLabel ( LOCTEXT ( " ProvisionListSelectColumnHeader " , " " ) )
2015-09-18 13:42:25 -04:00
. FixedWidth ( 30.0f )
2015-01-30 10:53:52 -05:00
+ SHeaderRow : : Column ( " Name " )
. DefaultLabel ( LOCTEXT ( " ProvisionListNameColumnHeader " , " Provision " ) )
. FillWidth ( 1.0f )
+ SHeaderRow : : Column ( " File " )
. DefaultLabel ( LOCTEXT ( " ProvisionListFileColumnHeader " , " File " ) )
+ SHeaderRow : : Column ( " Status " )
. DefaultLabel ( LOCTEXT ( " ProvisionListStatusColumnHeader " , " Status " ) )
+ SHeaderRow : : Column ( " Distribution " )
. DefaultLabel ( LOCTEXT ( " ProvisionListDistributionColumnHeader " , " Distribution " ) )
. FixedWidth ( 75.0f )
)
2015-01-29 14:25:09 -05:00
]
2015-01-30 10:53:52 -05:00
+ SVerticalBox : : Slot ( )
. AutoHeight ( )
. Padding ( 0.0f , 6.0f , 0.0f , 4.0f )
[
SNew ( SSeparator )
. Orientation ( Orient_Horizontal )
]
+ SVerticalBox : : Slot ( )
. AutoHeight ( )
[
SNew ( SHorizontalBox )
2015-01-29 14:25:09 -05:00
2015-01-30 10:53:52 -05:00
+ SHorizontalBox : : Slot ( )
. AutoWidth ( )
[
SNew ( SRichTextBlock )
Copying //UE4/Dev-Platform to //UE4/Main (Source: //UE4/Dev-Platform @ 3008177)
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2948322 on 2016/04/19 by Nick.Shin
update libwebsockets to v1.7.4
part 4 of 4 - doing this in stages for tracking purposes
#jira UEPLAT-1246 - Update libWebsockets
#jira UEPLAT-1221 - update websocket library
#jira UEPLAT-1204 - Rebuild libwebsockets with SSL
Change 2970016 on 2016/05/07 by Nick.Shin
undo all of the following upgrades:
- zlib
- openssl
- libcurl
- libwebsockets
and reset webrtc
#jira UE-30298 - Fortnite and Orion crash on login
#lockdown josh.adams
Change 2970373 on 2016/05/09 by Lee.Clark
PS4 - Fix NumInstances not getting reset after DrawIndirect calls
Change 2972873 on 2016/05/10 by Michael.Trepka
Correct initial position for SlateViewer windows on Mac
Change 2974363 on 2016/05/11 by Mark.Satterthwaite
Fix invoking buils using distcc from UFE - the command-line executed to access the number of parallel tasks was incorrect.
Change 2975921 on 2016/05/12 by Michael.Trepka
Removed unused AdjustWindowRegion declaration from LinuxWindow.h
#codereview Dmitry.Rekman
Change 2977002 on 2016/05/13 by Michael.Trepka
Make sure dSYM generation action in UBT on Mac does not start before the source dylib is ready
#codereview Ben.Marsh
Change 2977337 on 2016/05/13 by Brent.Pease
UE-27805 - Adding special characters into the BundleDisplayName or BundleName causes packaging error
+ Prevent illegal characters from being entered in the packaging UI
+ Report an error from iPhonePackager if a illegal bundle id is specified
+ Convert special characters to XML equivalents
- Correctly check for the presence of iTunes 12 when packaging iOS games on Windows
- Improve ios certificate and provision message in package settings UI
#codereview peter.sauerbrei
Change 2977509 on 2016/05/13 by Brent.Pease
+ Fix mac compile error
Change 2978036 on 2016/05/14 by Mark.Satterthwaite
One-line tweak that resolves incorrect rendering of the colour LUT because float imprecision allows -ve values to be passed into a call to pow which then generates NaN.
#jira UE-30777
Change 2978037 on 2016/05/14 by Mark.Satterthwaite
Fix a heap-use-after-free bug spotted by AddressSanitizer - you can't assume that the UObject system will be available in ShutdownModule() - on OS X it may have been killed a long time ago.
Change 2978333 on 2016/05/16 by Lee.Clark
Fix packaging of non-code projects when plugins are enabled
#codereview Peter.Sauerbrei
Change 2978780 on 2016/05/16 by Mark.Satterthwaite
Reduce temporary allocations required to set uniform parameters in Metal.
Change 2979680 on 2016/05/16 by Nick.Shin
editor's HTML5 platform settings was missing due to the emscripten SDK move
should have been included with CL: #2946251
Change 2979681 on 2016/05/16 by Nick.Shin
cleaned up websocket processing for HTML5
#jira UE-13657 - HTML5 plugin OnRawRecieve overflow
Change 2979701 on 2016/05/16 by Brent.Pease
UE-28421 - Message box cannot be closed after accessing the home screen on iOS
+ Implement a timeout when waiting for a reply after sending background/foreground/suspend events from the main thread to the game thread. This solves the immediate problem presented in the jira bug report, however, there are deeper issues with the consequences of blocking the game thread that are not addressed. Perhaps structuring the game thread loop to know about modal dialogs so that it can receive these events even when a modal dialog is up could be a better longer term solution
Change 2980766 on 2016/05/17 by Jeremiah.Waldron
Adding Android build support for HarfBuzz
- using a combination of android-cmake (from https://github.com/taka-no-me/android-cmake) to create the build files and Visual Studio 2015 to compile them
- Adding Debug and RelWithDebInfo compiled binaries to harfbuzz-1.2.4/Android/<arch>/<config>
Tested armv7 with TextShapingTest project on a GalaxyNote3 and text showed up correctly
#jira UE-28586
#codereview chris.babcock
Change 2980953 on 2016/05/17 by Jeremiah.Waldron
Changing HarfBuzz build script and libs to use Release instead of RelWithDebInfo
#jira UE-28586
Change 2981039 on 2016/05/17 by Jeff.Campeau
ICMP support disabled for Xbox One and basic address processing wrappers provided (needed for Oodle support)
Change 2981054 on 2016/05/17 by Jeff.Campeau
Enable Live OSS for Orion on Xbox One
Change 2981553 on 2016/05/18 by Jeff.Campeau
Enable Oodle for Xbox One
Change 2981555 on 2016/05/18 by Jeff.Campeau
Scalability settings for Xbox One
Change 2981774 on 2016/05/18 by Keith.Judge
Xbox One - Duplicating Movie Player fix from 4.12.
Change 2981789 on 2016/05/18 by Keith.Judge
Xbox One - Duplicate fast semantics rendertarget unbind/clear/rebind fix from 4.12.
Change 2981802 on 2016/05/18 by Keith.Judge
Xbox One - Duplicate of distance field AO/Shadow fixes from 4.12.
Change 2981875 on 2016/05/18 by Keith.Judge
Xbox One - Dynamic VB/IB refactor. Duplicated from 4.12.
Change 2981900 on 2016/05/18 by Keith.Judge
Xbox One - D3D11Query refactor. Duplicated from 4.12
Change 2981945 on 2016/05/18 by Nick.Shin
filled out response headers for HTML5 platform
#jira UE-26047 - HTML5 HTTP Response Headers not implemented
Change 2981981 on 2016/05/18 by Lee.Clark
PS4 - Fix COTF not updating files
#codereview Daniel.Lamb
Change 2982246 on 2016/05/18 by Michael.Trepka
Fixed Mono compile errors in UT build scripts
Change 2983869 on 2016/05/19 by Mark.Satterthwaite
Explicitly retain/release all the MTLTexture objects in FMetalSurface without the assumptions about them being the same object - the recent stencil & SRV related changes make those assumptions invalid and could lead to over-releasing some textures.
#jira UE-29557
Change 2983871 on 2016/05/19 by Mark.Satterthwaite
Pool Metal texture update buffers to reduce churn.
Change 2983892 on 2016/05/19 by Mark.Satterthwaite
Duplicate 4.12 CL #2972885: Enable Metal resource lifetime delay on all platforms, not just iOS to try and address intermittent invalid resource errors.
Change 2983898 on 2016/05/19 by Mark.Satterthwaite
Duplicate 4.12 CL #2982825: Correctly wait for the dispatch semaphore when clearing the Metal resource free lists.
Change 2983911 on 2016/05/19 by Mark.Satterthwaite
Change Metal SubmitCommandsHint to use an enum of flags rather than boolean variables to control behaviour so that its clearer to the reader what is going to happen.
Change 2983916 on 2016/05/19 by Mark.Satterthwaite
Duplicate 4.12 CL #2974765: Workaround for UE-30069 - on Nvidia Macs we are breaking the GMux swap the second time we run the engine and it isn't clear why, so instead explicitly select the Metal device ourselves and don't allow the OS to swap the GPU driving the display. This will potentially reduce performance a little if the discrete GPU isn't already driving the display but until we know how we are clobbering the GMux/driver it is all we can do. This only applies to 10.11.5 with the default OS X drivers where there is more than one GPU in the system, earlier versions of OS X and the Nvidia WebDrivers are unaffected.
Change 2984874 on 2016/05/20 by Keith.Judge
Xbox One - Re-enable shader DXBC intermediate bytecode stripping, except for geometry and hull shaders where there's a possibility of runtime recompilation in certain combinations. Saves ~2MB in TM-ShaderModels, will save more in larger maps.
#jira UEPLAT-1295
Change 2985446 on 2016/05/20 by Mark.Satterthwaite
Remove the non-functional -metaldebug option from MetalRHI.
Change 2985827 on 2016/05/20 by Nick.Shin
call EndSession() onbeforeunload()
note: API CHANGE
- HTML5JavaScripteFx.{js,h}
- UE_MakeHTTPDataRequest()
#jira UE-22285 - Session End events are not generated for HTML5
Change 2986013 on 2016/05/20 by Jeremiah.Waldron
PR #2387: In-App Purchases - parameters needed for Receipt Validation (Contributed by gameDNAstudio)
Also touches IOS because of added RawPrice member in FInAppPurchaseProductInfo
Pulled from Release-4.12 CL
#jira UE-30782
#codereview chris.babcock, Peter.Sauerbrei
Change 2986057 on 2016/05/20 by Mark.Satterthwaite
Further changes to ensure that UE-30710 really is fixed while also not live-leaking memory in MetalRHI.
Change 2986059 on 2016/05/20 by Mark.Satterthwaite
Move the Metal uniform buffers into the same resource pool as all the other buffers and add stats for how many buffers are in the pool, how much memory is in use, free and wasted (due to aligned-buffer sizes).
Change 2986060 on 2016/05/20 by Mark.Satterthwaite
Disable tiled-reflections on Nvidia & Intel Metal until they sort out the sample command on cube-arrays ignoring the lod level.
Change 2986063 on 2016/05/20 by Mark.Satterthwaite
Missing change from previous CL.
Change 2986066 on 2016/05/20 by Mark.Satterthwaite
More Metal stats tracking the number & memory size of id<MTLBuffer>'s allocated/released each frame.
Change 2986455 on 2016/05/23 by Keith.Judge
Xbox One - Fix precompile promise in shader compiler to not stop subsequent defines from being parsed by D3DCompiler.
Change 2986886 on 2016/05/23 by Mark.Satterthwaite
Duplicate 4.12 CL #2986880: Fix UE-31124 due to bad array iteration logic - amazing that this hadn't been seen earlier.
Change 2986955 on 2016/05/23 by Brent.Pease
+ Do not error out if "[PROJECT_NAME]" is in the bundle ID
#codereview peter.sauerbrei
Change 2987304 on 2016/05/23 by Chris.Babcock
Remove old Android platforms
#ue4
#android
#codeview Josh.Adams
Change 2987571 on 2016/05/23 by Mark.Satterthwaite
Duplicate CL #2967998: Integrate - MaterialParameterCollections now create default resources (uniform buffers) which are used when no valid FScene is present (eg DrawTile while exporting materials to lightmass)
#jira UE-31111
Change 2987591 on 2016/05/23 by Mark.Satterthwaite
Remove usage of MTLRender/ComputeEncoder setSamplerState/s calls that take Min & Max Lod overrides - they currently don't work as expected on some GPU drivers and as we don't use them anywhere and I can't see that we will removing them costs us nothing and fixes tiled reflections on Nvidia with Metal SM5.
Change 2987679 on 2016/05/23 by Mark.Satterthwaite
Re-enable tiled reflections on Nvidia by default now that they work.
Change 2987799 on 2016/05/24 by Mark.Satterthwaite
Add a shader compile option "r.Shaders.ZeroInitialise" that we can turn on to force explicit zero-initialisation of local & temporary variables in hlslcc - so far only implemented for Metal. The default behaviour remains to omit zero-initialisation but the option is helpful to eliminate or track down uninitialised access in shaders that are causing real bugs (e.g. POM material relying on zero-initialised loop counters causing hangs/bad rendering on Mac).
Change 2989395 on 2016/05/25 by Lee.Clark
PS4 - Fix shader output / render target format mismatch for sparse MRT.
Change 2990003 on 2016/05/25 by Jeremiah.Waldron
When creating our own ConfigCacheIni in GetConfigCacheIni_APL, do not assume that the Engine ini was requested. Instead use the baseIniName passed to the function.
Change 2990393 on 2016/05/25 by Mark.Satterthwaite
Back out changelist 2961310 - causes more problems than it solves. DistanceField rendering will still work on Intel Metal SM5 and may work on AMD but will be broken on Nvidia due to a bad access within the compute shader - there's no bounds checking in Metal...
Change 2990516 on 2016/05/25 by Brent.Pease
+ UEPLAT-1294 - Support for local notifications
+ UEPLAT-1254 - Add BP event for device orientation change
+ Added a new class based on UGameInstance for mobile device callbacks
+ Ensured IOSAppDelegate.cpp follows convention for lambda functions
Change 2991361 on 2016/05/26 by Jeremiah.Waldron
Move InAppPurchase class to StoreHelper.java so GooglePlay and Amazon store helpers can use it
Change 2992450 on 2016/05/27 by Mark.Satterthwaite
Optional r.Shaders.BoundsChecking flag to control whether shader platforms should manually enforce buffer access bounds - HLSL returns zero or ignores invalid reads & writes but Metal leaves the behaviour undefined and some drivers then fail. By default this is off and its whatever the native platform behaviour is, enabling it will cost some amount of performance as the shader translator inserts additional instructions to try and match D3D as accurately as possible. This is required to fix GPU restart errors on some Metal drivers when using SM5 rendering features including DistanceField shaders.
Change 2993027 on 2016/05/27 by Mark.Satterthwaite
Fix typo for new CFLAG_BoundsChecking enumeration value.
Change 2993594 on 2016/05/27 by Mark.Satterthwaite
Build fix - check not assert...
Change 2993595 on 2016/05/27 by Mark.Satterthwaite
Fix typo from Xcode hang...
Change 2993614 on 2016/05/28 by Mark.Satterthwaite
At least for now enable shader zero-initialisation and bounds-checking on Mac to ensure that Metal shaders are compiled with semantics that approximate those HLSL assumes. This may cost some performance but will avoid a few GPU restarts on some vendor drivers.
Change 2993747 on 2016/05/28 by Mark.Satterthwaite
Separate texture & buffer references in the Metal backend as they bind to separate arrays in the runtime to avoid giving the side-table buffer an innaccessible binding index. Also the side-table doesn't need to be emitted if no buffer SRV or UAV is used.
Change 2994256 on 2016/05/31 by Lee.Clark
PS4 - Fix unitialized Head Position from HMD tracker when tracking fails. Fixes a problem with A3D audio not working.
#codereview Chad.Taylor,Aaron.McLeran
Change 2994281 on 2016/05/31 by Rolando.Caloca
DP - Allow hlslcc to process type casts containing the 'const' keyword
- it isn't strictly complete as it will simply omit the type qualifier from the cast in the AST but it is sufficient for FortniteFoliage_MasterMaterial to compile.
#codereview Mark.Satterthwaite, Dmitry.Rekman
#jira UE-31411
Change 2994467 on 2016/05/31 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 2994493 on 2016/05/31 by Daniel.Lamb
Fixed issue with DDC commandlet not caching things from the startup packages list.
Change 2994644 on 2016/05/31 by Mark.Satterthwaite
Updated hlslcc Mac binaries with fix for UE-31411 which RCO accepted and submitted + script for building parsers on POSIX OSes hooked up to an Xcode scheme in the project.
Change 2996074 on 2016/06/01 by Lee.Clark
PS4 - Fix GS mode not getting disabled when using parallel contexts.
#codereview Marcus.Wassmer
Change 2996129 on 2016/06/01 by Brent.Pease
Manual merge of Pete's dsym generation fix (CL#2996089) from the 4.12 branch.
Change 2996130 on 2016/06/01 by Jeremiah.Waldron
PR #2387 part 2 (Contributed by gameDNAstudio)
Adding ability to consume purchases during GooglePlay RestorePurchases
This also touches IOS due to changes to base classes and function signatures
#codereview chris.babcock, Peter.Sauerbrei
Change 2996441 on 2016/06/01 by Jeremiah.Waldron
Relates to PR #2387: Adding ability to consume purchases during GooglePlay RestorePurchases (Contributed by gameDNAstudio)
Missing changes from part 2 reworked so that there is still only one RestorePurchases function which takes the product IDs and consumable flags. I reflected this in StoreHelper so no casting is necessary in GameActivity and the soon-to-be-added AmazonStoreHelper in the GameCircle plugin will still work dynamically with GameActivity since it will call StoreHelper functionality rather than a GooglePlayStoreHelper specific function.
#codereview chris.babcock
Change 2996514 on 2016/06/01 by Jeff.Campeau
Fix merge issue from main
#jira UE-31502
Change 2996740 on 2016/06/01 by Jonathan.Fitzpatrick
https://jira.ol.epicgames.net/browse/UE-31446
Two PS4 source files fail during unity builds due to name conflict with handleReserveFailed.
Renamed handleReserveFailed to handleReserveFailedLightweight
Change 2997235 on 2016/06/01 by Jeremiah.Waldron
RestorePurchases fix up in Match3 since the new Restore consumable stuff adds an additional pin to the Restore node.
The IAP product in Match3 is non-consumable so just passing an empty array where necessary
Change 2997241 on 2016/06/01 by Jeremiah.Waldron
OnlineSubsystemGameCircle Plugin
- Leaderboards
- Achievements
- Friends
- IAP
- External UI Interface
- Runtime Settings in Project Settings Plugin section when plugin is enabled
- Disabled by default
#jira UEPLAT-105
#codereview chris.babcock
Change 2997618 on 2016/06/02 by Lee.Clark
#UE4Docs: Removed PS4MapFileUtil info
Change 2997840 on 2016/06/02 by Jeremiah.Waldron
Removing trace logging from OnlineSubsystemGameCircle_APL
Change 2998754 on 2016/06/02 by Brent.Pease
Change BlueprintMobileLibrary to BlueprintPlatformLibrary
Change 3000762 on 2016/06/03 by Jeff.Campeau
Add example rating info to ShooterGame
Change 3001037 on 2016/06/04 by Brent.Pease
+ Add ui screens for delegate test, local notification test, and iap test
+ Implement delegate test
Change 3001250 on 2016/06/05 by Brent.Pease
+ Initial pass at IAP test screen
Change 3001639 on 2016/06/06 by Jeff.Campeau
Fix Xbox One build issue with DX12
#codereview Zabir.Hoque
Change 3002574 on 2016/06/06 by Jeremiah.Waldron
Adding Android Install Location to Android platform runtime settings and manifest generation
Change 3002780 on 2016/06/06 by Brent.Pease
+ Initial implementation of local notification test
Change 3003005 on 2016/06/06 by Jeremiah.Waldron
OnlineSubsystemGameCircle plugin - adding setting for Fire TV support. Using that specification in the APL to Add/Update android.hardware.touchscreen feature required attribute
Change 3004392 on 2016/06/07 by Jeremiah.Waldron
Fixing typo in APL comment :)
Change 3005768 on 2016/06/08 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3005929 on 2016/06/08 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3006151 on 2016/06/08 by Peter.Sauerbrei
fix for LocalNotifications not available on TVOS
#lockdown josh.adams
Change 3006183 on 2016/06/08 by Brent.Pease
Manual merge CL#3000242 from Release-4.12 into Dev-Platform
#lockdown josh.adams
Change 3006296 on 2016/06/08 by Peter.Sauerbrei
submit an updated iPhonePackager and support DLLs
#lockdown josh.adams
Change 3006378 on 2016/06/08 by Peter.Sauerbrei
fix for API update to RestorePurchases
#codereview brent.pease
#lockdown josh.adams
#lockdown nick.penwarden
[CL 3008183 by Josh Adams in Main branch]
2016-06-09 17:45:44 -04:00
. Text ( LOCTEXT ( " ProvisionMessage " , " <RichTextBlock.TextHighlight>Note</>: If no provision is selected the one in green will be used to provision the IPA. " ) )
2015-01-30 10:53:52 -05:00
. TextStyle ( FEditorStyle : : Get ( ) , " MessageLog " )
. DecoratorStyleSet ( & FEditorStyle : : Get ( ) )
. AutoWrapText ( true )
]
+ SHorizontalBox : : Slot ( )
. FillWidth ( 1.0f )
. HAlign ( HAlign_Right )
[
SNew ( STextBlock )
. Text ( LOCTEXT ( " ViewLabel " , " View: " ) )
]
+ SHorizontalBox : : Slot ( )
. AutoWidth ( )
. Padding ( 8.0f , 0.0f )
[
// all provisions hyper link
SNew ( SHyperlink )
. OnNavigate ( this , & FIOSTargetSettingsCustomization : : HandleAllProvisionsHyperlinkNavigate , true )
. Text ( LOCTEXT ( " AllProvisionsHyperLinkLabel " , " All " ) )
. ToolTipText ( LOCTEXT ( " AllProvisionsButtonTooltip " , " View all provisions. " ) )
]
+ SHorizontalBox : : Slot ( )
. AutoWidth ( )
[
// valid provisions hyper link
SNew ( SHyperlink )
. OnNavigate ( this , & FIOSTargetSettingsCustomization : : HandleAllProvisionsHyperlinkNavigate , false )
. Text ( LOCTEXT ( " ValidProvisionsHyperlinkLabel " , " Valid Only " ) )
. ToolTipText ( LOCTEXT ( " ValidProvisionsHyperlinkTooltip " , " View Valid provisions. " ) )
]
]
]
2014-10-30 17:05:10 -04:00
]
2015-01-29 14:25:09 -05:00
+ SVerticalBox : : Slot ( )
. AutoHeight ( )
2014-10-30 17:05:10 -04:00
[
SNew ( SHorizontalBox )
+ SHorizontalBox : : Slot ( )
2015-01-29 14:25:09 -05:00
. Padding ( FMargin ( 0 , 5 , 0 , 10 ) )
2014-11-24 17:42:52 -05:00
. AutoWidth ( )
2014-10-30 17:05:10 -04:00
[
2014-11-24 17:42:52 -05:00
SNew ( SButton )
. HAlign ( HAlign_Center )
. VAlign ( VAlign_Center )
2015-01-29 14:25:09 -05:00
. OnClicked ( this , & FIOSTargetSettingsCustomization : : OnInstallProvisionClicked )
2015-02-06 10:52:09 -05:00
. IsEnabled ( this , & FIOSTargetSettingsCustomization : : IsImportEnabled )
2014-11-24 17:42:52 -05:00
[
SNew ( STextBlock )
2015-09-16 17:01:36 -04:00
. Text ( LOCTEXT ( " ImportProvision " , " Import Provision " ) )
2014-11-24 17:42:52 -05:00
]
2014-10-30 17:05:10 -04:00
]
2015-01-29 14:25:09 -05:00
]
] ;
ProvisionCategory . AddCustomRow ( LOCTEXT ( " CertificateLabel " , " Certificate " ) , false )
. WholeRowWidget
. MinDesiredWidth ( 0.f )
. MaxDesiredWidth ( 0.f )
. HAlign ( HAlign_Fill )
[
SNew ( SVerticalBox )
+ SVerticalBox : : Slot ( )
. AutoHeight ( )
[
2015-01-30 10:53:52 -05:00
SAssignNew ( CertificateInfoSwitcher , SWidgetSwitcher )
. WidgetIndex ( 0 )
// searching for provisions
+ SWidgetSwitcher : : Slot ( )
. HAlign ( HAlign_Fill )
. VAlign ( VAlign_Center )
2015-01-29 14:25:09 -05:00
[
2015-01-30 10:53:52 -05:00
SNew ( SBorder )
. Padding ( 4 )
2015-01-29 14:25:09 -05:00
[
2015-01-30 10:53:52 -05:00
SNew ( STextBlock )
. Text ( LOCTEXT ( " CertificateViewerFindingProvisions " , " Please wait while we gather information. " ) )
. AutoWrapText ( true )
2015-01-29 14:25:09 -05:00
]
2015-01-30 10:53:52 -05:00
]
2015-02-06 10:52:09 -05:00
// importing certificate
+ SWidgetSwitcher : : Slot ( )
. HAlign ( HAlign_Fill )
. VAlign ( VAlign_Center )
[
SNew ( SBorder )
. Padding ( 4 )
[
SNew ( STextBlock )
. Text ( LOCTEXT ( " CertificateViewerImportingCertificate " , " Importing Certificate. Please wait... " ) )
. AutoWrapText ( true )
]
]
2015-01-30 10:53:52 -05:00
// no provisions found or no valid provisions
+ SWidgetSwitcher : : Slot ( )
. HAlign ( HAlign_Fill )
. VAlign ( VAlign_Center )
2015-01-29 14:25:09 -05:00
[
2015-01-30 10:53:52 -05:00
SNew ( SBorder )
. Padding ( 4 )
[
SNew ( STextBlock )
. Text ( LOCTEXT ( " CertificateViewerNoValidProvisions " , " No Certificates Found. Please Import a Certificate. " ) )
. AutoWrapText ( true )
]
2015-01-29 14:25:09 -05:00
]
2015-01-30 10:53:52 -05:00
+ SWidgetSwitcher : : Slot ( )
. HAlign ( HAlign_Fill )
. VAlign ( VAlign_Center )
[
SNew ( SVerticalBox )
+ SVerticalBox : : Slot ( )
. AutoHeight ( )
2015-01-29 14:25:09 -05:00
[
2015-01-30 10:53:52 -05:00
SNew ( SHorizontalBox )
+ SHorizontalBox : : Slot ( )
. Padding ( FMargin ( 10 , 10 , 10 , 10 ) )
. FillWidth ( 1.0f )
[
SAssignNew ( CertificateListView , SListView < CertificatePtr > )
. ItemHeight ( 20.0f )
. ListItemsSource ( & FilteredCertificateList )
. OnGenerateRow ( this , & FIOSTargetSettingsCustomization : : HandleCertificateListGenerateRow )
. SelectionMode ( ESelectionMode : : None )
. HeaderRow
(
SNew ( SHeaderRow )
2015-10-02 14:24:38 -04:00
+ SHeaderRow : : Column ( " Selected " )
. DefaultLabel ( LOCTEXT ( " CertificateListSelectColumnHeader " , " " ) )
. FixedWidth ( 30.0f )
2015-01-30 10:53:52 -05:00
+ SHeaderRow : : Column ( " Name " )
. DefaultLabel ( LOCTEXT ( " CertificateListNameColumnHeader " , " Certificate " ) )
+ SHeaderRow : : Column ( " Status " )
. DefaultLabel ( LOCTEXT ( " CertificateListStatusColumnHeader " , " Status " ) )
. FixedWidth ( 75.0f )
+ SHeaderRow : : Column ( " Expires " )
. DefaultLabel ( LOCTEXT ( " CertificateListExpiresColumnHeader " , " Expires " ) )
. FixedWidth ( 75.0f )
)
]
2015-01-29 14:25:09 -05:00
]
2015-01-30 10:53:52 -05:00
+ SVerticalBox : : Slot ( )
. AutoHeight ( )
. Padding ( 0.0f , 6.0f , 0.0f , 4.0f )
[
SNew ( SSeparator )
. Orientation ( Orient_Horizontal )
]
+ SVerticalBox : : Slot ( )
. AutoHeight ( )
[
SNew ( SHorizontalBox )
+ SHorizontalBox : : Slot ( )
. AutoWidth ( )
[
SNew ( SRichTextBlock )
Copying //UE4/Dev-Platform to //UE4/Main (Source: //UE4/Dev-Platform @ 3008177)
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2948322 on 2016/04/19 by Nick.Shin
update libwebsockets to v1.7.4
part 4 of 4 - doing this in stages for tracking purposes
#jira UEPLAT-1246 - Update libWebsockets
#jira UEPLAT-1221 - update websocket library
#jira UEPLAT-1204 - Rebuild libwebsockets with SSL
Change 2970016 on 2016/05/07 by Nick.Shin
undo all of the following upgrades:
- zlib
- openssl
- libcurl
- libwebsockets
and reset webrtc
#jira UE-30298 - Fortnite and Orion crash on login
#lockdown josh.adams
Change 2970373 on 2016/05/09 by Lee.Clark
PS4 - Fix NumInstances not getting reset after DrawIndirect calls
Change 2972873 on 2016/05/10 by Michael.Trepka
Correct initial position for SlateViewer windows on Mac
Change 2974363 on 2016/05/11 by Mark.Satterthwaite
Fix invoking buils using distcc from UFE - the command-line executed to access the number of parallel tasks was incorrect.
Change 2975921 on 2016/05/12 by Michael.Trepka
Removed unused AdjustWindowRegion declaration from LinuxWindow.h
#codereview Dmitry.Rekman
Change 2977002 on 2016/05/13 by Michael.Trepka
Make sure dSYM generation action in UBT on Mac does not start before the source dylib is ready
#codereview Ben.Marsh
Change 2977337 on 2016/05/13 by Brent.Pease
UE-27805 - Adding special characters into the BundleDisplayName or BundleName causes packaging error
+ Prevent illegal characters from being entered in the packaging UI
+ Report an error from iPhonePackager if a illegal bundle id is specified
+ Convert special characters to XML equivalents
- Correctly check for the presence of iTunes 12 when packaging iOS games on Windows
- Improve ios certificate and provision message in package settings UI
#codereview peter.sauerbrei
Change 2977509 on 2016/05/13 by Brent.Pease
+ Fix mac compile error
Change 2978036 on 2016/05/14 by Mark.Satterthwaite
One-line tweak that resolves incorrect rendering of the colour LUT because float imprecision allows -ve values to be passed into a call to pow which then generates NaN.
#jira UE-30777
Change 2978037 on 2016/05/14 by Mark.Satterthwaite
Fix a heap-use-after-free bug spotted by AddressSanitizer - you can't assume that the UObject system will be available in ShutdownModule() - on OS X it may have been killed a long time ago.
Change 2978333 on 2016/05/16 by Lee.Clark
Fix packaging of non-code projects when plugins are enabled
#codereview Peter.Sauerbrei
Change 2978780 on 2016/05/16 by Mark.Satterthwaite
Reduce temporary allocations required to set uniform parameters in Metal.
Change 2979680 on 2016/05/16 by Nick.Shin
editor's HTML5 platform settings was missing due to the emscripten SDK move
should have been included with CL: #2946251
Change 2979681 on 2016/05/16 by Nick.Shin
cleaned up websocket processing for HTML5
#jira UE-13657 - HTML5 plugin OnRawRecieve overflow
Change 2979701 on 2016/05/16 by Brent.Pease
UE-28421 - Message box cannot be closed after accessing the home screen on iOS
+ Implement a timeout when waiting for a reply after sending background/foreground/suspend events from the main thread to the game thread. This solves the immediate problem presented in the jira bug report, however, there are deeper issues with the consequences of blocking the game thread that are not addressed. Perhaps structuring the game thread loop to know about modal dialogs so that it can receive these events even when a modal dialog is up could be a better longer term solution
Change 2980766 on 2016/05/17 by Jeremiah.Waldron
Adding Android build support for HarfBuzz
- using a combination of android-cmake (from https://github.com/taka-no-me/android-cmake) to create the build files and Visual Studio 2015 to compile them
- Adding Debug and RelWithDebInfo compiled binaries to harfbuzz-1.2.4/Android/<arch>/<config>
Tested armv7 with TextShapingTest project on a GalaxyNote3 and text showed up correctly
#jira UE-28586
#codereview chris.babcock
Change 2980953 on 2016/05/17 by Jeremiah.Waldron
Changing HarfBuzz build script and libs to use Release instead of RelWithDebInfo
#jira UE-28586
Change 2981039 on 2016/05/17 by Jeff.Campeau
ICMP support disabled for Xbox One and basic address processing wrappers provided (needed for Oodle support)
Change 2981054 on 2016/05/17 by Jeff.Campeau
Enable Live OSS for Orion on Xbox One
Change 2981553 on 2016/05/18 by Jeff.Campeau
Enable Oodle for Xbox One
Change 2981555 on 2016/05/18 by Jeff.Campeau
Scalability settings for Xbox One
Change 2981774 on 2016/05/18 by Keith.Judge
Xbox One - Duplicating Movie Player fix from 4.12.
Change 2981789 on 2016/05/18 by Keith.Judge
Xbox One - Duplicate fast semantics rendertarget unbind/clear/rebind fix from 4.12.
Change 2981802 on 2016/05/18 by Keith.Judge
Xbox One - Duplicate of distance field AO/Shadow fixes from 4.12.
Change 2981875 on 2016/05/18 by Keith.Judge
Xbox One - Dynamic VB/IB refactor. Duplicated from 4.12.
Change 2981900 on 2016/05/18 by Keith.Judge
Xbox One - D3D11Query refactor. Duplicated from 4.12
Change 2981945 on 2016/05/18 by Nick.Shin
filled out response headers for HTML5 platform
#jira UE-26047 - HTML5 HTTP Response Headers not implemented
Change 2981981 on 2016/05/18 by Lee.Clark
PS4 - Fix COTF not updating files
#codereview Daniel.Lamb
Change 2982246 on 2016/05/18 by Michael.Trepka
Fixed Mono compile errors in UT build scripts
Change 2983869 on 2016/05/19 by Mark.Satterthwaite
Explicitly retain/release all the MTLTexture objects in FMetalSurface without the assumptions about them being the same object - the recent stencil & SRV related changes make those assumptions invalid and could lead to over-releasing some textures.
#jira UE-29557
Change 2983871 on 2016/05/19 by Mark.Satterthwaite
Pool Metal texture update buffers to reduce churn.
Change 2983892 on 2016/05/19 by Mark.Satterthwaite
Duplicate 4.12 CL #2972885: Enable Metal resource lifetime delay on all platforms, not just iOS to try and address intermittent invalid resource errors.
Change 2983898 on 2016/05/19 by Mark.Satterthwaite
Duplicate 4.12 CL #2982825: Correctly wait for the dispatch semaphore when clearing the Metal resource free lists.
Change 2983911 on 2016/05/19 by Mark.Satterthwaite
Change Metal SubmitCommandsHint to use an enum of flags rather than boolean variables to control behaviour so that its clearer to the reader what is going to happen.
Change 2983916 on 2016/05/19 by Mark.Satterthwaite
Duplicate 4.12 CL #2974765: Workaround for UE-30069 - on Nvidia Macs we are breaking the GMux swap the second time we run the engine and it isn't clear why, so instead explicitly select the Metal device ourselves and don't allow the OS to swap the GPU driving the display. This will potentially reduce performance a little if the discrete GPU isn't already driving the display but until we know how we are clobbering the GMux/driver it is all we can do. This only applies to 10.11.5 with the default OS X drivers where there is more than one GPU in the system, earlier versions of OS X and the Nvidia WebDrivers are unaffected.
Change 2984874 on 2016/05/20 by Keith.Judge
Xbox One - Re-enable shader DXBC intermediate bytecode stripping, except for geometry and hull shaders where there's a possibility of runtime recompilation in certain combinations. Saves ~2MB in TM-ShaderModels, will save more in larger maps.
#jira UEPLAT-1295
Change 2985446 on 2016/05/20 by Mark.Satterthwaite
Remove the non-functional -metaldebug option from MetalRHI.
Change 2985827 on 2016/05/20 by Nick.Shin
call EndSession() onbeforeunload()
note: API CHANGE
- HTML5JavaScripteFx.{js,h}
- UE_MakeHTTPDataRequest()
#jira UE-22285 - Session End events are not generated for HTML5
Change 2986013 on 2016/05/20 by Jeremiah.Waldron
PR #2387: In-App Purchases - parameters needed for Receipt Validation (Contributed by gameDNAstudio)
Also touches IOS because of added RawPrice member in FInAppPurchaseProductInfo
Pulled from Release-4.12 CL
#jira UE-30782
#codereview chris.babcock, Peter.Sauerbrei
Change 2986057 on 2016/05/20 by Mark.Satterthwaite
Further changes to ensure that UE-30710 really is fixed while also not live-leaking memory in MetalRHI.
Change 2986059 on 2016/05/20 by Mark.Satterthwaite
Move the Metal uniform buffers into the same resource pool as all the other buffers and add stats for how many buffers are in the pool, how much memory is in use, free and wasted (due to aligned-buffer sizes).
Change 2986060 on 2016/05/20 by Mark.Satterthwaite
Disable tiled-reflections on Nvidia & Intel Metal until they sort out the sample command on cube-arrays ignoring the lod level.
Change 2986063 on 2016/05/20 by Mark.Satterthwaite
Missing change from previous CL.
Change 2986066 on 2016/05/20 by Mark.Satterthwaite
More Metal stats tracking the number & memory size of id<MTLBuffer>'s allocated/released each frame.
Change 2986455 on 2016/05/23 by Keith.Judge
Xbox One - Fix precompile promise in shader compiler to not stop subsequent defines from being parsed by D3DCompiler.
Change 2986886 on 2016/05/23 by Mark.Satterthwaite
Duplicate 4.12 CL #2986880: Fix UE-31124 due to bad array iteration logic - amazing that this hadn't been seen earlier.
Change 2986955 on 2016/05/23 by Brent.Pease
+ Do not error out if "[PROJECT_NAME]" is in the bundle ID
#codereview peter.sauerbrei
Change 2987304 on 2016/05/23 by Chris.Babcock
Remove old Android platforms
#ue4
#android
#codeview Josh.Adams
Change 2987571 on 2016/05/23 by Mark.Satterthwaite
Duplicate CL #2967998: Integrate - MaterialParameterCollections now create default resources (uniform buffers) which are used when no valid FScene is present (eg DrawTile while exporting materials to lightmass)
#jira UE-31111
Change 2987591 on 2016/05/23 by Mark.Satterthwaite
Remove usage of MTLRender/ComputeEncoder setSamplerState/s calls that take Min & Max Lod overrides - they currently don't work as expected on some GPU drivers and as we don't use them anywhere and I can't see that we will removing them costs us nothing and fixes tiled reflections on Nvidia with Metal SM5.
Change 2987679 on 2016/05/23 by Mark.Satterthwaite
Re-enable tiled reflections on Nvidia by default now that they work.
Change 2987799 on 2016/05/24 by Mark.Satterthwaite
Add a shader compile option "r.Shaders.ZeroInitialise" that we can turn on to force explicit zero-initialisation of local & temporary variables in hlslcc - so far only implemented for Metal. The default behaviour remains to omit zero-initialisation but the option is helpful to eliminate or track down uninitialised access in shaders that are causing real bugs (e.g. POM material relying on zero-initialised loop counters causing hangs/bad rendering on Mac).
Change 2989395 on 2016/05/25 by Lee.Clark
PS4 - Fix shader output / render target format mismatch for sparse MRT.
Change 2990003 on 2016/05/25 by Jeremiah.Waldron
When creating our own ConfigCacheIni in GetConfigCacheIni_APL, do not assume that the Engine ini was requested. Instead use the baseIniName passed to the function.
Change 2990393 on 2016/05/25 by Mark.Satterthwaite
Back out changelist 2961310 - causes more problems than it solves. DistanceField rendering will still work on Intel Metal SM5 and may work on AMD but will be broken on Nvidia due to a bad access within the compute shader - there's no bounds checking in Metal...
Change 2990516 on 2016/05/25 by Brent.Pease
+ UEPLAT-1294 - Support for local notifications
+ UEPLAT-1254 - Add BP event for device orientation change
+ Added a new class based on UGameInstance for mobile device callbacks
+ Ensured IOSAppDelegate.cpp follows convention for lambda functions
Change 2991361 on 2016/05/26 by Jeremiah.Waldron
Move InAppPurchase class to StoreHelper.java so GooglePlay and Amazon store helpers can use it
Change 2992450 on 2016/05/27 by Mark.Satterthwaite
Optional r.Shaders.BoundsChecking flag to control whether shader platforms should manually enforce buffer access bounds - HLSL returns zero or ignores invalid reads & writes but Metal leaves the behaviour undefined and some drivers then fail. By default this is off and its whatever the native platform behaviour is, enabling it will cost some amount of performance as the shader translator inserts additional instructions to try and match D3D as accurately as possible. This is required to fix GPU restart errors on some Metal drivers when using SM5 rendering features including DistanceField shaders.
Change 2993027 on 2016/05/27 by Mark.Satterthwaite
Fix typo for new CFLAG_BoundsChecking enumeration value.
Change 2993594 on 2016/05/27 by Mark.Satterthwaite
Build fix - check not assert...
Change 2993595 on 2016/05/27 by Mark.Satterthwaite
Fix typo from Xcode hang...
Change 2993614 on 2016/05/28 by Mark.Satterthwaite
At least for now enable shader zero-initialisation and bounds-checking on Mac to ensure that Metal shaders are compiled with semantics that approximate those HLSL assumes. This may cost some performance but will avoid a few GPU restarts on some vendor drivers.
Change 2993747 on 2016/05/28 by Mark.Satterthwaite
Separate texture & buffer references in the Metal backend as they bind to separate arrays in the runtime to avoid giving the side-table buffer an innaccessible binding index. Also the side-table doesn't need to be emitted if no buffer SRV or UAV is used.
Change 2994256 on 2016/05/31 by Lee.Clark
PS4 - Fix unitialized Head Position from HMD tracker when tracking fails. Fixes a problem with A3D audio not working.
#codereview Chad.Taylor,Aaron.McLeran
Change 2994281 on 2016/05/31 by Rolando.Caloca
DP - Allow hlslcc to process type casts containing the 'const' keyword
- it isn't strictly complete as it will simply omit the type qualifier from the cast in the AST but it is sufficient for FortniteFoliage_MasterMaterial to compile.
#codereview Mark.Satterthwaite, Dmitry.Rekman
#jira UE-31411
Change 2994467 on 2016/05/31 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 2994493 on 2016/05/31 by Daniel.Lamb
Fixed issue with DDC commandlet not caching things from the startup packages list.
Change 2994644 on 2016/05/31 by Mark.Satterthwaite
Updated hlslcc Mac binaries with fix for UE-31411 which RCO accepted and submitted + script for building parsers on POSIX OSes hooked up to an Xcode scheme in the project.
Change 2996074 on 2016/06/01 by Lee.Clark
PS4 - Fix GS mode not getting disabled when using parallel contexts.
#codereview Marcus.Wassmer
Change 2996129 on 2016/06/01 by Brent.Pease
Manual merge of Pete's dsym generation fix (CL#2996089) from the 4.12 branch.
Change 2996130 on 2016/06/01 by Jeremiah.Waldron
PR #2387 part 2 (Contributed by gameDNAstudio)
Adding ability to consume purchases during GooglePlay RestorePurchases
This also touches IOS due to changes to base classes and function signatures
#codereview chris.babcock, Peter.Sauerbrei
Change 2996441 on 2016/06/01 by Jeremiah.Waldron
Relates to PR #2387: Adding ability to consume purchases during GooglePlay RestorePurchases (Contributed by gameDNAstudio)
Missing changes from part 2 reworked so that there is still only one RestorePurchases function which takes the product IDs and consumable flags. I reflected this in StoreHelper so no casting is necessary in GameActivity and the soon-to-be-added AmazonStoreHelper in the GameCircle plugin will still work dynamically with GameActivity since it will call StoreHelper functionality rather than a GooglePlayStoreHelper specific function.
#codereview chris.babcock
Change 2996514 on 2016/06/01 by Jeff.Campeau
Fix merge issue from main
#jira UE-31502
Change 2996740 on 2016/06/01 by Jonathan.Fitzpatrick
https://jira.ol.epicgames.net/browse/UE-31446
Two PS4 source files fail during unity builds due to name conflict with handleReserveFailed.
Renamed handleReserveFailed to handleReserveFailedLightweight
Change 2997235 on 2016/06/01 by Jeremiah.Waldron
RestorePurchases fix up in Match3 since the new Restore consumable stuff adds an additional pin to the Restore node.
The IAP product in Match3 is non-consumable so just passing an empty array where necessary
Change 2997241 on 2016/06/01 by Jeremiah.Waldron
OnlineSubsystemGameCircle Plugin
- Leaderboards
- Achievements
- Friends
- IAP
- External UI Interface
- Runtime Settings in Project Settings Plugin section when plugin is enabled
- Disabled by default
#jira UEPLAT-105
#codereview chris.babcock
Change 2997618 on 2016/06/02 by Lee.Clark
#UE4Docs: Removed PS4MapFileUtil info
Change 2997840 on 2016/06/02 by Jeremiah.Waldron
Removing trace logging from OnlineSubsystemGameCircle_APL
Change 2998754 on 2016/06/02 by Brent.Pease
Change BlueprintMobileLibrary to BlueprintPlatformLibrary
Change 3000762 on 2016/06/03 by Jeff.Campeau
Add example rating info to ShooterGame
Change 3001037 on 2016/06/04 by Brent.Pease
+ Add ui screens for delegate test, local notification test, and iap test
+ Implement delegate test
Change 3001250 on 2016/06/05 by Brent.Pease
+ Initial pass at IAP test screen
Change 3001639 on 2016/06/06 by Jeff.Campeau
Fix Xbox One build issue with DX12
#codereview Zabir.Hoque
Change 3002574 on 2016/06/06 by Jeremiah.Waldron
Adding Android Install Location to Android platform runtime settings and manifest generation
Change 3002780 on 2016/06/06 by Brent.Pease
+ Initial implementation of local notification test
Change 3003005 on 2016/06/06 by Jeremiah.Waldron
OnlineSubsystemGameCircle plugin - adding setting for Fire TV support. Using that specification in the APL to Add/Update android.hardware.touchscreen feature required attribute
Change 3004392 on 2016/06/07 by Jeremiah.Waldron
Fixing typo in APL comment :)
Change 3005768 on 2016/06/08 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3005929 on 2016/06/08 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3006151 on 2016/06/08 by Peter.Sauerbrei
fix for LocalNotifications not available on TVOS
#lockdown josh.adams
Change 3006183 on 2016/06/08 by Brent.Pease
Manual merge CL#3000242 from Release-4.12 into Dev-Platform
#lockdown josh.adams
Change 3006296 on 2016/06/08 by Peter.Sauerbrei
submit an updated iPhonePackager and support DLLs
#lockdown josh.adams
Change 3006378 on 2016/06/08 by Peter.Sauerbrei
fix for API update to RestorePurchases
#codereview brent.pease
#lockdown josh.adams
#lockdown nick.penwarden
[CL 3008183 by Josh Adams in Main branch]
2016-06-09 17:45:44 -04:00
. Text ( LOCTEXT ( " CertificateMessage " , " <RichTextBlock.TextHighlight>Note</>: If no certificate is selected then the one in green will be used to sign the IPA. " ) )
2015-01-30 10:53:52 -05:00
. TextStyle ( FEditorStyle : : Get ( ) , " MessageLog " )
. DecoratorStyleSet ( & FEditorStyle : : Get ( ) )
. AutoWrapText ( true )
]
+ SHorizontalBox : : Slot ( )
. FillWidth ( 1.0f )
. HAlign ( HAlign_Right )
[
SNew ( STextBlock )
. Text ( LOCTEXT ( " ViewLabel " , " View: " ) )
]
2015-01-29 14:25:09 -05:00
2015-01-30 10:53:52 -05:00
+ SHorizontalBox : : Slot ( )
. AutoWidth ( )
. Padding ( 8.0f , 0.0f )
[
// all provisions hyper link
SNew ( SHyperlink )
. OnNavigate ( this , & FIOSTargetSettingsCustomization : : HandleAllCertificatesHyperlinkNavigate , true )
. Text ( LOCTEXT ( " AllCertificatesHyperLinkLabel " , " All " ) )
. ToolTipText ( LOCTEXT ( " AllCertificatesButtonTooltip " , " View all certificates. " ) )
]
+ SHorizontalBox : : Slot ( )
. AutoWidth ( )
[
// valid provisions hyper link
SNew ( SHyperlink )
. OnNavigate ( this , & FIOSTargetSettingsCustomization : : HandleAllCertificatesHyperlinkNavigate , false )
. Text ( LOCTEXT ( " ValidCertificatesHyperlinkLabel " , " Valid Only " ) )
. ToolTipText ( LOCTEXT ( " ValidCertificatesHyperlinkTooltip " , " View Valid certificates. " ) )
]
]
]
2015-01-29 14:25:09 -05:00
]
+ SVerticalBox : : Slot ( )
. AutoHeight ( )
[
SNew ( SHorizontalBox )
+ SHorizontalBox : : Slot ( )
. Padding ( FMargin ( 0 , 5 , 0 , 10 ) )
. AutoWidth ( )
[
SNew ( SButton )
. HAlign ( HAlign_Center )
. VAlign ( VAlign_Center )
. OnClicked ( this , & FIOSTargetSettingsCustomization : : OnInstallCertificateClicked )
2015-02-06 10:52:09 -05:00
. IsEnabled ( this , & FIOSTargetSettingsCustomization : : IsImportEnabled )
2015-01-29 14:25:09 -05:00
[
SNew ( STextBlock )
2015-09-16 17:01:36 -04:00
. Text ( LOCTEXT ( " ImportCertificate " , " Import Certificate " ) )
2015-01-29 14:25:09 -05:00
]
]
]
] ;
2015-01-27 10:57:03 -05:00
BundleCategory . AddCustomRow ( LOCTEXT ( " UpgradeInfo " , " Upgrade Info " ) , false )
. WholeRowWidget
[
SNew ( SBorder )
. Padding ( 1 )
2014-03-14 14:13:41 -04:00
[
SNew ( SHorizontalBox )
+ SHorizontalBox : : Slot ( )
2015-01-27 10:57:03 -05:00
. Padding ( FMargin ( 10 , 10 , 10 , 10 ) )
2014-03-14 14:13:41 -04:00
. FillWidth ( 1.0f )
[
2015-01-27 10:57:03 -05:00
SNew ( SRichTextBlock )
. Text ( LOCTEXT ( " IOSUpgradeInfoMessage " , " <RichTextBlock.TextHighlight>Note to users from 4.6 or earlier</>: We now <RichTextBlock.TextHighlight>GENERATE</> an Info.plist when building, so if you have customized your .plist file, you will need to put all of your changes into the below settings. Note that we don't touch the .plist file that is in your project directory, so you can use it as reference. " ) )
. TextStyle ( FEditorStyle : : Get ( ) , " MessageLog " )
. DecoratorStyleSet ( & FEditorStyle : : Get ( ) )
. AutoWrapText ( true )
// + SRichTextBlock::HyperlinkDecorator(TEXT("browser"), FSlateHyperlinkRun::FOnClick::CreateStatic(&OnBrowserLinkClicked))
]
]
] ;
2014-03-14 14:13:41 -04:00
2015-02-06 10:52:09 -05:00
// Show properties that are gated by the plist being present and writable
RunningIPPProcess = false ;
2015-12-04 09:32:58 -05:00
# define SETUP_SOURCEONLY_PROP(PropName, Category) \
2014-11-20 20:11:12 -05:00
{ \
TSharedRef < IPropertyHandle > PropertyHandle = DetailLayout . GetProperty ( GET_MEMBER_NAME_CHECKED ( UIOSRuntimeSettings , PropName ) ) ; \
Category . AddProperty ( PropertyHandle ) \
2015-12-04 09:32:58 -05:00
. IsEnabled ( FEngineBuildSettings : : IsSourceDistribution ( ) ) \
. ToolTip ( FEngineBuildSettings : : IsSourceDistribution ( ) ? PropertyHandle - > GetToolTipText ( ) : FIOSTargetSettingsCustomizationConstants : : DisabledTip ) ; \
2014-11-20 20:11:12 -05:00
}
2014-03-14 14:13:41 -04:00
2015-02-06 10:52:09 -05:00
# define SETUP_PLIST_PROP(PropName, Category) \
{ \
TSharedRef < IPropertyHandle > PropertyHandle = DetailLayout . GetProperty ( GET_MEMBER_NAME_CHECKED ( UIOSRuntimeSettings , PropName ) ) ; \
Category . AddProperty ( PropertyHandle ) ; \
}
2014-11-20 20:11:12 -05:00
2015-02-06 10:52:09 -05:00
# define SETUP_STATUS_PROP(PropName, Category) \
{ \
TSharedRef < IPropertyHandle > PropertyHandle = DetailLayout . GetProperty ( GET_MEMBER_NAME_CHECKED ( UIOSRuntimeSettings , PropName ) ) ; \
Category . AddProperty ( PropertyHandle ) \
. Visibility ( EVisibility : : Hidden ) ; \
Category . AddCustomRow ( LOCTEXT ( " BundleIdentifier " , " BundleIdentifier " ) , false ) \
. NameContent ( ) \
[ \
SNew ( SHorizontalBox ) \
+ SHorizontalBox : : Slot ( ) \
. Padding ( FMargin ( 0 , 1 , 0 , 1 ) ) \
. FillWidth ( 1.0f ) \
[ \
SNew ( STextBlock ) \
. Text ( LOCTEXT ( " BundleIdentifierLabel " , " Bundle Identifier " ) ) \
. Font ( DetailLayout . GetDetailFont ( ) ) \
] \
] \
. ValueContent ( ) \
. MinDesiredWidth ( 0.0f ) \
. MaxDesiredWidth ( 0.0f ) \
[ \
SNew ( SHorizontalBox ) \
+ SHorizontalBox : : Slot ( ) \
. FillWidth ( 1.0f ) \
. HAlign ( HAlign_Fill ) \
[ \
Copying //UE4/Dev-Platform to //UE4/Main (Source: //UE4/Dev-Platform @ 3008177)
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2948322 on 2016/04/19 by Nick.Shin
update libwebsockets to v1.7.4
part 4 of 4 - doing this in stages for tracking purposes
#jira UEPLAT-1246 - Update libWebsockets
#jira UEPLAT-1221 - update websocket library
#jira UEPLAT-1204 - Rebuild libwebsockets with SSL
Change 2970016 on 2016/05/07 by Nick.Shin
undo all of the following upgrades:
- zlib
- openssl
- libcurl
- libwebsockets
and reset webrtc
#jira UE-30298 - Fortnite and Orion crash on login
#lockdown josh.adams
Change 2970373 on 2016/05/09 by Lee.Clark
PS4 - Fix NumInstances not getting reset after DrawIndirect calls
Change 2972873 on 2016/05/10 by Michael.Trepka
Correct initial position for SlateViewer windows on Mac
Change 2974363 on 2016/05/11 by Mark.Satterthwaite
Fix invoking buils using distcc from UFE - the command-line executed to access the number of parallel tasks was incorrect.
Change 2975921 on 2016/05/12 by Michael.Trepka
Removed unused AdjustWindowRegion declaration from LinuxWindow.h
#codereview Dmitry.Rekman
Change 2977002 on 2016/05/13 by Michael.Trepka
Make sure dSYM generation action in UBT on Mac does not start before the source dylib is ready
#codereview Ben.Marsh
Change 2977337 on 2016/05/13 by Brent.Pease
UE-27805 - Adding special characters into the BundleDisplayName or BundleName causes packaging error
+ Prevent illegal characters from being entered in the packaging UI
+ Report an error from iPhonePackager if a illegal bundle id is specified
+ Convert special characters to XML equivalents
- Correctly check for the presence of iTunes 12 when packaging iOS games on Windows
- Improve ios certificate and provision message in package settings UI
#codereview peter.sauerbrei
Change 2977509 on 2016/05/13 by Brent.Pease
+ Fix mac compile error
Change 2978036 on 2016/05/14 by Mark.Satterthwaite
One-line tweak that resolves incorrect rendering of the colour LUT because float imprecision allows -ve values to be passed into a call to pow which then generates NaN.
#jira UE-30777
Change 2978037 on 2016/05/14 by Mark.Satterthwaite
Fix a heap-use-after-free bug spotted by AddressSanitizer - you can't assume that the UObject system will be available in ShutdownModule() - on OS X it may have been killed a long time ago.
Change 2978333 on 2016/05/16 by Lee.Clark
Fix packaging of non-code projects when plugins are enabled
#codereview Peter.Sauerbrei
Change 2978780 on 2016/05/16 by Mark.Satterthwaite
Reduce temporary allocations required to set uniform parameters in Metal.
Change 2979680 on 2016/05/16 by Nick.Shin
editor's HTML5 platform settings was missing due to the emscripten SDK move
should have been included with CL: #2946251
Change 2979681 on 2016/05/16 by Nick.Shin
cleaned up websocket processing for HTML5
#jira UE-13657 - HTML5 plugin OnRawRecieve overflow
Change 2979701 on 2016/05/16 by Brent.Pease
UE-28421 - Message box cannot be closed after accessing the home screen on iOS
+ Implement a timeout when waiting for a reply after sending background/foreground/suspend events from the main thread to the game thread. This solves the immediate problem presented in the jira bug report, however, there are deeper issues with the consequences of blocking the game thread that are not addressed. Perhaps structuring the game thread loop to know about modal dialogs so that it can receive these events even when a modal dialog is up could be a better longer term solution
Change 2980766 on 2016/05/17 by Jeremiah.Waldron
Adding Android build support for HarfBuzz
- using a combination of android-cmake (from https://github.com/taka-no-me/android-cmake) to create the build files and Visual Studio 2015 to compile them
- Adding Debug and RelWithDebInfo compiled binaries to harfbuzz-1.2.4/Android/<arch>/<config>
Tested armv7 with TextShapingTest project on a GalaxyNote3 and text showed up correctly
#jira UE-28586
#codereview chris.babcock
Change 2980953 on 2016/05/17 by Jeremiah.Waldron
Changing HarfBuzz build script and libs to use Release instead of RelWithDebInfo
#jira UE-28586
Change 2981039 on 2016/05/17 by Jeff.Campeau
ICMP support disabled for Xbox One and basic address processing wrappers provided (needed for Oodle support)
Change 2981054 on 2016/05/17 by Jeff.Campeau
Enable Live OSS for Orion on Xbox One
Change 2981553 on 2016/05/18 by Jeff.Campeau
Enable Oodle for Xbox One
Change 2981555 on 2016/05/18 by Jeff.Campeau
Scalability settings for Xbox One
Change 2981774 on 2016/05/18 by Keith.Judge
Xbox One - Duplicating Movie Player fix from 4.12.
Change 2981789 on 2016/05/18 by Keith.Judge
Xbox One - Duplicate fast semantics rendertarget unbind/clear/rebind fix from 4.12.
Change 2981802 on 2016/05/18 by Keith.Judge
Xbox One - Duplicate of distance field AO/Shadow fixes from 4.12.
Change 2981875 on 2016/05/18 by Keith.Judge
Xbox One - Dynamic VB/IB refactor. Duplicated from 4.12.
Change 2981900 on 2016/05/18 by Keith.Judge
Xbox One - D3D11Query refactor. Duplicated from 4.12
Change 2981945 on 2016/05/18 by Nick.Shin
filled out response headers for HTML5 platform
#jira UE-26047 - HTML5 HTTP Response Headers not implemented
Change 2981981 on 2016/05/18 by Lee.Clark
PS4 - Fix COTF not updating files
#codereview Daniel.Lamb
Change 2982246 on 2016/05/18 by Michael.Trepka
Fixed Mono compile errors in UT build scripts
Change 2983869 on 2016/05/19 by Mark.Satterthwaite
Explicitly retain/release all the MTLTexture objects in FMetalSurface without the assumptions about them being the same object - the recent stencil & SRV related changes make those assumptions invalid and could lead to over-releasing some textures.
#jira UE-29557
Change 2983871 on 2016/05/19 by Mark.Satterthwaite
Pool Metal texture update buffers to reduce churn.
Change 2983892 on 2016/05/19 by Mark.Satterthwaite
Duplicate 4.12 CL #2972885: Enable Metal resource lifetime delay on all platforms, not just iOS to try and address intermittent invalid resource errors.
Change 2983898 on 2016/05/19 by Mark.Satterthwaite
Duplicate 4.12 CL #2982825: Correctly wait for the dispatch semaphore when clearing the Metal resource free lists.
Change 2983911 on 2016/05/19 by Mark.Satterthwaite
Change Metal SubmitCommandsHint to use an enum of flags rather than boolean variables to control behaviour so that its clearer to the reader what is going to happen.
Change 2983916 on 2016/05/19 by Mark.Satterthwaite
Duplicate 4.12 CL #2974765: Workaround for UE-30069 - on Nvidia Macs we are breaking the GMux swap the second time we run the engine and it isn't clear why, so instead explicitly select the Metal device ourselves and don't allow the OS to swap the GPU driving the display. This will potentially reduce performance a little if the discrete GPU isn't already driving the display but until we know how we are clobbering the GMux/driver it is all we can do. This only applies to 10.11.5 with the default OS X drivers where there is more than one GPU in the system, earlier versions of OS X and the Nvidia WebDrivers are unaffected.
Change 2984874 on 2016/05/20 by Keith.Judge
Xbox One - Re-enable shader DXBC intermediate bytecode stripping, except for geometry and hull shaders where there's a possibility of runtime recompilation in certain combinations. Saves ~2MB in TM-ShaderModels, will save more in larger maps.
#jira UEPLAT-1295
Change 2985446 on 2016/05/20 by Mark.Satterthwaite
Remove the non-functional -metaldebug option from MetalRHI.
Change 2985827 on 2016/05/20 by Nick.Shin
call EndSession() onbeforeunload()
note: API CHANGE
- HTML5JavaScripteFx.{js,h}
- UE_MakeHTTPDataRequest()
#jira UE-22285 - Session End events are not generated for HTML5
Change 2986013 on 2016/05/20 by Jeremiah.Waldron
PR #2387: In-App Purchases - parameters needed for Receipt Validation (Contributed by gameDNAstudio)
Also touches IOS because of added RawPrice member in FInAppPurchaseProductInfo
Pulled from Release-4.12 CL
#jira UE-30782
#codereview chris.babcock, Peter.Sauerbrei
Change 2986057 on 2016/05/20 by Mark.Satterthwaite
Further changes to ensure that UE-30710 really is fixed while also not live-leaking memory in MetalRHI.
Change 2986059 on 2016/05/20 by Mark.Satterthwaite
Move the Metal uniform buffers into the same resource pool as all the other buffers and add stats for how many buffers are in the pool, how much memory is in use, free and wasted (due to aligned-buffer sizes).
Change 2986060 on 2016/05/20 by Mark.Satterthwaite
Disable tiled-reflections on Nvidia & Intel Metal until they sort out the sample command on cube-arrays ignoring the lod level.
Change 2986063 on 2016/05/20 by Mark.Satterthwaite
Missing change from previous CL.
Change 2986066 on 2016/05/20 by Mark.Satterthwaite
More Metal stats tracking the number & memory size of id<MTLBuffer>'s allocated/released each frame.
Change 2986455 on 2016/05/23 by Keith.Judge
Xbox One - Fix precompile promise in shader compiler to not stop subsequent defines from being parsed by D3DCompiler.
Change 2986886 on 2016/05/23 by Mark.Satterthwaite
Duplicate 4.12 CL #2986880: Fix UE-31124 due to bad array iteration logic - amazing that this hadn't been seen earlier.
Change 2986955 on 2016/05/23 by Brent.Pease
+ Do not error out if "[PROJECT_NAME]" is in the bundle ID
#codereview peter.sauerbrei
Change 2987304 on 2016/05/23 by Chris.Babcock
Remove old Android platforms
#ue4
#android
#codeview Josh.Adams
Change 2987571 on 2016/05/23 by Mark.Satterthwaite
Duplicate CL #2967998: Integrate - MaterialParameterCollections now create default resources (uniform buffers) which are used when no valid FScene is present (eg DrawTile while exporting materials to lightmass)
#jira UE-31111
Change 2987591 on 2016/05/23 by Mark.Satterthwaite
Remove usage of MTLRender/ComputeEncoder setSamplerState/s calls that take Min & Max Lod overrides - they currently don't work as expected on some GPU drivers and as we don't use them anywhere and I can't see that we will removing them costs us nothing and fixes tiled reflections on Nvidia with Metal SM5.
Change 2987679 on 2016/05/23 by Mark.Satterthwaite
Re-enable tiled reflections on Nvidia by default now that they work.
Change 2987799 on 2016/05/24 by Mark.Satterthwaite
Add a shader compile option "r.Shaders.ZeroInitialise" that we can turn on to force explicit zero-initialisation of local & temporary variables in hlslcc - so far only implemented for Metal. The default behaviour remains to omit zero-initialisation but the option is helpful to eliminate or track down uninitialised access in shaders that are causing real bugs (e.g. POM material relying on zero-initialised loop counters causing hangs/bad rendering on Mac).
Change 2989395 on 2016/05/25 by Lee.Clark
PS4 - Fix shader output / render target format mismatch for sparse MRT.
Change 2990003 on 2016/05/25 by Jeremiah.Waldron
When creating our own ConfigCacheIni in GetConfigCacheIni_APL, do not assume that the Engine ini was requested. Instead use the baseIniName passed to the function.
Change 2990393 on 2016/05/25 by Mark.Satterthwaite
Back out changelist 2961310 - causes more problems than it solves. DistanceField rendering will still work on Intel Metal SM5 and may work on AMD but will be broken on Nvidia due to a bad access within the compute shader - there's no bounds checking in Metal...
Change 2990516 on 2016/05/25 by Brent.Pease
+ UEPLAT-1294 - Support for local notifications
+ UEPLAT-1254 - Add BP event for device orientation change
+ Added a new class based on UGameInstance for mobile device callbacks
+ Ensured IOSAppDelegate.cpp follows convention for lambda functions
Change 2991361 on 2016/05/26 by Jeremiah.Waldron
Move InAppPurchase class to StoreHelper.java so GooglePlay and Amazon store helpers can use it
Change 2992450 on 2016/05/27 by Mark.Satterthwaite
Optional r.Shaders.BoundsChecking flag to control whether shader platforms should manually enforce buffer access bounds - HLSL returns zero or ignores invalid reads & writes but Metal leaves the behaviour undefined and some drivers then fail. By default this is off and its whatever the native platform behaviour is, enabling it will cost some amount of performance as the shader translator inserts additional instructions to try and match D3D as accurately as possible. This is required to fix GPU restart errors on some Metal drivers when using SM5 rendering features including DistanceField shaders.
Change 2993027 on 2016/05/27 by Mark.Satterthwaite
Fix typo for new CFLAG_BoundsChecking enumeration value.
Change 2993594 on 2016/05/27 by Mark.Satterthwaite
Build fix - check not assert...
Change 2993595 on 2016/05/27 by Mark.Satterthwaite
Fix typo from Xcode hang...
Change 2993614 on 2016/05/28 by Mark.Satterthwaite
At least for now enable shader zero-initialisation and bounds-checking on Mac to ensure that Metal shaders are compiled with semantics that approximate those HLSL assumes. This may cost some performance but will avoid a few GPU restarts on some vendor drivers.
Change 2993747 on 2016/05/28 by Mark.Satterthwaite
Separate texture & buffer references in the Metal backend as they bind to separate arrays in the runtime to avoid giving the side-table buffer an innaccessible binding index. Also the side-table doesn't need to be emitted if no buffer SRV or UAV is used.
Change 2994256 on 2016/05/31 by Lee.Clark
PS4 - Fix unitialized Head Position from HMD tracker when tracking fails. Fixes a problem with A3D audio not working.
#codereview Chad.Taylor,Aaron.McLeran
Change 2994281 on 2016/05/31 by Rolando.Caloca
DP - Allow hlslcc to process type casts containing the 'const' keyword
- it isn't strictly complete as it will simply omit the type qualifier from the cast in the AST but it is sufficient for FortniteFoliage_MasterMaterial to compile.
#codereview Mark.Satterthwaite, Dmitry.Rekman
#jira UE-31411
Change 2994467 on 2016/05/31 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 2994493 on 2016/05/31 by Daniel.Lamb
Fixed issue with DDC commandlet not caching things from the startup packages list.
Change 2994644 on 2016/05/31 by Mark.Satterthwaite
Updated hlslcc Mac binaries with fix for UE-31411 which RCO accepted and submitted + script for building parsers on POSIX OSes hooked up to an Xcode scheme in the project.
Change 2996074 on 2016/06/01 by Lee.Clark
PS4 - Fix GS mode not getting disabled when using parallel contexts.
#codereview Marcus.Wassmer
Change 2996129 on 2016/06/01 by Brent.Pease
Manual merge of Pete's dsym generation fix (CL#2996089) from the 4.12 branch.
Change 2996130 on 2016/06/01 by Jeremiah.Waldron
PR #2387 part 2 (Contributed by gameDNAstudio)
Adding ability to consume purchases during GooglePlay RestorePurchases
This also touches IOS due to changes to base classes and function signatures
#codereview chris.babcock, Peter.Sauerbrei
Change 2996441 on 2016/06/01 by Jeremiah.Waldron
Relates to PR #2387: Adding ability to consume purchases during GooglePlay RestorePurchases (Contributed by gameDNAstudio)
Missing changes from part 2 reworked so that there is still only one RestorePurchases function which takes the product IDs and consumable flags. I reflected this in StoreHelper so no casting is necessary in GameActivity and the soon-to-be-added AmazonStoreHelper in the GameCircle plugin will still work dynamically with GameActivity since it will call StoreHelper functionality rather than a GooglePlayStoreHelper specific function.
#codereview chris.babcock
Change 2996514 on 2016/06/01 by Jeff.Campeau
Fix merge issue from main
#jira UE-31502
Change 2996740 on 2016/06/01 by Jonathan.Fitzpatrick
https://jira.ol.epicgames.net/browse/UE-31446
Two PS4 source files fail during unity builds due to name conflict with handleReserveFailed.
Renamed handleReserveFailed to handleReserveFailedLightweight
Change 2997235 on 2016/06/01 by Jeremiah.Waldron
RestorePurchases fix up in Match3 since the new Restore consumable stuff adds an additional pin to the Restore node.
The IAP product in Match3 is non-consumable so just passing an empty array where necessary
Change 2997241 on 2016/06/01 by Jeremiah.Waldron
OnlineSubsystemGameCircle Plugin
- Leaderboards
- Achievements
- Friends
- IAP
- External UI Interface
- Runtime Settings in Project Settings Plugin section when plugin is enabled
- Disabled by default
#jira UEPLAT-105
#codereview chris.babcock
Change 2997618 on 2016/06/02 by Lee.Clark
#UE4Docs: Removed PS4MapFileUtil info
Change 2997840 on 2016/06/02 by Jeremiah.Waldron
Removing trace logging from OnlineSubsystemGameCircle_APL
Change 2998754 on 2016/06/02 by Brent.Pease
Change BlueprintMobileLibrary to BlueprintPlatformLibrary
Change 3000762 on 2016/06/03 by Jeff.Campeau
Add example rating info to ShooterGame
Change 3001037 on 2016/06/04 by Brent.Pease
+ Add ui screens for delegate test, local notification test, and iap test
+ Implement delegate test
Change 3001250 on 2016/06/05 by Brent.Pease
+ Initial pass at IAP test screen
Change 3001639 on 2016/06/06 by Jeff.Campeau
Fix Xbox One build issue with DX12
#codereview Zabir.Hoque
Change 3002574 on 2016/06/06 by Jeremiah.Waldron
Adding Android Install Location to Android platform runtime settings and manifest generation
Change 3002780 on 2016/06/06 by Brent.Pease
+ Initial implementation of local notification test
Change 3003005 on 2016/06/06 by Jeremiah.Waldron
OnlineSubsystemGameCircle plugin - adding setting for Fire TV support. Using that specification in the APL to Add/Update android.hardware.touchscreen feature required attribute
Change 3004392 on 2016/06/07 by Jeremiah.Waldron
Fixing typo in APL comment :)
Change 3005768 on 2016/06/08 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3005929 on 2016/06/08 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3006151 on 2016/06/08 by Peter.Sauerbrei
fix for LocalNotifications not available on TVOS
#lockdown josh.adams
Change 3006183 on 2016/06/08 by Brent.Pease
Manual merge CL#3000242 from Release-4.12 into Dev-Platform
#lockdown josh.adams
Change 3006296 on 2016/06/08 by Peter.Sauerbrei
submit an updated iPhonePackager and support DLLs
#lockdown josh.adams
Change 3006378 on 2016/06/08 by Peter.Sauerbrei
fix for API update to RestorePurchases
#codereview brent.pease
#lockdown josh.adams
#lockdown nick.penwarden
[CL 3008183 by Josh Adams in Main branch]
2016-06-09 17:45:44 -04:00
SAssignNew ( BundleIdTextBox , SEditableTextBox ) \
2015-02-06 10:52:09 -05:00
. IsEnabled ( this , & FIOSTargetSettingsCustomization : : IsImportEnabled ) \
. Text ( this , & FIOSTargetSettingsCustomization : : GetBundleText , PropertyHandle ) \
. Font ( DetailLayout . GetDetailFont ( ) ) \
. SelectAllTextOnCommit ( true ) \
. SelectAllTextWhenFocused ( true ) \
. ClearKeyboardFocusOnCommit ( false ) \
. ToolTipText ( PropertyHandle - > GetToolTipText ( ) ) \
. OnTextCommitted ( this , & FIOSTargetSettingsCustomization : : OnBundleIdentifierChanged , PropertyHandle ) \
Copying //UE4/Dev-Platform to //UE4/Main (Source: //UE4/Dev-Platform @ 3008177)
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2948322 on 2016/04/19 by Nick.Shin
update libwebsockets to v1.7.4
part 4 of 4 - doing this in stages for tracking purposes
#jira UEPLAT-1246 - Update libWebsockets
#jira UEPLAT-1221 - update websocket library
#jira UEPLAT-1204 - Rebuild libwebsockets with SSL
Change 2970016 on 2016/05/07 by Nick.Shin
undo all of the following upgrades:
- zlib
- openssl
- libcurl
- libwebsockets
and reset webrtc
#jira UE-30298 - Fortnite and Orion crash on login
#lockdown josh.adams
Change 2970373 on 2016/05/09 by Lee.Clark
PS4 - Fix NumInstances not getting reset after DrawIndirect calls
Change 2972873 on 2016/05/10 by Michael.Trepka
Correct initial position for SlateViewer windows on Mac
Change 2974363 on 2016/05/11 by Mark.Satterthwaite
Fix invoking buils using distcc from UFE - the command-line executed to access the number of parallel tasks was incorrect.
Change 2975921 on 2016/05/12 by Michael.Trepka
Removed unused AdjustWindowRegion declaration from LinuxWindow.h
#codereview Dmitry.Rekman
Change 2977002 on 2016/05/13 by Michael.Trepka
Make sure dSYM generation action in UBT on Mac does not start before the source dylib is ready
#codereview Ben.Marsh
Change 2977337 on 2016/05/13 by Brent.Pease
UE-27805 - Adding special characters into the BundleDisplayName or BundleName causes packaging error
+ Prevent illegal characters from being entered in the packaging UI
+ Report an error from iPhonePackager if a illegal bundle id is specified
+ Convert special characters to XML equivalents
- Correctly check for the presence of iTunes 12 when packaging iOS games on Windows
- Improve ios certificate and provision message in package settings UI
#codereview peter.sauerbrei
Change 2977509 on 2016/05/13 by Brent.Pease
+ Fix mac compile error
Change 2978036 on 2016/05/14 by Mark.Satterthwaite
One-line tweak that resolves incorrect rendering of the colour LUT because float imprecision allows -ve values to be passed into a call to pow which then generates NaN.
#jira UE-30777
Change 2978037 on 2016/05/14 by Mark.Satterthwaite
Fix a heap-use-after-free bug spotted by AddressSanitizer - you can't assume that the UObject system will be available in ShutdownModule() - on OS X it may have been killed a long time ago.
Change 2978333 on 2016/05/16 by Lee.Clark
Fix packaging of non-code projects when plugins are enabled
#codereview Peter.Sauerbrei
Change 2978780 on 2016/05/16 by Mark.Satterthwaite
Reduce temporary allocations required to set uniform parameters in Metal.
Change 2979680 on 2016/05/16 by Nick.Shin
editor's HTML5 platform settings was missing due to the emscripten SDK move
should have been included with CL: #2946251
Change 2979681 on 2016/05/16 by Nick.Shin
cleaned up websocket processing for HTML5
#jira UE-13657 - HTML5 plugin OnRawRecieve overflow
Change 2979701 on 2016/05/16 by Brent.Pease
UE-28421 - Message box cannot be closed after accessing the home screen on iOS
+ Implement a timeout when waiting for a reply after sending background/foreground/suspend events from the main thread to the game thread. This solves the immediate problem presented in the jira bug report, however, there are deeper issues with the consequences of blocking the game thread that are not addressed. Perhaps structuring the game thread loop to know about modal dialogs so that it can receive these events even when a modal dialog is up could be a better longer term solution
Change 2980766 on 2016/05/17 by Jeremiah.Waldron
Adding Android build support for HarfBuzz
- using a combination of android-cmake (from https://github.com/taka-no-me/android-cmake) to create the build files and Visual Studio 2015 to compile them
- Adding Debug and RelWithDebInfo compiled binaries to harfbuzz-1.2.4/Android/<arch>/<config>
Tested armv7 with TextShapingTest project on a GalaxyNote3 and text showed up correctly
#jira UE-28586
#codereview chris.babcock
Change 2980953 on 2016/05/17 by Jeremiah.Waldron
Changing HarfBuzz build script and libs to use Release instead of RelWithDebInfo
#jira UE-28586
Change 2981039 on 2016/05/17 by Jeff.Campeau
ICMP support disabled for Xbox One and basic address processing wrappers provided (needed for Oodle support)
Change 2981054 on 2016/05/17 by Jeff.Campeau
Enable Live OSS for Orion on Xbox One
Change 2981553 on 2016/05/18 by Jeff.Campeau
Enable Oodle for Xbox One
Change 2981555 on 2016/05/18 by Jeff.Campeau
Scalability settings for Xbox One
Change 2981774 on 2016/05/18 by Keith.Judge
Xbox One - Duplicating Movie Player fix from 4.12.
Change 2981789 on 2016/05/18 by Keith.Judge
Xbox One - Duplicate fast semantics rendertarget unbind/clear/rebind fix from 4.12.
Change 2981802 on 2016/05/18 by Keith.Judge
Xbox One - Duplicate of distance field AO/Shadow fixes from 4.12.
Change 2981875 on 2016/05/18 by Keith.Judge
Xbox One - Dynamic VB/IB refactor. Duplicated from 4.12.
Change 2981900 on 2016/05/18 by Keith.Judge
Xbox One - D3D11Query refactor. Duplicated from 4.12
Change 2981945 on 2016/05/18 by Nick.Shin
filled out response headers for HTML5 platform
#jira UE-26047 - HTML5 HTTP Response Headers not implemented
Change 2981981 on 2016/05/18 by Lee.Clark
PS4 - Fix COTF not updating files
#codereview Daniel.Lamb
Change 2982246 on 2016/05/18 by Michael.Trepka
Fixed Mono compile errors in UT build scripts
Change 2983869 on 2016/05/19 by Mark.Satterthwaite
Explicitly retain/release all the MTLTexture objects in FMetalSurface without the assumptions about them being the same object - the recent stencil & SRV related changes make those assumptions invalid and could lead to over-releasing some textures.
#jira UE-29557
Change 2983871 on 2016/05/19 by Mark.Satterthwaite
Pool Metal texture update buffers to reduce churn.
Change 2983892 on 2016/05/19 by Mark.Satterthwaite
Duplicate 4.12 CL #2972885: Enable Metal resource lifetime delay on all platforms, not just iOS to try and address intermittent invalid resource errors.
Change 2983898 on 2016/05/19 by Mark.Satterthwaite
Duplicate 4.12 CL #2982825: Correctly wait for the dispatch semaphore when clearing the Metal resource free lists.
Change 2983911 on 2016/05/19 by Mark.Satterthwaite
Change Metal SubmitCommandsHint to use an enum of flags rather than boolean variables to control behaviour so that its clearer to the reader what is going to happen.
Change 2983916 on 2016/05/19 by Mark.Satterthwaite
Duplicate 4.12 CL #2974765: Workaround for UE-30069 - on Nvidia Macs we are breaking the GMux swap the second time we run the engine and it isn't clear why, so instead explicitly select the Metal device ourselves and don't allow the OS to swap the GPU driving the display. This will potentially reduce performance a little if the discrete GPU isn't already driving the display but until we know how we are clobbering the GMux/driver it is all we can do. This only applies to 10.11.5 with the default OS X drivers where there is more than one GPU in the system, earlier versions of OS X and the Nvidia WebDrivers are unaffected.
Change 2984874 on 2016/05/20 by Keith.Judge
Xbox One - Re-enable shader DXBC intermediate bytecode stripping, except for geometry and hull shaders where there's a possibility of runtime recompilation in certain combinations. Saves ~2MB in TM-ShaderModels, will save more in larger maps.
#jira UEPLAT-1295
Change 2985446 on 2016/05/20 by Mark.Satterthwaite
Remove the non-functional -metaldebug option from MetalRHI.
Change 2985827 on 2016/05/20 by Nick.Shin
call EndSession() onbeforeunload()
note: API CHANGE
- HTML5JavaScripteFx.{js,h}
- UE_MakeHTTPDataRequest()
#jira UE-22285 - Session End events are not generated for HTML5
Change 2986013 on 2016/05/20 by Jeremiah.Waldron
PR #2387: In-App Purchases - parameters needed for Receipt Validation (Contributed by gameDNAstudio)
Also touches IOS because of added RawPrice member in FInAppPurchaseProductInfo
Pulled from Release-4.12 CL
#jira UE-30782
#codereview chris.babcock, Peter.Sauerbrei
Change 2986057 on 2016/05/20 by Mark.Satterthwaite
Further changes to ensure that UE-30710 really is fixed while also not live-leaking memory in MetalRHI.
Change 2986059 on 2016/05/20 by Mark.Satterthwaite
Move the Metal uniform buffers into the same resource pool as all the other buffers and add stats for how many buffers are in the pool, how much memory is in use, free and wasted (due to aligned-buffer sizes).
Change 2986060 on 2016/05/20 by Mark.Satterthwaite
Disable tiled-reflections on Nvidia & Intel Metal until they sort out the sample command on cube-arrays ignoring the lod level.
Change 2986063 on 2016/05/20 by Mark.Satterthwaite
Missing change from previous CL.
Change 2986066 on 2016/05/20 by Mark.Satterthwaite
More Metal stats tracking the number & memory size of id<MTLBuffer>'s allocated/released each frame.
Change 2986455 on 2016/05/23 by Keith.Judge
Xbox One - Fix precompile promise in shader compiler to not stop subsequent defines from being parsed by D3DCompiler.
Change 2986886 on 2016/05/23 by Mark.Satterthwaite
Duplicate 4.12 CL #2986880: Fix UE-31124 due to bad array iteration logic - amazing that this hadn't been seen earlier.
Change 2986955 on 2016/05/23 by Brent.Pease
+ Do not error out if "[PROJECT_NAME]" is in the bundle ID
#codereview peter.sauerbrei
Change 2987304 on 2016/05/23 by Chris.Babcock
Remove old Android platforms
#ue4
#android
#codeview Josh.Adams
Change 2987571 on 2016/05/23 by Mark.Satterthwaite
Duplicate CL #2967998: Integrate - MaterialParameterCollections now create default resources (uniform buffers) which are used when no valid FScene is present (eg DrawTile while exporting materials to lightmass)
#jira UE-31111
Change 2987591 on 2016/05/23 by Mark.Satterthwaite
Remove usage of MTLRender/ComputeEncoder setSamplerState/s calls that take Min & Max Lod overrides - they currently don't work as expected on some GPU drivers and as we don't use them anywhere and I can't see that we will removing them costs us nothing and fixes tiled reflections on Nvidia with Metal SM5.
Change 2987679 on 2016/05/23 by Mark.Satterthwaite
Re-enable tiled reflections on Nvidia by default now that they work.
Change 2987799 on 2016/05/24 by Mark.Satterthwaite
Add a shader compile option "r.Shaders.ZeroInitialise" that we can turn on to force explicit zero-initialisation of local & temporary variables in hlslcc - so far only implemented for Metal. The default behaviour remains to omit zero-initialisation but the option is helpful to eliminate or track down uninitialised access in shaders that are causing real bugs (e.g. POM material relying on zero-initialised loop counters causing hangs/bad rendering on Mac).
Change 2989395 on 2016/05/25 by Lee.Clark
PS4 - Fix shader output / render target format mismatch for sparse MRT.
Change 2990003 on 2016/05/25 by Jeremiah.Waldron
When creating our own ConfigCacheIni in GetConfigCacheIni_APL, do not assume that the Engine ini was requested. Instead use the baseIniName passed to the function.
Change 2990393 on 2016/05/25 by Mark.Satterthwaite
Back out changelist 2961310 - causes more problems than it solves. DistanceField rendering will still work on Intel Metal SM5 and may work on AMD but will be broken on Nvidia due to a bad access within the compute shader - there's no bounds checking in Metal...
Change 2990516 on 2016/05/25 by Brent.Pease
+ UEPLAT-1294 - Support for local notifications
+ UEPLAT-1254 - Add BP event for device orientation change
+ Added a new class based on UGameInstance for mobile device callbacks
+ Ensured IOSAppDelegate.cpp follows convention for lambda functions
Change 2991361 on 2016/05/26 by Jeremiah.Waldron
Move InAppPurchase class to StoreHelper.java so GooglePlay and Amazon store helpers can use it
Change 2992450 on 2016/05/27 by Mark.Satterthwaite
Optional r.Shaders.BoundsChecking flag to control whether shader platforms should manually enforce buffer access bounds - HLSL returns zero or ignores invalid reads & writes but Metal leaves the behaviour undefined and some drivers then fail. By default this is off and its whatever the native platform behaviour is, enabling it will cost some amount of performance as the shader translator inserts additional instructions to try and match D3D as accurately as possible. This is required to fix GPU restart errors on some Metal drivers when using SM5 rendering features including DistanceField shaders.
Change 2993027 on 2016/05/27 by Mark.Satterthwaite
Fix typo for new CFLAG_BoundsChecking enumeration value.
Change 2993594 on 2016/05/27 by Mark.Satterthwaite
Build fix - check not assert...
Change 2993595 on 2016/05/27 by Mark.Satterthwaite
Fix typo from Xcode hang...
Change 2993614 on 2016/05/28 by Mark.Satterthwaite
At least for now enable shader zero-initialisation and bounds-checking on Mac to ensure that Metal shaders are compiled with semantics that approximate those HLSL assumes. This may cost some performance but will avoid a few GPU restarts on some vendor drivers.
Change 2993747 on 2016/05/28 by Mark.Satterthwaite
Separate texture & buffer references in the Metal backend as they bind to separate arrays in the runtime to avoid giving the side-table buffer an innaccessible binding index. Also the side-table doesn't need to be emitted if no buffer SRV or UAV is used.
Change 2994256 on 2016/05/31 by Lee.Clark
PS4 - Fix unitialized Head Position from HMD tracker when tracking fails. Fixes a problem with A3D audio not working.
#codereview Chad.Taylor,Aaron.McLeran
Change 2994281 on 2016/05/31 by Rolando.Caloca
DP - Allow hlslcc to process type casts containing the 'const' keyword
- it isn't strictly complete as it will simply omit the type qualifier from the cast in the AST but it is sufficient for FortniteFoliage_MasterMaterial to compile.
#codereview Mark.Satterthwaite, Dmitry.Rekman
#jira UE-31411
Change 2994467 on 2016/05/31 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 2994493 on 2016/05/31 by Daniel.Lamb
Fixed issue with DDC commandlet not caching things from the startup packages list.
Change 2994644 on 2016/05/31 by Mark.Satterthwaite
Updated hlslcc Mac binaries with fix for UE-31411 which RCO accepted and submitted + script for building parsers on POSIX OSes hooked up to an Xcode scheme in the project.
Change 2996074 on 2016/06/01 by Lee.Clark
PS4 - Fix GS mode not getting disabled when using parallel contexts.
#codereview Marcus.Wassmer
Change 2996129 on 2016/06/01 by Brent.Pease
Manual merge of Pete's dsym generation fix (CL#2996089) from the 4.12 branch.
Change 2996130 on 2016/06/01 by Jeremiah.Waldron
PR #2387 part 2 (Contributed by gameDNAstudio)
Adding ability to consume purchases during GooglePlay RestorePurchases
This also touches IOS due to changes to base classes and function signatures
#codereview chris.babcock, Peter.Sauerbrei
Change 2996441 on 2016/06/01 by Jeremiah.Waldron
Relates to PR #2387: Adding ability to consume purchases during GooglePlay RestorePurchases (Contributed by gameDNAstudio)
Missing changes from part 2 reworked so that there is still only one RestorePurchases function which takes the product IDs and consumable flags. I reflected this in StoreHelper so no casting is necessary in GameActivity and the soon-to-be-added AmazonStoreHelper in the GameCircle plugin will still work dynamically with GameActivity since it will call StoreHelper functionality rather than a GooglePlayStoreHelper specific function.
#codereview chris.babcock
Change 2996514 on 2016/06/01 by Jeff.Campeau
Fix merge issue from main
#jira UE-31502
Change 2996740 on 2016/06/01 by Jonathan.Fitzpatrick
https://jira.ol.epicgames.net/browse/UE-31446
Two PS4 source files fail during unity builds due to name conflict with handleReserveFailed.
Renamed handleReserveFailed to handleReserveFailedLightweight
Change 2997235 on 2016/06/01 by Jeremiah.Waldron
RestorePurchases fix up in Match3 since the new Restore consumable stuff adds an additional pin to the Restore node.
The IAP product in Match3 is non-consumable so just passing an empty array where necessary
Change 2997241 on 2016/06/01 by Jeremiah.Waldron
OnlineSubsystemGameCircle Plugin
- Leaderboards
- Achievements
- Friends
- IAP
- External UI Interface
- Runtime Settings in Project Settings Plugin section when plugin is enabled
- Disabled by default
#jira UEPLAT-105
#codereview chris.babcock
Change 2997618 on 2016/06/02 by Lee.Clark
#UE4Docs: Removed PS4MapFileUtil info
Change 2997840 on 2016/06/02 by Jeremiah.Waldron
Removing trace logging from OnlineSubsystemGameCircle_APL
Change 2998754 on 2016/06/02 by Brent.Pease
Change BlueprintMobileLibrary to BlueprintPlatformLibrary
Change 3000762 on 2016/06/03 by Jeff.Campeau
Add example rating info to ShooterGame
Change 3001037 on 2016/06/04 by Brent.Pease
+ Add ui screens for delegate test, local notification test, and iap test
+ Implement delegate test
Change 3001250 on 2016/06/05 by Brent.Pease
+ Initial pass at IAP test screen
Change 3001639 on 2016/06/06 by Jeff.Campeau
Fix Xbox One build issue with DX12
#codereview Zabir.Hoque
Change 3002574 on 2016/06/06 by Jeremiah.Waldron
Adding Android Install Location to Android platform runtime settings and manifest generation
Change 3002780 on 2016/06/06 by Brent.Pease
+ Initial implementation of local notification test
Change 3003005 on 2016/06/06 by Jeremiah.Waldron
OnlineSubsystemGameCircle plugin - adding setting for Fire TV support. Using that specification in the APL to Add/Update android.hardware.touchscreen feature required attribute
Change 3004392 on 2016/06/07 by Jeremiah.Waldron
Fixing typo in APL comment :)
Change 3005768 on 2016/06/08 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3005929 on 2016/06/08 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3006151 on 2016/06/08 by Peter.Sauerbrei
fix for LocalNotifications not available on TVOS
#lockdown josh.adams
Change 3006183 on 2016/06/08 by Brent.Pease
Manual merge CL#3000242 from Release-4.12 into Dev-Platform
#lockdown josh.adams
Change 3006296 on 2016/06/08 by Peter.Sauerbrei
submit an updated iPhonePackager and support DLLs
#lockdown josh.adams
Change 3006378 on 2016/06/08 by Peter.Sauerbrei
fix for API update to RestorePurchases
#codereview brent.pease
#lockdown josh.adams
#lockdown nick.penwarden
[CL 3008183 by Josh Adams in Main branch]
2016-06-09 17:45:44 -04:00
. OnTextChanged ( this , & FIOSTargetSettingsCustomization : : OnBundleIdentifierTextChanged , ETextCommit : : Default , PropertyHandle ) \
2015-02-06 10:52:09 -05:00
] \
] ; \
}
const UIOSRuntimeSettings & Settings = * GetDefault < UIOSRuntimeSettings > ( ) ;
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3278667)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3278667 on 2017/01/31 by Chris.Wood
Added extra context to crash analytics and crash reports in the Editor.
[UE-41306] - Add context to crash analytics and crash reports (with Editor user activity)
When a Slate tab becomes active or foregrounded, we take its LayoutIdentity, Label and Content Widget Type and generate a string from all three. This gives context for what the user was doing. The string is set as the UserActivity and passed to MTBF analytics, crash analytics and crash reporter.
Also added filter to the UserActivity tracking system that defaults to Game mode to preserve previous behavior. Editor now switches it to Editor mode and starts setting the activity in this mode.
#jira UE-41306
Change 3278637 on 2017/01/30 by Dmitriy.Dyomin
Fixed: iOS Device displays textures darker than in Editor
#jira UE-41298
Change 3278566 on 2017/01/30 by Jack.Porter
Fix #WITH_EDITOR in InstancedStaticMesh.cpp
#jira UE-41292
Change 3278195 on 2017/01/30 by Alexis.Matte
Fix the re-import skeletal mesh regression, where all material disapear.
#jira UE-41294
Change 3278173 on 2017/01/30 by Frank.Fella
PlatformMediaSource - Don't allow the user to nest platform media sources, and also fail validation on nested platform media sources just in case they are set outside of the cusomization UI.
#Jira UE-40779
Change 3278156 on 2017/01/30 by Josh.Adams
- Adding the missed #include line for IsWindowsServer()
#jira UE-41304
Change 3278088 on 2017/01/30 by Mike.Beach
Mirroring CL 3249423 from Dev-BP.
Fix to keep placeholder classes from being needlessly created (when the object they represent already exists) - instead, attempt to lookup and find the existing import objects (which used to be set, but could be cleared during async loading by FLinkerManager::DissociateImportsAndForcedExports()).
#jira OR-34038
Change 3278036 on 2017/01/30 by Mike.Beach
Mirroring CL 3277671 from Dev-BP.
Refactoring FBlueprintCompilerCppBackend::SortNodesInUberGraphExecutionGroup() a bit. Catching cases that weren't acounted for - detecting cyclical logic now when we've pulled a node/statement out of order, and other nodes need to fall through to that logic (not relying on a goto).
#jira UE-41188, UE-41189, UE-41186, UE-41037
Change 3277974 on 2017/01/30 by Josh.Adams
- Hopeful workaround for COM crash in HandleGameExplorerIntegration function
#jira UE-41080
Change 3277951 on 2017/01/30 by Ori.Cohen
Fix access violation in physx.
#JIRA ODIN-5199
Change 3277773 on 2017/01/30 by Jamie.Dale
Fixing crash that could occur with null meta-data
#jira UE-41271
Change 3277549 on 2017/01/30 by Max.Chen
Sequencer: Back out changelist 3276452 because it breaks other uses of the time snapping interval in the settings.
#jira UE-41009
Change 3277510 on 2017/01/30 by Jamie.Dale
Fixed localization sometimes having incorrect keys in cooked builds
Merged CL# 3276233 and CL# 3277273.
#jira UE-41271
Change 3277500 on 2017/01/30 by Michael.Trepka
Added -Wno-undefined-var-template on Mac to work around an issue with compiling UHT in Xcode 8.3
#jira UE-41225
Change 3277421 on 2017/01/30 by Arciel.Rekman
TestPAL: delete unused test (UE-36984)
#jira UE-36984
(Edigrating CL 3267568 from Dev-Platform to Release-4.15)
Change 3277410 on 2017/01/30 by Jeff.Fisher
UE-41152 more non-unity include fixes.
-Matthew Griffin showed me how to run this locally, so I was able to locally reproduce the errors and this fixed them (the previous fixes were insufficient rather than incorrect).
#jira UE-41152
Change 3277230 on 2017/01/30 by Jack.Porter
Fixed issue with static lighting for Foliage and Instanced Static Meshes where shadows on instances in LOD levels other than LOD 0 was incorrect.
#jira UE-39884
Change 3277178 on 2017/01/30 by Allan.Bentham
enable FORCE_FLOATS with iOS metal shaders when full precision material setting is set.
#jira UE-41253
Change 3277134 on 2017/01/30 by Matthew.Griffin
Fixed NonUnity compile issues
Change 3276503 on 2017/01/28 by Jeff.Fisher
UE-41152 more non-unity include fixes.
#jira UE-41152
Change 3276452 on 2017/01/28 by Max.Chen
Sequencer: Changed the time snapping interval in the toolbar ui so that it no longer additionally updates the sequencer setting. The value used in the sequencer settings is only used to initialize a new level sequence.
#jira UE-41009
Change 3276130 on 2017/01/27 by Phillip.Kavan
[UE-40894] Fix data loss issues with non-native Blueprint classes that override inherited component default values from a nativized parent Blueprint class hierarchy.
- Mirrored from //UE4/Dev-Blueprints (CL# 3276109).
#jira UE-40894
Change 3276013 on 2017/01/27 by Lina.Halper
- fix issue with additive pose preview applying twice
#jira: UE-41216
#code review:Thomas.Sarkanen
Change 3275990 on 2017/01/27 by Mitchell.Wilson
Disabling 'Used with skeletal mesh' on some materials to resolve errors and warnings.
#jira UE-40736
Change 3275885 on 2017/01/27 by Matt.Kuhlenschmidt
Fixed missing slate style assets log warning
#jira UE-41148
Change 3275805 on 2017/01/27 by Ori.Cohen
Fix incorrect warning about moving simulated bodies during tick group. The existing code would warn if you had a kinematic that was SimulationDisabled (i.e. meaning it's not in the sim scene).
#JIRA UE-37270
Change 3275797 on 2017/01/27 by Shaun.Kime
In some cases, it was possible to create a SRetainerWidget that does not have a valid scene. This would cause the recorded scene index to be mismatched with the actual rendering index when played back in the future.
#jira OR-34919
Change 3275681 on 2017/01/27 by Lina.Halper
Dupe change of CL 3273803, 3274129, 3274700
#jira: UE-41163
#code review:Daniel.Wright, Martin.Wilson
Change 3275624 on 2017/01/27 by Benn.Gallagher
Fixed crash when creating destructible meshes from static meshes with null material interface entries
#jira UE-38998
Change 3275601 on 2017/01/27 by Matt.Kuhlenschmidt
Fix crash when a kdop collision generation fails and there are existing collision meshes selected. We no longer clear out unrelated collision primitives when kdop generation fails.
#jira UE-41220
Change 3275545 on 2017/01/27 by Chris.Bunner
Added flag for retreiving debug materials from GetUsedMaterials calls on rendering components.
#jira UE-40482
Change 3275522 on 2017/01/27 by Max.Chen
Sequencer: Call modify before setting row indices
#jira UE-40682
Change 3275518 on 2017/01/27 by Max.Chen
Sequencer: Switch to static pointer to fix crash when tearing down curve editor.
#jira UE-41105
Change 3275475 on 2017/01/27 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
-Fixing non-unity missing includes.
#jira UE-41152
Change 3275387 on 2017/01/27 by Steve.Robb
Prevent engine reinstancing on hot reload.
Copied from CL# 3265490.
#jira UE-40765
Change 3275279 on 2017/01/27 by Josh.Adams
- Redoing change 3274305 in 4.15
#jira UE-40451
Change 3275233 on 2017/01/27 by Luke.Thatcher
[PLATFORM] [PS4] [!] Fix share play initialization logic.
#jira UE-41209
Change 3275227 on 2017/01/27 by Alex.Delesky
Duplicating the fix for UE-40791 from Dev-Editor CL 3265714 - The ForceFeedback thumbnail's Play and Stop icons will now render correctly, and will only be visible while an effect is playing or when the cursor hovers over the icon.
#jira UE-40791
Change 3275057 on 2017/01/27 by Peter.Sauerbrei
fix for crash after changing the metal shader version
#jira ue-41183
Change 3275031 on 2017/01/27 by Matthew.Griffin
Added architecture hash to path for Linux generated includes, didn't realize that this was part of the path.
Change 3275005 on 2017/01/27 by Matthew.Griffin
Re-enabled Cache of cooked platform data during DerivedDataCache commandlet
Moved caching DDC of non-host platform data behind an option so it's not done for Installed Build by default
Removed other platforms from Launcher Samples and changed 'CookPlatforms' to 'DDCPlatforms' so that its purpose is more clear
Change 3274828 on 2017/01/27 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
-Fixing non-unity missing include.
#jira UE-41152
Change 3274799 on 2017/01/27 by Arciel.Rekman
Fix for installed Linux cross-toolchain (UE-40392).
- Pull request #3111 contributed by rubu.
#jira UE-40392
Change 3274756 on 2017/01/27 by Max.Chen
Sequencer: Update the parent guid with the new possessable guid. This fixes a bug where the parent guid isn't set properly and so folders aren't retained when assign actors and running fix up actor references.
#jira UE-41010
Change 3274755 on 2017/01/27 by Max.Chen
Sequencer: Call notify movie scene data changed when creating a camera instead of marking the instances as needing a refresh.
#jira UE-41019
Change 3274597 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
-Fixing monolithic include warning.
#jira UE-41152
Change 3274564 on 2017/01/26 by Mike.Beach
Following the example of other nodes with external dependencies (like UK2Node_SwitchEnum), and making sure the struct is preloaded before we use it (the struct needs to have a valid size).
#jira UE-41073
Change 3274535 on 2017/01/26 by Mike.Beach
Removed ensure that was blocking a wrapper function call to a non-nativized function lib from being generated (while not optimal, the generated code works).
#jira UE-41190
Change 3274512 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3255506 Copyright update for google
-note most of the changes went in with the previous 3 androidvr-devvr change integrations, these two were not otherwise changed.
-just incrementing the year
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273588
Change 3274511 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3243495 Adding GoogleVRTransition2D plugin to handle VR->2D->VR transition for daydream app.
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273586
Change 3274510 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3243494 Update GoogleVR plugin to v1.2.
-Upgrade GVR NDK to 1.10.0
-Add easy to use GoogleVR input component, including controller component for daydream and a gaze based reticle component for cardboard.
-Make the GoogleVRSplash rendered with depth.
-Add built in arm model support in GoogleVR controller plugin.
-Add "Use ExternalFilesDir for UE4Game files" option in AndroidRuntimeSetting to support saving game progress without requesting EXTERNAL_STORAGE permission in Andoird 23+
-Remove the "Package for Daydream" option in AndroidRuntimeSetting.
-Fix the crash on iOS9 when GoogleVR plugin is enabled.(udn/325432)
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273585
Change 3274509 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3243493 Adding AndroidPermission plugin to handle runtime permission request and check for android api 23 and above.
-The plugin works for both daydream and normal Android application.
-For Daydream app, it need to work with GoogleVRTransition2D plugin.
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273583
Change 3274485 on 2017/01/26 by Chris.Babcock
Fix handling of numbers in textedit (allow decimals)
#jira UE-41198
#ue4
#android
Change 3274457 on 2017/01/26 by Mike.Beach
Fix to CIS warning (fallout from CL 3274362)
#jira UE-41072, UE-41071, UE-41070
Change 3274445 on 2017/01/26 by Arciel.Rekman
Proper fix for deploying to Linux (UE-40023).
- The logic is: if the base path (local to PC, one we are replacing) *ends* with a separator, add the separator to the dest path (one we're mapping to). Previous fix had a last minute change that inverted it.
#jira UE-40023
Change 3274428 on 2017/01/26 by Brian.Karis
Fixed bloom flickering on high contrast HDR edges when r.TemporalAACatmullRom was enabled.
#jira UE-41138
Change 3274362 on 2017/01/26 by Mike.Beach
Restructuring how we apply individual (exclusive) Blueprint nativization flags...
1. Explicitly flagging Blueprints as dependencies for nativization (and communicating that to the user)
2. Now applying nativization flag to authoritative config for all dependencies on save
3. Flagging new dependencies (parent or interface) as needing nativization (when required)
4. Ignore bDontNativizeDataOnlyBP setting when nativization mode is set to explicit
#jira UE-41072, UE-41071, UE-41070
Change 3274349 on 2017/01/26 by Yannick.Lange
VREditor: Fix Laser not hidden on MotionControllers with docked Menu/UI Panels
#jira UE-40070
Change 3274301 on 2017/01/26 by Chris.Bunner
Added missing material expression tooltips/keywords for new nodes based on 4.15 preview feeback.
#jira UE-41193
Change 3274254 on 2017/01/26 by Ryan.Gerleve
Fix for IsInGameThread() checks that could fail in debug builds while recording a replay with tick.DoAsyncEndOfFrameTasks and demo.ClientRecordAsyncEndOfFrame enabled.
#jira UE-39911
Change 3274121 on 2017/01/26 by Josh.Adams
- Fixed build error with landscape gizmo
#jira UE-41177
Change 3274114 on 2017/01/26 by Dan.Oconnor
Updating all references before calling post edit - prevents objects from being destroyed or created while updating references
#jira UE-40121
Change 3273971 on 2017/01/26 by Chris.Bunner
Update material instance permutations when we have already set param/switch overrides, then only change the base properties.
#jira UE-39754
Change 3273842 on 2017/01/26 by Daniel.Wright
Attempt to remove instructions from code features only present in the forward renderer, so we are showing users their graph cost. Allows shader complexity in forward to sortof match deferred.
#jira UE-41167
Change 3273750 on 2017/01/26 by Jeff.Fisher
UE-41137 //UE4/Main: Step 'Compile Ocean (Win32/Win64)' - 2 Errors - SteamVRController.cpp
-Fixing build break for Ocean. Maybe they are using an older compiler?
#jira UE-31137
Change 3273602 on 2017/01/26 by Michael.Trepka
Fix for UE-41146
#jira UE-41146
Change 3273506 on 2017/01/26 by Maciej.Mroz
#jira ODIN-4991, UE-41035
merged cl3273497 from Dev-Blueprints branch
Nativization:
EX_AddMulticastDelegate - generated code calls TMulticastScriptDelegate::AddUniqe instead of TMulticastScriptDelegate::Add.
Change 3273464 on 2017/01/26 by Mitchell.Wilson
Resaving asset to resolve warning.
#jira UE-41008
Change 3273413 on 2017/01/26 by Marc.Audy
Fix crash when audio device fails to initialize
#author Andrew.Grant
#jira UE-41143
Change 3273391 on 2017/01/26 by Jack.Porter
Fixed ensure encountered when using the Copy/Paste sub-tool in sculpt mode
#jira UE-40480
Change 3273343 on 2017/01/26 by Matt.Kuhlenschmidt
Resetting the preview on a material now properly clears the thumbnail which could have a stale references that was impossible to fix.
Fixed on asset exibiting this problem
#jira UE-40300
Change 3273243 on 2017/01/26 by Jamie.Dale
Speculative fix for an issue where User Defined Enum display names were being lost on upgrade to 4.15
#jira UE-41130
Change 3273235 on 2017/01/26 by Graeme.Thornton
Fix for some memory being left hanging around when loading bulk data asyncronously under certain circumstances
#jira UE-37815
Change 3273225 on 2017/01/26 by Ben.Cosh
This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations
#Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602]
#Proj Engine
Change 3273224 on 2017/01/26 by Josh.Stoddard
Increment FDerivedDataPhysXCooker to force recook of PhysX data
#jira UE-39791#rb none #lockdown james.golding
Change 3273201 on 2017/01/26 by Jack.Porter
Fixed problem where UpdateInstanceTransform blueprint function was not updating bounds correctly
#jira UE-41126
Change 3273122 on 2017/01/26 by Graeme.Thornton
Added some extra log output for situations where a compressed block in an archive doesn't have a valid header
#jira UE-38767
Change 3273116 on 2017/01/26 by Benn.Gallagher
Fix for crash generating clothing skinning data due to coplanar check triggering a check() on small triangles
#jira UE-41112
Change 3273077 on 2017/01/26 by Thomas.Sarkanen
Allowed LODs other than LOD0 to have screen sizes greater than 1
#jira UE-41125 - Static mesh LODs other than LOD0 cannot be set to screen sizes greater than 1
Change 3273061 on 2017/01/26 by Matthew.Griffin
Disabled code caching data for all platforms until we can figure out why it's filling up DDC cache
Change 3272938 on 2017/01/25 by Arciel.Rekman
Fix launch on a remote Linux machine (UE-38691).
- Device id is now used to get target platform, so should match it exactly.
#jira UE-38691
Change 3272816 on 2017/01/25 by Ben.Marsh
Fix VS2017 being displayed as 'Visual Studio 15' in the Windows target settings panel.
Change 3272590 on 2017/01/25 by Daniel.Wright
Workaround for "error X3067: 'GetObjectWorldPosition': ambiguous function call" which happens when FMaterialPixelParameters and FMaterialVertexParameters have the same number of floats with the HLSL compiler. Function overload resolution appears to identify types based on how many floats / ints / etc they contain.
#jira UE-41099
Change 3272419 on 2017/01/25 by Arciel.Rekman
Linux: fix remote deploying of a packaged build (UE-40023).
#jira UE-40023
Change 3272355 on 2017/01/25 by Daniel.Wright
Prevent a large shadow depth bias due to low resolution from causing near plane clipping
#jira UE-40873
Change 3272196 on 2017/01/25 by tim.gautier
Updating TM-UMG content for UI visibility
#jira UE-29618
Change 3272114 on 2017/01/25 by Michael.Dupuis
#jira UE-29817 : backout of CL from Dev-Editor fixing this jira
Change 3271953 on 2017/01/25 by Michael.Trepka
Attempt to fix UE-40956 - Rare crash occurs in CoreAudio in Vehicle Game on Mac when quitting.
#jira UE-40956
Change 3271945 on 2017/01/25 by Olaf.Piesche
Replicating CL 3271564
#jira UE-40980
#udn 325525
Fix uniform buffers for mesh particles; these should really be on the mesh collector, so allocating them as a one frame resource is safe.
Change 3271883 on 2017/01/25 by Daniel.Wright
UWorld::AreAlwaysLoadedLevelsLoaded takes into account bShouldBeVisible. Fixes reflection captures not getting uploaded when there's an invisible always loaded level, which is supposed to be invisible.
#jira UE-40724
Change 3271686 on 2017/01/25 by Marc.Audy
Properly fix line endings in all cases when installing a c++ feature pack
#jira UE-40939
Change 3271631 on 2017/01/25 by Ryan.Gerleve
In UEngine::CommitMapChange, rename the new ULevelStreaming objects so that the main world is their outer. This is more correct in general, and will cause those levels to be added to the correct level collection during FlushLevelStreaming.
Also use MoveTemp to add the streaming level list to the main world, so that the fake world will no longer reference them.
#jira UE-40524
Change 3271611 on 2017/01/25 by Allan.Bentham
Ensure texture's buildsettings are not marked as streamable if the target platform does not support streaming.
#jira UE-40927
Change 3271504 on 2017/01/25 by tim.gautier
Updated default values of UMG_Behavior
#jira UE-29618
Change 3271491 on 2017/01/25 by Luke.Thatcher
[PLATFORM] [PS4] [!] Fix bug in AT9 audio cooking.
- Maximum mono bitrate is 144kbps, but 100% quality mono tracks were selecting 168kbps, causing the AT9 tool to fail.
- Also bumped AT9 engine format to recook potentially broken audio data.
#jira UE-40761
Change 3271428 on 2017/01/25 by Chris.Bunner
Bug in previous CL.
#jira UE-39953
Change 3271413 on 2017/01/25 by Lina.Halper
#DUPEFIX of CL 3270776
#jira: UE-41082
Change 3271403 on 2017/01/25 by tim.gautier
Adjusted UMG_Blur intensity settings.
#jira UE-29618
# rb cristina.riveron
Change 3271300 on 2017/01/25 by Luke.Thatcher
[PLATFORM] [PS4] [^] Merge (as edit) fix for NpToolkit2 initialization in 6CPU mode, from //UE4/Dev-Platform to //UE4/Release-4.15 (Original CL 3271215)
- Default thread affinity in the InitParams structure is 7 CPUs.
- Using this affinity in games with 6CPU mode set in param.sfo causes init() to fail.
- We now select 6 or 7 CPU affinity based on what sceKernelGetCpumode reports at runtime.
#jira UE-41079
Change 3271197 on 2017/01/25 by Andrew.Rodham
Sequencer: Ensure initial evaluation range correctly sets exclusive lower boundary for subsequent evaluations
- This prevents us from erroneously evaluating the initial time twice as part of swept evaluations)
#jira UE-40758
Change 3270386 on 2017/01/24 by tim.gautier
Updated UMG_Blur to include second Low-Quality asset
#jira UE-29618
Change 3270267 on 2017/01/24 by Arciel.Rekman
Linux: fix not being able to run a packaged build (UE-37016, UE-39648).
- Fixed expansion of paths with spaces in the bootstrap script.
- Also increased the timeout since large projects can sometimes get killed on start.
- Also killed spammy console output.
#jira UE-37016
Change 3270203 on 2017/01/24 by Chris.Babcock
Fixed issue with Mac and Linux install and uninstall scripts if ANDROID_HOME not set (contributed by nathansizemore)
#jira UE-41042
#PR #3160
#ue4
#android
Change 3270037 on 2017/01/24 by tim.gautier
Checking in UMG_Blur for UMG test coverage
#jira UE-29618
Change 3269829 on 2017/01/24 by matt.barnes
Adding content for Material Attribute testing
#jira UE-29618
Change 3269700 on 2017/01/24 by Josh.Stoddard
force relink of PhysX libs
#jira UE-39791 #rb ori.cohen #lockdown james.golding
Change 3269621 on 2017/01/24 by Allan.Bentham
Make sure 'intrinsic_GetHDR32bppEncodeModeES2()' reports no encoding mode when mobileHDR == false
#jira UE-41023
Change 3269503 on 2017/01/24 by Josh.Stoddard
Integrate PhysX change 3268008 from //UE4/Dev-Physics-Upgrade
#jira UE-39791 #lockdown james.golding #rb josh.stoddard
Change 3269359 on 2017/01/24 by Jack.Porter
Fix for Web browser widget crash on Android when packaged for Distribution
#jira UE-39451
Change 3269316 on 2017/01/24 by Thomas.Sarkanen
Fixed non-unity issues with last change for UE-40945
#jira UE-40945 - Crash trying to import facial animations
Change 3269047 on 2017/01/23 by Yannick.Lange
VREditor: Fix VREditor Laser not hidden on MotionControllers with docked Menu/UI Panels
#jira UE-40070
Change 3268824 on 2017/01/23 by Rolando.Caloca
UE4.15 - Fix for right eye showing black on VR
#jira UE-40900
Change 3268752 on 2017/01/23 by Nick.Whiting
Fix for assertion for binding an MSAA'd scene color with a non-MSAA'd texture.
#jira UE-39304
Change 3268722 on 2017/01/23 by Olaf.Piesche
Replicating 3256329
#jira UE-38615
Removing unnecessary assert that fires when exporting emitters.
Change 3268220 on 2017/01/23 by Nick.Whiting
Adding in a new CVar (vr.SteamVR.UsePostPresentHandoff), which defaults to 0. When set to 0, we do NOT use the SteamVR PostPresentHandoff, which costs some performance GPU time. When 1, we use the call, and get some extra GPU performance. However, this call is NOT safe for scenes that have frame-behind GPU work, like SceneCapture components and Widget Components
#jira UE-40570
Change 3268180 on 2017/01/23 by Marc.Audy
PendingKill Actors will no longer register their components when the level is being loaded
#jira UE-40505
Change 3268076 on 2017/01/23 by Matthew.Griffin
Changed Mac SunTemple cook jobs to use Sample Editor to avoid errors about mismatched files
#jira UE-40806
Change 3267997 on 2017/01/23 by Mitchell.Wilson
Increased lightmap size on spheres in volumes example to resolve issue with lighting.
Corrected misspelling in multiple examples and one UMG asset.
#jira UE-40890 UE-40926 UE-40882 UE-40928 UE-40825 UE-40819
Change 3267892 on 2017/01/23 by Mitchell.Wilson
Removed preview mesh on M_Bird_Inst that was referencing a static mesh that was removed or renamed to resolve warnings in CIS.
#jira UE-40300
Change 3267866 on 2017/01/23 by Thomas.Sarkanen
Prevented crash when using Facial Animation importer
Also hid the feature behind an experiemental setting flag, as it is not ready for users yet.
#jira UE-40945 - Crash trying to import facial animations
Change 3267834 on 2017/01/23 by Nick.Darnell
An addition to 3255247, this also adds input processing incrementing for double click, and preview mouse down.
#jira UE-40313
Change 3267785 on 2017/01/23 by Marc.Audy
Put proper line endings when modifying template files when installing feature pack
#jira UE-40939
Change 3267761 on 2017/01/23 by Mitchell.Wilson
Moved left landscape mesh slightly to hide a seam that can be seen when using VR and looking over the railing.
#jira UE-40916
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
[CL 3287682 by Matthew Griffin in Main branch]
2017-02-06 10:41:38 -05:00
FSimpleDelegate OnUpdateShaderStandardWarning = FSimpleDelegate : : CreateSP ( this , & FIOSTargetSettingsCustomization : : UpdateShaderStandardWarning ) ;
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
FSimpleDelegate OnUpdateOSVersionWarning = FSimpleDelegate : : CreateSP ( this , & FIOSTargetSettingsCustomization : : UpdateOSVersionWarning ) ;
2018-02-14 14:13:42 -05:00
FSimpleDelegate OnEnableMetalMRT = FSimpleDelegate : : CreateSP ( this , & FIOSTargetSettingsCustomization : : UpdateMetalMRTWarning ) ;
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3278667)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3278667 on 2017/01/31 by Chris.Wood
Added extra context to crash analytics and crash reports in the Editor.
[UE-41306] - Add context to crash analytics and crash reports (with Editor user activity)
When a Slate tab becomes active or foregrounded, we take its LayoutIdentity, Label and Content Widget Type and generate a string from all three. This gives context for what the user was doing. The string is set as the UserActivity and passed to MTBF analytics, crash analytics and crash reporter.
Also added filter to the UserActivity tracking system that defaults to Game mode to preserve previous behavior. Editor now switches it to Editor mode and starts setting the activity in this mode.
#jira UE-41306
Change 3278637 on 2017/01/30 by Dmitriy.Dyomin
Fixed: iOS Device displays textures darker than in Editor
#jira UE-41298
Change 3278566 on 2017/01/30 by Jack.Porter
Fix #WITH_EDITOR in InstancedStaticMesh.cpp
#jira UE-41292
Change 3278195 on 2017/01/30 by Alexis.Matte
Fix the re-import skeletal mesh regression, where all material disapear.
#jira UE-41294
Change 3278173 on 2017/01/30 by Frank.Fella
PlatformMediaSource - Don't allow the user to nest platform media sources, and also fail validation on nested platform media sources just in case they are set outside of the cusomization UI.
#Jira UE-40779
Change 3278156 on 2017/01/30 by Josh.Adams
- Adding the missed #include line for IsWindowsServer()
#jira UE-41304
Change 3278088 on 2017/01/30 by Mike.Beach
Mirroring CL 3249423 from Dev-BP.
Fix to keep placeholder classes from being needlessly created (when the object they represent already exists) - instead, attempt to lookup and find the existing import objects (which used to be set, but could be cleared during async loading by FLinkerManager::DissociateImportsAndForcedExports()).
#jira OR-34038
Change 3278036 on 2017/01/30 by Mike.Beach
Mirroring CL 3277671 from Dev-BP.
Refactoring FBlueprintCompilerCppBackend::SortNodesInUberGraphExecutionGroup() a bit. Catching cases that weren't acounted for - detecting cyclical logic now when we've pulled a node/statement out of order, and other nodes need to fall through to that logic (not relying on a goto).
#jira UE-41188, UE-41189, UE-41186, UE-41037
Change 3277974 on 2017/01/30 by Josh.Adams
- Hopeful workaround for COM crash in HandleGameExplorerIntegration function
#jira UE-41080
Change 3277951 on 2017/01/30 by Ori.Cohen
Fix access violation in physx.
#JIRA ODIN-5199
Change 3277773 on 2017/01/30 by Jamie.Dale
Fixing crash that could occur with null meta-data
#jira UE-41271
Change 3277549 on 2017/01/30 by Max.Chen
Sequencer: Back out changelist 3276452 because it breaks other uses of the time snapping interval in the settings.
#jira UE-41009
Change 3277510 on 2017/01/30 by Jamie.Dale
Fixed localization sometimes having incorrect keys in cooked builds
Merged CL# 3276233 and CL# 3277273.
#jira UE-41271
Change 3277500 on 2017/01/30 by Michael.Trepka
Added -Wno-undefined-var-template on Mac to work around an issue with compiling UHT in Xcode 8.3
#jira UE-41225
Change 3277421 on 2017/01/30 by Arciel.Rekman
TestPAL: delete unused test (UE-36984)
#jira UE-36984
(Edigrating CL 3267568 from Dev-Platform to Release-4.15)
Change 3277410 on 2017/01/30 by Jeff.Fisher
UE-41152 more non-unity include fixes.
-Matthew Griffin showed me how to run this locally, so I was able to locally reproduce the errors and this fixed them (the previous fixes were insufficient rather than incorrect).
#jira UE-41152
Change 3277230 on 2017/01/30 by Jack.Porter
Fixed issue with static lighting for Foliage and Instanced Static Meshes where shadows on instances in LOD levels other than LOD 0 was incorrect.
#jira UE-39884
Change 3277178 on 2017/01/30 by Allan.Bentham
enable FORCE_FLOATS with iOS metal shaders when full precision material setting is set.
#jira UE-41253
Change 3277134 on 2017/01/30 by Matthew.Griffin
Fixed NonUnity compile issues
Change 3276503 on 2017/01/28 by Jeff.Fisher
UE-41152 more non-unity include fixes.
#jira UE-41152
Change 3276452 on 2017/01/28 by Max.Chen
Sequencer: Changed the time snapping interval in the toolbar ui so that it no longer additionally updates the sequencer setting. The value used in the sequencer settings is only used to initialize a new level sequence.
#jira UE-41009
Change 3276130 on 2017/01/27 by Phillip.Kavan
[UE-40894] Fix data loss issues with non-native Blueprint classes that override inherited component default values from a nativized parent Blueprint class hierarchy.
- Mirrored from //UE4/Dev-Blueprints (CL# 3276109).
#jira UE-40894
Change 3276013 on 2017/01/27 by Lina.Halper
- fix issue with additive pose preview applying twice
#jira: UE-41216
#code review:Thomas.Sarkanen
Change 3275990 on 2017/01/27 by Mitchell.Wilson
Disabling 'Used with skeletal mesh' on some materials to resolve errors and warnings.
#jira UE-40736
Change 3275885 on 2017/01/27 by Matt.Kuhlenschmidt
Fixed missing slate style assets log warning
#jira UE-41148
Change 3275805 on 2017/01/27 by Ori.Cohen
Fix incorrect warning about moving simulated bodies during tick group. The existing code would warn if you had a kinematic that was SimulationDisabled (i.e. meaning it's not in the sim scene).
#JIRA UE-37270
Change 3275797 on 2017/01/27 by Shaun.Kime
In some cases, it was possible to create a SRetainerWidget that does not have a valid scene. This would cause the recorded scene index to be mismatched with the actual rendering index when played back in the future.
#jira OR-34919
Change 3275681 on 2017/01/27 by Lina.Halper
Dupe change of CL 3273803, 3274129, 3274700
#jira: UE-41163
#code review:Daniel.Wright, Martin.Wilson
Change 3275624 on 2017/01/27 by Benn.Gallagher
Fixed crash when creating destructible meshes from static meshes with null material interface entries
#jira UE-38998
Change 3275601 on 2017/01/27 by Matt.Kuhlenschmidt
Fix crash when a kdop collision generation fails and there are existing collision meshes selected. We no longer clear out unrelated collision primitives when kdop generation fails.
#jira UE-41220
Change 3275545 on 2017/01/27 by Chris.Bunner
Added flag for retreiving debug materials from GetUsedMaterials calls on rendering components.
#jira UE-40482
Change 3275522 on 2017/01/27 by Max.Chen
Sequencer: Call modify before setting row indices
#jira UE-40682
Change 3275518 on 2017/01/27 by Max.Chen
Sequencer: Switch to static pointer to fix crash when tearing down curve editor.
#jira UE-41105
Change 3275475 on 2017/01/27 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
-Fixing non-unity missing includes.
#jira UE-41152
Change 3275387 on 2017/01/27 by Steve.Robb
Prevent engine reinstancing on hot reload.
Copied from CL# 3265490.
#jira UE-40765
Change 3275279 on 2017/01/27 by Josh.Adams
- Redoing change 3274305 in 4.15
#jira UE-40451
Change 3275233 on 2017/01/27 by Luke.Thatcher
[PLATFORM] [PS4] [!] Fix share play initialization logic.
#jira UE-41209
Change 3275227 on 2017/01/27 by Alex.Delesky
Duplicating the fix for UE-40791 from Dev-Editor CL 3265714 - The ForceFeedback thumbnail's Play and Stop icons will now render correctly, and will only be visible while an effect is playing or when the cursor hovers over the icon.
#jira UE-40791
Change 3275057 on 2017/01/27 by Peter.Sauerbrei
fix for crash after changing the metal shader version
#jira ue-41183
Change 3275031 on 2017/01/27 by Matthew.Griffin
Added architecture hash to path for Linux generated includes, didn't realize that this was part of the path.
Change 3275005 on 2017/01/27 by Matthew.Griffin
Re-enabled Cache of cooked platform data during DerivedDataCache commandlet
Moved caching DDC of non-host platform data behind an option so it's not done for Installed Build by default
Removed other platforms from Launcher Samples and changed 'CookPlatforms' to 'DDCPlatforms' so that its purpose is more clear
Change 3274828 on 2017/01/27 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
-Fixing non-unity missing include.
#jira UE-41152
Change 3274799 on 2017/01/27 by Arciel.Rekman
Fix for installed Linux cross-toolchain (UE-40392).
- Pull request #3111 contributed by rubu.
#jira UE-40392
Change 3274756 on 2017/01/27 by Max.Chen
Sequencer: Update the parent guid with the new possessable guid. This fixes a bug where the parent guid isn't set properly and so folders aren't retained when assign actors and running fix up actor references.
#jira UE-41010
Change 3274755 on 2017/01/27 by Max.Chen
Sequencer: Call notify movie scene data changed when creating a camera instead of marking the instances as needing a refresh.
#jira UE-41019
Change 3274597 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
-Fixing monolithic include warning.
#jira UE-41152
Change 3274564 on 2017/01/26 by Mike.Beach
Following the example of other nodes with external dependencies (like UK2Node_SwitchEnum), and making sure the struct is preloaded before we use it (the struct needs to have a valid size).
#jira UE-41073
Change 3274535 on 2017/01/26 by Mike.Beach
Removed ensure that was blocking a wrapper function call to a non-nativized function lib from being generated (while not optimal, the generated code works).
#jira UE-41190
Change 3274512 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3255506 Copyright update for google
-note most of the changes went in with the previous 3 androidvr-devvr change integrations, these two were not otherwise changed.
-just incrementing the year
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273588
Change 3274511 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3243495 Adding GoogleVRTransition2D plugin to handle VR->2D->VR transition for daydream app.
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273586
Change 3274510 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3243494 Update GoogleVR plugin to v1.2.
-Upgrade GVR NDK to 1.10.0
-Add easy to use GoogleVR input component, including controller component for daydream and a gaze based reticle component for cardboard.
-Make the GoogleVRSplash rendered with depth.
-Add built in arm model support in GoogleVR controller plugin.
-Add "Use ExternalFilesDir for UE4Game files" option in AndroidRuntimeSetting to support saving game progress without requesting EXTERNAL_STORAGE permission in Andoird 23+
-Remove the "Package for Daydream" option in AndroidRuntimeSetting.
-Fix the crash on iOS9 when GoogleVR plugin is enabled.(udn/325432)
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273585
Change 3274509 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3243493 Adding AndroidPermission plugin to handle runtime permission request and check for android api 23 and above.
-The plugin works for both daydream and normal Android application.
-For Daydream app, it need to work with GoogleVRTransition2D plugin.
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273583
Change 3274485 on 2017/01/26 by Chris.Babcock
Fix handling of numbers in textedit (allow decimals)
#jira UE-41198
#ue4
#android
Change 3274457 on 2017/01/26 by Mike.Beach
Fix to CIS warning (fallout from CL 3274362)
#jira UE-41072, UE-41071, UE-41070
Change 3274445 on 2017/01/26 by Arciel.Rekman
Proper fix for deploying to Linux (UE-40023).
- The logic is: if the base path (local to PC, one we are replacing) *ends* with a separator, add the separator to the dest path (one we're mapping to). Previous fix had a last minute change that inverted it.
#jira UE-40023
Change 3274428 on 2017/01/26 by Brian.Karis
Fixed bloom flickering on high contrast HDR edges when r.TemporalAACatmullRom was enabled.
#jira UE-41138
Change 3274362 on 2017/01/26 by Mike.Beach
Restructuring how we apply individual (exclusive) Blueprint nativization flags...
1. Explicitly flagging Blueprints as dependencies for nativization (and communicating that to the user)
2. Now applying nativization flag to authoritative config for all dependencies on save
3. Flagging new dependencies (parent or interface) as needing nativization (when required)
4. Ignore bDontNativizeDataOnlyBP setting when nativization mode is set to explicit
#jira UE-41072, UE-41071, UE-41070
Change 3274349 on 2017/01/26 by Yannick.Lange
VREditor: Fix Laser not hidden on MotionControllers with docked Menu/UI Panels
#jira UE-40070
Change 3274301 on 2017/01/26 by Chris.Bunner
Added missing material expression tooltips/keywords for new nodes based on 4.15 preview feeback.
#jira UE-41193
Change 3274254 on 2017/01/26 by Ryan.Gerleve
Fix for IsInGameThread() checks that could fail in debug builds while recording a replay with tick.DoAsyncEndOfFrameTasks and demo.ClientRecordAsyncEndOfFrame enabled.
#jira UE-39911
Change 3274121 on 2017/01/26 by Josh.Adams
- Fixed build error with landscape gizmo
#jira UE-41177
Change 3274114 on 2017/01/26 by Dan.Oconnor
Updating all references before calling post edit - prevents objects from being destroyed or created while updating references
#jira UE-40121
Change 3273971 on 2017/01/26 by Chris.Bunner
Update material instance permutations when we have already set param/switch overrides, then only change the base properties.
#jira UE-39754
Change 3273842 on 2017/01/26 by Daniel.Wright
Attempt to remove instructions from code features only present in the forward renderer, so we are showing users their graph cost. Allows shader complexity in forward to sortof match deferred.
#jira UE-41167
Change 3273750 on 2017/01/26 by Jeff.Fisher
UE-41137 //UE4/Main: Step 'Compile Ocean (Win32/Win64)' - 2 Errors - SteamVRController.cpp
-Fixing build break for Ocean. Maybe they are using an older compiler?
#jira UE-31137
Change 3273602 on 2017/01/26 by Michael.Trepka
Fix for UE-41146
#jira UE-41146
Change 3273506 on 2017/01/26 by Maciej.Mroz
#jira ODIN-4991, UE-41035
merged cl3273497 from Dev-Blueprints branch
Nativization:
EX_AddMulticastDelegate - generated code calls TMulticastScriptDelegate::AddUniqe instead of TMulticastScriptDelegate::Add.
Change 3273464 on 2017/01/26 by Mitchell.Wilson
Resaving asset to resolve warning.
#jira UE-41008
Change 3273413 on 2017/01/26 by Marc.Audy
Fix crash when audio device fails to initialize
#author Andrew.Grant
#jira UE-41143
Change 3273391 on 2017/01/26 by Jack.Porter
Fixed ensure encountered when using the Copy/Paste sub-tool in sculpt mode
#jira UE-40480
Change 3273343 on 2017/01/26 by Matt.Kuhlenschmidt
Resetting the preview on a material now properly clears the thumbnail which could have a stale references that was impossible to fix.
Fixed on asset exibiting this problem
#jira UE-40300
Change 3273243 on 2017/01/26 by Jamie.Dale
Speculative fix for an issue where User Defined Enum display names were being lost on upgrade to 4.15
#jira UE-41130
Change 3273235 on 2017/01/26 by Graeme.Thornton
Fix for some memory being left hanging around when loading bulk data asyncronously under certain circumstances
#jira UE-37815
Change 3273225 on 2017/01/26 by Ben.Cosh
This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations
#Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602]
#Proj Engine
Change 3273224 on 2017/01/26 by Josh.Stoddard
Increment FDerivedDataPhysXCooker to force recook of PhysX data
#jira UE-39791#rb none #lockdown james.golding
Change 3273201 on 2017/01/26 by Jack.Porter
Fixed problem where UpdateInstanceTransform blueprint function was not updating bounds correctly
#jira UE-41126
Change 3273122 on 2017/01/26 by Graeme.Thornton
Added some extra log output for situations where a compressed block in an archive doesn't have a valid header
#jira UE-38767
Change 3273116 on 2017/01/26 by Benn.Gallagher
Fix for crash generating clothing skinning data due to coplanar check triggering a check() on small triangles
#jira UE-41112
Change 3273077 on 2017/01/26 by Thomas.Sarkanen
Allowed LODs other than LOD0 to have screen sizes greater than 1
#jira UE-41125 - Static mesh LODs other than LOD0 cannot be set to screen sizes greater than 1
Change 3273061 on 2017/01/26 by Matthew.Griffin
Disabled code caching data for all platforms until we can figure out why it's filling up DDC cache
Change 3272938 on 2017/01/25 by Arciel.Rekman
Fix launch on a remote Linux machine (UE-38691).
- Device id is now used to get target platform, so should match it exactly.
#jira UE-38691
Change 3272816 on 2017/01/25 by Ben.Marsh
Fix VS2017 being displayed as 'Visual Studio 15' in the Windows target settings panel.
Change 3272590 on 2017/01/25 by Daniel.Wright
Workaround for "error X3067: 'GetObjectWorldPosition': ambiguous function call" which happens when FMaterialPixelParameters and FMaterialVertexParameters have the same number of floats with the HLSL compiler. Function overload resolution appears to identify types based on how many floats / ints / etc they contain.
#jira UE-41099
Change 3272419 on 2017/01/25 by Arciel.Rekman
Linux: fix remote deploying of a packaged build (UE-40023).
#jira UE-40023
Change 3272355 on 2017/01/25 by Daniel.Wright
Prevent a large shadow depth bias due to low resolution from causing near plane clipping
#jira UE-40873
Change 3272196 on 2017/01/25 by tim.gautier
Updating TM-UMG content for UI visibility
#jira UE-29618
Change 3272114 on 2017/01/25 by Michael.Dupuis
#jira UE-29817 : backout of CL from Dev-Editor fixing this jira
Change 3271953 on 2017/01/25 by Michael.Trepka
Attempt to fix UE-40956 - Rare crash occurs in CoreAudio in Vehicle Game on Mac when quitting.
#jira UE-40956
Change 3271945 on 2017/01/25 by Olaf.Piesche
Replicating CL 3271564
#jira UE-40980
#udn 325525
Fix uniform buffers for mesh particles; these should really be on the mesh collector, so allocating them as a one frame resource is safe.
Change 3271883 on 2017/01/25 by Daniel.Wright
UWorld::AreAlwaysLoadedLevelsLoaded takes into account bShouldBeVisible. Fixes reflection captures not getting uploaded when there's an invisible always loaded level, which is supposed to be invisible.
#jira UE-40724
Change 3271686 on 2017/01/25 by Marc.Audy
Properly fix line endings in all cases when installing a c++ feature pack
#jira UE-40939
Change 3271631 on 2017/01/25 by Ryan.Gerleve
In UEngine::CommitMapChange, rename the new ULevelStreaming objects so that the main world is their outer. This is more correct in general, and will cause those levels to be added to the correct level collection during FlushLevelStreaming.
Also use MoveTemp to add the streaming level list to the main world, so that the fake world will no longer reference them.
#jira UE-40524
Change 3271611 on 2017/01/25 by Allan.Bentham
Ensure texture's buildsettings are not marked as streamable if the target platform does not support streaming.
#jira UE-40927
Change 3271504 on 2017/01/25 by tim.gautier
Updated default values of UMG_Behavior
#jira UE-29618
Change 3271491 on 2017/01/25 by Luke.Thatcher
[PLATFORM] [PS4] [!] Fix bug in AT9 audio cooking.
- Maximum mono bitrate is 144kbps, but 100% quality mono tracks were selecting 168kbps, causing the AT9 tool to fail.
- Also bumped AT9 engine format to recook potentially broken audio data.
#jira UE-40761
Change 3271428 on 2017/01/25 by Chris.Bunner
Bug in previous CL.
#jira UE-39953
Change 3271413 on 2017/01/25 by Lina.Halper
#DUPEFIX of CL 3270776
#jira: UE-41082
Change 3271403 on 2017/01/25 by tim.gautier
Adjusted UMG_Blur intensity settings.
#jira UE-29618
# rb cristina.riveron
Change 3271300 on 2017/01/25 by Luke.Thatcher
[PLATFORM] [PS4] [^] Merge (as edit) fix for NpToolkit2 initialization in 6CPU mode, from //UE4/Dev-Platform to //UE4/Release-4.15 (Original CL 3271215)
- Default thread affinity in the InitParams structure is 7 CPUs.
- Using this affinity in games with 6CPU mode set in param.sfo causes init() to fail.
- We now select 6 or 7 CPU affinity based on what sceKernelGetCpumode reports at runtime.
#jira UE-41079
Change 3271197 on 2017/01/25 by Andrew.Rodham
Sequencer: Ensure initial evaluation range correctly sets exclusive lower boundary for subsequent evaluations
- This prevents us from erroneously evaluating the initial time twice as part of swept evaluations)
#jira UE-40758
Change 3270386 on 2017/01/24 by tim.gautier
Updated UMG_Blur to include second Low-Quality asset
#jira UE-29618
Change 3270267 on 2017/01/24 by Arciel.Rekman
Linux: fix not being able to run a packaged build (UE-37016, UE-39648).
- Fixed expansion of paths with spaces in the bootstrap script.
- Also increased the timeout since large projects can sometimes get killed on start.
- Also killed spammy console output.
#jira UE-37016
Change 3270203 on 2017/01/24 by Chris.Babcock
Fixed issue with Mac and Linux install and uninstall scripts if ANDROID_HOME not set (contributed by nathansizemore)
#jira UE-41042
#PR #3160
#ue4
#android
Change 3270037 on 2017/01/24 by tim.gautier
Checking in UMG_Blur for UMG test coverage
#jira UE-29618
Change 3269829 on 2017/01/24 by matt.barnes
Adding content for Material Attribute testing
#jira UE-29618
Change 3269700 on 2017/01/24 by Josh.Stoddard
force relink of PhysX libs
#jira UE-39791 #rb ori.cohen #lockdown james.golding
Change 3269621 on 2017/01/24 by Allan.Bentham
Make sure 'intrinsic_GetHDR32bppEncodeModeES2()' reports no encoding mode when mobileHDR == false
#jira UE-41023
Change 3269503 on 2017/01/24 by Josh.Stoddard
Integrate PhysX change 3268008 from //UE4/Dev-Physics-Upgrade
#jira UE-39791 #lockdown james.golding #rb josh.stoddard
Change 3269359 on 2017/01/24 by Jack.Porter
Fix for Web browser widget crash on Android when packaged for Distribution
#jira UE-39451
Change 3269316 on 2017/01/24 by Thomas.Sarkanen
Fixed non-unity issues with last change for UE-40945
#jira UE-40945 - Crash trying to import facial animations
Change 3269047 on 2017/01/23 by Yannick.Lange
VREditor: Fix VREditor Laser not hidden on MotionControllers with docked Menu/UI Panels
#jira UE-40070
Change 3268824 on 2017/01/23 by Rolando.Caloca
UE4.15 - Fix for right eye showing black on VR
#jira UE-40900
Change 3268752 on 2017/01/23 by Nick.Whiting
Fix for assertion for binding an MSAA'd scene color with a non-MSAA'd texture.
#jira UE-39304
Change 3268722 on 2017/01/23 by Olaf.Piesche
Replicating 3256329
#jira UE-38615
Removing unnecessary assert that fires when exporting emitters.
Change 3268220 on 2017/01/23 by Nick.Whiting
Adding in a new CVar (vr.SteamVR.UsePostPresentHandoff), which defaults to 0. When set to 0, we do NOT use the SteamVR PostPresentHandoff, which costs some performance GPU time. When 1, we use the call, and get some extra GPU performance. However, this call is NOT safe for scenes that have frame-behind GPU work, like SceneCapture components and Widget Components
#jira UE-40570
Change 3268180 on 2017/01/23 by Marc.Audy
PendingKill Actors will no longer register their components when the level is being loaded
#jira UE-40505
Change 3268076 on 2017/01/23 by Matthew.Griffin
Changed Mac SunTemple cook jobs to use Sample Editor to avoid errors about mismatched files
#jira UE-40806
Change 3267997 on 2017/01/23 by Mitchell.Wilson
Increased lightmap size on spheres in volumes example to resolve issue with lighting.
Corrected misspelling in multiple examples and one UMG asset.
#jira UE-40890 UE-40926 UE-40882 UE-40928 UE-40825 UE-40819
Change 3267892 on 2017/01/23 by Mitchell.Wilson
Removed preview mesh on M_Bird_Inst that was referencing a static mesh that was removed or renamed to resolve warnings in CIS.
#jira UE-40300
Change 3267866 on 2017/01/23 by Thomas.Sarkanen
Prevented crash when using Facial Animation importer
Also hid the feature behind an experiemental setting flag, as it is not ready for users yet.
#jira UE-40945 - Crash trying to import facial animations
Change 3267834 on 2017/01/23 by Nick.Darnell
An addition to 3255247, this also adds input processing incrementing for double click, and preview mouse down.
#jira UE-40313
Change 3267785 on 2017/01/23 by Marc.Audy
Put proper line endings when modifying template files when installing feature pack
#jira UE-40939
Change 3267761 on 2017/01/23 by Mitchell.Wilson
Moved left landscape mesh slightly to hide a seam that can be seen when using VR and looking over the railing.
#jira UE-40916
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
[CL 3287682 by Matthew Griffin in Main branch]
2017-02-06 10:41:38 -05:00
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
/* GLES2PropertyHandle = DetailLayout.GetProperty(GET_MEMBER_NAME_CHECKED(UIOSRuntimeSettings, bSupportsOpenGLES2));
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3278667)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3278667 on 2017/01/31 by Chris.Wood
Added extra context to crash analytics and crash reports in the Editor.
[UE-41306] - Add context to crash analytics and crash reports (with Editor user activity)
When a Slate tab becomes active or foregrounded, we take its LayoutIdentity, Label and Content Widget Type and generate a string from all three. This gives context for what the user was doing. The string is set as the UserActivity and passed to MTBF analytics, crash analytics and crash reporter.
Also added filter to the UserActivity tracking system that defaults to Game mode to preserve previous behavior. Editor now switches it to Editor mode and starts setting the activity in this mode.
#jira UE-41306
Change 3278637 on 2017/01/30 by Dmitriy.Dyomin
Fixed: iOS Device displays textures darker than in Editor
#jira UE-41298
Change 3278566 on 2017/01/30 by Jack.Porter
Fix #WITH_EDITOR in InstancedStaticMesh.cpp
#jira UE-41292
Change 3278195 on 2017/01/30 by Alexis.Matte
Fix the re-import skeletal mesh regression, where all material disapear.
#jira UE-41294
Change 3278173 on 2017/01/30 by Frank.Fella
PlatformMediaSource - Don't allow the user to nest platform media sources, and also fail validation on nested platform media sources just in case they are set outside of the cusomization UI.
#Jira UE-40779
Change 3278156 on 2017/01/30 by Josh.Adams
- Adding the missed #include line for IsWindowsServer()
#jira UE-41304
Change 3278088 on 2017/01/30 by Mike.Beach
Mirroring CL 3249423 from Dev-BP.
Fix to keep placeholder classes from being needlessly created (when the object they represent already exists) - instead, attempt to lookup and find the existing import objects (which used to be set, but could be cleared during async loading by FLinkerManager::DissociateImportsAndForcedExports()).
#jira OR-34038
Change 3278036 on 2017/01/30 by Mike.Beach
Mirroring CL 3277671 from Dev-BP.
Refactoring FBlueprintCompilerCppBackend::SortNodesInUberGraphExecutionGroup() a bit. Catching cases that weren't acounted for - detecting cyclical logic now when we've pulled a node/statement out of order, and other nodes need to fall through to that logic (not relying on a goto).
#jira UE-41188, UE-41189, UE-41186, UE-41037
Change 3277974 on 2017/01/30 by Josh.Adams
- Hopeful workaround for COM crash in HandleGameExplorerIntegration function
#jira UE-41080
Change 3277951 on 2017/01/30 by Ori.Cohen
Fix access violation in physx.
#JIRA ODIN-5199
Change 3277773 on 2017/01/30 by Jamie.Dale
Fixing crash that could occur with null meta-data
#jira UE-41271
Change 3277549 on 2017/01/30 by Max.Chen
Sequencer: Back out changelist 3276452 because it breaks other uses of the time snapping interval in the settings.
#jira UE-41009
Change 3277510 on 2017/01/30 by Jamie.Dale
Fixed localization sometimes having incorrect keys in cooked builds
Merged CL# 3276233 and CL# 3277273.
#jira UE-41271
Change 3277500 on 2017/01/30 by Michael.Trepka
Added -Wno-undefined-var-template on Mac to work around an issue with compiling UHT in Xcode 8.3
#jira UE-41225
Change 3277421 on 2017/01/30 by Arciel.Rekman
TestPAL: delete unused test (UE-36984)
#jira UE-36984
(Edigrating CL 3267568 from Dev-Platform to Release-4.15)
Change 3277410 on 2017/01/30 by Jeff.Fisher
UE-41152 more non-unity include fixes.
-Matthew Griffin showed me how to run this locally, so I was able to locally reproduce the errors and this fixed them (the previous fixes were insufficient rather than incorrect).
#jira UE-41152
Change 3277230 on 2017/01/30 by Jack.Porter
Fixed issue with static lighting for Foliage and Instanced Static Meshes where shadows on instances in LOD levels other than LOD 0 was incorrect.
#jira UE-39884
Change 3277178 on 2017/01/30 by Allan.Bentham
enable FORCE_FLOATS with iOS metal shaders when full precision material setting is set.
#jira UE-41253
Change 3277134 on 2017/01/30 by Matthew.Griffin
Fixed NonUnity compile issues
Change 3276503 on 2017/01/28 by Jeff.Fisher
UE-41152 more non-unity include fixes.
#jira UE-41152
Change 3276452 on 2017/01/28 by Max.Chen
Sequencer: Changed the time snapping interval in the toolbar ui so that it no longer additionally updates the sequencer setting. The value used in the sequencer settings is only used to initialize a new level sequence.
#jira UE-41009
Change 3276130 on 2017/01/27 by Phillip.Kavan
[UE-40894] Fix data loss issues with non-native Blueprint classes that override inherited component default values from a nativized parent Blueprint class hierarchy.
- Mirrored from //UE4/Dev-Blueprints (CL# 3276109).
#jira UE-40894
Change 3276013 on 2017/01/27 by Lina.Halper
- fix issue with additive pose preview applying twice
#jira: UE-41216
#code review:Thomas.Sarkanen
Change 3275990 on 2017/01/27 by Mitchell.Wilson
Disabling 'Used with skeletal mesh' on some materials to resolve errors and warnings.
#jira UE-40736
Change 3275885 on 2017/01/27 by Matt.Kuhlenschmidt
Fixed missing slate style assets log warning
#jira UE-41148
Change 3275805 on 2017/01/27 by Ori.Cohen
Fix incorrect warning about moving simulated bodies during tick group. The existing code would warn if you had a kinematic that was SimulationDisabled (i.e. meaning it's not in the sim scene).
#JIRA UE-37270
Change 3275797 on 2017/01/27 by Shaun.Kime
In some cases, it was possible to create a SRetainerWidget that does not have a valid scene. This would cause the recorded scene index to be mismatched with the actual rendering index when played back in the future.
#jira OR-34919
Change 3275681 on 2017/01/27 by Lina.Halper
Dupe change of CL 3273803, 3274129, 3274700
#jira: UE-41163
#code review:Daniel.Wright, Martin.Wilson
Change 3275624 on 2017/01/27 by Benn.Gallagher
Fixed crash when creating destructible meshes from static meshes with null material interface entries
#jira UE-38998
Change 3275601 on 2017/01/27 by Matt.Kuhlenschmidt
Fix crash when a kdop collision generation fails and there are existing collision meshes selected. We no longer clear out unrelated collision primitives when kdop generation fails.
#jira UE-41220
Change 3275545 on 2017/01/27 by Chris.Bunner
Added flag for retreiving debug materials from GetUsedMaterials calls on rendering components.
#jira UE-40482
Change 3275522 on 2017/01/27 by Max.Chen
Sequencer: Call modify before setting row indices
#jira UE-40682
Change 3275518 on 2017/01/27 by Max.Chen
Sequencer: Switch to static pointer to fix crash when tearing down curve editor.
#jira UE-41105
Change 3275475 on 2017/01/27 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
-Fixing non-unity missing includes.
#jira UE-41152
Change 3275387 on 2017/01/27 by Steve.Robb
Prevent engine reinstancing on hot reload.
Copied from CL# 3265490.
#jira UE-40765
Change 3275279 on 2017/01/27 by Josh.Adams
- Redoing change 3274305 in 4.15
#jira UE-40451
Change 3275233 on 2017/01/27 by Luke.Thatcher
[PLATFORM] [PS4] [!] Fix share play initialization logic.
#jira UE-41209
Change 3275227 on 2017/01/27 by Alex.Delesky
Duplicating the fix for UE-40791 from Dev-Editor CL 3265714 - The ForceFeedback thumbnail's Play and Stop icons will now render correctly, and will only be visible while an effect is playing or when the cursor hovers over the icon.
#jira UE-40791
Change 3275057 on 2017/01/27 by Peter.Sauerbrei
fix for crash after changing the metal shader version
#jira ue-41183
Change 3275031 on 2017/01/27 by Matthew.Griffin
Added architecture hash to path for Linux generated includes, didn't realize that this was part of the path.
Change 3275005 on 2017/01/27 by Matthew.Griffin
Re-enabled Cache of cooked platform data during DerivedDataCache commandlet
Moved caching DDC of non-host platform data behind an option so it's not done for Installed Build by default
Removed other platforms from Launcher Samples and changed 'CookPlatforms' to 'DDCPlatforms' so that its purpose is more clear
Change 3274828 on 2017/01/27 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
-Fixing non-unity missing include.
#jira UE-41152
Change 3274799 on 2017/01/27 by Arciel.Rekman
Fix for installed Linux cross-toolchain (UE-40392).
- Pull request #3111 contributed by rubu.
#jira UE-40392
Change 3274756 on 2017/01/27 by Max.Chen
Sequencer: Update the parent guid with the new possessable guid. This fixes a bug where the parent guid isn't set properly and so folders aren't retained when assign actors and running fix up actor references.
#jira UE-41010
Change 3274755 on 2017/01/27 by Max.Chen
Sequencer: Call notify movie scene data changed when creating a camera instead of marking the instances as needing a refresh.
#jira UE-41019
Change 3274597 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
-Fixing monolithic include warning.
#jira UE-41152
Change 3274564 on 2017/01/26 by Mike.Beach
Following the example of other nodes with external dependencies (like UK2Node_SwitchEnum), and making sure the struct is preloaded before we use it (the struct needs to have a valid size).
#jira UE-41073
Change 3274535 on 2017/01/26 by Mike.Beach
Removed ensure that was blocking a wrapper function call to a non-nativized function lib from being generated (while not optimal, the generated code works).
#jira UE-41190
Change 3274512 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3255506 Copyright update for google
-note most of the changes went in with the previous 3 androidvr-devvr change integrations, these two were not otherwise changed.
-just incrementing the year
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273588
Change 3274511 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3243495 Adding GoogleVRTransition2D plugin to handle VR->2D->VR transition for daydream app.
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273586
Change 3274510 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3243494 Update GoogleVR plugin to v1.2.
-Upgrade GVR NDK to 1.10.0
-Add easy to use GoogleVR input component, including controller component for daydream and a gaze based reticle component for cardboard.
-Make the GoogleVRSplash rendered with depth.
-Add built in arm model support in GoogleVR controller plugin.
-Add "Use ExternalFilesDir for UE4Game files" option in AndroidRuntimeSetting to support saving game progress without requesting EXTERNAL_STORAGE permission in Andoird 23+
-Remove the "Package for Daydream" option in AndroidRuntimeSetting.
-Fix the crash on iOS9 when GoogleVR plugin is enabled.(udn/325432)
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273585
Change 3274509 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3243493 Adding AndroidPermission plugin to handle runtime permission request and check for android api 23 and above.
-The plugin works for both daydream and normal Android application.
-For Daydream app, it need to work with GoogleVRTransition2D plugin.
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273583
Change 3274485 on 2017/01/26 by Chris.Babcock
Fix handling of numbers in textedit (allow decimals)
#jira UE-41198
#ue4
#android
Change 3274457 on 2017/01/26 by Mike.Beach
Fix to CIS warning (fallout from CL 3274362)
#jira UE-41072, UE-41071, UE-41070
Change 3274445 on 2017/01/26 by Arciel.Rekman
Proper fix for deploying to Linux (UE-40023).
- The logic is: if the base path (local to PC, one we are replacing) *ends* with a separator, add the separator to the dest path (one we're mapping to). Previous fix had a last minute change that inverted it.
#jira UE-40023
Change 3274428 on 2017/01/26 by Brian.Karis
Fixed bloom flickering on high contrast HDR edges when r.TemporalAACatmullRom was enabled.
#jira UE-41138
Change 3274362 on 2017/01/26 by Mike.Beach
Restructuring how we apply individual (exclusive) Blueprint nativization flags...
1. Explicitly flagging Blueprints as dependencies for nativization (and communicating that to the user)
2. Now applying nativization flag to authoritative config for all dependencies on save
3. Flagging new dependencies (parent or interface) as needing nativization (when required)
4. Ignore bDontNativizeDataOnlyBP setting when nativization mode is set to explicit
#jira UE-41072, UE-41071, UE-41070
Change 3274349 on 2017/01/26 by Yannick.Lange
VREditor: Fix Laser not hidden on MotionControllers with docked Menu/UI Panels
#jira UE-40070
Change 3274301 on 2017/01/26 by Chris.Bunner
Added missing material expression tooltips/keywords for new nodes based on 4.15 preview feeback.
#jira UE-41193
Change 3274254 on 2017/01/26 by Ryan.Gerleve
Fix for IsInGameThread() checks that could fail in debug builds while recording a replay with tick.DoAsyncEndOfFrameTasks and demo.ClientRecordAsyncEndOfFrame enabled.
#jira UE-39911
Change 3274121 on 2017/01/26 by Josh.Adams
- Fixed build error with landscape gizmo
#jira UE-41177
Change 3274114 on 2017/01/26 by Dan.Oconnor
Updating all references before calling post edit - prevents objects from being destroyed or created while updating references
#jira UE-40121
Change 3273971 on 2017/01/26 by Chris.Bunner
Update material instance permutations when we have already set param/switch overrides, then only change the base properties.
#jira UE-39754
Change 3273842 on 2017/01/26 by Daniel.Wright
Attempt to remove instructions from code features only present in the forward renderer, so we are showing users their graph cost. Allows shader complexity in forward to sortof match deferred.
#jira UE-41167
Change 3273750 on 2017/01/26 by Jeff.Fisher
UE-41137 //UE4/Main: Step 'Compile Ocean (Win32/Win64)' - 2 Errors - SteamVRController.cpp
-Fixing build break for Ocean. Maybe they are using an older compiler?
#jira UE-31137
Change 3273602 on 2017/01/26 by Michael.Trepka
Fix for UE-41146
#jira UE-41146
Change 3273506 on 2017/01/26 by Maciej.Mroz
#jira ODIN-4991, UE-41035
merged cl3273497 from Dev-Blueprints branch
Nativization:
EX_AddMulticastDelegate - generated code calls TMulticastScriptDelegate::AddUniqe instead of TMulticastScriptDelegate::Add.
Change 3273464 on 2017/01/26 by Mitchell.Wilson
Resaving asset to resolve warning.
#jira UE-41008
Change 3273413 on 2017/01/26 by Marc.Audy
Fix crash when audio device fails to initialize
#author Andrew.Grant
#jira UE-41143
Change 3273391 on 2017/01/26 by Jack.Porter
Fixed ensure encountered when using the Copy/Paste sub-tool in sculpt mode
#jira UE-40480
Change 3273343 on 2017/01/26 by Matt.Kuhlenschmidt
Resetting the preview on a material now properly clears the thumbnail which could have a stale references that was impossible to fix.
Fixed on asset exibiting this problem
#jira UE-40300
Change 3273243 on 2017/01/26 by Jamie.Dale
Speculative fix for an issue where User Defined Enum display names were being lost on upgrade to 4.15
#jira UE-41130
Change 3273235 on 2017/01/26 by Graeme.Thornton
Fix for some memory being left hanging around when loading bulk data asyncronously under certain circumstances
#jira UE-37815
Change 3273225 on 2017/01/26 by Ben.Cosh
This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations
#Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602]
#Proj Engine
Change 3273224 on 2017/01/26 by Josh.Stoddard
Increment FDerivedDataPhysXCooker to force recook of PhysX data
#jira UE-39791#rb none #lockdown james.golding
Change 3273201 on 2017/01/26 by Jack.Porter
Fixed problem where UpdateInstanceTransform blueprint function was not updating bounds correctly
#jira UE-41126
Change 3273122 on 2017/01/26 by Graeme.Thornton
Added some extra log output for situations where a compressed block in an archive doesn't have a valid header
#jira UE-38767
Change 3273116 on 2017/01/26 by Benn.Gallagher
Fix for crash generating clothing skinning data due to coplanar check triggering a check() on small triangles
#jira UE-41112
Change 3273077 on 2017/01/26 by Thomas.Sarkanen
Allowed LODs other than LOD0 to have screen sizes greater than 1
#jira UE-41125 - Static mesh LODs other than LOD0 cannot be set to screen sizes greater than 1
Change 3273061 on 2017/01/26 by Matthew.Griffin
Disabled code caching data for all platforms until we can figure out why it's filling up DDC cache
Change 3272938 on 2017/01/25 by Arciel.Rekman
Fix launch on a remote Linux machine (UE-38691).
- Device id is now used to get target platform, so should match it exactly.
#jira UE-38691
Change 3272816 on 2017/01/25 by Ben.Marsh
Fix VS2017 being displayed as 'Visual Studio 15' in the Windows target settings panel.
Change 3272590 on 2017/01/25 by Daniel.Wright
Workaround for "error X3067: 'GetObjectWorldPosition': ambiguous function call" which happens when FMaterialPixelParameters and FMaterialVertexParameters have the same number of floats with the HLSL compiler. Function overload resolution appears to identify types based on how many floats / ints / etc they contain.
#jira UE-41099
Change 3272419 on 2017/01/25 by Arciel.Rekman
Linux: fix remote deploying of a packaged build (UE-40023).
#jira UE-40023
Change 3272355 on 2017/01/25 by Daniel.Wright
Prevent a large shadow depth bias due to low resolution from causing near plane clipping
#jira UE-40873
Change 3272196 on 2017/01/25 by tim.gautier
Updating TM-UMG content for UI visibility
#jira UE-29618
Change 3272114 on 2017/01/25 by Michael.Dupuis
#jira UE-29817 : backout of CL from Dev-Editor fixing this jira
Change 3271953 on 2017/01/25 by Michael.Trepka
Attempt to fix UE-40956 - Rare crash occurs in CoreAudio in Vehicle Game on Mac when quitting.
#jira UE-40956
Change 3271945 on 2017/01/25 by Olaf.Piesche
Replicating CL 3271564
#jira UE-40980
#udn 325525
Fix uniform buffers for mesh particles; these should really be on the mesh collector, so allocating them as a one frame resource is safe.
Change 3271883 on 2017/01/25 by Daniel.Wright
UWorld::AreAlwaysLoadedLevelsLoaded takes into account bShouldBeVisible. Fixes reflection captures not getting uploaded when there's an invisible always loaded level, which is supposed to be invisible.
#jira UE-40724
Change 3271686 on 2017/01/25 by Marc.Audy
Properly fix line endings in all cases when installing a c++ feature pack
#jira UE-40939
Change 3271631 on 2017/01/25 by Ryan.Gerleve
In UEngine::CommitMapChange, rename the new ULevelStreaming objects so that the main world is their outer. This is more correct in general, and will cause those levels to be added to the correct level collection during FlushLevelStreaming.
Also use MoveTemp to add the streaming level list to the main world, so that the fake world will no longer reference them.
#jira UE-40524
Change 3271611 on 2017/01/25 by Allan.Bentham
Ensure texture's buildsettings are not marked as streamable if the target platform does not support streaming.
#jira UE-40927
Change 3271504 on 2017/01/25 by tim.gautier
Updated default values of UMG_Behavior
#jira UE-29618
Change 3271491 on 2017/01/25 by Luke.Thatcher
[PLATFORM] [PS4] [!] Fix bug in AT9 audio cooking.
- Maximum mono bitrate is 144kbps, but 100% quality mono tracks were selecting 168kbps, causing the AT9 tool to fail.
- Also bumped AT9 engine format to recook potentially broken audio data.
#jira UE-40761
Change 3271428 on 2017/01/25 by Chris.Bunner
Bug in previous CL.
#jira UE-39953
Change 3271413 on 2017/01/25 by Lina.Halper
#DUPEFIX of CL 3270776
#jira: UE-41082
Change 3271403 on 2017/01/25 by tim.gautier
Adjusted UMG_Blur intensity settings.
#jira UE-29618
# rb cristina.riveron
Change 3271300 on 2017/01/25 by Luke.Thatcher
[PLATFORM] [PS4] [^] Merge (as edit) fix for NpToolkit2 initialization in 6CPU mode, from //UE4/Dev-Platform to //UE4/Release-4.15 (Original CL 3271215)
- Default thread affinity in the InitParams structure is 7 CPUs.
- Using this affinity in games with 6CPU mode set in param.sfo causes init() to fail.
- We now select 6 or 7 CPU affinity based on what sceKernelGetCpumode reports at runtime.
#jira UE-41079
Change 3271197 on 2017/01/25 by Andrew.Rodham
Sequencer: Ensure initial evaluation range correctly sets exclusive lower boundary for subsequent evaluations
- This prevents us from erroneously evaluating the initial time twice as part of swept evaluations)
#jira UE-40758
Change 3270386 on 2017/01/24 by tim.gautier
Updated UMG_Blur to include second Low-Quality asset
#jira UE-29618
Change 3270267 on 2017/01/24 by Arciel.Rekman
Linux: fix not being able to run a packaged build (UE-37016, UE-39648).
- Fixed expansion of paths with spaces in the bootstrap script.
- Also increased the timeout since large projects can sometimes get killed on start.
- Also killed spammy console output.
#jira UE-37016
Change 3270203 on 2017/01/24 by Chris.Babcock
Fixed issue with Mac and Linux install and uninstall scripts if ANDROID_HOME not set (contributed by nathansizemore)
#jira UE-41042
#PR #3160
#ue4
#android
Change 3270037 on 2017/01/24 by tim.gautier
Checking in UMG_Blur for UMG test coverage
#jira UE-29618
Change 3269829 on 2017/01/24 by matt.barnes
Adding content for Material Attribute testing
#jira UE-29618
Change 3269700 on 2017/01/24 by Josh.Stoddard
force relink of PhysX libs
#jira UE-39791 #rb ori.cohen #lockdown james.golding
Change 3269621 on 2017/01/24 by Allan.Bentham
Make sure 'intrinsic_GetHDR32bppEncodeModeES2()' reports no encoding mode when mobileHDR == false
#jira UE-41023
Change 3269503 on 2017/01/24 by Josh.Stoddard
Integrate PhysX change 3268008 from //UE4/Dev-Physics-Upgrade
#jira UE-39791 #lockdown james.golding #rb josh.stoddard
Change 3269359 on 2017/01/24 by Jack.Porter
Fix for Web browser widget crash on Android when packaged for Distribution
#jira UE-39451
Change 3269316 on 2017/01/24 by Thomas.Sarkanen
Fixed non-unity issues with last change for UE-40945
#jira UE-40945 - Crash trying to import facial animations
Change 3269047 on 2017/01/23 by Yannick.Lange
VREditor: Fix VREditor Laser not hidden on MotionControllers with docked Menu/UI Panels
#jira UE-40070
Change 3268824 on 2017/01/23 by Rolando.Caloca
UE4.15 - Fix for right eye showing black on VR
#jira UE-40900
Change 3268752 on 2017/01/23 by Nick.Whiting
Fix for assertion for binding an MSAA'd scene color with a non-MSAA'd texture.
#jira UE-39304
Change 3268722 on 2017/01/23 by Olaf.Piesche
Replicating 3256329
#jira UE-38615
Removing unnecessary assert that fires when exporting emitters.
Change 3268220 on 2017/01/23 by Nick.Whiting
Adding in a new CVar (vr.SteamVR.UsePostPresentHandoff), which defaults to 0. When set to 0, we do NOT use the SteamVR PostPresentHandoff, which costs some performance GPU time. When 1, we use the call, and get some extra GPU performance. However, this call is NOT safe for scenes that have frame-behind GPU work, like SceneCapture components and Widget Components
#jira UE-40570
Change 3268180 on 2017/01/23 by Marc.Audy
PendingKill Actors will no longer register their components when the level is being loaded
#jira UE-40505
Change 3268076 on 2017/01/23 by Matthew.Griffin
Changed Mac SunTemple cook jobs to use Sample Editor to avoid errors about mismatched files
#jira UE-40806
Change 3267997 on 2017/01/23 by Mitchell.Wilson
Increased lightmap size on spheres in volumes example to resolve issue with lighting.
Corrected misspelling in multiple examples and one UMG asset.
#jira UE-40890 UE-40926 UE-40882 UE-40928 UE-40825 UE-40819
Change 3267892 on 2017/01/23 by Mitchell.Wilson
Removed preview mesh on M_Bird_Inst that was referencing a static mesh that was removed or renamed to resolve warnings in CIS.
#jira UE-40300
Change 3267866 on 2017/01/23 by Thomas.Sarkanen
Prevented crash when using Facial Animation importer
Also hid the feature behind an experiemental setting flag, as it is not ready for users yet.
#jira UE-40945 - Crash trying to import facial animations
Change 3267834 on 2017/01/23 by Nick.Darnell
An addition to 3255247, this also adds input processing incrementing for double click, and preview mouse down.
#jira UE-40313
Change 3267785 on 2017/01/23 by Marc.Audy
Put proper line endings when modifying template files when installing feature pack
#jira UE-40939
Change 3267761 on 2017/01/23 by Mitchell.Wilson
Moved left landscape mesh slightly to hide a seam that can be seen when using VR and looking over the railing.
#jira UE-40916
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
[CL 3287682 by Matthew Griffin in Main branch]
2017-02-06 10:41:38 -05:00
GLES2PropertyHandle - > SetOnPropertyValueChanged ( OnUpdateShaderStandardWarning ) ;
2018-02-14 14:13:42 -05:00
RenderCategory . AddProperty ( GLES2PropertyHandle ) ;
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3278667)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3278667 on 2017/01/31 by Chris.Wood
Added extra context to crash analytics and crash reports in the Editor.
[UE-41306] - Add context to crash analytics and crash reports (with Editor user activity)
When a Slate tab becomes active or foregrounded, we take its LayoutIdentity, Label and Content Widget Type and generate a string from all three. This gives context for what the user was doing. The string is set as the UserActivity and passed to MTBF analytics, crash analytics and crash reporter.
Also added filter to the UserActivity tracking system that defaults to Game mode to preserve previous behavior. Editor now switches it to Editor mode and starts setting the activity in this mode.
#jira UE-41306
Change 3278637 on 2017/01/30 by Dmitriy.Dyomin
Fixed: iOS Device displays textures darker than in Editor
#jira UE-41298
Change 3278566 on 2017/01/30 by Jack.Porter
Fix #WITH_EDITOR in InstancedStaticMesh.cpp
#jira UE-41292
Change 3278195 on 2017/01/30 by Alexis.Matte
Fix the re-import skeletal mesh regression, where all material disapear.
#jira UE-41294
Change 3278173 on 2017/01/30 by Frank.Fella
PlatformMediaSource - Don't allow the user to nest platform media sources, and also fail validation on nested platform media sources just in case they are set outside of the cusomization UI.
#Jira UE-40779
Change 3278156 on 2017/01/30 by Josh.Adams
- Adding the missed #include line for IsWindowsServer()
#jira UE-41304
Change 3278088 on 2017/01/30 by Mike.Beach
Mirroring CL 3249423 from Dev-BP.
Fix to keep placeholder classes from being needlessly created (when the object they represent already exists) - instead, attempt to lookup and find the existing import objects (which used to be set, but could be cleared during async loading by FLinkerManager::DissociateImportsAndForcedExports()).
#jira OR-34038
Change 3278036 on 2017/01/30 by Mike.Beach
Mirroring CL 3277671 from Dev-BP.
Refactoring FBlueprintCompilerCppBackend::SortNodesInUberGraphExecutionGroup() a bit. Catching cases that weren't acounted for - detecting cyclical logic now when we've pulled a node/statement out of order, and other nodes need to fall through to that logic (not relying on a goto).
#jira UE-41188, UE-41189, UE-41186, UE-41037
Change 3277974 on 2017/01/30 by Josh.Adams
- Hopeful workaround for COM crash in HandleGameExplorerIntegration function
#jira UE-41080
Change 3277951 on 2017/01/30 by Ori.Cohen
Fix access violation in physx.
#JIRA ODIN-5199
Change 3277773 on 2017/01/30 by Jamie.Dale
Fixing crash that could occur with null meta-data
#jira UE-41271
Change 3277549 on 2017/01/30 by Max.Chen
Sequencer: Back out changelist 3276452 because it breaks other uses of the time snapping interval in the settings.
#jira UE-41009
Change 3277510 on 2017/01/30 by Jamie.Dale
Fixed localization sometimes having incorrect keys in cooked builds
Merged CL# 3276233 and CL# 3277273.
#jira UE-41271
Change 3277500 on 2017/01/30 by Michael.Trepka
Added -Wno-undefined-var-template on Mac to work around an issue with compiling UHT in Xcode 8.3
#jira UE-41225
Change 3277421 on 2017/01/30 by Arciel.Rekman
TestPAL: delete unused test (UE-36984)
#jira UE-36984
(Edigrating CL 3267568 from Dev-Platform to Release-4.15)
Change 3277410 on 2017/01/30 by Jeff.Fisher
UE-41152 more non-unity include fixes.
-Matthew Griffin showed me how to run this locally, so I was able to locally reproduce the errors and this fixed them (the previous fixes were insufficient rather than incorrect).
#jira UE-41152
Change 3277230 on 2017/01/30 by Jack.Porter
Fixed issue with static lighting for Foliage and Instanced Static Meshes where shadows on instances in LOD levels other than LOD 0 was incorrect.
#jira UE-39884
Change 3277178 on 2017/01/30 by Allan.Bentham
enable FORCE_FLOATS with iOS metal shaders when full precision material setting is set.
#jira UE-41253
Change 3277134 on 2017/01/30 by Matthew.Griffin
Fixed NonUnity compile issues
Change 3276503 on 2017/01/28 by Jeff.Fisher
UE-41152 more non-unity include fixes.
#jira UE-41152
Change 3276452 on 2017/01/28 by Max.Chen
Sequencer: Changed the time snapping interval in the toolbar ui so that it no longer additionally updates the sequencer setting. The value used in the sequencer settings is only used to initialize a new level sequence.
#jira UE-41009
Change 3276130 on 2017/01/27 by Phillip.Kavan
[UE-40894] Fix data loss issues with non-native Blueprint classes that override inherited component default values from a nativized parent Blueprint class hierarchy.
- Mirrored from //UE4/Dev-Blueprints (CL# 3276109).
#jira UE-40894
Change 3276013 on 2017/01/27 by Lina.Halper
- fix issue with additive pose preview applying twice
#jira: UE-41216
#code review:Thomas.Sarkanen
Change 3275990 on 2017/01/27 by Mitchell.Wilson
Disabling 'Used with skeletal mesh' on some materials to resolve errors and warnings.
#jira UE-40736
Change 3275885 on 2017/01/27 by Matt.Kuhlenschmidt
Fixed missing slate style assets log warning
#jira UE-41148
Change 3275805 on 2017/01/27 by Ori.Cohen
Fix incorrect warning about moving simulated bodies during tick group. The existing code would warn if you had a kinematic that was SimulationDisabled (i.e. meaning it's not in the sim scene).
#JIRA UE-37270
Change 3275797 on 2017/01/27 by Shaun.Kime
In some cases, it was possible to create a SRetainerWidget that does not have a valid scene. This would cause the recorded scene index to be mismatched with the actual rendering index when played back in the future.
#jira OR-34919
Change 3275681 on 2017/01/27 by Lina.Halper
Dupe change of CL 3273803, 3274129, 3274700
#jira: UE-41163
#code review:Daniel.Wright, Martin.Wilson
Change 3275624 on 2017/01/27 by Benn.Gallagher
Fixed crash when creating destructible meshes from static meshes with null material interface entries
#jira UE-38998
Change 3275601 on 2017/01/27 by Matt.Kuhlenschmidt
Fix crash when a kdop collision generation fails and there are existing collision meshes selected. We no longer clear out unrelated collision primitives when kdop generation fails.
#jira UE-41220
Change 3275545 on 2017/01/27 by Chris.Bunner
Added flag for retreiving debug materials from GetUsedMaterials calls on rendering components.
#jira UE-40482
Change 3275522 on 2017/01/27 by Max.Chen
Sequencer: Call modify before setting row indices
#jira UE-40682
Change 3275518 on 2017/01/27 by Max.Chen
Sequencer: Switch to static pointer to fix crash when tearing down curve editor.
#jira UE-41105
Change 3275475 on 2017/01/27 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
-Fixing non-unity missing includes.
#jira UE-41152
Change 3275387 on 2017/01/27 by Steve.Robb
Prevent engine reinstancing on hot reload.
Copied from CL# 3265490.
#jira UE-40765
Change 3275279 on 2017/01/27 by Josh.Adams
- Redoing change 3274305 in 4.15
#jira UE-40451
Change 3275233 on 2017/01/27 by Luke.Thatcher
[PLATFORM] [PS4] [!] Fix share play initialization logic.
#jira UE-41209
Change 3275227 on 2017/01/27 by Alex.Delesky
Duplicating the fix for UE-40791 from Dev-Editor CL 3265714 - The ForceFeedback thumbnail's Play and Stop icons will now render correctly, and will only be visible while an effect is playing or when the cursor hovers over the icon.
#jira UE-40791
Change 3275057 on 2017/01/27 by Peter.Sauerbrei
fix for crash after changing the metal shader version
#jira ue-41183
Change 3275031 on 2017/01/27 by Matthew.Griffin
Added architecture hash to path for Linux generated includes, didn't realize that this was part of the path.
Change 3275005 on 2017/01/27 by Matthew.Griffin
Re-enabled Cache of cooked platform data during DerivedDataCache commandlet
Moved caching DDC of non-host platform data behind an option so it's not done for Installed Build by default
Removed other platforms from Launcher Samples and changed 'CookPlatforms' to 'DDCPlatforms' so that its purpose is more clear
Change 3274828 on 2017/01/27 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
-Fixing non-unity missing include.
#jira UE-41152
Change 3274799 on 2017/01/27 by Arciel.Rekman
Fix for installed Linux cross-toolchain (UE-40392).
- Pull request #3111 contributed by rubu.
#jira UE-40392
Change 3274756 on 2017/01/27 by Max.Chen
Sequencer: Update the parent guid with the new possessable guid. This fixes a bug where the parent guid isn't set properly and so folders aren't retained when assign actors and running fix up actor references.
#jira UE-41010
Change 3274755 on 2017/01/27 by Max.Chen
Sequencer: Call notify movie scene data changed when creating a camera instead of marking the instances as needing a refresh.
#jira UE-41019
Change 3274597 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
-Fixing monolithic include warning.
#jira UE-41152
Change 3274564 on 2017/01/26 by Mike.Beach
Following the example of other nodes with external dependencies (like UK2Node_SwitchEnum), and making sure the struct is preloaded before we use it (the struct needs to have a valid size).
#jira UE-41073
Change 3274535 on 2017/01/26 by Mike.Beach
Removed ensure that was blocking a wrapper function call to a non-nativized function lib from being generated (while not optimal, the generated code works).
#jira UE-41190
Change 3274512 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3255506 Copyright update for google
-note most of the changes went in with the previous 3 androidvr-devvr change integrations, these two were not otherwise changed.
-just incrementing the year
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273588
Change 3274511 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3243495 Adding GoogleVRTransition2D plugin to handle VR->2D->VR transition for daydream app.
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273586
Change 3274510 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3243494 Update GoogleVR plugin to v1.2.
-Upgrade GVR NDK to 1.10.0
-Add easy to use GoogleVR input component, including controller component for daydream and a gaze based reticle component for cardboard.
-Make the GoogleVRSplash rendered with depth.
-Add built in arm model support in GoogleVR controller plugin.
-Add "Use ExternalFilesDir for UE4Game files" option in AndroidRuntimeSetting to support saving game progress without requesting EXTERNAL_STORAGE permission in Andoird 23+
-Remove the "Package for Daydream" option in AndroidRuntimeSetting.
-Fix the crash on iOS9 when GoogleVR plugin is enabled.(udn/325432)
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273585
Change 3274509 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3243493 Adding AndroidPermission plugin to handle runtime permission request and check for android api 23 and above.
-The plugin works for both daydream and normal Android application.
-For Daydream app, it need to work with GoogleVRTransition2D plugin.
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273583
Change 3274485 on 2017/01/26 by Chris.Babcock
Fix handling of numbers in textedit (allow decimals)
#jira UE-41198
#ue4
#android
Change 3274457 on 2017/01/26 by Mike.Beach
Fix to CIS warning (fallout from CL 3274362)
#jira UE-41072, UE-41071, UE-41070
Change 3274445 on 2017/01/26 by Arciel.Rekman
Proper fix for deploying to Linux (UE-40023).
- The logic is: if the base path (local to PC, one we are replacing) *ends* with a separator, add the separator to the dest path (one we're mapping to). Previous fix had a last minute change that inverted it.
#jira UE-40023
Change 3274428 on 2017/01/26 by Brian.Karis
Fixed bloom flickering on high contrast HDR edges when r.TemporalAACatmullRom was enabled.
#jira UE-41138
Change 3274362 on 2017/01/26 by Mike.Beach
Restructuring how we apply individual (exclusive) Blueprint nativization flags...
1. Explicitly flagging Blueprints as dependencies for nativization (and communicating that to the user)
2. Now applying nativization flag to authoritative config for all dependencies on save
3. Flagging new dependencies (parent or interface) as needing nativization (when required)
4. Ignore bDontNativizeDataOnlyBP setting when nativization mode is set to explicit
#jira UE-41072, UE-41071, UE-41070
Change 3274349 on 2017/01/26 by Yannick.Lange
VREditor: Fix Laser not hidden on MotionControllers with docked Menu/UI Panels
#jira UE-40070
Change 3274301 on 2017/01/26 by Chris.Bunner
Added missing material expression tooltips/keywords for new nodes based on 4.15 preview feeback.
#jira UE-41193
Change 3274254 on 2017/01/26 by Ryan.Gerleve
Fix for IsInGameThread() checks that could fail in debug builds while recording a replay with tick.DoAsyncEndOfFrameTasks and demo.ClientRecordAsyncEndOfFrame enabled.
#jira UE-39911
Change 3274121 on 2017/01/26 by Josh.Adams
- Fixed build error with landscape gizmo
#jira UE-41177
Change 3274114 on 2017/01/26 by Dan.Oconnor
Updating all references before calling post edit - prevents objects from being destroyed or created while updating references
#jira UE-40121
Change 3273971 on 2017/01/26 by Chris.Bunner
Update material instance permutations when we have already set param/switch overrides, then only change the base properties.
#jira UE-39754
Change 3273842 on 2017/01/26 by Daniel.Wright
Attempt to remove instructions from code features only present in the forward renderer, so we are showing users their graph cost. Allows shader complexity in forward to sortof match deferred.
#jira UE-41167
Change 3273750 on 2017/01/26 by Jeff.Fisher
UE-41137 //UE4/Main: Step 'Compile Ocean (Win32/Win64)' - 2 Errors - SteamVRController.cpp
-Fixing build break for Ocean. Maybe they are using an older compiler?
#jira UE-31137
Change 3273602 on 2017/01/26 by Michael.Trepka
Fix for UE-41146
#jira UE-41146
Change 3273506 on 2017/01/26 by Maciej.Mroz
#jira ODIN-4991, UE-41035
merged cl3273497 from Dev-Blueprints branch
Nativization:
EX_AddMulticastDelegate - generated code calls TMulticastScriptDelegate::AddUniqe instead of TMulticastScriptDelegate::Add.
Change 3273464 on 2017/01/26 by Mitchell.Wilson
Resaving asset to resolve warning.
#jira UE-41008
Change 3273413 on 2017/01/26 by Marc.Audy
Fix crash when audio device fails to initialize
#author Andrew.Grant
#jira UE-41143
Change 3273391 on 2017/01/26 by Jack.Porter
Fixed ensure encountered when using the Copy/Paste sub-tool in sculpt mode
#jira UE-40480
Change 3273343 on 2017/01/26 by Matt.Kuhlenschmidt
Resetting the preview on a material now properly clears the thumbnail which could have a stale references that was impossible to fix.
Fixed on asset exibiting this problem
#jira UE-40300
Change 3273243 on 2017/01/26 by Jamie.Dale
Speculative fix for an issue where User Defined Enum display names were being lost on upgrade to 4.15
#jira UE-41130
Change 3273235 on 2017/01/26 by Graeme.Thornton
Fix for some memory being left hanging around when loading bulk data asyncronously under certain circumstances
#jira UE-37815
Change 3273225 on 2017/01/26 by Ben.Cosh
This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations
#Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602]
#Proj Engine
Change 3273224 on 2017/01/26 by Josh.Stoddard
Increment FDerivedDataPhysXCooker to force recook of PhysX data
#jira UE-39791#rb none #lockdown james.golding
Change 3273201 on 2017/01/26 by Jack.Porter
Fixed problem where UpdateInstanceTransform blueprint function was not updating bounds correctly
#jira UE-41126
Change 3273122 on 2017/01/26 by Graeme.Thornton
Added some extra log output for situations where a compressed block in an archive doesn't have a valid header
#jira UE-38767
Change 3273116 on 2017/01/26 by Benn.Gallagher
Fix for crash generating clothing skinning data due to coplanar check triggering a check() on small triangles
#jira UE-41112
Change 3273077 on 2017/01/26 by Thomas.Sarkanen
Allowed LODs other than LOD0 to have screen sizes greater than 1
#jira UE-41125 - Static mesh LODs other than LOD0 cannot be set to screen sizes greater than 1
Change 3273061 on 2017/01/26 by Matthew.Griffin
Disabled code caching data for all platforms until we can figure out why it's filling up DDC cache
Change 3272938 on 2017/01/25 by Arciel.Rekman
Fix launch on a remote Linux machine (UE-38691).
- Device id is now used to get target platform, so should match it exactly.
#jira UE-38691
Change 3272816 on 2017/01/25 by Ben.Marsh
Fix VS2017 being displayed as 'Visual Studio 15' in the Windows target settings panel.
Change 3272590 on 2017/01/25 by Daniel.Wright
Workaround for "error X3067: 'GetObjectWorldPosition': ambiguous function call" which happens when FMaterialPixelParameters and FMaterialVertexParameters have the same number of floats with the HLSL compiler. Function overload resolution appears to identify types based on how many floats / ints / etc they contain.
#jira UE-41099
Change 3272419 on 2017/01/25 by Arciel.Rekman
Linux: fix remote deploying of a packaged build (UE-40023).
#jira UE-40023
Change 3272355 on 2017/01/25 by Daniel.Wright
Prevent a large shadow depth bias due to low resolution from causing near plane clipping
#jira UE-40873
Change 3272196 on 2017/01/25 by tim.gautier
Updating TM-UMG content for UI visibility
#jira UE-29618
Change 3272114 on 2017/01/25 by Michael.Dupuis
#jira UE-29817 : backout of CL from Dev-Editor fixing this jira
Change 3271953 on 2017/01/25 by Michael.Trepka
Attempt to fix UE-40956 - Rare crash occurs in CoreAudio in Vehicle Game on Mac when quitting.
#jira UE-40956
Change 3271945 on 2017/01/25 by Olaf.Piesche
Replicating CL 3271564
#jira UE-40980
#udn 325525
Fix uniform buffers for mesh particles; these should really be on the mesh collector, so allocating them as a one frame resource is safe.
Change 3271883 on 2017/01/25 by Daniel.Wright
UWorld::AreAlwaysLoadedLevelsLoaded takes into account bShouldBeVisible. Fixes reflection captures not getting uploaded when there's an invisible always loaded level, which is supposed to be invisible.
#jira UE-40724
Change 3271686 on 2017/01/25 by Marc.Audy
Properly fix line endings in all cases when installing a c++ feature pack
#jira UE-40939
Change 3271631 on 2017/01/25 by Ryan.Gerleve
In UEngine::CommitMapChange, rename the new ULevelStreaming objects so that the main world is their outer. This is more correct in general, and will cause those levels to be added to the correct level collection during FlushLevelStreaming.
Also use MoveTemp to add the streaming level list to the main world, so that the fake world will no longer reference them.
#jira UE-40524
Change 3271611 on 2017/01/25 by Allan.Bentham
Ensure texture's buildsettings are not marked as streamable if the target platform does not support streaming.
#jira UE-40927
Change 3271504 on 2017/01/25 by tim.gautier
Updated default values of UMG_Behavior
#jira UE-29618
Change 3271491 on 2017/01/25 by Luke.Thatcher
[PLATFORM] [PS4] [!] Fix bug in AT9 audio cooking.
- Maximum mono bitrate is 144kbps, but 100% quality mono tracks were selecting 168kbps, causing the AT9 tool to fail.
- Also bumped AT9 engine format to recook potentially broken audio data.
#jira UE-40761
Change 3271428 on 2017/01/25 by Chris.Bunner
Bug in previous CL.
#jira UE-39953
Change 3271413 on 2017/01/25 by Lina.Halper
#DUPEFIX of CL 3270776
#jira: UE-41082
Change 3271403 on 2017/01/25 by tim.gautier
Adjusted UMG_Blur intensity settings.
#jira UE-29618
# rb cristina.riveron
Change 3271300 on 2017/01/25 by Luke.Thatcher
[PLATFORM] [PS4] [^] Merge (as edit) fix for NpToolkit2 initialization in 6CPU mode, from //UE4/Dev-Platform to //UE4/Release-4.15 (Original CL 3271215)
- Default thread affinity in the InitParams structure is 7 CPUs.
- Using this affinity in games with 6CPU mode set in param.sfo causes init() to fail.
- We now select 6 or 7 CPU affinity based on what sceKernelGetCpumode reports at runtime.
#jira UE-41079
Change 3271197 on 2017/01/25 by Andrew.Rodham
Sequencer: Ensure initial evaluation range correctly sets exclusive lower boundary for subsequent evaluations
- This prevents us from erroneously evaluating the initial time twice as part of swept evaluations)
#jira UE-40758
Change 3270386 on 2017/01/24 by tim.gautier
Updated UMG_Blur to include second Low-Quality asset
#jira UE-29618
Change 3270267 on 2017/01/24 by Arciel.Rekman
Linux: fix not being able to run a packaged build (UE-37016, UE-39648).
- Fixed expansion of paths with spaces in the bootstrap script.
- Also increased the timeout since large projects can sometimes get killed on start.
- Also killed spammy console output.
#jira UE-37016
Change 3270203 on 2017/01/24 by Chris.Babcock
Fixed issue with Mac and Linux install and uninstall scripts if ANDROID_HOME not set (contributed by nathansizemore)
#jira UE-41042
#PR #3160
#ue4
#android
Change 3270037 on 2017/01/24 by tim.gautier
Checking in UMG_Blur for UMG test coverage
#jira UE-29618
Change 3269829 on 2017/01/24 by matt.barnes
Adding content for Material Attribute testing
#jira UE-29618
Change 3269700 on 2017/01/24 by Josh.Stoddard
force relink of PhysX libs
#jira UE-39791 #rb ori.cohen #lockdown james.golding
Change 3269621 on 2017/01/24 by Allan.Bentham
Make sure 'intrinsic_GetHDR32bppEncodeModeES2()' reports no encoding mode when mobileHDR == false
#jira UE-41023
Change 3269503 on 2017/01/24 by Josh.Stoddard
Integrate PhysX change 3268008 from //UE4/Dev-Physics-Upgrade
#jira UE-39791 #lockdown james.golding #rb josh.stoddard
Change 3269359 on 2017/01/24 by Jack.Porter
Fix for Web browser widget crash on Android when packaged for Distribution
#jira UE-39451
Change 3269316 on 2017/01/24 by Thomas.Sarkanen
Fixed non-unity issues with last change for UE-40945
#jira UE-40945 - Crash trying to import facial animations
Change 3269047 on 2017/01/23 by Yannick.Lange
VREditor: Fix VREditor Laser not hidden on MotionControllers with docked Menu/UI Panels
#jira UE-40070
Change 3268824 on 2017/01/23 by Rolando.Caloca
UE4.15 - Fix for right eye showing black on VR
#jira UE-40900
Change 3268752 on 2017/01/23 by Nick.Whiting
Fix for assertion for binding an MSAA'd scene color with a non-MSAA'd texture.
#jira UE-39304
Change 3268722 on 2017/01/23 by Olaf.Piesche
Replicating 3256329
#jira UE-38615
Removing unnecessary assert that fires when exporting emitters.
Change 3268220 on 2017/01/23 by Nick.Whiting
Adding in a new CVar (vr.SteamVR.UsePostPresentHandoff), which defaults to 0. When set to 0, we do NOT use the SteamVR PostPresentHandoff, which costs some performance GPU time. When 1, we use the call, and get some extra GPU performance. However, this call is NOT safe for scenes that have frame-behind GPU work, like SceneCapture components and Widget Components
#jira UE-40570
Change 3268180 on 2017/01/23 by Marc.Audy
PendingKill Actors will no longer register their components when the level is being loaded
#jira UE-40505
Change 3268076 on 2017/01/23 by Matthew.Griffin
Changed Mac SunTemple cook jobs to use Sample Editor to avoid errors about mismatched files
#jira UE-40806
Change 3267997 on 2017/01/23 by Mitchell.Wilson
Increased lightmap size on spheres in volumes example to resolve issue with lighting.
Corrected misspelling in multiple examples and one UMG asset.
#jira UE-40890 UE-40926 UE-40882 UE-40928 UE-40825 UE-40819
Change 3267892 on 2017/01/23 by Mitchell.Wilson
Removed preview mesh on M_Bird_Inst that was referencing a static mesh that was removed or renamed to resolve warnings in CIS.
#jira UE-40300
Change 3267866 on 2017/01/23 by Thomas.Sarkanen
Prevented crash when using Facial Animation importer
Also hid the feature behind an experiemental setting flag, as it is not ready for users yet.
#jira UE-40945 - Crash trying to import facial animations
Change 3267834 on 2017/01/23 by Nick.Darnell
An addition to 3255247, this also adds input processing incrementing for double click, and preview mouse down.
#jira UE-40313
Change 3267785 on 2017/01/23 by Marc.Audy
Put proper line endings when modifying template files when installing feature pack
#jira UE-40939
Change 3267761 on 2017/01/23 by Mitchell.Wilson
Moved left landscape mesh slightly to hide a seam that can be seen when using VR and looking over the railing.
#jira UE-40916
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
[CL 3287682 by Matthew Griffin in Main branch]
2017-02-06 10:41:38 -05:00
MinOSPropertyHandle = DetailLayout . GetProperty ( GET_MEMBER_NAME_CHECKED ( UIOSRuntimeSettings , MinimumiOSVersion ) ) ;
MinOSPropertyHandle - > SetOnPropertyValueChanged ( OnUpdateShaderStandardWarning ) ;
2018-02-14 14:13:42 -05:00
OSInfoCategory . AddProperty ( MinOSPropertyHandle ) ; */
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
DevArmV7PropertyHandle = DetailLayout . GetProperty ( GET_MEMBER_NAME_CHECKED ( UIOSRuntimeSettings , bDevForArmV7 ) ) ;
DevArmV7PropertyHandle - > SetOnPropertyValueChanged ( OnUpdateOSVersionWarning ) ;
BuildCategory . AddProperty ( DevArmV7PropertyHandle ) ;
DevArmV7sPropertyHandle = DetailLayout . GetProperty ( GET_MEMBER_NAME_CHECKED ( UIOSRuntimeSettings , bDevForArmV7S ) ) ;
DevArmV7sPropertyHandle - > SetOnPropertyValueChanged ( OnUpdateOSVersionWarning ) ;
BuildCategory . AddProperty ( DevArmV7sPropertyHandle ) ;
ShipArmV7PropertyHandle = DetailLayout . GetProperty ( GET_MEMBER_NAME_CHECKED ( UIOSRuntimeSettings , bShipForArmV7 ) ) ;
ShipArmV7PropertyHandle - > SetOnPropertyValueChanged ( OnUpdateOSVersionWarning ) ;
BuildCategory . AddProperty ( ShipArmV7PropertyHandle ) ;
ShipArmV7sPropertyHandle = DetailLayout . GetProperty ( GET_MEMBER_NAME_CHECKED ( UIOSRuntimeSettings , bShipForArmV7S ) ) ;
ShipArmV7sPropertyHandle - > SetOnPropertyValueChanged ( OnUpdateOSVersionWarning ) ;
BuildCategory . AddProperty ( ShipArmV7sPropertyHandle ) ;
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3278667)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3278667 on 2017/01/31 by Chris.Wood
Added extra context to crash analytics and crash reports in the Editor.
[UE-41306] - Add context to crash analytics and crash reports (with Editor user activity)
When a Slate tab becomes active or foregrounded, we take its LayoutIdentity, Label and Content Widget Type and generate a string from all three. This gives context for what the user was doing. The string is set as the UserActivity and passed to MTBF analytics, crash analytics and crash reporter.
Also added filter to the UserActivity tracking system that defaults to Game mode to preserve previous behavior. Editor now switches it to Editor mode and starts setting the activity in this mode.
#jira UE-41306
Change 3278637 on 2017/01/30 by Dmitriy.Dyomin
Fixed: iOS Device displays textures darker than in Editor
#jira UE-41298
Change 3278566 on 2017/01/30 by Jack.Porter
Fix #WITH_EDITOR in InstancedStaticMesh.cpp
#jira UE-41292
Change 3278195 on 2017/01/30 by Alexis.Matte
Fix the re-import skeletal mesh regression, where all material disapear.
#jira UE-41294
Change 3278173 on 2017/01/30 by Frank.Fella
PlatformMediaSource - Don't allow the user to nest platform media sources, and also fail validation on nested platform media sources just in case they are set outside of the cusomization UI.
#Jira UE-40779
Change 3278156 on 2017/01/30 by Josh.Adams
- Adding the missed #include line for IsWindowsServer()
#jira UE-41304
Change 3278088 on 2017/01/30 by Mike.Beach
Mirroring CL 3249423 from Dev-BP.
Fix to keep placeholder classes from being needlessly created (when the object they represent already exists) - instead, attempt to lookup and find the existing import objects (which used to be set, but could be cleared during async loading by FLinkerManager::DissociateImportsAndForcedExports()).
#jira OR-34038
Change 3278036 on 2017/01/30 by Mike.Beach
Mirroring CL 3277671 from Dev-BP.
Refactoring FBlueprintCompilerCppBackend::SortNodesInUberGraphExecutionGroup() a bit. Catching cases that weren't acounted for - detecting cyclical logic now when we've pulled a node/statement out of order, and other nodes need to fall through to that logic (not relying on a goto).
#jira UE-41188, UE-41189, UE-41186, UE-41037
Change 3277974 on 2017/01/30 by Josh.Adams
- Hopeful workaround for COM crash in HandleGameExplorerIntegration function
#jira UE-41080
Change 3277951 on 2017/01/30 by Ori.Cohen
Fix access violation in physx.
#JIRA ODIN-5199
Change 3277773 on 2017/01/30 by Jamie.Dale
Fixing crash that could occur with null meta-data
#jira UE-41271
Change 3277549 on 2017/01/30 by Max.Chen
Sequencer: Back out changelist 3276452 because it breaks other uses of the time snapping interval in the settings.
#jira UE-41009
Change 3277510 on 2017/01/30 by Jamie.Dale
Fixed localization sometimes having incorrect keys in cooked builds
Merged CL# 3276233 and CL# 3277273.
#jira UE-41271
Change 3277500 on 2017/01/30 by Michael.Trepka
Added -Wno-undefined-var-template on Mac to work around an issue with compiling UHT in Xcode 8.3
#jira UE-41225
Change 3277421 on 2017/01/30 by Arciel.Rekman
TestPAL: delete unused test (UE-36984)
#jira UE-36984
(Edigrating CL 3267568 from Dev-Platform to Release-4.15)
Change 3277410 on 2017/01/30 by Jeff.Fisher
UE-41152 more non-unity include fixes.
-Matthew Griffin showed me how to run this locally, so I was able to locally reproduce the errors and this fixed them (the previous fixes were insufficient rather than incorrect).
#jira UE-41152
Change 3277230 on 2017/01/30 by Jack.Porter
Fixed issue with static lighting for Foliage and Instanced Static Meshes where shadows on instances in LOD levels other than LOD 0 was incorrect.
#jira UE-39884
Change 3277178 on 2017/01/30 by Allan.Bentham
enable FORCE_FLOATS with iOS metal shaders when full precision material setting is set.
#jira UE-41253
Change 3277134 on 2017/01/30 by Matthew.Griffin
Fixed NonUnity compile issues
Change 3276503 on 2017/01/28 by Jeff.Fisher
UE-41152 more non-unity include fixes.
#jira UE-41152
Change 3276452 on 2017/01/28 by Max.Chen
Sequencer: Changed the time snapping interval in the toolbar ui so that it no longer additionally updates the sequencer setting. The value used in the sequencer settings is only used to initialize a new level sequence.
#jira UE-41009
Change 3276130 on 2017/01/27 by Phillip.Kavan
[UE-40894] Fix data loss issues with non-native Blueprint classes that override inherited component default values from a nativized parent Blueprint class hierarchy.
- Mirrored from //UE4/Dev-Blueprints (CL# 3276109).
#jira UE-40894
Change 3276013 on 2017/01/27 by Lina.Halper
- fix issue with additive pose preview applying twice
#jira: UE-41216
#code review:Thomas.Sarkanen
Change 3275990 on 2017/01/27 by Mitchell.Wilson
Disabling 'Used with skeletal mesh' on some materials to resolve errors and warnings.
#jira UE-40736
Change 3275885 on 2017/01/27 by Matt.Kuhlenschmidt
Fixed missing slate style assets log warning
#jira UE-41148
Change 3275805 on 2017/01/27 by Ori.Cohen
Fix incorrect warning about moving simulated bodies during tick group. The existing code would warn if you had a kinematic that was SimulationDisabled (i.e. meaning it's not in the sim scene).
#JIRA UE-37270
Change 3275797 on 2017/01/27 by Shaun.Kime
In some cases, it was possible to create a SRetainerWidget that does not have a valid scene. This would cause the recorded scene index to be mismatched with the actual rendering index when played back in the future.
#jira OR-34919
Change 3275681 on 2017/01/27 by Lina.Halper
Dupe change of CL 3273803, 3274129, 3274700
#jira: UE-41163
#code review:Daniel.Wright, Martin.Wilson
Change 3275624 on 2017/01/27 by Benn.Gallagher
Fixed crash when creating destructible meshes from static meshes with null material interface entries
#jira UE-38998
Change 3275601 on 2017/01/27 by Matt.Kuhlenschmidt
Fix crash when a kdop collision generation fails and there are existing collision meshes selected. We no longer clear out unrelated collision primitives when kdop generation fails.
#jira UE-41220
Change 3275545 on 2017/01/27 by Chris.Bunner
Added flag for retreiving debug materials from GetUsedMaterials calls on rendering components.
#jira UE-40482
Change 3275522 on 2017/01/27 by Max.Chen
Sequencer: Call modify before setting row indices
#jira UE-40682
Change 3275518 on 2017/01/27 by Max.Chen
Sequencer: Switch to static pointer to fix crash when tearing down curve editor.
#jira UE-41105
Change 3275475 on 2017/01/27 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
-Fixing non-unity missing includes.
#jira UE-41152
Change 3275387 on 2017/01/27 by Steve.Robb
Prevent engine reinstancing on hot reload.
Copied from CL# 3265490.
#jira UE-40765
Change 3275279 on 2017/01/27 by Josh.Adams
- Redoing change 3274305 in 4.15
#jira UE-40451
Change 3275233 on 2017/01/27 by Luke.Thatcher
[PLATFORM] [PS4] [!] Fix share play initialization logic.
#jira UE-41209
Change 3275227 on 2017/01/27 by Alex.Delesky
Duplicating the fix for UE-40791 from Dev-Editor CL 3265714 - The ForceFeedback thumbnail's Play and Stop icons will now render correctly, and will only be visible while an effect is playing or when the cursor hovers over the icon.
#jira UE-40791
Change 3275057 on 2017/01/27 by Peter.Sauerbrei
fix for crash after changing the metal shader version
#jira ue-41183
Change 3275031 on 2017/01/27 by Matthew.Griffin
Added architecture hash to path for Linux generated includes, didn't realize that this was part of the path.
Change 3275005 on 2017/01/27 by Matthew.Griffin
Re-enabled Cache of cooked platform data during DerivedDataCache commandlet
Moved caching DDC of non-host platform data behind an option so it's not done for Installed Build by default
Removed other platforms from Launcher Samples and changed 'CookPlatforms' to 'DDCPlatforms' so that its purpose is more clear
Change 3274828 on 2017/01/27 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
-Fixing non-unity missing include.
#jira UE-41152
Change 3274799 on 2017/01/27 by Arciel.Rekman
Fix for installed Linux cross-toolchain (UE-40392).
- Pull request #3111 contributed by rubu.
#jira UE-40392
Change 3274756 on 2017/01/27 by Max.Chen
Sequencer: Update the parent guid with the new possessable guid. This fixes a bug where the parent guid isn't set properly and so folders aren't retained when assign actors and running fix up actor references.
#jira UE-41010
Change 3274755 on 2017/01/27 by Max.Chen
Sequencer: Call notify movie scene data changed when creating a camera instead of marking the instances as needing a refresh.
#jira UE-41019
Change 3274597 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
-Fixing monolithic include warning.
#jira UE-41152
Change 3274564 on 2017/01/26 by Mike.Beach
Following the example of other nodes with external dependencies (like UK2Node_SwitchEnum), and making sure the struct is preloaded before we use it (the struct needs to have a valid size).
#jira UE-41073
Change 3274535 on 2017/01/26 by Mike.Beach
Removed ensure that was blocking a wrapper function call to a non-nativized function lib from being generated (while not optimal, the generated code works).
#jira UE-41190
Change 3274512 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3255506 Copyright update for google
-note most of the changes went in with the previous 3 androidvr-devvr change integrations, these two were not otherwise changed.
-just incrementing the year
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273588
Change 3274511 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3243495 Adding GoogleVRTransition2D plugin to handle VR->2D->VR transition for daydream app.
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273586
Change 3274510 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3243494 Update GoogleVR plugin to v1.2.
-Upgrade GVR NDK to 1.10.0
-Add easy to use GoogleVR input component, including controller component for daydream and a gaze based reticle component for cardboard.
-Make the GoogleVRSplash rendered with depth.
-Add built in arm model support in GoogleVR controller plugin.
-Add "Use ExternalFilesDir for UE4Game files" option in AndroidRuntimeSetting to support saving game progress without requesting EXTERNAL_STORAGE permission in Andoird 23+
-Remove the "Package for Daydream" option in AndroidRuntimeSetting.
-Fix the crash on iOS9 when GoogleVR plugin is enabled.(udn/325432)
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273585
Change 3274509 on 2017/01/26 by Jeff.Fisher
UE-41152 Merge Improved Daydream Support from Google
Merging cl 3243493 Adding AndroidPermission plugin to handle runtime permission request and check for android api 23 and above.
-The plugin works for both daydream and normal Android application.
-For Daydream app, it need to work with GoogleVRTransition2D plugin.
//depot/Partners/Google/AndroidVR-DevVR/Engine/...
to //UE4/Release-4.15/Engine/...
#jira UE-41152
#review-3273583
Change 3274485 on 2017/01/26 by Chris.Babcock
Fix handling of numbers in textedit (allow decimals)
#jira UE-41198
#ue4
#android
Change 3274457 on 2017/01/26 by Mike.Beach
Fix to CIS warning (fallout from CL 3274362)
#jira UE-41072, UE-41071, UE-41070
Change 3274445 on 2017/01/26 by Arciel.Rekman
Proper fix for deploying to Linux (UE-40023).
- The logic is: if the base path (local to PC, one we are replacing) *ends* with a separator, add the separator to the dest path (one we're mapping to). Previous fix had a last minute change that inverted it.
#jira UE-40023
Change 3274428 on 2017/01/26 by Brian.Karis
Fixed bloom flickering on high contrast HDR edges when r.TemporalAACatmullRom was enabled.
#jira UE-41138
Change 3274362 on 2017/01/26 by Mike.Beach
Restructuring how we apply individual (exclusive) Blueprint nativization flags...
1. Explicitly flagging Blueprints as dependencies for nativization (and communicating that to the user)
2. Now applying nativization flag to authoritative config for all dependencies on save
3. Flagging new dependencies (parent or interface) as needing nativization (when required)
4. Ignore bDontNativizeDataOnlyBP setting when nativization mode is set to explicit
#jira UE-41072, UE-41071, UE-41070
Change 3274349 on 2017/01/26 by Yannick.Lange
VREditor: Fix Laser not hidden on MotionControllers with docked Menu/UI Panels
#jira UE-40070
Change 3274301 on 2017/01/26 by Chris.Bunner
Added missing material expression tooltips/keywords for new nodes based on 4.15 preview feeback.
#jira UE-41193
Change 3274254 on 2017/01/26 by Ryan.Gerleve
Fix for IsInGameThread() checks that could fail in debug builds while recording a replay with tick.DoAsyncEndOfFrameTasks and demo.ClientRecordAsyncEndOfFrame enabled.
#jira UE-39911
Change 3274121 on 2017/01/26 by Josh.Adams
- Fixed build error with landscape gizmo
#jira UE-41177
Change 3274114 on 2017/01/26 by Dan.Oconnor
Updating all references before calling post edit - prevents objects from being destroyed or created while updating references
#jira UE-40121
Change 3273971 on 2017/01/26 by Chris.Bunner
Update material instance permutations when we have already set param/switch overrides, then only change the base properties.
#jira UE-39754
Change 3273842 on 2017/01/26 by Daniel.Wright
Attempt to remove instructions from code features only present in the forward renderer, so we are showing users their graph cost. Allows shader complexity in forward to sortof match deferred.
#jira UE-41167
Change 3273750 on 2017/01/26 by Jeff.Fisher
UE-41137 //UE4/Main: Step 'Compile Ocean (Win32/Win64)' - 2 Errors - SteamVRController.cpp
-Fixing build break for Ocean. Maybe they are using an older compiler?
#jira UE-31137
Change 3273602 on 2017/01/26 by Michael.Trepka
Fix for UE-41146
#jira UE-41146
Change 3273506 on 2017/01/26 by Maciej.Mroz
#jira ODIN-4991, UE-41035
merged cl3273497 from Dev-Blueprints branch
Nativization:
EX_AddMulticastDelegate - generated code calls TMulticastScriptDelegate::AddUniqe instead of TMulticastScriptDelegate::Add.
Change 3273464 on 2017/01/26 by Mitchell.Wilson
Resaving asset to resolve warning.
#jira UE-41008
Change 3273413 on 2017/01/26 by Marc.Audy
Fix crash when audio device fails to initialize
#author Andrew.Grant
#jira UE-41143
Change 3273391 on 2017/01/26 by Jack.Porter
Fixed ensure encountered when using the Copy/Paste sub-tool in sculpt mode
#jira UE-40480
Change 3273343 on 2017/01/26 by Matt.Kuhlenschmidt
Resetting the preview on a material now properly clears the thumbnail which could have a stale references that was impossible to fix.
Fixed on asset exibiting this problem
#jira UE-40300
Change 3273243 on 2017/01/26 by Jamie.Dale
Speculative fix for an issue where User Defined Enum display names were being lost on upgrade to 4.15
#jira UE-41130
Change 3273235 on 2017/01/26 by Graeme.Thornton
Fix for some memory being left hanging around when loading bulk data asyncronously under certain circumstances
#jira UE-37815
Change 3273225 on 2017/01/26 by Ben.Cosh
This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations
#Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602]
#Proj Engine
Change 3273224 on 2017/01/26 by Josh.Stoddard
Increment FDerivedDataPhysXCooker to force recook of PhysX data
#jira UE-39791#rb none #lockdown james.golding
Change 3273201 on 2017/01/26 by Jack.Porter
Fixed problem where UpdateInstanceTransform blueprint function was not updating bounds correctly
#jira UE-41126
Change 3273122 on 2017/01/26 by Graeme.Thornton
Added some extra log output for situations where a compressed block in an archive doesn't have a valid header
#jira UE-38767
Change 3273116 on 2017/01/26 by Benn.Gallagher
Fix for crash generating clothing skinning data due to coplanar check triggering a check() on small triangles
#jira UE-41112
Change 3273077 on 2017/01/26 by Thomas.Sarkanen
Allowed LODs other than LOD0 to have screen sizes greater than 1
#jira UE-41125 - Static mesh LODs other than LOD0 cannot be set to screen sizes greater than 1
Change 3273061 on 2017/01/26 by Matthew.Griffin
Disabled code caching data for all platforms until we can figure out why it's filling up DDC cache
Change 3272938 on 2017/01/25 by Arciel.Rekman
Fix launch on a remote Linux machine (UE-38691).
- Device id is now used to get target platform, so should match it exactly.
#jira UE-38691
Change 3272816 on 2017/01/25 by Ben.Marsh
Fix VS2017 being displayed as 'Visual Studio 15' in the Windows target settings panel.
Change 3272590 on 2017/01/25 by Daniel.Wright
Workaround for "error X3067: 'GetObjectWorldPosition': ambiguous function call" which happens when FMaterialPixelParameters and FMaterialVertexParameters have the same number of floats with the HLSL compiler. Function overload resolution appears to identify types based on how many floats / ints / etc they contain.
#jira UE-41099
Change 3272419 on 2017/01/25 by Arciel.Rekman
Linux: fix remote deploying of a packaged build (UE-40023).
#jira UE-40023
Change 3272355 on 2017/01/25 by Daniel.Wright
Prevent a large shadow depth bias due to low resolution from causing near plane clipping
#jira UE-40873
Change 3272196 on 2017/01/25 by tim.gautier
Updating TM-UMG content for UI visibility
#jira UE-29618
Change 3272114 on 2017/01/25 by Michael.Dupuis
#jira UE-29817 : backout of CL from Dev-Editor fixing this jira
Change 3271953 on 2017/01/25 by Michael.Trepka
Attempt to fix UE-40956 - Rare crash occurs in CoreAudio in Vehicle Game on Mac when quitting.
#jira UE-40956
Change 3271945 on 2017/01/25 by Olaf.Piesche
Replicating CL 3271564
#jira UE-40980
#udn 325525
Fix uniform buffers for mesh particles; these should really be on the mesh collector, so allocating them as a one frame resource is safe.
Change 3271883 on 2017/01/25 by Daniel.Wright
UWorld::AreAlwaysLoadedLevelsLoaded takes into account bShouldBeVisible. Fixes reflection captures not getting uploaded when there's an invisible always loaded level, which is supposed to be invisible.
#jira UE-40724
Change 3271686 on 2017/01/25 by Marc.Audy
Properly fix line endings in all cases when installing a c++ feature pack
#jira UE-40939
Change 3271631 on 2017/01/25 by Ryan.Gerleve
In UEngine::CommitMapChange, rename the new ULevelStreaming objects so that the main world is their outer. This is more correct in general, and will cause those levels to be added to the correct level collection during FlushLevelStreaming.
Also use MoveTemp to add the streaming level list to the main world, so that the fake world will no longer reference them.
#jira UE-40524
Change 3271611 on 2017/01/25 by Allan.Bentham
Ensure texture's buildsettings are not marked as streamable if the target platform does not support streaming.
#jira UE-40927
Change 3271504 on 2017/01/25 by tim.gautier
Updated default values of UMG_Behavior
#jira UE-29618
Change 3271491 on 2017/01/25 by Luke.Thatcher
[PLATFORM] [PS4] [!] Fix bug in AT9 audio cooking.
- Maximum mono bitrate is 144kbps, but 100% quality mono tracks were selecting 168kbps, causing the AT9 tool to fail.
- Also bumped AT9 engine format to recook potentially broken audio data.
#jira UE-40761
Change 3271428 on 2017/01/25 by Chris.Bunner
Bug in previous CL.
#jira UE-39953
Change 3271413 on 2017/01/25 by Lina.Halper
#DUPEFIX of CL 3270776
#jira: UE-41082
Change 3271403 on 2017/01/25 by tim.gautier
Adjusted UMG_Blur intensity settings.
#jira UE-29618
# rb cristina.riveron
Change 3271300 on 2017/01/25 by Luke.Thatcher
[PLATFORM] [PS4] [^] Merge (as edit) fix for NpToolkit2 initialization in 6CPU mode, from //UE4/Dev-Platform to //UE4/Release-4.15 (Original CL 3271215)
- Default thread affinity in the InitParams structure is 7 CPUs.
- Using this affinity in games with 6CPU mode set in param.sfo causes init() to fail.
- We now select 6 or 7 CPU affinity based on what sceKernelGetCpumode reports at runtime.
#jira UE-41079
Change 3271197 on 2017/01/25 by Andrew.Rodham
Sequencer: Ensure initial evaluation range correctly sets exclusive lower boundary for subsequent evaluations
- This prevents us from erroneously evaluating the initial time twice as part of swept evaluations)
#jira UE-40758
Change 3270386 on 2017/01/24 by tim.gautier
Updated UMG_Blur to include second Low-Quality asset
#jira UE-29618
Change 3270267 on 2017/01/24 by Arciel.Rekman
Linux: fix not being able to run a packaged build (UE-37016, UE-39648).
- Fixed expansion of paths with spaces in the bootstrap script.
- Also increased the timeout since large projects can sometimes get killed on start.
- Also killed spammy console output.
#jira UE-37016
Change 3270203 on 2017/01/24 by Chris.Babcock
Fixed issue with Mac and Linux install and uninstall scripts if ANDROID_HOME not set (contributed by nathansizemore)
#jira UE-41042
#PR #3160
#ue4
#android
Change 3270037 on 2017/01/24 by tim.gautier
Checking in UMG_Blur for UMG test coverage
#jira UE-29618
Change 3269829 on 2017/01/24 by matt.barnes
Adding content for Material Attribute testing
#jira UE-29618
Change 3269700 on 2017/01/24 by Josh.Stoddard
force relink of PhysX libs
#jira UE-39791 #rb ori.cohen #lockdown james.golding
Change 3269621 on 2017/01/24 by Allan.Bentham
Make sure 'intrinsic_GetHDR32bppEncodeModeES2()' reports no encoding mode when mobileHDR == false
#jira UE-41023
Change 3269503 on 2017/01/24 by Josh.Stoddard
Integrate PhysX change 3268008 from //UE4/Dev-Physics-Upgrade
#jira UE-39791 #lockdown james.golding #rb josh.stoddard
Change 3269359 on 2017/01/24 by Jack.Porter
Fix for Web browser widget crash on Android when packaged for Distribution
#jira UE-39451
Change 3269316 on 2017/01/24 by Thomas.Sarkanen
Fixed non-unity issues with last change for UE-40945
#jira UE-40945 - Crash trying to import facial animations
Change 3269047 on 2017/01/23 by Yannick.Lange
VREditor: Fix VREditor Laser not hidden on MotionControllers with docked Menu/UI Panels
#jira UE-40070
Change 3268824 on 2017/01/23 by Rolando.Caloca
UE4.15 - Fix for right eye showing black on VR
#jira UE-40900
Change 3268752 on 2017/01/23 by Nick.Whiting
Fix for assertion for binding an MSAA'd scene color with a non-MSAA'd texture.
#jira UE-39304
Change 3268722 on 2017/01/23 by Olaf.Piesche
Replicating 3256329
#jira UE-38615
Removing unnecessary assert that fires when exporting emitters.
Change 3268220 on 2017/01/23 by Nick.Whiting
Adding in a new CVar (vr.SteamVR.UsePostPresentHandoff), which defaults to 0. When set to 0, we do NOT use the SteamVR PostPresentHandoff, which costs some performance GPU time. When 1, we use the call, and get some extra GPU performance. However, this call is NOT safe for scenes that have frame-behind GPU work, like SceneCapture components and Widget Components
#jira UE-40570
Change 3268180 on 2017/01/23 by Marc.Audy
PendingKill Actors will no longer register their components when the level is being loaded
#jira UE-40505
Change 3268076 on 2017/01/23 by Matthew.Griffin
Changed Mac SunTemple cook jobs to use Sample Editor to avoid errors about mismatched files
#jira UE-40806
Change 3267997 on 2017/01/23 by Mitchell.Wilson
Increased lightmap size on spheres in volumes example to resolve issue with lighting.
Corrected misspelling in multiple examples and one UMG asset.
#jira UE-40890 UE-40926 UE-40882 UE-40928 UE-40825 UE-40819
Change 3267892 on 2017/01/23 by Mitchell.Wilson
Removed preview mesh on M_Bird_Inst that was referencing a static mesh that was removed or renamed to resolve warnings in CIS.
#jira UE-40300
Change 3267866 on 2017/01/23 by Thomas.Sarkanen
Prevented crash when using Facial Animation importer
Also hid the feature behind an experiemental setting flag, as it is not ready for users yet.
#jira UE-40945 - Crash trying to import facial animations
Change 3267834 on 2017/01/23 by Nick.Darnell
An addition to 3255247, this also adds input processing incrementing for double click, and preview mouse down.
#jira UE-40313
Change 3267785 on 2017/01/23 by Marc.Audy
Put proper line endings when modifying template files when installing feature pack
#jira UE-40939
Change 3267761 on 2017/01/23 by Mitchell.Wilson
Moved left landscape mesh slightly to hide a seam that can be seen when using VR and looking over the railing.
#jira UE-40916
Change 3267632 on 2017/01/23 by Jurre.deBaare
Marker syncs not working correctly in Blend Spaces
#fix Ensure that SampleIndexWithMarkers is serialized
#JIRA UE-40975
[CL 3287682 by Matthew Griffin in Main branch]
2017-02-06 10:41:38 -05:00
2015-02-06 10:52:09 -05:00
SETUP_PLIST_PROP ( BundleDisplayName , BundleCategory ) ;
SETUP_PLIST_PROP ( BundleName , BundleCategory ) ;
SETUP_STATUS_PROP ( BundleIdentifier , BundleCategory ) ;
SETUP_PLIST_PROP ( VersionInfo , BundleCategory ) ;
SETUP_PLIST_PROP ( bSupportsPortraitOrientation , OrientationCategory ) ;
SETUP_PLIST_PROP ( bSupportsUpsideDownOrientation , OrientationCategory ) ;
SETUP_PLIST_PROP ( bSupportsLandscapeLeftOrientation , OrientationCategory ) ;
SETUP_PLIST_PROP ( bSupportsLandscapeRightOrientation , OrientationCategory ) ;
SETUP_PLIST_PROP ( bSupportsMetal , RenderCategory ) ;
2018-02-14 14:13:42 -05:00
MRTPropertyHandle = DetailLayout . GetProperty ( GET_MEMBER_NAME_CHECKED ( UIOSRuntimeSettings , bSupportsMetalMRT ) ) ;
MRTPropertyHandle - > SetOnPropertyValueChanged ( OnEnableMetalMRT ) ;
RenderCategory . AddProperty ( MRTPropertyHandle ) ;
2017-06-30 12:21:06 -04:00
SETUP_SOURCEONLY_PROP ( bEnableRemoteNotificationsSupport , OnlineCategory )
2017-09-11 10:43:35 -04:00
// SETUP_SOURCEONLY_PROP(bAutomaticSigning, ProvisionCategory)
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3231693)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3219796 on 2016/12/02 by Rolando.Caloca
DR - vk - Increase timeout to 60ms
Change 3219884 on 2016/12/02 by Daniel.Wright
Assert to help track down rare crash locking capsule indirect shadow vertex buffer
Change 3219885 on 2016/12/02 by Daniel.Wright
Fixed saving a package that doesn't exist on disk but exists in p4 at a newer revision when the user chooses 'Mark Writable'
Change 3219886 on 2016/12/02 by Daniel.Wright
Don't create projected shadows when r.ShadowQuality is 0
* Fixes crash in the forward path trying to render shadows
* In the deferred path, the shadowmap was still being rendered and only the projection skipped, now all cost will be skipped
Change 3219887 on 2016/12/02 by Daniel.Wright
Changed ClearRenderTarget2D default alpha to 1, which is necessary for correct compositing
Change 3219893 on 2016/12/02 by Daniel.Wright
AMD AGS library with approved TPS
Disabled DFAO on AMD pre-GCN PC video cards to workaround a driver bug which won't be fixed (Radeon 6xxx and below)
Change 3219913 on 2016/12/02 by Daniel.Wright
Level unload of a lighting scenario propagates the lighting scenario change - fixes crash when precomputed lighting volume data gets unloaded
Change 3220029 on 2016/12/02 by Daniel.Wright
Async shader compiling now recreates scene proxies which are affected by the material which was compiled. This fixes crashes which were occuring as proxies cache various material properties, but applying compiled materials would not update these cached properties (bRequiresAdjacencyInformation).
* A new ensure has been added in FMeshElementCollector::AddMesh and FBatchingSPDI::DrawMesh to catch attempts to render with a material not reported in GetUsedMaterials
* Fixed UParticleSystemComponent::GetUsedMaterials and UMaterialBillboardComponent::GetUsedMaterials
* FMaterialUpdateContext should be changed to use the same pattern, but that hasn't been done yet
Change 3220108 on 2016/12/02 by Daniel.Wright
Fixed shadowmap channel assignment for stationary lights which are not in a lighting scenario level, when a lighting scenario level is present
Change 3220504 on 2016/12/03 by Mark.Satterthwaite
Metal Desktop Tessellation support from Unicorn.
- Apple: Metal tessellation support added to MetalShaderFormat, MetalRHI and incl. changes to engine runtime/shaders for Desktop renderer and enabled in ElementalDemo by default (OS X 10.11 will run SM4).
- Epic: Support for different Metal shader standards on Mac, iOS & tvOS which required moving some RHI functions around as this is a project setting and not a compile-time constant.
- Epic: Fragment shader UAV support, which is also tied to newer Metal shader standard like Tessellation.
- Epic: Significant refactor of MetalRHI's internals to clearly separate state-caching from render-pass management and command-encoding.
- Epic: Internal MetalRHI validation code is now cleanly separated out into custom implementations of the Metal @protocol's and is on by default.
- Epic: Various fixes to Layered Rendering for Metal.
- Omits Mobile Tessellation support which needs further revision.
Change 3220881 on 2016/12/04 by Mark.Satterthwaite
Compiles fixes for iOS & static analysis fixes from Windows.
Change 3221180 on 2016/12/05 by Guillaume.Abadie
Avoid compiling PreviousFrameSwitch's both Current Frame and Previous Frame inputs every time.
Change 3221217 on 2016/12/05 by Chris.Bunner
More NVAPI warning fixups.
Change 3221219 on 2016/12/05 by Chris.Bunner
When comparing overriden properties used to force instance recompilation we need to check against the base material, not assume the immediate parent.
#jira UE-37792
Change 3221220 on 2016/12/05 by Chris.Bunner
Exported GetAllStaticSwitchParamNames and GetAllStaticComponentMaskParamNames.
#jira UE-35132
Change 3221221 on 2016/12/05 by Chris.Bunner
PR #2785: Fix comment typo in RendererInterface.h (Contributed by dustin-biser)
#jira UE-35760
Change 3221223 on 2016/12/05 by Chris.Bunner
Default to include dev-code when compiling material preview stats.
#jira UE-20321
Change 3221534 on 2016/12/05 by Rolando.Caloca
DR - Added FDynamicRHI::GetName()
Change 3221833 on 2016/12/05 by Chris.Bunner
Set correct output extent on PostProcessUpscale (allows users to extend chain correctly).
#jira UE-36989
Change 3221852 on 2016/12/05 by Chris.Bunner
32-bit/ch EXR screenshot and frame dump output.
Fixed row increment bug in 128-bit/px surface format readback.
#jira UE-37962
Change 3222059 on 2016/12/05 by Rolando.Caloca
DR - vk - Fix memory type not found
Change 3222104 on 2016/12/05 by Rolando.Caloca
DR - Lambdaize
- Added quicker method to check if system textures are initialized
Change 3222290 on 2016/12/05 by Mark.Satterthwaite
Trivial fixes to reporting Metal shader pipeline errors - need to check if Hull & Domain exist.
Change 3222864 on 2016/12/06 by Rolando.Caloca
DR - Fix mem leak when exiting
Change 3222873 on 2016/12/06 by Rolando.Caloca
DR - vk - Minor info to help track down leaks
Change 3222875 on 2016/12/06 by Rolando.Caloca
DR - Fix mem leak with VisualizeTexture
#jira UE-39360
Change 3223226 on 2016/12/06 by Chris.Bunner
Static analysis warning workaround.
Change 3223235 on 2016/12/06 by Ben.Woodhouse
Integrate from NREAL: Set a custom projection matrix on a SceneCapture2D
Change 3223343 on 2016/12/06 by Chris.Bunner
Moved HLOD persistent data to viewstate to fix per-view compatability.
#jira UE-37539
Change 3223349 on 2016/12/06 by Chris.Bunner
Fixed HLOD with FreezeRendering command.
#jira UE-29839
Change 3223371 on 2016/12/06 by Michael.Trepka
Removed obsolete check() in FMetalSurface constructor
Change 3223450 on 2016/12/06 by Chris.Bunner
Added explicit ScRGB output device selection rather than Nvidia-only hardcoded checks. Allows easier support for Mac and other devices moving forward.
Change 3223638 on 2016/12/06 by Michael.Trepka
Restored part of the check() in FMetalSurface constructor removed in CL 3223371
Change 3223642 on 2016/12/06 by Mark.Satterthwaite
Experimental Metal EDR/HDR output support for Mac (iOS/tvOS need custom formats & shaders so they are not supported yet).
- Only available on macOS Sierra (10.12) for Macs with HDR displays (e.g. Retina iMacs).
- Enable with -metaledr command-line argument as it is off-by-default.
- Sets up the CAMetalLayer & the back-buffer for RGBA_FP16 output on Mac using DCI-P3 as the color gamut and ACES 1000 nit ScRGB output encoding.
Change 3223830 on 2016/12/06 by Rolando.Caloca
DR - vk - Better error when finding an invalid Vulkan driver
#jira UE-37495
Change 3223869 on 2016/12/06 by Rolando.Caloca
DR - vk - Reuse fences
Change 3223906 on 2016/12/06 by Guillaume.Abadie
Fix alpha through TempAA artifact causing a small darker edge layouts.
Change 3224199 on 2016/12/06 by Mark.Satterthwaite
Fix a dumb copy-paste error from the HDR changes to Metal.
Change 3224220 on 2016/12/06 by Mark.Satterthwaite
Fix various errors with Metal UAV & Render-Pass Restart support so that we can use the Pixel Shader culling for DistanceField effects.
- Unfortunately Metal requires that a texture be bound to start a render-pass, so reuse the dummy depth-stencil surface from the problematic editor preview tile rendering.
Change 3224236 on 2016/12/06 by Mark.Satterthwaite
IWYU CIS compile fix for iOS.
Change 3224366 on 2016/12/06 by Mark.Satterthwaite
Simplify some of the changes from CL# 3224220 so that we don't perform unnecessary clears.
- If the RenderPass is broken to issue compute or blit operations then treat the cached RenderTargetsInfo as invalid, unless the RenderPass is restarted.
- This guarantees that we don't erroneously ignore calls to SetRenderTargets if the calling code issues a dispatch between two RenderPasses that use the same RenderTargetsInfo.
Change 3224416 on 2016/12/06 by Uriel.Doyon
New default implementation for UPrimitiveComponent::GetStreamingTextureInfo using a conservative heuristic where the textures are stretched across the bounds.
Optimized UPrimitiveComponent::GetStreamingTextureInfoWithNULLRemoval by not handling registered components with no proxy (essentially hidden game / collision primitives).
Added blueprint support for texture streaming built data through FStaticMeshComponentInstanceData.
Fix for material texture streaming data not being available on some cooked builds.
Enabled split requests on all texture load requests (first loading everything visible and then loaded everything not visible).
This is controlled by "r.Streaming.MinMipForSplitRequest" which defines the minimum mip for which to allow splitting.
Forced residency are now loaded in two steps (visible, then forced), improving reactiveness.
Updated "stat streaming" to include "UnkownRefMips" which represent texture with no known component referencing them,
and also "LastRenderTimeMips" which related to timed primitives.
Changed "Forced Mips" so that it only shows mips that are loaded become of forced residency.
"Texture Streaming Build" now updates the map check after execution.
Removed Orphaned texture logic as this has become irrelevant with the latest retention priority logic.
Updated "r.streaming.usenewmetrics" so that it shows behavior before and after 4.12 improvements.
Change 3224532 on 2016/12/07 by Uriel.Doyon
Integrated CL 3223965 :
Building texture streaming data for materials does not wait for pending shaders to finish compilation anymore.
Added more options to allow the user to cancel this build also.
Change 3224714 on 2016/12/07 by Ben.Woodhouse
Cherry pick CL 3223972 from //fortnite/main:
Disable Geometry shader onchip on XB1. This saves 4ms for a single shadow casting point light @ 512x512 (4.8ms to 1.8ms)
Change 3224715 on 2016/12/07 by Ben.Woodhouse
New version of d3dx12.h from Microsoft which incorporates my suggested static analysis fixes. This avoids us diverging from the official version
Change 3224975 on 2016/12/07 by Rolando.Caloca
DR - vk - Dump improvements
Change 3225012 on 2016/12/07 by Rolando.Caloca
DR - Show warning if trying to use num samples != (1,2,4,8,16)
Change 3225126 on 2016/12/07 by Chris.Bunner
Added 'force 128-bit rendering pipeline' to high-res screenshot tool.
#jira UE-39345
Change 3225449 on 2016/12/07 by Chris.Bunner
Updated engine rendering defaults to better match current best practices.
#jira UE-38081
Change 3225485 on 2016/12/07 by Chris.Bunner
Moved QuantizeSceneBufferSize to RenderCore and added call for PostProcess settings. Fixes screenpercentage out-of-bounds reads in some cases.
#jira UE-19394
Change 3225486 on 2016/12/07 by Chris.Bunner
Only disable TAA during HighResScreenshots if we don't have a reasonable frame-delay enabled.
Change 3225505 on 2016/12/07 by Daniel.Wright
Fixed exponential height fog disappearing with no skybox
Change 3225655 on 2016/12/07 by Benjamin.Hyder
Updating TM-Shadermodels to include Translucent lighting, Two sided, updated cloth animation, and adjusted lighting.
Change 3225668 on 2016/12/07 by Chris.Bunner
Dirty owning packages when user manually forces regeneration of all reflection captures.
#jira UE-38759
Change 3226139 on 2016/12/07 by Rolando.Caloca
DR - Fix recompute tangents disabling skin cache
- Make some macros into lambdas
#jira UE-39143
Change 3226212 on 2016/12/07 by Daniel.Wright
Features which require a full prepass use DDM_AllOpaque instead of DDM_AllOccluders, which can be skipped if the component has bUseAsOccluder=false
Change 3226213 on 2016/12/07 by Daniel.Wright
Scene Capture 2D can specify a global clip plane, which is useful for portals
* Requires the global clip plane project setting to be enabled
Change 3226214 on 2016/12/07 by Daniel.Wright
Improved deferred shadowing with MSAA by upsampling light attenuation intelligently in the base pass
* If the current fragment's depth doesn't match what was used for deferred shadowing, the neighbor (cross pattern) with the nearest depth's shadowing is used
* Edge artifacts can still occur where the upsample fails or the shadow factor was computed per-sample due to depth / stencil testing
* Indirect Occlusion from capsule shadows also uses the nearest depth neighbor UV for no extra cost
* Base pass on 970 GTX 1.69ms -> 1.85ms (.16ms) in RoboRecall
Change 3226258 on 2016/12/07 by Rolando.Caloca
DR - Typo fix
Change 3226259 on 2016/12/07 by Rolando.Caloca
DR - compile fix
#jira UE-39143
Change 3226932 on 2016/12/08 by Chris.Bunner
Re-saved Infiltrator maps to update reflection captures.
#jira UE-38759
Change 3227063 on 2016/12/08 by Mark.Satterthwaite
For Metal platforms ONLY temporarily disable USE_LIGHT_GRID_REFLECTION_CAPTURE_CULLING to avoid UE-37436 while the Nvidia driver team investigate why this doesn't work for them but does for the others. This won't affect non-Metal platforms and the intent is to revert this prior to 4.16 provided we can work through the problem with Nvidia.
#jira UE-37436
Change 3227120 on 2016/12/08 by Gil.Gribb
Merging //UE4/Dev-Main@3226895 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3227211 on 2016/12/08 by Arne.Schober
DR - UE-38585 - Fixing crash where HierInstStaticMesh duplication fails. Also reverting the fix from UE-28189 which is redundant.
Change 3227257 on 2016/12/08 by Marc.Olano
Extension to PseudoVolumeTexture for more flexible layout
Change by ryan.brucks
Change 3227286 on 2016/12/08 by Rolando.Caloca
DR - Fix crash when using custom expressions and using reserved keywords
#jira UE-39311
Change 3227376 on 2016/12/08 by Mark.Satterthwaite
Must not include a private header inside the MenuStack public header as that causes compile errors in plugins.
Change 3227415 on 2016/12/08 by Mark.Satterthwaite
Fix shader compilation due to my disabling of USE_LIGHT_GRID_REFLECTION_CAPTURE_CULLING on Metal - InstancedCompositeTileReflectionCaptureIndices needs to be defined even though Metal doesn't support instanced-stereo rendering.
Change 3227516 on 2016/12/08 by Daniel.Wright
Implemented UWidgetComponent::GetUsedMaterials
Change 3227521 on 2016/12/08 by Guillaume.Abadie
Fixes post process volume's indirect lighting color.
#jira UE-38888
Change 3227567 on 2016/12/08 by Marc.Olano
New upscale filters: Lanczos-2 (new default), Lanczos-3 and Gaussian Unsharp Mask
Change 3227628 on 2016/12/08 by Daniel.Wright
Removed redundant ResolveSceneDepthTexture from the merge
Change 3227635 on 2016/12/08 by Daniel.Wright
Forward renderer supports shadowing from movable lights and light functions
* Only 4 shadow casting movable or stationary lights can overlap at any point in space, otherwise the movable lights will lose their shadows and an on-screen message will be displayed
* Light functions only work on shadow casting lights since they need a shadowmap channel to be assigned
Change 3227660 on 2016/12/08 by Rolando.Caloca
DR - vk - Fix r.MobileMSAA on Vulkan
- r.MobileMSAA is now read-only (to be fixed on 4.16)
- Show time for PSO creation hitches
#jira UE-39184
Change 3227704 on 2016/12/08 by Mark.Satterthwaite
Fix Mac HDR causing incorrect output color encoding being used, HDR support is now entirely off unless you pass -metaledr which will enable it regardless of whether the current display supports HDR (as we haven't written the detection code yet). Fixed the LUT/UI compositing along the way - Mac Metal wasn't using volume LUT as it should have been, RHISupportsVertexShaderLayer now correctly returns false for non-Mac Metal platforms.
Change 3227705 on 2016/12/08 by Daniel.Wright
Replaced built-in samplers in the nearest depth translucency upsample because the built-in samplers are no longer bound on PC (cl 2852426)
Change 3227787 on 2016/12/08 by Chris.Bunner
Added extent clear to motion blur pass to catch misized buffers bringing in errors.
Added early out to clear call when excluded region matches RT region.
#jira UE-39437
Change 3228177 on 2016/12/08 by Marc.Olano
Fix DCC sqrt(int) error
Change 3228285 on 2016/12/08 by Chris.Bunner
Back out changelist 3225449.
#jira UE-39528
Change 3228680 on 2016/12/09 by Gil.Gribb
Merging //UE4/Dev-Main@3228528 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3228940 on 2016/12/09 by Mark.Satterthwaite
Editor fixes for 4.15:
- PostProcessTonemap can't fail to bind a texture to the ColorLUT or the subsequent rendering will be garbage: the changes for optimising stereo rendering forgot to account for the Editor's use of Views without States for the asset preview thumbnails. Amended the CombineLUT post-processing to allocate a local output texture when there's no ViewState and read from this when this situation arises which makes everything function again.
- Don't start render-passes without a valid render-target-array in MetalRHI.
Change 3228950 on 2016/12/09 by Mark.Satterthwaite
Make GPUSkinCache run on Mac Metal - it wasn't working because it was forcibly disabled on all platforms but for Windows D3D 11.
- Fixed the Skeleton editor tree trying to access a widget before it has been constructed.
- Enable GPUSkinCache for Metal SM5: doesn't render correctly, even on AMD, so needs Radar's filing and investigation.
#jira UE-39256
Change 3229013 on 2016/12/09 by Mark.Satterthwaite
Further tidy up in SSkeletonTreeView as suggested by Nick.A.
Change 3229101 on 2016/12/09 by Chris.Bunner
Log compile error fix and updated cvar comments.
Change 3229236 on 2016/12/09 by Ben.Woodhouse
XB1 D3D11 and D3D12: Use the DXGI frame statistics to get accurate GPU time unaffected by bubbles
Change 3229430 on 2016/12/09 by Ben.Woodhouse
PR #2680: Optimized histogram generation. (Contributed by PjotrSvetachov)
Profiled on nvidia 980GTX (2x faster), and on XB1 (marginally faster)
Change 3229580 on 2016/12/09 by Marcus.Wassmer
DepthBoundsTest for AMD.
Change 3229701 on 2016/12/09 by Michael.Trepka
Changed "OS X" to "macOS" in few places where we display it and updated the code that asks users to update to latest version to check for 10.12.2
Change 3229706 on 2016/12/09 by Chris.Bunner
Added GameUserSettings controls for HDR display output.
Removed Metal commandline as this should replace the need for it.
Change 3229774 on 2016/12/09 by Michael.Trepka
Disabled OpenGL on Mac. -opengl is now ignored, we always use Metal. On old Macs that do not support Metal we show a message saying that the app requires Metal and exit.
Change 3229819 on 2016/12/09 by Chris.Bunner
Updated engine rendering defaults to better match current best practices.
#jira UE-38081
Change 3229948 on 2016/12/09 by Rolando.Caloca
DR - Fix d3d debug error
#jira UE-39589
Change 3230341 on 2016/12/11 by Mark.Satterthwaite
Don't fatally assert that the game-thread stalled waiting for the rendering thread in the Editor executable, even when running -game as the rendering thread can take a while to respond if shaders need to be compiled.
#jira UE-39613
Change 3230860 on 2016/12/12 by Marcus.Wassmer
Experimental Nvidia AFR support.
Change 3230930 on 2016/12/12 by Mark.Satterthwaite
Disable RHICmdList state-caching on Mac - Metal already does this internally and depends on receiving all state changes in order to function.
Change 3231252 on 2016/12/12 by Marcus.Wassmer
Fix NumGPU detection. (SLI only crash)
Change 3231486 on 2016/12/12 by Mark.Satterthwaite
Fix a stupid mistake in MetalStateCache::CommitResourceTable that would unnecessarily rebind samplers.
Change 3231661 on 2016/12/12 by Mark.Satterthwaite
Retain the RHI samplers in MetalRHI to guarantee lifetime.
[CL 3231696 by Gil Gribb in Main branch]
2016-12-12 17:47:42 -05:00
// Handle max. shader version a little specially.
{
ShaderVersionPropertyHandle = DetailLayout . GetProperty ( GET_MEMBER_NAME_CHECKED ( UIOSRuntimeSettings , MaxShaderLanguageVersion ) ) ;
2018-02-14 14:13:42 -05:00
ShaderVersionPropertyHandle - > SetOnPropertyValueChanged ( OnUpdateShaderStandardWarning ) ;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3231693)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3219796 on 2016/12/02 by Rolando.Caloca
DR - vk - Increase timeout to 60ms
Change 3219884 on 2016/12/02 by Daniel.Wright
Assert to help track down rare crash locking capsule indirect shadow vertex buffer
Change 3219885 on 2016/12/02 by Daniel.Wright
Fixed saving a package that doesn't exist on disk but exists in p4 at a newer revision when the user chooses 'Mark Writable'
Change 3219886 on 2016/12/02 by Daniel.Wright
Don't create projected shadows when r.ShadowQuality is 0
* Fixes crash in the forward path trying to render shadows
* In the deferred path, the shadowmap was still being rendered and only the projection skipped, now all cost will be skipped
Change 3219887 on 2016/12/02 by Daniel.Wright
Changed ClearRenderTarget2D default alpha to 1, which is necessary for correct compositing
Change 3219893 on 2016/12/02 by Daniel.Wright
AMD AGS library with approved TPS
Disabled DFAO on AMD pre-GCN PC video cards to workaround a driver bug which won't be fixed (Radeon 6xxx and below)
Change 3219913 on 2016/12/02 by Daniel.Wright
Level unload of a lighting scenario propagates the lighting scenario change - fixes crash when precomputed lighting volume data gets unloaded
Change 3220029 on 2016/12/02 by Daniel.Wright
Async shader compiling now recreates scene proxies which are affected by the material which was compiled. This fixes crashes which were occuring as proxies cache various material properties, but applying compiled materials would not update these cached properties (bRequiresAdjacencyInformation).
* A new ensure has been added in FMeshElementCollector::AddMesh and FBatchingSPDI::DrawMesh to catch attempts to render with a material not reported in GetUsedMaterials
* Fixed UParticleSystemComponent::GetUsedMaterials and UMaterialBillboardComponent::GetUsedMaterials
* FMaterialUpdateContext should be changed to use the same pattern, but that hasn't been done yet
Change 3220108 on 2016/12/02 by Daniel.Wright
Fixed shadowmap channel assignment for stationary lights which are not in a lighting scenario level, when a lighting scenario level is present
Change 3220504 on 2016/12/03 by Mark.Satterthwaite
Metal Desktop Tessellation support from Unicorn.
- Apple: Metal tessellation support added to MetalShaderFormat, MetalRHI and incl. changes to engine runtime/shaders for Desktop renderer and enabled in ElementalDemo by default (OS X 10.11 will run SM4).
- Epic: Support for different Metal shader standards on Mac, iOS & tvOS which required moving some RHI functions around as this is a project setting and not a compile-time constant.
- Epic: Fragment shader UAV support, which is also tied to newer Metal shader standard like Tessellation.
- Epic: Significant refactor of MetalRHI's internals to clearly separate state-caching from render-pass management and command-encoding.
- Epic: Internal MetalRHI validation code is now cleanly separated out into custom implementations of the Metal @protocol's and is on by default.
- Epic: Various fixes to Layered Rendering for Metal.
- Omits Mobile Tessellation support which needs further revision.
Change 3220881 on 2016/12/04 by Mark.Satterthwaite
Compiles fixes for iOS & static analysis fixes from Windows.
Change 3221180 on 2016/12/05 by Guillaume.Abadie
Avoid compiling PreviousFrameSwitch's both Current Frame and Previous Frame inputs every time.
Change 3221217 on 2016/12/05 by Chris.Bunner
More NVAPI warning fixups.
Change 3221219 on 2016/12/05 by Chris.Bunner
When comparing overriden properties used to force instance recompilation we need to check against the base material, not assume the immediate parent.
#jira UE-37792
Change 3221220 on 2016/12/05 by Chris.Bunner
Exported GetAllStaticSwitchParamNames and GetAllStaticComponentMaskParamNames.
#jira UE-35132
Change 3221221 on 2016/12/05 by Chris.Bunner
PR #2785: Fix comment typo in RendererInterface.h (Contributed by dustin-biser)
#jira UE-35760
Change 3221223 on 2016/12/05 by Chris.Bunner
Default to include dev-code when compiling material preview stats.
#jira UE-20321
Change 3221534 on 2016/12/05 by Rolando.Caloca
DR - Added FDynamicRHI::GetName()
Change 3221833 on 2016/12/05 by Chris.Bunner
Set correct output extent on PostProcessUpscale (allows users to extend chain correctly).
#jira UE-36989
Change 3221852 on 2016/12/05 by Chris.Bunner
32-bit/ch EXR screenshot and frame dump output.
Fixed row increment bug in 128-bit/px surface format readback.
#jira UE-37962
Change 3222059 on 2016/12/05 by Rolando.Caloca
DR - vk - Fix memory type not found
Change 3222104 on 2016/12/05 by Rolando.Caloca
DR - Lambdaize
- Added quicker method to check if system textures are initialized
Change 3222290 on 2016/12/05 by Mark.Satterthwaite
Trivial fixes to reporting Metal shader pipeline errors - need to check if Hull & Domain exist.
Change 3222864 on 2016/12/06 by Rolando.Caloca
DR - Fix mem leak when exiting
Change 3222873 on 2016/12/06 by Rolando.Caloca
DR - vk - Minor info to help track down leaks
Change 3222875 on 2016/12/06 by Rolando.Caloca
DR - Fix mem leak with VisualizeTexture
#jira UE-39360
Change 3223226 on 2016/12/06 by Chris.Bunner
Static analysis warning workaround.
Change 3223235 on 2016/12/06 by Ben.Woodhouse
Integrate from NREAL: Set a custom projection matrix on a SceneCapture2D
Change 3223343 on 2016/12/06 by Chris.Bunner
Moved HLOD persistent data to viewstate to fix per-view compatability.
#jira UE-37539
Change 3223349 on 2016/12/06 by Chris.Bunner
Fixed HLOD with FreezeRendering command.
#jira UE-29839
Change 3223371 on 2016/12/06 by Michael.Trepka
Removed obsolete check() in FMetalSurface constructor
Change 3223450 on 2016/12/06 by Chris.Bunner
Added explicit ScRGB output device selection rather than Nvidia-only hardcoded checks. Allows easier support for Mac and other devices moving forward.
Change 3223638 on 2016/12/06 by Michael.Trepka
Restored part of the check() in FMetalSurface constructor removed in CL 3223371
Change 3223642 on 2016/12/06 by Mark.Satterthwaite
Experimental Metal EDR/HDR output support for Mac (iOS/tvOS need custom formats & shaders so they are not supported yet).
- Only available on macOS Sierra (10.12) for Macs with HDR displays (e.g. Retina iMacs).
- Enable with -metaledr command-line argument as it is off-by-default.
- Sets up the CAMetalLayer & the back-buffer for RGBA_FP16 output on Mac using DCI-P3 as the color gamut and ACES 1000 nit ScRGB output encoding.
Change 3223830 on 2016/12/06 by Rolando.Caloca
DR - vk - Better error when finding an invalid Vulkan driver
#jira UE-37495
Change 3223869 on 2016/12/06 by Rolando.Caloca
DR - vk - Reuse fences
Change 3223906 on 2016/12/06 by Guillaume.Abadie
Fix alpha through TempAA artifact causing a small darker edge layouts.
Change 3224199 on 2016/12/06 by Mark.Satterthwaite
Fix a dumb copy-paste error from the HDR changes to Metal.
Change 3224220 on 2016/12/06 by Mark.Satterthwaite
Fix various errors with Metal UAV & Render-Pass Restart support so that we can use the Pixel Shader culling for DistanceField effects.
- Unfortunately Metal requires that a texture be bound to start a render-pass, so reuse the dummy depth-stencil surface from the problematic editor preview tile rendering.
Change 3224236 on 2016/12/06 by Mark.Satterthwaite
IWYU CIS compile fix for iOS.
Change 3224366 on 2016/12/06 by Mark.Satterthwaite
Simplify some of the changes from CL# 3224220 so that we don't perform unnecessary clears.
- If the RenderPass is broken to issue compute or blit operations then treat the cached RenderTargetsInfo as invalid, unless the RenderPass is restarted.
- This guarantees that we don't erroneously ignore calls to SetRenderTargets if the calling code issues a dispatch between two RenderPasses that use the same RenderTargetsInfo.
Change 3224416 on 2016/12/06 by Uriel.Doyon
New default implementation for UPrimitiveComponent::GetStreamingTextureInfo using a conservative heuristic where the textures are stretched across the bounds.
Optimized UPrimitiveComponent::GetStreamingTextureInfoWithNULLRemoval by not handling registered components with no proxy (essentially hidden game / collision primitives).
Added blueprint support for texture streaming built data through FStaticMeshComponentInstanceData.
Fix for material texture streaming data not being available on some cooked builds.
Enabled split requests on all texture load requests (first loading everything visible and then loaded everything not visible).
This is controlled by "r.Streaming.MinMipForSplitRequest" which defines the minimum mip for which to allow splitting.
Forced residency are now loaded in two steps (visible, then forced), improving reactiveness.
Updated "stat streaming" to include "UnkownRefMips" which represent texture with no known component referencing them,
and also "LastRenderTimeMips" which related to timed primitives.
Changed "Forced Mips" so that it only shows mips that are loaded become of forced residency.
"Texture Streaming Build" now updates the map check after execution.
Removed Orphaned texture logic as this has become irrelevant with the latest retention priority logic.
Updated "r.streaming.usenewmetrics" so that it shows behavior before and after 4.12 improvements.
Change 3224532 on 2016/12/07 by Uriel.Doyon
Integrated CL 3223965 :
Building texture streaming data for materials does not wait for pending shaders to finish compilation anymore.
Added more options to allow the user to cancel this build also.
Change 3224714 on 2016/12/07 by Ben.Woodhouse
Cherry pick CL 3223972 from //fortnite/main:
Disable Geometry shader onchip on XB1. This saves 4ms for a single shadow casting point light @ 512x512 (4.8ms to 1.8ms)
Change 3224715 on 2016/12/07 by Ben.Woodhouse
New version of d3dx12.h from Microsoft which incorporates my suggested static analysis fixes. This avoids us diverging from the official version
Change 3224975 on 2016/12/07 by Rolando.Caloca
DR - vk - Dump improvements
Change 3225012 on 2016/12/07 by Rolando.Caloca
DR - Show warning if trying to use num samples != (1,2,4,8,16)
Change 3225126 on 2016/12/07 by Chris.Bunner
Added 'force 128-bit rendering pipeline' to high-res screenshot tool.
#jira UE-39345
Change 3225449 on 2016/12/07 by Chris.Bunner
Updated engine rendering defaults to better match current best practices.
#jira UE-38081
Change 3225485 on 2016/12/07 by Chris.Bunner
Moved QuantizeSceneBufferSize to RenderCore and added call for PostProcess settings. Fixes screenpercentage out-of-bounds reads in some cases.
#jira UE-19394
Change 3225486 on 2016/12/07 by Chris.Bunner
Only disable TAA during HighResScreenshots if we don't have a reasonable frame-delay enabled.
Change 3225505 on 2016/12/07 by Daniel.Wright
Fixed exponential height fog disappearing with no skybox
Change 3225655 on 2016/12/07 by Benjamin.Hyder
Updating TM-Shadermodels to include Translucent lighting, Two sided, updated cloth animation, and adjusted lighting.
Change 3225668 on 2016/12/07 by Chris.Bunner
Dirty owning packages when user manually forces regeneration of all reflection captures.
#jira UE-38759
Change 3226139 on 2016/12/07 by Rolando.Caloca
DR - Fix recompute tangents disabling skin cache
- Make some macros into lambdas
#jira UE-39143
Change 3226212 on 2016/12/07 by Daniel.Wright
Features which require a full prepass use DDM_AllOpaque instead of DDM_AllOccluders, which can be skipped if the component has bUseAsOccluder=false
Change 3226213 on 2016/12/07 by Daniel.Wright
Scene Capture 2D can specify a global clip plane, which is useful for portals
* Requires the global clip plane project setting to be enabled
Change 3226214 on 2016/12/07 by Daniel.Wright
Improved deferred shadowing with MSAA by upsampling light attenuation intelligently in the base pass
* If the current fragment's depth doesn't match what was used for deferred shadowing, the neighbor (cross pattern) with the nearest depth's shadowing is used
* Edge artifacts can still occur where the upsample fails or the shadow factor was computed per-sample due to depth / stencil testing
* Indirect Occlusion from capsule shadows also uses the nearest depth neighbor UV for no extra cost
* Base pass on 970 GTX 1.69ms -> 1.85ms (.16ms) in RoboRecall
Change 3226258 on 2016/12/07 by Rolando.Caloca
DR - Typo fix
Change 3226259 on 2016/12/07 by Rolando.Caloca
DR - compile fix
#jira UE-39143
Change 3226932 on 2016/12/08 by Chris.Bunner
Re-saved Infiltrator maps to update reflection captures.
#jira UE-38759
Change 3227063 on 2016/12/08 by Mark.Satterthwaite
For Metal platforms ONLY temporarily disable USE_LIGHT_GRID_REFLECTION_CAPTURE_CULLING to avoid UE-37436 while the Nvidia driver team investigate why this doesn't work for them but does for the others. This won't affect non-Metal platforms and the intent is to revert this prior to 4.16 provided we can work through the problem with Nvidia.
#jira UE-37436
Change 3227120 on 2016/12/08 by Gil.Gribb
Merging //UE4/Dev-Main@3226895 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3227211 on 2016/12/08 by Arne.Schober
DR - UE-38585 - Fixing crash where HierInstStaticMesh duplication fails. Also reverting the fix from UE-28189 which is redundant.
Change 3227257 on 2016/12/08 by Marc.Olano
Extension to PseudoVolumeTexture for more flexible layout
Change by ryan.brucks
Change 3227286 on 2016/12/08 by Rolando.Caloca
DR - Fix crash when using custom expressions and using reserved keywords
#jira UE-39311
Change 3227376 on 2016/12/08 by Mark.Satterthwaite
Must not include a private header inside the MenuStack public header as that causes compile errors in plugins.
Change 3227415 on 2016/12/08 by Mark.Satterthwaite
Fix shader compilation due to my disabling of USE_LIGHT_GRID_REFLECTION_CAPTURE_CULLING on Metal - InstancedCompositeTileReflectionCaptureIndices needs to be defined even though Metal doesn't support instanced-stereo rendering.
Change 3227516 on 2016/12/08 by Daniel.Wright
Implemented UWidgetComponent::GetUsedMaterials
Change 3227521 on 2016/12/08 by Guillaume.Abadie
Fixes post process volume's indirect lighting color.
#jira UE-38888
Change 3227567 on 2016/12/08 by Marc.Olano
New upscale filters: Lanczos-2 (new default), Lanczos-3 and Gaussian Unsharp Mask
Change 3227628 on 2016/12/08 by Daniel.Wright
Removed redundant ResolveSceneDepthTexture from the merge
Change 3227635 on 2016/12/08 by Daniel.Wright
Forward renderer supports shadowing from movable lights and light functions
* Only 4 shadow casting movable or stationary lights can overlap at any point in space, otherwise the movable lights will lose their shadows and an on-screen message will be displayed
* Light functions only work on shadow casting lights since they need a shadowmap channel to be assigned
Change 3227660 on 2016/12/08 by Rolando.Caloca
DR - vk - Fix r.MobileMSAA on Vulkan
- r.MobileMSAA is now read-only (to be fixed on 4.16)
- Show time for PSO creation hitches
#jira UE-39184
Change 3227704 on 2016/12/08 by Mark.Satterthwaite
Fix Mac HDR causing incorrect output color encoding being used, HDR support is now entirely off unless you pass -metaledr which will enable it regardless of whether the current display supports HDR (as we haven't written the detection code yet). Fixed the LUT/UI compositing along the way - Mac Metal wasn't using volume LUT as it should have been, RHISupportsVertexShaderLayer now correctly returns false for non-Mac Metal platforms.
Change 3227705 on 2016/12/08 by Daniel.Wright
Replaced built-in samplers in the nearest depth translucency upsample because the built-in samplers are no longer bound on PC (cl 2852426)
Change 3227787 on 2016/12/08 by Chris.Bunner
Added extent clear to motion blur pass to catch misized buffers bringing in errors.
Added early out to clear call when excluded region matches RT region.
#jira UE-39437
Change 3228177 on 2016/12/08 by Marc.Olano
Fix DCC sqrt(int) error
Change 3228285 on 2016/12/08 by Chris.Bunner
Back out changelist 3225449.
#jira UE-39528
Change 3228680 on 2016/12/09 by Gil.Gribb
Merging //UE4/Dev-Main@3228528 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3228940 on 2016/12/09 by Mark.Satterthwaite
Editor fixes for 4.15:
- PostProcessTonemap can't fail to bind a texture to the ColorLUT or the subsequent rendering will be garbage: the changes for optimising stereo rendering forgot to account for the Editor's use of Views without States for the asset preview thumbnails. Amended the CombineLUT post-processing to allocate a local output texture when there's no ViewState and read from this when this situation arises which makes everything function again.
- Don't start render-passes without a valid render-target-array in MetalRHI.
Change 3228950 on 2016/12/09 by Mark.Satterthwaite
Make GPUSkinCache run on Mac Metal - it wasn't working because it was forcibly disabled on all platforms but for Windows D3D 11.
- Fixed the Skeleton editor tree trying to access a widget before it has been constructed.
- Enable GPUSkinCache for Metal SM5: doesn't render correctly, even on AMD, so needs Radar's filing and investigation.
#jira UE-39256
Change 3229013 on 2016/12/09 by Mark.Satterthwaite
Further tidy up in SSkeletonTreeView as suggested by Nick.A.
Change 3229101 on 2016/12/09 by Chris.Bunner
Log compile error fix and updated cvar comments.
Change 3229236 on 2016/12/09 by Ben.Woodhouse
XB1 D3D11 and D3D12: Use the DXGI frame statistics to get accurate GPU time unaffected by bubbles
Change 3229430 on 2016/12/09 by Ben.Woodhouse
PR #2680: Optimized histogram generation. (Contributed by PjotrSvetachov)
Profiled on nvidia 980GTX (2x faster), and on XB1 (marginally faster)
Change 3229580 on 2016/12/09 by Marcus.Wassmer
DepthBoundsTest for AMD.
Change 3229701 on 2016/12/09 by Michael.Trepka
Changed "OS X" to "macOS" in few places where we display it and updated the code that asks users to update to latest version to check for 10.12.2
Change 3229706 on 2016/12/09 by Chris.Bunner
Added GameUserSettings controls for HDR display output.
Removed Metal commandline as this should replace the need for it.
Change 3229774 on 2016/12/09 by Michael.Trepka
Disabled OpenGL on Mac. -opengl is now ignored, we always use Metal. On old Macs that do not support Metal we show a message saying that the app requires Metal and exit.
Change 3229819 on 2016/12/09 by Chris.Bunner
Updated engine rendering defaults to better match current best practices.
#jira UE-38081
Change 3229948 on 2016/12/09 by Rolando.Caloca
DR - Fix d3d debug error
#jira UE-39589
Change 3230341 on 2016/12/11 by Mark.Satterthwaite
Don't fatally assert that the game-thread stalled waiting for the rendering thread in the Editor executable, even when running -game as the rendering thread can take a while to respond if shaders need to be compiled.
#jira UE-39613
Change 3230860 on 2016/12/12 by Marcus.Wassmer
Experimental Nvidia AFR support.
Change 3230930 on 2016/12/12 by Mark.Satterthwaite
Disable RHICmdList state-caching on Mac - Metal already does this internally and depends on receiving all state changes in order to function.
Change 3231252 on 2016/12/12 by Marcus.Wassmer
Fix NumGPU detection. (SLI only crash)
Change 3231486 on 2016/12/12 by Mark.Satterthwaite
Fix a stupid mistake in MetalStateCache::CommitResourceTable that would unnecessarily rebind samplers.
Change 3231661 on 2016/12/12 by Mark.Satterthwaite
Retain the RHI samplers in MetalRHI to guarantee lifetime.
[CL 3231696 by Gil Gribb in Main branch]
2016-12-12 17:47:42 -05:00
// Drop-downs for setting type of lower and upper bound normalization
IDetailPropertyRow & ShaderVersionPropertyRow = RenderCategory . AddProperty ( ShaderVersionPropertyHandle . ToSharedRef ( ) ) ;
ShaderVersionPropertyRow . CustomWidget ( )
. NameContent ( )
[
ShaderVersionPropertyHandle - > CreatePropertyNameWidget ( )
]
. ValueContent ( )
. HAlign ( HAlign_Fill )
[
SNew ( SVerticalBox )
+ SVerticalBox : : Slot ( )
. AutoHeight ( )
. Padding ( 2 )
[
SNew ( SComboButton )
. OnGetMenuContent ( this , & FIOSTargetSettingsCustomization : : OnGetShaderVersionContent )
. ContentPadding ( FMargin ( 2.0f , 2.0f ) )
. ButtonContent ( )
[
SNew ( STextBlock )
. Text ( this , & FIOSTargetSettingsCustomization : : GetShaderVersionDesc )
. Font ( IDetailLayoutBuilder : : GetDetailFont ( ) )
]
]
+ SVerticalBox : : Slot ( )
. AutoHeight ( )
. HAlign ( HAlign_Fill )
. Padding ( 2 )
[
SAssignNew ( ShaderVersionWarningTextBox , SErrorText )
. AutoWrapText ( true )
]
] ;
UpdateShaderStandardWarning ( ) ;
}
2015-02-06 10:52:09 -05:00
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// Handle max. shader version a little specially.
{
MinOSPropertyHandle = DetailLayout . GetProperty ( GET_MEMBER_NAME_CHECKED ( UIOSRuntimeSettings , MinimumiOSVersion ) ) ;
MinOSPropertyHandle - > SetOnPropertyValueChanged ( OnUpdateOSVersionWarning ) ;
// Drop-downs for setting type of lower and upper bound normalization
IDetailPropertyRow & MinOSPropertyRow = OSInfoCategory . AddProperty ( MinOSPropertyHandle . ToSharedRef ( ) ) ;
MinOSPropertyRow . CustomWidget ( )
. NameContent ( )
[
MinOSPropertyHandle - > CreatePropertyNameWidget ( )
]
. ValueContent ( )
. HAlign ( HAlign_Fill )
[
SNew ( SVerticalBox )
+ SVerticalBox : : Slot ( )
. AutoHeight ( )
. Padding ( 2 )
[
SNew ( SComboButton )
. OnGetMenuContent ( this , & FIOSTargetSettingsCustomization : : OnGetMinVersionContent )
. ContentPadding ( FMargin ( 2.0f , 2.0f ) )
. ButtonContent ( )
[
SNew ( STextBlock )
. Text ( this , & FIOSTargetSettingsCustomization : : GetMinVersionDesc )
. Font ( IDetailLayoutBuilder : : GetDetailFont ( ) )
]
]
+ SVerticalBox : : Slot ( )
. AutoHeight ( )
. HAlign ( HAlign_Fill )
. Padding ( 2 )
[
SAssignNew ( IOSVersionWarningTextBox , SErrorText )
. AutoWrapText ( true )
]
] ;
UpdateOSVersionWarning ( ) ;
}
2015-02-06 10:52:09 -05:00
SETUP_PLIST_PROP ( bSupportsIPad , DeviceCategory ) ;
SETUP_PLIST_PROP ( bSupportsIPhone , DeviceCategory ) ;
SETUP_PLIST_PROP ( AdditionalPlistData , ExtraCategory ) ;
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# undef SETUP_SOURCEONLY_PROP
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}
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void FIOSTargetSettingsCustomization : : BuildRemoteBuildingSection ( IDetailLayoutBuilder & DetailLayout )
{
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# if PLATFORM_WINDOWS
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IDetailCategoryBuilder & BuildCategory = DetailLayout . EditCategory ( TEXT ( " Build " ) ) ;
// Sub group we wish to add remote building options to.
FText RemoteBuildingGroupName = LOCTEXT ( " RemoteBuildingGroupName " , " Remote Build Options " ) ;
IDetailGroup & RemoteBuildingGroup = BuildCategory . AddGroup ( * RemoteBuildingGroupName . ToString ( ) , RemoteBuildingGroupName , false ) ;
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// Remote Server Name Property
TSharedRef < IPropertyHandle > RemoteServerNamePropertyHandle = DetailLayout . GetProperty ( GET_MEMBER_NAME_CHECKED ( UIOSRuntimeSettings , RemoteServerName ) ) ;
IDetailPropertyRow & RemoteServerNamePropertyRow = RemoteBuildingGroup . AddPropertyRow ( RemoteServerNamePropertyHandle ) ;
RemoteServerNamePropertyRow
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. ToolTip ( LOCTEXT ( " RemoteServerNameToolTip " , " The name or ip address of the remote mac which will be used to build IOS " ) )
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. CustomWidget ( )
. NameContent ( )
[
SNew ( SHorizontalBox )
+ SHorizontalBox : : Slot ( )
. Padding ( FMargin ( 0 , 1 , 0 , 1 ) )
. FillWidth ( 1.0f )
[
SNew ( STextBlock )
. Text ( LOCTEXT ( " RemoteServerNameLabel " , " Remote Server Name " ) )
. Font ( DetailLayout . GetDetailFont ( ) )
]
]
. ValueContent ( )
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. MinDesiredWidth ( 150.0f )
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[
SNew ( SHorizontalBox )
+ SHorizontalBox : : Slot ( )
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. Padding ( FMargin ( 0.0f , 8.0f ) )
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[
SNew ( SEditableTextBox )
. IsEnabled ( this , & FIOSTargetSettingsCustomization : : IsImportEnabled )
. Text ( this , & FIOSTargetSettingsCustomization : : GetBundleText , RemoteServerNamePropertyHandle )
. Font ( DetailLayout . GetDetailFont ( ) )
. SelectAllTextOnCommit ( true )
. SelectAllTextWhenFocused ( true )
. ClearKeyboardFocusOnCommit ( false )
. ToolTipText ( RemoteServerNamePropertyHandle - > GetToolTipText ( ) )
. OnTextCommitted ( this , & FIOSTargetSettingsCustomization : : OnRemoteServerChanged , RemoteServerNamePropertyHandle )
]
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] ;
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// Add Use RSync Property
TSharedRef < IPropertyHandle > UseRSyncPropertyHandle = DetailLayout . GetProperty ( GET_MEMBER_NAME_CHECKED ( UIOSRuntimeSettings , bUseRSync ) ) ;
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BuildCategory . AddProperty ( UseRSyncPropertyHandle )
. Visibility ( EVisibility : : Hidden ) ;
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// Add RSync Username Property
TSharedRef < IPropertyHandle > RSyncUsernamePropertyHandle = DetailLayout . GetProperty ( GET_MEMBER_NAME_CHECKED ( UIOSRuntimeSettings , RSyncUsername ) ) ;
IDetailPropertyRow & RSyncUsernamePropertyRow = RemoteBuildingGroup . AddPropertyRow ( RSyncUsernamePropertyHandle ) ;
RSyncUsernamePropertyRow
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. ToolTip ( LOCTEXT ( " RSyncUsernameToolTip " , " The username of the mac user that matches the specified SSH Key. " ) )
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. CustomWidget ( )
. NameContent ( )
[
SNew ( SHorizontalBox )
+ SHorizontalBox : : Slot ( )
. Padding ( FMargin ( 0 , 1 , 0 , 1 ) )
. FillWidth ( 1.0f )
[
SNew ( STextBlock )
. Text ( LOCTEXT ( " RSyncUserNameLabel " , " RSync User Name " ) )
. Font ( DetailLayout . GetDetailFont ( ) )
]
]
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. ValueContent ( )
. MinDesiredWidth ( 150.0f )
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[
SNew ( SHorizontalBox )
+ SHorizontalBox : : Slot ( )
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. Padding ( FMargin ( 0.0f , 8.0f ) )
2015-03-16 10:01:04 -04:00
[
SNew ( SEditableTextBox )
. IsEnabled ( this , & FIOSTargetSettingsCustomization : : IsImportEnabled )
. Text ( this , & FIOSTargetSettingsCustomization : : GetBundleText , RSyncUsernamePropertyHandle )
. Font ( DetailLayout . GetDetailFont ( ) )
. SelectAllTextOnCommit ( true )
. SelectAllTextWhenFocused ( true )
. ClearKeyboardFocusOnCommit ( false )
. ToolTipText ( RSyncUsernamePropertyHandle - > GetToolTipText ( ) )
. OnTextCommitted ( this , & FIOSTargetSettingsCustomization : : OnRemoteServerChanged , RSyncUsernamePropertyHandle )
]
] ;
2014-12-07 13:01:11 -05:00
// Add existing SSH path label.
TSharedRef < IPropertyHandle > SSHPrivateKeyLocationPropertyHandle = DetailLayout . GetProperty ( GET_MEMBER_NAME_CHECKED ( UIOSRuntimeSettings , SSHPrivateKeyLocation ) ) ;
IDetailPropertyRow & SSHPrivateKeyLocationPropertyRow = RemoteBuildingGroup . AddPropertyRow ( SSHPrivateKeyLocationPropertyHandle ) ;
SSHPrivateKeyLocationPropertyRow
2015-05-04 16:27:48 -04:00
. ToolTip ( LOCTEXT ( " SSHPrivateKeyLocationToolTip " , " The existing location of an SSH Key found by UE4. " ) ) ;
2014-12-07 13:01:11 -05:00
// Add SSH override path
TSharedRef < IPropertyHandle > SSHPrivateKeyOverridePathPropertyHandle = DetailLayout . GetProperty ( GET_MEMBER_NAME_CHECKED ( UIOSRuntimeSettings , SSHPrivateKeyOverridePath ) ) ;
IDetailPropertyRow & SSHPrivateKeyOverridePathPropertyRow = RemoteBuildingGroup . AddPropertyRow ( SSHPrivateKeyOverridePathPropertyHandle ) ;
SSHPrivateKeyOverridePathPropertyRow
2015-05-04 16:27:48 -04:00
. ToolTip ( LOCTEXT ( " SSHPrivateKeyOverridePathToolTip " , " Override the existing SSH Private Key with one from a specified location. " ) ) ;
2015-03-16 10:01:04 -04:00
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
// delta copy path
TSharedRef < IPropertyHandle > DeltaCopyOverridePathPropertyHandle = DetailLayout . GetProperty ( GET_MEMBER_NAME_CHECKED ( UIOSRuntimeSettings , DeltaCopyInstallPath ) ) ;
IDetailPropertyRow & DeltaCopyOverridePathPropertyRow = RemoteBuildingGroup . AddPropertyRow ( DeltaCopyOverridePathPropertyHandle ) ;
2015-09-16 17:01:36 -04:00
const FText GenerateSSHText = LOCTEXT ( " GenerateSSHKey " , " Generate SSH Key " ) ;
2015-03-16 10:01:04 -04:00
// Add a generate key button
RemoteBuildingGroup . AddWidgetRow ( )
2015-09-16 17:01:36 -04:00
. FilterString ( GenerateSSHText )
2015-03-16 10:01:04 -04:00
. WholeRowWidget
. MinDesiredWidth ( 0.f )
. MaxDesiredWidth ( 0.f )
. HAlign ( HAlign_Fill )
[
SNew ( SVerticalBox )
+ SVerticalBox : : Slot ( )
. AutoHeight ( )
[
SNew ( SHorizontalBox )
+ SHorizontalBox : : Slot ( )
. Padding ( FMargin ( 0 , 5 , 0 , 10 ) )
. AutoWidth ( )
[
SNew ( SButton )
. HAlign ( HAlign_Center )
. VAlign ( VAlign_Center )
. OnClicked ( this , & FIOSTargetSettingsCustomization : : OnGenerateSSHKey )
. IsEnabled ( this , & FIOSTargetSettingsCustomization : : IsImportEnabled )
[
SNew ( STextBlock )
2015-09-16 17:01:36 -04:00
. Text ( GenerateSSHText )
2015-03-16 10:01:04 -04:00
]
]
]
] ;
# endif
2014-12-07 13:01:11 -05:00
}
2014-03-14 14:13:41 -04:00
void FIOSTargetSettingsCustomization : : BuildIconSection ( IDetailLayoutBuilder & DetailLayout )
{
IDetailCategoryBuilder & RequiredIconCategory = DetailLayout . EditCategory ( TEXT ( " Required Icons " ) ) ;
IDetailCategoryBuilder & OptionalIconCategory = DetailLayout . EditCategory ( TEXT ( " Optional Icons " ) ) ;
// Add the icons
for ( const FPlatformIconInfo & Info : IconNames )
{
2018-02-14 14:13:42 -05:00
FVector2D IconImageMaxSize ( Info . IconRequiredSize ) ;
IconImageMaxSize . X = FMath : : Min ( IconImageMaxSize . X , 150.0f ) ;
IconImageMaxSize . Y = FMath : : Min ( IconImageMaxSize . Y , 150.0f ) ;
2014-03-14 14:13:41 -04:00
IDetailCategoryBuilder & IconCategory = ( Info . RequiredState = = FPlatformIconInfo : : Required ) ? RequiredIconCategory : OptionalIconCategory ;
BuildImageRow ( DetailLayout , IconCategory , Info , IconImageMaxSize ) ;
}
// Add the launch images
IDetailCategoryBuilder & LaunchImageCategory = DetailLayout . EditCategory ( TEXT ( " Launch Images " ) ) ;
const FVector2D LaunchImageMaxSize ( 150.0f , 150.0f ) ;
for ( const FPlatformIconInfo & Info : LaunchImageNames )
{
BuildImageRow ( DetailLayout , LaunchImageCategory , Info , LaunchImageMaxSize ) ;
}
}
FReply FIOSTargetSettingsCustomization : : OpenPlistFolder ( )
{
const FString EditPlistFolder = FPaths : : ConvertRelativePathToFull ( FPaths : : GetPath ( GameInfoPath ) ) ;
FPlatformProcess : : ExploreFolder ( * EditPlistFolder ) ;
return FReply : : Handled ( ) ;
}
void FIOSTargetSettingsCustomization : : CopySetupFilesIntoProject ( )
{
// First copy the plist, it must get copied
FText ErrorMessage ;
if ( ! SourceControlHelpers : : CopyFileUnderSourceControl ( GameInfoPath , EngineInfoPath , LOCTEXT ( " InfoPlist " , " Info.plist " ) , /*out*/ ErrorMessage ) )
{
FNotificationInfo Info ( ErrorMessage ) ;
Info . ExpireDuration = 3.0f ;
FSlateNotificationManager : : Get ( ) . AddNotification ( Info ) ;
}
else
{
// Now try to copy all of the icons, etc... (these can be ignored if the file already exists)
TArray < FPlatformIconInfo > Graphics ;
Graphics . Empty ( IconNames . Num ( ) + LaunchImageNames . Num ( ) ) ;
Graphics . Append ( IconNames ) ;
Graphics . Append ( LaunchImageNames ) ;
for ( const FPlatformIconInfo & Info : Graphics )
{
const FString EngineImagePath = EngineGraphicsPath / Info . IconPath ;
const FString ProjectImagePath = GameGraphicsPath / Info . IconPath ;
if ( ! FPaths : : FileExists ( ProjectImagePath ) )
{
SourceControlHelpers : : CopyFileUnderSourceControl ( ProjectImagePath , EngineImagePath , Info . IconName , /*out*/ ErrorMessage ) ;
}
}
}
SavedLayoutBuilder - > ForceRefreshDetails ( ) ;
}
void FIOSTargetSettingsCustomization : : BuildImageRow ( IDetailLayoutBuilder & DetailLayout , IDetailCategoryBuilder & Category , const FPlatformIconInfo & Info , const FVector2D & MaxDisplaySize )
{
const FString AutomaticImagePath = EngineGraphicsPath / Info . IconPath ;
const FString TargetImagePath = GameGraphicsPath / Info . IconPath ;
2014-12-01 11:19:41 -05:00
Category . AddCustomRow ( Info . IconName )
2014-03-14 14:13:41 -04:00
. NameContent ( )
[
SNew ( SHorizontalBox )
+ SHorizontalBox : : Slot ( )
. Padding ( FMargin ( 0 , 1 , 0 , 1 ) )
. FillWidth ( 1.0f )
[
SNew ( STextBlock )
. Text ( Info . IconName )
. Font ( DetailLayout . GetDetailFont ( ) )
]
]
. ValueContent ( )
. MaxDesiredWidth ( 400.0f )
. MinDesiredWidth ( 100.0f )
[
SNew ( SHorizontalBox )
+ SHorizontalBox : : Slot ( )
. FillWidth ( 1.0f )
. VAlign ( VAlign_Center )
[
SNew ( SExternalImageReference , AutomaticImagePath , TargetImagePath )
. FileDescription ( Info . IconDescription )
. RequiredSize ( Info . IconRequiredSize )
. MaxDisplaySize ( MaxDisplaySize )
2018-03-27 16:13:55 -04:00
. DeleteTargetWhenDefaultChosen ( true )
2014-03-14 14:13:41 -04:00
]
] ;
}
2015-01-29 14:25:09 -05:00
void FIOSTargetSettingsCustomization : : FindRequiredFiles ( )
2014-10-30 17:05:10 -04:00
{
2015-01-29 14:25:09 -05:00
const UIOSRuntimeSettings & Settings = * GetDefault < UIOSRuntimeSettings > ( ) ;
2017-09-11 10:43:35 -04:00
FString BundleIdentifier = Settings . BundleIdentifier . Replace ( * gProjectNameText , FApp : : GetProjectName ( ) ) ;
Copying //UE4/Release-Staging-4.14 to //UE4/Dev-Main (Source: //UE4/Release-4.14 @ 3182951)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3182951 on 2016/11/02 by Luke.Thatcher
[RELEASE] [PS4] [!] Fix "play together" invitations handling in PS4 OSS.
- Wrong condition in GetUserWebApiContext. Web API contexts can be created for local users (i.e. FUniqueNetIdPS4 instances with a valid SceUserServiceUserId).
#jira UE-38017
Change 3182892 on 2016/11/02 by Luke.Thatcher
[RELEASE] [PS4] [!] Fix incorrect identity API implementation in PS4 OSS.
- System events directly drive the login state of a user. This also removes the blocking call to sceNpGetState().
- GetAuthToken is only called if the engine calls IOnlineIdentity::Login().
#jira UE-38017
Change 3182767 on 2016/11/02 by Luke.Thatcher
[RELEASE] [PS4] [!] Fix PS4 session invitations.
- Was calling old Web API with SceNpOnlineId where SceNpAccountId is needed.
- Replaced with NpToolkit2's session invitation API.
#jira UE-38020
Change 3182766 on 2016/11/02 by Luke.Thatcher
[RELEASE] [PS4] [!] Fix assert in FUniqueNetIdPS4::FindOrCreate. We were assuming an online-only ID could never become a local ID. This isn't the case in the following scenario:
- Two users join a session on two separate PS4s.
- One user signs into the other user's PS4 with the same account, with a second controller. PSN logs him out of the first PS4.
- That user's Net ID has now migrated from being online-only, to local-with-online. This is a case that was not handled.
#jira UE-38017 UE-38020
Change 3182765 on 2016/11/02 by Luke.Thatcher
[RELEASE] [PS4] [~] Additional logging for PS4 OSS "Play Together".
#jira UE-38017 UE-38020
Change 3182633 on 2016/11/01 by Jack.Porter
Fix crash sculpting a landscape with grass that uses the landscape's lightmap, when lighting has not been built
#jira UE-38042
Change 3182332 on 2016/11/01 by Mieszko.Zielinski
Added a sanity check to UNavigationSystem::AddElementToNavOctree to guard agains DirtyElement.NavInterface being null #UE4
#jira UE-37588
Change 3182321 on 2016/11/01 by Dmitry.Rekman
Updated READMEs for 4.14 (UE-38059).
#jira UE-38059
Change 3182231 on 2016/11/01 by Mitchell.Wilson
Adding Is Valid node in Retargeting_WorldInteractionBP to resolve warning.
#jira UE-38079
Change 3182164 on 2016/11/01 by Matt.Kuhlenschmidt
Fix alll collision being disabled if you dont auto-generate a simple hull when importing an FBX
#jira UE-38091
Change 3182017 on 2016/11/01 by Chris.Babcock
Disable glVertexAttribIPointer on PowerVR Rogue
#jira UE-38074
#ue4
#android
Change 3181942 on 2016/11/01 by Mitchell.Wilson
Resolving multiple warnings in CIS for Elemental Demo.
#jira UE-38075
Change 3181941 on 2016/11/01 by Nick.Shin
PhysX Bulid Automation script update
#jira UE-37329 'Compile UE4Game HTML5' - 300 Warnings
Change 3181939 on 2016/11/01 by Ryan.Vance
#jira UE-38072
We need to add a hook that can be called after native present has finished for SteamVR.
PostPresentHandoff should be called when using the interleaved compositor immediately after we've submitted our eye buffers and called present for the mirror window. This unblocks the compositor process so it can do it's re-projection work. Otherwise it will block until we call WaitGetPoses which is a ways into the next frame.
Change 3181849 on 2016/11/01 by Nick.Shin
jukka's (Mozilla) fixes to SSE2 and GL issues for HTML5
jukka's (Mozilla) python scripts to build ThirdParty HTML5 libs
the python scripts will need tweaking - they were moved from their original locations from:
https://github.com/Mozilla-Games/UnrealEngine/commit/fd48bc0e4a5f0278a1c036d2b81036ab1270ad68
the CMakeLists.txt (and one configure.ac) files are defiinitely used from the (bash) shell build script (to build thirdparty libs for HTML5)...
update existing (bash shell script and UE4 c#) build files to use the new "incoming" emsdk
#jira UE-37329 -'Compile UE4Game HTML5' - 300 Warnings
Change 3181848 on 2016/11/01 by Nick.Shin
update compiled ThirdParty HTML5 libs using new emscripten tool chain (CL:#3180924)
#jira UE-37329 - //UE4/Main: Step 'Compile UE4Game HTML5' - 300 Warnings
Change 3181838 on 2016/11/01 by Nick.Shin
new emscripten tool chain configured by jukka from Mozilla
see Engine/Extras/ThirdPartyNotUE/emsdk/emscripten/incoming/EPIC_VERSION for details on where did this version come from
#jira UE-37329 - //UE4/Main: Step 'Compile UE4Game HTML5' - 300 Warnings
Change 3181611 on 2016/11/01 by Allan.Bentham
Recreate vulkan swapchain after a pause/resume on android.
#jira UE-36454
Change 3181451 on 2016/11/01 by Chris.Wood
CrashReportClient no longer attempts to restart Launcher-run Editors via IPC with the Launcher. They are now restarted directly.
[UE-37794] - Send and Restart from Crash Reporter Opens Project Browser
Launcher can't accept command line args when restarting an application so it can't restart the editor with the right project.
Also fixes broken SlateReflector in CRC (switched off in checked in version)
#jira UE-37794
Change 3181117 on 2016/11/01 by Dmitriy.Dyomin
Fixed: Text Actors not Rendering on Mobile
PowerVR based devices were rendring opaque objects twice
#jira UE-37949
Change 3181102 on 2016/11/01 by Jack.Porter
Fix for editor crash during Landscape sculpting on pressing Ctrl+z (Subdivision enabled in material)
#jira UE-36050
Change 3180851 on 2016/10/31 by Daniel.Wright
Ray Traced Distance Field shadows must be projected last, since they overlap the depth range as Far CSM. Fixes Kite demo medium-distance shadowing.
#jira UE-37793
Change 3180844 on 2016/10/31 by Michael.Trepka
Disabled high-DPI in Mac CrashReportClient
#jira UE-37697
Change 3180803 on 2016/10/31 by Michael.Trepka
Setup Mac Metal layer on the main thread to solve issues with empty game window when showing a separate log window.
#jira UE-37998
Change 3180764 on 2016/10/31 by zachary.wilson
Checkking in content for Lighting scenarios test, currently incomplete but needed for bug repro
#jira UE-29618
Change 3180666 on 2016/10/31 by Dmitry.Rekman
Fix Linux client & server hang when decoding voice chat (UE-36108).
- break out of voice channel while loop if unable to serialize the voice packet data.
- fixed by JoshM
#jira UE-36108
Change 3180428 on 2016/10/31 by Mitchell.Wilson
Rebuilt lighting in all Content Examples levels and saved to resolve warnings.
#jira UE-37880
Change 3180399 on 2016/10/31 by Dmitry.Rekman
Linux: revert to old commandline switch -binnedmalloc (UE-38001).
#jira UE-38001
Change 3180298 on 2016/10/31 by Steve.Robb
Extra information about which class has failed to have its CppStructOps initialized.
#jira UE-37921
Change 3180289 on 2016/10/31 by John.Pollard
Fix crash in FCurlHttpRequest::DebugCallback
+ Specify the string length to FString's constructor as the result from StringCast is not null terminated if the string's length is specified (instead of assuming null termination).
#jira UE-36658
Change 3180200 on 2016/10/31 by Benjamin.Hyder
Updating QA-Materials to include BuiltData
#jira UE-29618
Change 3180173 on 2016/10/31 by Nick.Whiting
Fixing up static analysis warning about array size in GoogleVRHMD code
#jira UE-38007
Change 3180123 on 2016/10/31 by ryan.brucks
#jira UE-35977
hooked up missing transform node inside of newly added function so that it works with variable rotations.
Change 3180108 on 2016/10/31 by Benjamin.Hyder
Updating QA-Effects map to include BuiltData
#jira UE-29618
Change 3180104 on 2016/10/31 by Marc.Audy
Don't recreate the render state if the component got unregistered in the interim.
#jira UE-37968
Change 3180084 on 2016/10/31 by Allan.Bentham
Use glVertexAttribIPointer for ES3.
Enable SupportsTextureMaxLevel for ES3.
ensure GL_HALF_FLOAT is used for vertex half float format on ES3 (instead of GL_HALF_FLOAT_OES)
Fix assert when previewing ES3.1 with PC OpenGL.
#jira UE-37472
Change 3180082 on 2016/10/31 by Luke.Thatcher
[RELEASE] [PS4] [-] Back out PS4 OSS warnings filter in UBT output (original CL 3150360).
- We weren't relying on this anyway, since the build machines are filtering based on a perl script (See CL 3151027)
#jira UEPLAT-1424
Change 3180044 on 2016/10/31 by Michael.Trepka
Don't create additional autorelease pool for Metal context on the game thread.
#jira UE-37894
Change 3180023 on 2016/10/31 by Luke.Thatcher
[RELEASE] [PS4] [^] Merge (as edit) PlayStation 4 Online Subsystem refactor for Sony SDK 4.008.061 (CL 3178249) from //UE4/Dev-Platform to OrionGame in //UE4/Release-4.14
Original CL description:
[~] Upgrade PlayStation 4 Online Subsystem to be compliant with Sony's new APIs in SDK 4.008.061.
- Replaced deprecated APIs with new ones.
- Replaced NpToolkit with NpToolkit2.
- Refactor of FUniqueNetIdPS4 and related code. FUniqueNetIdPS4 is now immutable and immovable.
- Added online ID cache system, which calls out to Sony's new ID Mapper Web API.
Contains a breaking change in FUniqueNetId
- FUniqueNetId::ToString() now returns the SceNpAccountId string of a user, rather than the SceNpOnlineId string.
- Custom backends which rely on this string to identify users will need to support SceNpAccountIds, and map them to existing accounts.
#jira UEPLAT-1424
Change 3179973 on 2016/10/31 by Sam.Deiter
#Jira UEDOC - 3957
#UE4 Docs: Fixing typos in the landscape tutorials for bug UEDOC - 3957
#Code_Review lauren.ridge, jeff.wilson, ian.shadden, wes.bunn, chase.mcallister, robert.gervais
Change 3179930 on 2016/10/31 by Luke.Thatcher
[RELEASE] [PS4] [^] Merge (as edit) PlayStation 4 Online Subsystem refactor for Sony SDK 4.008.061 (CL 3178249) from //UE4/Dev-Platform to //UE4/Release-4.14
Original CL description:
[~] Upgrade PlayStation 4 Online Subsystem to be compliant with Sony's new APIs in SDK 4.008.061.
- Replaced deprecated APIs with new ones.
- Replaced NpToolkit with NpToolkit2.
- Refactor of FUniqueNetIdPS4 and related code. FUniqueNetIdPS4 is now immutable and immovable.
- Added online ID cache system, which calls out to Sony's new ID Mapper Web API.
Contains a breaking change in FUniqueNetId
- FUniqueNetId::ToString() now returns the SceNpAccountId string of a user, rather than the SceNpOnlineId string.
- Custom backends which rely on this string to identify users will need to support SceNpAccountIds, and map them to existing accounts.
#jira UEPLAT-1424
Change 3179539 on 2016/10/31 by Jack.Porter
Fix crash when Toggling Landscape Mode with Hidden Sub-Level containing a Landscape
#jira UE-37954
Change 3179309 on 2016/10/29 by Benjamin.Hyder
Re-Saving Foliage asset in Tm-DistanceFields
#jira UE-29618
Change 3179308 on 2016/10/29 by Benjamin.Hyder
updating AutoLOD settings for foliage example in TM-Shadermodels
#jira UE-29618
Change 3179135 on 2016/10/28 by Chris.Babcock
Only use alternative event flow for Daydream packaged applications
#jira UE-37847
#ue4
#android
Change 3178995 on 2016/10/28 by JohnHenry.Carawon
Adding test content for the World Origin Rebasing feature
#jira UE-29618
Change 3178994 on 2016/10/28 by Chris.Babcock
Disable ARM64 Google Play Games - need new library to fix crash
#jira UE-37972
#ue4
#android
Change 3178955 on 2016/10/28 by Marc.Audy
Don't worry about clearing from world's end of frame update frame if being GC'd
#jira UE-37928
Change 3178921 on 2016/10/28 by Daniel.Wright
[Copy] Scene captures and planar reflections force a scene color alpha channel to be used when they are capturing (does not affect the scene color format for the main views). Fixes planar reflections with r.SceneColorFormat=3.
Setup scissor for scene depth resolves, helps with passes using screenpercentage to reduce resolution. Planar reflection depth resolves .8ms -> .2ms on 970
#jira UE-37970
Change 3178919 on 2016/10/28 by Daniel.Wright
[Copy] Fixed planar reflections in forward shading. The change to disable checkerboard SSS caused scene color alpha to be non-zero for opaque / masked pixels in forward, but there's no SSS pass run later to correct it, since this is the forward rendering path.
#jira UE-37970
Change 3178905 on 2016/10/28 by Max.Chen
Sequencer: Fix fade track instance compile
#jira UE-37939
Change 3178808 on 2016/10/28 by Dmitry.Rekman
Linux: fix crash on exit (UE-37536).
- Base virtual function (PostRun()) was called due to thread being stopped at the moment when the subclass destructor has already run.
#jira UE-37536
(Edigrating 3175651 from Dev-Platform to Release-4.14)
Change 3178707 on 2016/10/28 by Marc.Audy
Fix inverted null check that caused load game from slot to fail if using a BP generated class
#jira UE-37774
Change 3178664 on 2016/10/28 by Alexis.Matte
Fix the fbx automation tests
#jira UE-37960
Change 3178617 on 2016/10/28 by Bart.Hawthorne
Fix issue where changing the world origin in a single player game would try to access the FNetworkPredictionData_Client_Character on character movement components
#jira UE-37692
#tests ran QA game and tested that assert no longer fired in debug
Change 3178615 on 2016/10/28 by Max.Chen
Matinee to Level Sequence: Added interface to extend the matinee to level sequence converter
Copy from Dev-Sequencer
#jira UE-37328
#2864
Change 3178553 on 2016/10/28 by Michael.Trepka
Don't wait for the main thread in FMacWindow::Show()
#jira UE-37915
Change 3178526 on 2016/10/28 by Alexis.Matte
Clean unused material when importing a skeletal mesh. Its possible to have a material reference in a fbx node and not have any face referencing this material.
#jira UE-37923
Change 3178451 on 2016/10/28 by Mitchell.Wilson
Limit the max angle the cannon tower can be rotated when manually aiming.
When max rotation is reached, debug line turns red to be consistent with the arrow tower.
#jira UE-36512
Change 3178420 on 2016/10/28 by Lina.Halper
Fix build issue
#jira: UE-37911
Change 3178390 on 2016/10/28 by mason.seay
Enabling follow on certain notifies to help catch issues
#jira UE-29618
Change 3178325 on 2016/10/28 by Zak.Middleton
#ue4 - (4.14) - Fix crash when player is destroyed and server PlayerController checks to see if it needs to force a network update. Also fix crash when calling ACharacter::SetReplicateMovement when not on the server.
Mirror CL 3178247 and CL 3178256 in Dev-Framework.
#jira UE-37902
Change 3178312 on 2016/10/28 by Max.Chen
Sequencer: Fade only oin the current player context, not on all worlds.
#jira UE-37939
Change 3178267 on 2016/10/28 by Lina.Halper
Fix issue with anim editor sound play notify doesn't work with follow option
#jira: UE-37946
Change 3178146 on 2016/10/28 by Lina.Halper
#fix crash with thumbnail update when there is no animation, and so on.
#code review: Benn.Gallagher
#jira: UE-37911
Change 3178145 on 2016/10/28 by Matthew.Griffin
Fixed Clean process during a Hot Reload
Prevent engine build products, intermediates and exe/dlls from being deleted during Hot Reload and make sure Hot Reload state is preserved
#jira UE-37616
Change 3178143 on 2016/10/28 by Mitchell.Wilson
Updating BP_Spinning_Logo to stop spinning when disabled instead of finishing the rotation.
#jira UE-36269
Change 3178110 on 2016/10/28 by Mitchell.Wilson
Rebuilt lighting and saved levels.
#jira UE-36913
Change 3178070 on 2016/10/28 by Mitchell.Wilson
Adjusted trigger ragdoll time in shooter character so the character does not appear to float while in death animation.
#jira UE-37124
Change 3178034 on 2016/10/28 by Jon.Nabozny
Add missing Super::Tick call to ATP_TopDownCharacter::Tick.
#jira UE-37914
Change 3178021 on 2016/10/28 by Max.Chen
Sequence Recorder: Disable auto possess player for recorded pawns. This fixes a bug where if you record a third person template character, when you open the sequence, the recorded character will possess the viewport.
Copy from Dev-Sequencer
#jira UE-35342
Change 3177992 on 2016/10/28 by Matt.Kuhlenschmidt
Fix outlined text accumulating error due to measuring the outlines for each text run rather than the entire string
#jira UE-37935
Change 3177981 on 2016/10/28 by Nick.Darnell
UMG - Fixing how the virtual window calculates desired size. It was including scale again, which is fine for SWindow, but isn't what we want on the SVirtualWindow, should probably consider making a new SWindowBase class they can both share in the future.
#jira UE-36861
Change 3177888 on 2016/10/28 by Matthew.Griffin
Back out revision 4 from //UE4/Release-4.14/Engine/Source/Runtime/Engine/Private/InheritableComponentHandler.cpp
Change 3177881 on 2016/10/28 by Matthew.Griffin
Added guards to WITH_EDITOR only static initialisation
Change 3177871 on 2016/10/28 by Matt.Kuhlenschmidt
Fix crash import fbx scenes if objects contain procedural textures (not supported)
#jira UE-37917
Change 3177856 on 2016/10/28 by Matthew.Griffin
Adding THIRD_PARTY_INCLUDES macros around Google VR includes to fix static analysis warnings
Change 3177815 on 2016/10/28 by Graeme.Thornton
Non-editor build fix
#jira UE-37929
Change 3177812 on 2016/10/28 by Graeme.Thornton
Fix for COTF crash with EDL. Manually copied from CL 3174743 in Dev-Core
#jira UE-37810
Change 3177737 on 2016/10/28 by Guillaume.Abadie
Brings over 3141695 and 3173310 from //Odin/Main: Fixes particle collision in the forward renderer.
#jira UE-37927
Change 3177703 on 2016/10/28 by Phillip.Kavan
[UE-37852] Ensure that we create a unique template object in a child class's ICH when overriding an inherited SCS default scene root node.
change summary:
- added UInheritableComponentHandler::SCSDefaultSceneRootOverrideNamePrefix
- modified UInheritableComponentHandler::CreateOverridenComponentTemplate() to special-case SCS default scene root node overrides when determining the new template name
- modified UInheritableComponentHandler::PostLoad() to special-case SCS default scene root node overrides during template name fixup
- modified SSCSEditor::RemoveComponentNode() to skip renaming the component template away from the variable name for the default scene root node, since we don't actually recreate it when it gets re-added
#jira UE-37852
Change 3177600 on 2016/10/27 by Chris.Babcock
Pass through the intent action from splash screen
#jira UE-37925
#ue4
#android
Change 3177436 on 2016/10/27 by Mike.Beach
Guarding against a top crash that could occur when pasting a select node (unknown how) - now using an unchecked accessor to get a specific pin, and guarding again a null (instead of asserting).
#jira UE-37910
Change 3177365 on 2016/10/27 by Daniel.Wright
Fixed access of FPrecomputedLightVolumeData after it has been deleted (causes crash on exit with USE_MALLOC_STOMP enabled)
#jira UE-37903
Change 3177236 on 2016/10/27 by Mitchell.Wilson
Updated UVs on M_FloorTiles1 to resolve precision issues with the material's normal on mobile devices.
Fixed reflection captures in the level and rebuilt lighting.
#jira UE-36624
Change 3177235 on 2016/10/27 by mason.seay
Vehicle Assets
#jira UE-29618
Change 3177036 on 2016/10/27 by Mitchell.Wilson
Inverted throttle control for controller Right Joystick Up, Down, Y-Axis to be consistent with the info from our template wiki
#jira UE-37881
Change 3176996 on 2016/10/27 by mason.seay
Missed node link
#jira UE-29618
Change 3176993 on 2016/10/27 by mason.seay
Test AnimBP for crash
#jira UE-29618
Change 3176992 on 2016/10/27 by Mitchell.Wilson
Adding [EditoronlyBP] to DefaultEditor.ini of projects that were missing it.
#jira UE-37846
Change 3176946 on 2016/10/27 by Alexis.Matte
We recompile the material only if there is a material expression node that ask for a shader recompile when the texture is change with no specified property.
#jira UE-37705
Change 3176939 on 2016/10/27 by Alexis.Matte
Check the pointer before using it
#jira UE-37853
Change 3176927 on 2016/10/27 by mason.seay
Rebuilt Lighting
#jira UE-29618
Change 3176883 on 2016/10/27 by Steve.Robb
Fix for crash when an array property changes while instancing subobjects.
Fix for StrStr running off the end of a non-null-terminated string and a tidy up with TUniquePtr.
Fix for accessing a deleted StaticClass() in FInputBindingEditorModule::ShutdownModule.
#fyi matt.kuhlenschmidt, alex.fennell
#jira UE-37752
Change 3176811 on 2016/10/27 by Chris.Bunner
Rework of previous commit to avoid potential confusion moving forward.
#jira UE-37424
Change 3176783 on 2016/10/27 by Chris.Bunner
Default scalability settings to Epic, not Cinematic.
Duplicated default render resolution scale fix (CL 3170020).
#jira UE-37424
Change 3176692 on 2016/10/27 by Mike.Beach
Fixing up a mistake where we weren't reading all [EditoronlyBP] settings (which are now deprecated). Was causing certain settings to default to off, and caused an inaccurate deprecation warning.
#jira UE-37848
Change 3176635 on 2016/10/27 by mason.seay
Setting up skeleton for retargeting testing
#jira UE-29618
Change 3176586 on 2016/10/27 by Marcus.Wassmer
Fix crash on D3D12 editor when selecting objects
#jira UE-37861
Change 3176479 on 2016/10/27 by Robert.Manuszewski
Fix for a rare crash when loading into Orion match. Made sure the Skeleton asset is loaded before PostLoad is called on it.
#jira UE-37297
#jira UE-37711
Change 3176107 on 2016/10/27 by Phillip.Kavan
[UE-37690] AddComponent node template names now use a counter to avoid a potential component data cache mismatch with an existing instance of an old AddComponent node template.
change summary:
- added UBlueprint::ComponentTemplateNameIndex as a way to to map component class names to an incremental counter (saved).
- UK2Node_AddComponent::MakeNewComponentTemplateName() is now public, non-static, and uses an internal index map to generate unique component template names.
#jira UE-37690
Change 3176105 on 2016/10/27 by Phillip.Kavan
[UE-37686] Fix naming for archetype objects associated with new AddComponent nodes.
change summary:
- switched UK2Node_AddComponent::MakeNewComponentTemplateName() to be a public API.
- modified UBlueprintComponentNodeSpawner::Invoke() to call UK2Node_AddComponent::MakeNewComponentTemplateName() in place of MakeUniqueObjectName().
- modified UBlueprintGeneratedClass::FindArchetype() to better handle old AddComponent node template names. These were based on the UClass display name, and thus it was possible for the non-index form of that FName to collide with SCS variable names after the initial switch to use the non-indexed (base) FName for archetype matching in all cases. As a result I've reverted back to using the given ArchetypeName value for the SCS variable case.
#jira UE-37686
Change 3176009 on 2016/10/26 by Dmitriy.Dyomin
Fixed: Editor crash on changing sub-level visbility under certain conditions
#jira UE-34740
Change 3175807 on 2016/10/26 by Daniel.Wright
Fixed the editor thinking a lighting build is still active after you discard the results from one
#jira UE-37834
Change 3175777 on 2016/10/26 by Jon.Nabozny
#jira UT-6263
Fix crash when running ServerTravel on a client
Dupe of CL #3175731 on UT, checked in on behalf of ben.zeigler
Change 3175695 on 2016/10/26 by Ryan.Gerleve
Don't clear level collections in UWorld::CleanupWorld unless bCleanupResources is true.
#jira UE-37336
Change 3175628 on 2016/10/26 by Chad.Garyet
Added -Build vstream from 4-14 to allow checkins from physx
altered build script and json to reflect new changes
#JIRA UE-37085
Change 3175612 on 2016/10/26 by Martin.Wilson
Fix crash when running an in-editor cook on the fly server with unsaved virtual bone changes
#jira UE-37785
Change 3175552 on 2016/10/26 by Brian.Karis
Twinblast bust changes
#jira UE-0
Change 3175543 on 2016/10/26 by Marc.Audy
Allow audio thread on PS4 to use 7th core as opposed to being pinned to it
#jira OR-30447
Change 3175538 on 2016/10/26 by Matt.Kuhlenschmidt
Fixed a crash when clicking Apply when using the Brush Clip tool
#jira UE-37838
Change 3175502 on 2016/10/26 by Mitchell.Wilson
Enabled modulated shadows on lights in rolling template levels.
#jira UE-37047
Change 3175485 on 2016/10/26 by mason.seay
Test Map for virtual bones
#jira UE-29618
Change 3175469 on 2016/10/26 by mason.seay
Test assets for Virtual Bones testing
#jira UE-29618
Change 3175428 on 2016/10/26 by Marc.Audy
Possibly fix crash in Autosave due to dereferencing a world pointer which is freed memory
#jira UE-37590
Change 3175414 on 2016/10/26 by Michael.Trepka
Fixed mouse position calculations for secondary monitors on Mac
#jira UE-37822
Change 3175382 on 2016/10/26 by Yannick.Lange
VR Editor: - Fix: Landscape UI Elements are not visible #jira UE-36843
- Fix: First-time switch to Landscape tab in VREditor causes UI Errors #jira UE-37410
- Fix: Enabling Foilage Mode in VR Editor breaks the pointer #jira UE-37214
- Fix: Landscape sculpting when attempting to move menu panels in VREditor #jira UE-37581
#jira UE-36843 #jira UE-37410 #jira UE-37214 #jira UE-37581
Change 3175349 on 2016/10/26 by Chad.Garyet
Changing physx build agents to compile workspaces instead of full ones
#JIRA UE-37085
Change 3175267 on 2016/10/26 by Martin.Wilson
Fix retarget crash
#jira UE-37781
Change 3175205 on 2016/10/26 by Rolando.Caloca
UE4.14 - Remove erroneus assert
#jira UE-37584
Change 3175188 on 2016/10/26 by Chris.Babcock
Fix out of spec GLSL operations (contributed by JeffRous)
#jira UE-37800
#PR #2886
#ue4
#android
Change 3175156 on 2016/10/26 by Mitchell.Wilson
Adding missing iOS app icons to SunTemple project
#jira UE-36991
Change 3175095 on 2016/10/26 by Daniel.Wright
Fixed stationary skylight reflections using an inverted mask on materials without high quality reflections with Forward Shading
#jira UE-37783
Change 3175075 on 2016/10/26 by Daniel.Wright
[Copy] Support directional light dynamic shadows in any channel with forward shading, which can happen with multiple shadow casting stationary directional lights (even though only the lighting of one will appear)
#jira UE-36497
Change 3175050 on 2016/10/26 by Jamie.Dale
FTextRenderComponentMIDCache now marks MIDs as stale when the font parameters available in the parent material changes
#jira UE-37819
Change 3175039 on 2016/10/26 by Daniel.Wright
Fixed Duplication mode
#jira UE-37231
Change 3174996 on 2016/10/26 by Mitchell.Wilson
Removing [EditoronlyBP] changes made to DefaultEditor.ini. EDL is now disabled by default in ShooterGame.
#jira UE-37648
Change 3174987 on 2016/10/26 by Jon.Nabozny
Fix crash when moving InstancedStaticMeshComponent in editor when it had no mesh set, but had instances.
#jira UE-37594
Change 3174803 on 2016/10/26 by Ori.Cohen
Fix world origin shifting causing a crash inside physx.
#JIRA UE-37745
Change 3174776 on 2016/10/26 by Allan.Bentham
Work around broken depth reads on Galaxy S4.
#jira UE-35481
Change 3174723 on 2016/10/26 by Robert.Manuszewski
Changing the criteria for UBL to ignore the event driven loader flag to IsEngineInstalled() just like at runtime.
#jira UE-37617
Change 3174650 on 2016/10/26 by Matthew.Griffin
Ensured that Online Subsystem Oculus plugin is precompiled successfully for Android
Change 3174644 on 2016/10/26 by Matthew.Griffin
Fixing GoogleVR compile issues
Change 3174352 on 2016/10/25 by Daniel.Wright
Rename map build data along with the world - fixes lighting lost on map rename / save as.
Duplicate map build data along with the world - fixes lighting lost on map duplicate in the content browser, or save as when the source already exists.
Save map build data packages in SaveWorld - fixes lighting being lost on save as.
#jira UE-37231
Change 3174335 on 2016/10/25 by Chris.Babcock
Corrected Proguard issue with Codeworks for Android 1R5 installers
#jira UE-37680
#ue4
#android
Change 3174318 on 2016/10/25 by Marcus.Wassmer
Duplicate 3174187
#jira UE-37020
Change 3174263 on 2016/10/25 by patrickr.donovan
Test content updates and additions. Lighting Channel map added to TM-VRLoader.
#jira UE-29618
Change 3174120 on 2016/10/25 by Daniel.Wright
UObject::PostDuplicate with DuplicateMode
* Allows differentiating between being duplicated as part of a world duplication vs duplication within a level
* This is needed when generating a guid that needs to be unique within a level, but constant across instances of that level, like a light component
#jira UE-37231
Change 3174113 on 2016/10/25 by Daniel.Wright
Fixed log spam
#jira UE-37522
Change 3174010 on 2016/10/25 by Jamie.Dale
Fixed several crashes in the Session Frontend when viewing profiles
- SFiltersAndPresets wasn't being cleared when the profile data was changed back to a live instance.
- SFiltersAndPresets could crash if it was updated when no profile was selected.
- SDataGraph could cause a crash if you clicked on it when there was no data (passed a range of -1, 0).
- A session update message would clobber any loaded profile data, resetting to the current instance.
#jira UE-37597
Change 3173982 on 2016/10/25 by mason.seay
Deleting unneeded asset
#jira UE-29618
Change 3173912 on 2016/10/25 by Ori.Cohen
Fix divide by 0 crash when torque curve is 0
#JIRA UE-37737
Change 3173866 on 2016/10/25 by Ben.Marsh
Remove setting forcing UnrealCEFSubProcess to compile using Visual Studio 2013.
#jira UE-37678
Change 3173824 on 2016/10/25 by Ben.Marsh
Fix trying to recompile UBT in Rocket builds when cleaning a build target.
#jira UE-37616
Change 3173812 on 2016/10/25 by Nick.Darnell
XBoxOne - The Vertex and Index buffers are now allocated with the right nextwriteoffset to prevent stomping old data on future writes.
#jira UE-37757
Change 3173808 on 2016/10/25 by Ben.Marsh
Fix batch files detecting MSBuild install locations for Visual Studio "15" preview 5.
#jira UE-37627
Change 3173711 on 2016/10/25 by Ori.Cohen
Fix linux compiler issues for physx
#JIRA UE-37085, UE-37114, UE-37116
Change 3173704 on 2016/10/25 by James.Cobbett
Import test assets for Alembic Conversion test
#jira UE-29618
Change 3173694 on 2016/10/25 by Matt.Kuhlenschmidt
Fixed Zip project not working in binary builds
#jira UE-37655
Change 3173692 on 2016/10/25 by James.Cobbett
Test content for Alembic Conversion options
#jira UE-29618
Change 3173666 on 2016/10/25 by Matt.Kuhlenschmidt
Fixed array refreshing in the details panel not functioning properly for sub-object properties
#jira UE-37652
Change 3173619 on 2016/10/25 by Robert.Manuszewski
Making the cooker ignore EDL ini setting in binary engine build.
#jira UE-37617
Change 3173616 on 2016/10/25 by Nick.Whiting
Merging update to Google VR 1.01 SDK, which fixes multiple initialization errors
#jira UE-37440, UE-37236
Change 3173606 on 2016/10/25 by Jamie.Dale
Removed invalid assert
We're already passed the collection to modify, so the assert isn't needed.
#jira UE-37761
Change 3173604 on 2016/10/25 by Keli.Hlodversson
Work around an issue where the SteamVR plugin will fail to initialize if SteamVR was not already running before launching.
#jira UE-37623
Change 3173502 on 2016/10/25 by Matt.Kuhlenschmidt
Fixed more cases of undoing causing selections to become out of sync
#jira UE-37300
Change 3173475 on 2016/10/25 by Ori.Cohen
Critical 4.14 physx fixes
#JIRA UE-37085, UE-37114, UE-37116
Change 3173445 on 2016/10/25 by Robert.Manuszewski
Disabling the Event Driven Loader in ShooterGame. Making sure the EDL can't be enabled in binary engine distributions.
#jira UE-37394
Change 3173401 on 2016/10/25 by Matt.Kuhlenschmidt
Guard against crashes when textures or materials are explicitly marked as pending kill and then passed to slate for rendering
#jira UE-36261
Change 3173245 on 2016/10/25 by Allan.Bentham
Remove incorrect assert.
#jira UE-37699, UE-37707
Change 3173232 on 2016/10/25 by Jurre.deBaare
Post Processing Settings do not update in Persona when the values are changed in Preview Scene Settings
#fix make sure we also pick up vector4 fields
#jira UE-37656
Change 3173183 on 2016/10/25 by Matthew.Griffin
Added Shipping configs to BootstrapPackagedGame (Duplicating CL#3150210 from Main)
Change 3173065 on 2016/10/25 by Dmitriy.Dyomin
Fixed: Disabling 'Use Landscape Lightmap' option Skewing Procedural Foliage Instances
#jira UE-37736
Change 3172929 on 2016/10/24 by Ryan.Vance
#jira UE-37742
Adding SceneViewExtension hooks that are called right after init views completes. It might be advantageous to do the work we're currently doing in PreRenderViewFamily_RenderThread and PreRenderView_RenderThread after init views is called with the way SteamVR's running start is implemented.
Change 3172915 on 2016/10/24 by Rolando.Caloca
UE4.14 - Fix compile issues on CCT
#jira UE-37722
Change 3172762 on 2016/10/24 by Brian.Karis
#jira UE-37369
Change 3172742 on 2016/10/24 by Daniel.Lamb
Fixed issue with file-> cook error when you haven't built the exe which you are trying to cook for.
#jira UE-36796
#test Cook shootergame
Change 3172690 on 2016/10/24 by Maciej.Mroz
DynamicClass gives now, as componet-archetype, objects with non-exact name.
Manually merged cl#3171563
#jira UE-37480
Change 3172663 on 2016/10/24 by Daniel.Lamb
Stopped cooker from handling modification requests when they are PIE requests.
#test PIE shootergame
#jira UE-21572
Change 3172629 on 2016/10/24 by Mitchell.Wilson
Reconnected some material functions to resolve warnings which caused characters to render with default materials, and resolving 'Top Material' warnings.
Reimported SM_GodRay_Plane to resolve PhysX warning
Rebuilt lighting for the level.
#jira UE-37728
Change 3172523 on 2016/10/24 by Nick.Shin
update physx cmakefiles and automation build scripts for release-414 stream (as per request)
#jira UEFW-106 Add HTML5 support to PhysX CMake & automation scripts
Change 3172515 on 2016/10/24 by Nick.Shin
remove old emsdk (1.35.0)
#jira UEPLAT-1324 Update HTML5 PhysX to CMake
Change 3172511 on 2016/10/24 by Mark.Satterthwaite
Don't set Metal resource option fields on texture descriptors when running on an OS that doesn't support them.
#jira UE-37481
Change 3172461 on 2016/10/24 by Cody.Albert
Added check for pointer validity to prevent crash in ShooterGame
#jira UE-37433
Change 3172329 on 2016/10/24 by Peter.Sauerbrei
fix for remote notification method misspelling
#jira ue-37720
Change 3172322 on 2016/10/24 by Marc.Audy
Fix unreferenced variable the brute force to unblock QA
#jira UE-37718
Change 3172191 on 2016/10/24 by Mitchell.Wilson
Clearing preivew meshes on some materials to resolve warnings.
#jira UE-37713
Change 3172186 on 2016/10/24 by Matt.Kuhlenschmidt
Fix non-editor compile error
#jira UE-37695
Change 3172159 on 2016/10/24 by Dmitry.Rekman
Update GitDependencies.exe (UE-37530).
- Binary needs to be updated to support LINUX_MULTIARCH_ROOT variable.
#jira UE-37530
Change 3172132 on 2016/10/24 by Keith.Judge
Xbox One - Fix corrupted screenshots. Needed a GPU/CPU sync point, which legacy D3D11.x used to do for us, but now we have to do manually. Copied from Dev-Platform CL 3156872
#jira UE-37038
Change 3172131 on 2016/10/24 by Keith.Judge
Xbox One - Disable engine analytics on XB1 shipping games, as per XRs. Verified http requests from devkit with Fiddler. Copied from CL 3153176 in Dev-Platform.
#jira UE-36364
Change 3172106 on 2016/10/24 by Mitchell.Wilson
Updated reference to a material in VehicleMenu.umap to resolve warning
#jira UE-29748
Change 3172036 on 2016/10/24 by Steve.Robb
TEnumAsByte can be switchably deprecated for enum classes, and is currently not deprecated (reverting a change in behavior).
#jira UE-37706
Change 3172020 on 2016/10/24 by Marc.Audy
Child Actor should be created at registration, not creation. Otherwise attachment hierarchies can not be set up and thus, world positions incorrect
#jira UE-37615
Change 3171966 on 2016/10/24 by Dmitry.Rekman
Linux: fix Setup.sh on Ubuntu 16.10 (UE-37621)
#jira UE-37621
(Edigrating 3171266 from Dev-Platform to Release-4.14)
Change 3171964 on 2016/10/24 by Dmitry.Rekman
Linux: fix always rebuilding FixDeps (UE-37625).
#jira UE-37625
(Edigrating 3153471 from Dev-Platform to Release-4.14)
Change 3171957 on 2016/10/24 by Matt.Kuhlenschmidt
Guard against property editor crash happening when focused is lost on an object which has been GC'd due to PIE running
#jira UE-37636
Change 3171943 on 2016/10/24 by Matt.Kuhlenschmidt
Added mesh simplifcation plugin picker to the project settings under Editor - Mesh Simplification
The menu to pick simplification plugins also contains a link to find other plugins in the launcher marketplace. The launcher navigates to "/ue/marketplace/content-cat/assets/codeplugins" for now
#jira UE-37695
Change 3171928 on 2016/10/24 by Max.Chen
Sequencer: Revert CL#3162724. Fix time dilation in level sequence player because it's causing a regression. Will revisit the fix for UE-37277.
#jira UE-37589
Change 3171924 on 2016/10/24 by James.Cobbett
Test content 'preroll.abc'. Has empty frames at the start of animation. For alembic importer testing.
#jira UE-29618
Change 3171867 on 2016/10/24 by Lina.Halper
- Back out revision 2 from //UE4/Release-4.14/Engine/Source/Runtime/Engine/Private/Components/SkeletalMeshComponent.cpp
- Empties override materials before setting preview mesh in animation editor
#jira: UE-37610
#code review: Thomas.Sarkanen
Change 3171789 on 2016/10/24 by Allan.Bentham
Resolve depth on appropriate mobile devices when the view contains materials that read from the depth.
#jira UE-35023
Change 3171776 on 2016/10/24 by Robert.Manuszewski
Increasing the initial memory allocation size for FLargeMemoryWriter to reduce the number of allocations when saving or cooking
#jira UE-37599
Change 3171728 on 2016/10/24 by Dmitriy.Dyomin
Fix origin rebasing to work with precomputed lighting data stored in separate package
#jira UE-37693
Change 3171634 on 2016/10/24 by Dmitriy.Dyomin
Added commenets to 3171621
#jira UE-36449
Change 3171621 on 2016/10/23 by Dmitriy.Dyomin
Fixed: Editor crash when compiling the character blueprint after a PIE session with World Composition enabled
Actually disabled use of world composition with multiplayer PIE using separate processes
#jira UE-36449
Change 3171424 on 2016/10/22 by Jack.Porter
Remove unused exec command causing logspam
#jira UE-37661
Change 3171259 on 2016/10/21 by Ryan.Vance
Mobile multi-view update
#jira UE-37603
Removed dependence on shader name for determining if we need to enable multi-view, now relies on the presence of gl_ViewID_OVR
Worked around unsigned/signed integer driver issues. Some shader compilers were choking on the unsigned postfix
Attempted to clean up some of the code duplication in MobileBasePassRendering.cpp
Made a few design concessions which allows the feature to run on Mali devices in the wild right now:
Allow the feature to be enabled with ES2 rather than just ES3.1. Mali drivers have a bug preventing shader io blocks and multi-view from working together
Passing the view id from the vertex shader. Mali devices don't allow referencing gl_ViewID_OVR in a pixel shader
Change 3171165 on 2016/10/21 by Peter.Sauerbrei
revert out the memory changes for platform file cache for mobile
#jira UE-36835
Change 3171112 on 2016/10/21 by Matt.Barnes
Updating TM-Material_BP_Nodes to facilitate test UEQATC-2969.
#jira UEQATC-2969
Change 3171111 on 2016/10/21 by Mike.Beach
Mirroring CL 3171084 form Dev-BP
Guarding against a unrepro'able top-10 crash in SGraphPin. Making sure we're not operating on a null/pending-kill/transient pin.
#jira UE-37642
Change 3170980 on 2016/10/21 by patrickr.donovan
Motion controller test content update - further updates to combat thumbstick noise.
#jira UE-29618
Change 3170965 on 2016/10/21 by Mitchell.Wilson
Moved panner in M_Frame3_BG material to Custom UV0 to resolve issue with material rendering white on tvOS
#jira UE-37105
Change 3170905 on 2016/10/21 by Marc.Audy
Fix AActor::Serialize crash if a null in the owned components array
#jira UE-37641
Change 3170838 on 2016/10/21 by Ben.Woodhouse
Integrate crash fix from main CL3162008
Fix for crash in GPU profiler. This was caused by the RHIThread getting too far behind the renderthread. This change adds a fence wait on the renderthread in RHIEndDrawingViewport to ensure that the renderthread is never more than a frame ahead.
#jira UE-37216
Change 3170815 on 2016/10/21 by Jamie.Dale
Fixed a potential race-condition in FTextRenderComponentMIDCache, and updated it to detect "stale" MIDs
FMIDData was shared between the game and render threads, but used non-thread-safe shared pointers.
This also marks MIDs as "stale" if the number of MIDs no longer matches the number of pages in the font (which may happen if the font is edited). These "stale" MIDs are kept as a weak pointer in a separate array so that we can still keep the MID object alive as long as something is still using it (as it may still be used by a FTextRenderSceneProxy for a short while). This array of weak pointers is purged of unreferenced instances during the normal cache purge cycle.
#jira UE-37519
Change 3170784 on 2016/10/21 by Mitchell.Wilson
Changing a material in TM-Reflections level
#jira UE-29618
Change 3170668 on 2016/10/21 by Mitchell.Wilson
Updated defaulteditor.ini to resolve cook failure for UBlueprint.
#jira UE-37648
Change 3170595 on 2016/10/21 by Chris.Wood
Added "Vanilla" Editor detection and reporting it to analytics, MTBF and Crash Reporter.
[UE-37132] - Detect "Vanilla" Editor and report it to MTBF analytics and Crash Reporter
#jira UE-37132
Change 3170395 on 2016/10/21 by Robert.Manuszewski
UBT will now respect -remoteini command line param when looking for ini files for build settings. Fixes a crash when launching BP-only project from the Editor with EDL enabled.
#jira UE-37617
Change 3170367 on 2016/10/21 by Allan.Bentham
Prevent overflow of bright pixels during DoF calc.
#jira UE-31755
Change 3170363 on 2016/10/21 by Robert.Manuszewski
Fixing crashes when cancelling async loading
#jira UE-37634
Change 3170362 on 2016/10/21 by Robert.Manuszewski
Fixing MallocBinned2 crashes on 32-bit platforms.
#jira UE-37326
Change 3170280 on 2016/10/21 by Jack.Porter
Fix for landscape not rendering in Player Collision view mode after toggling G.
#jira UE-37576
Change 3170202 on 2016/10/21 by Dmitriy.Dyomin
Fixed: CustomDepth is incorrect when used in Custom PostProcess after Tonemapping
#jira UE-37628
Change 3170160 on 2016/10/20 by Aaron.McLeran
#jira UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features
Implementing CL 3169422 in 4.14
Change 3170029 on 2016/10/20 by Aaron.McLeran
#jira UE-37004
#jira UE-37005
Fixing stat soundwaves
Implementing 3154264 from Dev-Framework
Change 3170024 on 2016/10/20 by Aaron.McLeran
#jira UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions
Implementing the CL from Dev-Framework
Change 3169869 on 2016/10/20 by Arne.Schober
duplicated:
CL 3169845
#jira UE-35937
Change 3169810 on 2016/10/20 by Steve.Cano
Moving change from CL 3169642 to 4.14 - fix a library issue that was causing Kindle Fire 1st edition to crash when trying to run QA game, may be causing issues on other devices as well
#ue4
#android
#jira UE-22440
Change 3169635 on 2016/10/20 by Mike.Beach
Mirroring CL 3169443 from Dev-BP
Deprecating the [EditoronlyBP] config settings (which are super old, and support legacy functionality, allowing users to export editor-only UBlueprint objects on cook). This is in support of the new event-driven loader (EDL), which is incompatible with these exports. We will be removing support for these settings promptly in 4.15 (hence the choice to deprecate them for 4.14).
#jira UE-37605
Change 3169618 on 2016/10/20 by Mitchell.Wilson
rebuilt lighting for all levels in Content Examples
#jira UE-37570
Change 3169447 on 2016/10/20 by Peter.Sauerbrei
fix for double quotes causing arguments to not be sent correctly to rsync
#jira UE-37018
Change 3169362 on 2016/10/20 by tim.gautier
Updated TM-UMG Level Blueprint - mouse-clicks outside of UMG assets no longer take focus from the set Display Widget
#jira abc-123
Change 3169244 on 2016/10/20 by Chris.Babcock
Update to new CodeWorks for Android 1R5
#jira UE-37554
#ue4
#android
Change 3169240 on 2016/10/20 by Jon.Nabozny
#rn Fixup GameModeClassAliases in Engine.ini files. These must be prefixed with either /Game/ or /Script/ otherwise the asset may fail to resolve and an empty name will be used instead (and cause weird behavior).
#jira UE-37488
Change 3169155 on 2016/10/20 by Peter.Sauerbrei
fix for incorrect characters in bundle id when project has underscores in the name
#jira UE-36436
Change 3169127 on 2016/10/20 by Allan.Bentham
Fix android vulkan compile error with dev builds
#jira abc-123
Change 3169058 on 2016/10/20 by Allan.Bentham
Flush command buffer during init to fix vulkan crash when rendering thread is enabled.
Fix FDeferredDeletionQueue's resource handle storage on 32 bit platforms.
#jira UE-36452
Change 3169049 on 2016/10/20 by Peter.Sauerbrei
fix for minimum ios version in base ini file
#jira UE-37034
Change 3168910 on 2016/10/20 by Jack.Porter
Fix occasional race condition crash in FTcpMessageTransportConnection on editor shutdown
#jira UE-36944
Change 3168906 on 2016/10/20 by Dmitriy.Dyomin
Fixed: Black rendering on Galaxy S4 PowerVR
#jira UE-37567
Change 3168858 on 2016/10/20 by Richard.TalbotWatkin
Made BSP rendering more robust so that out-of-range array accesses trigger an 'ensure' rather than a crash (with a view to identifying the cause of this issue). Also fixed non-editor builds.
#jira UE-37267 - [CrashReport] UE4Editor_Engine!FModelSceneProxy::GetDynamicMeshElements() [modelrender.cpp:322]
Change 3168826 on 2016/10/20 by Richard.TalbotWatkin
Duplicated from //UE4/Dev-Editor, CL 3156473
Attempt to make geometry render / rebuild more robust in the hope of catching UE-36265.
#jira UE-36265 - [CrashReport] UE4Editor_Engine!FModelSceneProxy::HasSelectedSurfaces() [modelrender.cpp:538]
Change 3168335 on 2016/10/19 by Michael.Trepka
Restored previous version of FMacWindow::IsPointInWindow function to solve issues with window dragging.
#jira UE-37418
Change 3168307 on 2016/10/19 by Rolando.Caloca
UE4.14 - Integrate changes from 3051720 and 3057522
[RENDERING] [!]
Revert fix in GPU skin cache (original CL 2722034)
- Waiting on shader compilation with the GPU skin update will destroy/recreate render state, causing a crash in the GPU skin cache.
#jira UE-37545
Change 3168201 on 2016/10/19 by Peter.Sauerbrei
fix for urls with queries not working correctly
#jira UE-35090
Change 3168200 on 2016/10/19 by Mitchell.Wilson
Re-saved multiple cloth assets to resolve building adjacency information warnings.
Replaced deprecated SetText and GrabComponent blueprint nodes with new SetText and GrabComponentAtLocation.
Re-saved multiple assets to resolve empty engine version warnings.
#jira UE-37537
Change 3168174 on 2016/10/19 by Alan.Noon
#jira UE-37534
deleted unnecessary files from Photorealistic Character project
Change 3168160 on 2016/10/19 by Arne.Schober
duplicated:
fixes for velocity render pass
CL 3166370
CL 3166799
#jira UE-37362
Change 3168136 on 2016/10/19 by Alan.Noon
#jira UE-37534
Initial add of Photorealistic Character Sample project
Change 3168127 on 2016/10/19 by Peter.Sauerbrei
fix for IOS_7 not being found
#jira UE-37034
Change 3167886 on 2016/10/19 by patrickr.donovan
#jira UE-37242
TLDR; Test content updates.
Bug entered due to finicky hardware returning noise values that weren't accounted for in test contet. Fortified test content against this edge case, no code change necessary.
Change 3167882 on 2016/10/19 by samuel.proctor
Updating asset for Profiler Heatmap testing
#jira UE-29618
Change 3167868 on 2016/10/19 by Dmitry.Rekman
Linux: disable XGE on Windows (UE-37446).
- XGE does not seem to handle new clang 3.9.0 toolchain well, with very reproducible crashes.
Also fix build breakage with clang 3.8.1.
- always_inline was still applied to debug builds and as such was ignored.
#jira UE-37446
(Edigrating CL 3166330, 3166456 from Dev-Platform to Release-4.14)
Change 3167832 on 2016/10/19 by Mitchell.Wilson
Reconnected 'TopMaterial' in multiple materials to resolve warnings.
Rebuilt lighting and saved levels.
#jira UE-37529 UE-37535
Change 3167688 on 2016/10/19 by Mitchell.Wilson
Removing preview mesh from multiple materials to resolve warnings.
Rebuilt lighting and saved all levels.
#jira UE-29678 UE-37526
Change 3167616 on 2016/10/19 by Marc.Audy
Fix reversed logic checking for an Actor after a cast was supposed to have failed, broken in CL 2695656.
#jira UE-37517
Change 3167585 on 2016/10/19 by Jamie.Dale
Re-enabled all-cultures upload to OneSky so we prime translations correctly
#jira UE-37518
Change 3167579 on 2016/10/19 by Jamie.Dale
Fixed text render component regression with custom MIDs
#jira UE-37305
Change 3167501 on 2016/10/19 by Matt.Kuhlenschmidt
Fixed realtime rendering in editor viewport being disabled when simulating in editor
#jira UE-37466
Change 3167498 on 2016/10/19 by Mitchell.Wilson
Re-saving multiple blueprints with nodeguid warnings.
Cleared preview mesh for materials with string asset reference warnings.
Rebuilt lighting and added _BuildData to resolve lighting rebuild warnings.
#jira UE-30840
Change 3167492 on 2016/10/19 by Matt.Kuhlenschmidt
Fix for disappearing menus in lastest windows 10 build
#jira UE-36752
Change 3167311 on 2016/10/19 by Mieszko.Zielinski
Fixed EQS template cache issues with multiple query run modes #UE4
#jira UE-37496
Change 3167206 on 2016/10/19 by Matthew.Griffin
Moved Github promotion earlier in build script and added 'After' dependencies so that we can guarantee the order of the nightly build/prevent unimportant jobs from running before binary build is completed
Change 3167205 on 2016/10/19 by Matthew.Griffin
Changed CommandUtils.UnzipFiles to use system unzip tool when running on mono, as there has been issues with Ionic not being able to decompress those created by the zip tool
Change 3167010 on 2016/10/19 by Dmitriy.Dyomin
Fix for LevelStreaming getting stuck, and World->PersistentLevel null assert
Contributed by Funcom: https://udn.unrealengine.com/questions/312900/fix-for-levelstreaming-getting-stuck-and-world-per.html
#jira UE-36397
[CL 3189774 by Matthew Griffin in Main branch]
2016-11-08 02:45:19 -05:00
BundleIdentifier = BundleIdentifier . Replace ( TEXT ( " _ " ) , TEXT ( " " ) ) ;
2015-01-29 14:25:09 -05:00
# if PLATFORM_MAC
FString CmdExe = TEXT ( " /bin/sh " ) ;
FString ScriptPath = FPaths : : ConvertRelativePathToFull ( FPaths : : EngineDir ( ) / TEXT ( " Build/BatchFiles/Mac/RunMono.sh " ) ) ;
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3233741)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
[NOTE: Switch changes have been removed from this list, and will be in a comment in //UE4/Main/Engine/Build/Switch/SwitchChanges.txt]
Change 3207431 on 2016/11/22 by Keith.Judge
Make VectorSign on XB1 match (incorrect) SSE implementation rather than the reference FPU implementation. Too many things seem to rely on this to change the default behaviour now.
#jira UE-36921
#jira UE-38560
Change 3208206 on 2016/11/22 by Josh.Adams
- Changed plugins upgrading a content-only project to code-based, even if the modules inside aren't compiled for the current platform. There are issues with runtime not knowing the plugin isn't needed. The proper way is to non-whitelist the platform in the project, not in the modules, if you don't want it to upgrade the project. See the comments in this change for more info.
#jira UE-38929
Change 3209137 on 2016/11/23 by Alicia.Cano
Add a check to iOS tool chain for exception flag
#jira UE-36528
#ios
Change 3209296 on 2016/11/23 by Ben.Marsh
Always send build failure notifications in Dev-Platform to Will.Fissler@epicgames.com and Owen.Stupka@epicgames.com
Change 3211316 on 2016/11/28 by Joe.Barnes
Fix some typos
Change 3211318 on 2016/11/28 by Joe.Barnes
Fix wrong function name in header file. Didn't match actual function name in RenderingThread.cpp
Change 3213227 on 2016/11/29 by Dmitry.Rekman
Add -fPIC to libwebsockets on Linux.
Change 3213463 on 2016/11/29 by Nick.Shin
helper build scripts for CentOS 7 Linux (via Docker)
LINUX: pull source and compile: zlib openssl libcurl & libwebsockets
using [ glibc 2.17 ] & [ gcc 4.8.5 ]
Docker creates an image (that is essentially a CentOS box) and runs the build script within that environment (called a container). think of this as a VM -- but waaaaaaay better -- nothing is virtualized -- it's all on the metal.
#jira UEPLAT-1246 - Update libWebsockets
#jira UEPLAT-1221 - update websocket library
#jira UEPLAT-1203 - Add Linux library for libwebsockets
#jira UEPLAT-1204 - Rebuild libwebsockets with SSL
Change 3213939 on 2016/11/29 by Michael.Trepka
Ignore parent widget's geometry scale when showing a popup menu in a separate window
#jira UE-38706
Change 3215583 on 2016/11/30 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3216345 on 2016/11/30 by Josh.Adams
Better fix for poison proxy fix
Change 3217106 on 2016/12/01 by Michael.Trepka
Fixed a crash caused by an attempt to use FPlayWorldCommands::GlobalPlayWorldActions before it's initialized when showing suppressable warning dialogs in UEditorEngine::UpdateAutoLoadProject()
#jira UE-38816
Change 3217223 on 2016/12/01 by Josh.Adams
- Fixed some TEXT macro warnings that crept in from IWYU changes
Change 3217253 on 2016/12/01 by Dmitry.Rekman
Linux: fix GL crash (UE-17649).
- Making sure all streams are set up. Fix by Cengiz.
Change 3217473 on 2016/12/01 by Daniel.Lamb
Fixed a case when we load a map it might not have it's sublevels loaded because it's not treated like a map.
#test cook run QAGame
Change 3217588 on 2016/12/01 by Peter.Sauerbrei
Pull in IPv6 fix
Change 3217654 on 2016/12/01 by Michael.Trepka
Changed the Mac-specific high DPI code to use system backingScaleFactor only if NSHighResolutionCapable in Info.plist is set to true. This solves the problem with macOS Sierra giving us actual backingScaleFactor values even in low DPI modes.
Change 3217873 on 2016/12/01 by Josh.Adams
- Added some logging to a tvOS assert, since debugging it right away is tricky
Change 3218097 on 2016/12/01 by Josh.Adams
- Fixed up the Switch MediaFramework, making editor better, etc
- ALso changed PS4 and Xbox plugins to be enabled by default by having two entries in the plugin module for the Factory modules (an editor only entry, and a platform specific runtime entry... this will make it so that UE4Game.exe won't ahve it compiled in, even with it enabled by default)
Change 3218133 on 2016/12/01 by Dmitry.Rekman
Linux: report server hangs by crashing the hung thread (UE-39164).
Change 3218512 on 2016/12/01 by Josh.Adams
- Made the MfMedia plugin to be distributable in public builds, since it's for Windows and Xbox
Change 3219804 on 2016/12/02 by Dmitry.Rekman
Linux: fix project settings crash (UE-38800).
- Also submitted as a pull request #2945.
Change 3220027 on 2016/12/02 by Nick.Shin
plow all physx libs into build
NOTE: most browsers will not function
- chrome and firefox nightly only works
checking this in as per email
#jira UE-38323 VehicleTemplate Vehicle does not move in HTML5
Change 3221620 on 2016/12/05 by Joe.Barnes
UE-37275 - Temporary workaround for log lines losing carriage returns. Add's a \n when outputting lines if there isn't one at the end.
Change 3221689 on 2016/12/05 by Dmitry.Rekman
Attempt to change/rename.
Change 3221700 on 2016/12/05 by Dmitry.Rekman
Another attempt to change renamed file (from Linux).
Change 3221731 on 2016/12/05 by Michael.Trepka
Added missing initialization for FAvfVideoSampler::MetalTextureCache
#jira UE-38689
Change 3221792 on 2016/12/05 by Michael.Trepka
Fixed a crash in FMetalDynamicRHI::RHIAsyncReallocateTexture2D for PVRTC2 textures
Change 3222675 on 2016/12/05 by Josh.Adams
- Removed some resolution setting junk that was recently added to PlatformerGame - settings resolution on AppleTV is bad, it doesn't need to change resolution on non-desktop platforms
#jira UE-39188
Change 3223546 on 2016/12/06 by Brent.Pease
+ Properly set and use the realtime compression for ios.
+ Reduce unused memory on ios from the precached first buffer
+ Fix a resource tracking issue that was causing a double free on the sound buffer
Change 3223785 on 2016/12/06 by Brent.Pease
+ Add support for iPhone7 (implemented by peter.sauerbrei, merged in from WEX)
#jira ue-38701
Change 3224314 on 2016/12/06 by Chris.Babcock
Send OnTargetPlatformChangedSupportedFormats when format changed in Android project settings in editor
#jira UE-38361
#ue4
#android
Change 3225367 on 2016/12/07 by Josh.Adams
- Added FKey::Virtual_Accept and Virtual_Back, which will map to FaceButton Right/Down appropriately based on platform (Switch swaps them)
- Made changes to ShooterGame and VehicleGame for Virtual_Accept and Back
- Added some icons for ShooterGame, and changed some text blocks to SRichTextBlock to insert the icons
Change 3225426 on 2016/12/07 by Chris.Babcock
Add missing Android UPL file for binary builds
#jira UE-39420
#ue4
#android
Change 3225471 on 2016/12/07 by Dmitry.Rekman
Update all platforms to C++14.
Change 3225525 on 2016/12/07 by Nick.Shin
Cook-On-The-Fly for HTML5
- re-enabled: ENetworkFileServerProtocol::NFSP_Http
- cleaned up port numbers used with cook-on-the-fly situations
- fixed null_ptr in NetworkFileServerHttp.cpp
- fix CORS issue with HTML5LaunchHelper (not really needed -- but doesn't hurt to have it in the test server)
- finally, the core of the jira issue:
o fix serialization bug: do not append zero sized data
o fix de-serialization bug: removed double insertion of packet "Marker and Size" header
#jira UE-38281 Quicklaunch UFE HTML5 fails to get COTF Header Size
Change 3225690 on 2016/12/07 by Dmitry.Rekman
Linux: improvements in touch support.
- Multiple fingers.
- Filtering out "moved" events from the same location.
- Consistent logging.
(Edigrating 3225194 from Wombat to Dev-Platform)
Change 3225868 on 2016/12/07 by Josh.Stoddard
Gracefully handle delete without matching new on iOS & Mac
#jira UE-39395
Change 3226159 on 2016/12/07 by Omar.Rodriguez
UEPLAT-1423 WEX: Improved virtual keyboard for Android
* Renamed old virtual keyboard functions by adding "Dialog" suffix to the name
* Added new virtual keyboard functions that use InputMethodManager to show/hide keyboard
* Hide the virtual keyboard, if shown, onPause
* Slate edit box decides which functions to call for showing/hiding keyboard
- eventually will be based on command line parameter like in IOS
#jira UEPLAT-1423
Change 3226167 on 2016/12/07 by Dmitry.Rekman
Allow running as root on ARM.
(Edigrating 3204974 to Dev-Platform)
Change 3226168 on 2016/12/07 by Dmitry.Rekman
Print current CVar value when denying an override.
(Based on CL 3205476).
Change 3226169 on 2016/12/07 by Dmitry.Rekman
Allow enabling sound (if disabled by default).
(Based on CL 3205505)
Change 3226171 on 2016/12/07 by Dmitry.Rekman
Allow running from symlinks.
(Edigrating 3205518 to Dev-Platform).
Change 3226174 on 2016/12/07 by Dmitry.Rekman
Linux: do not init SDL audio (we do not use it anyway).
(Based on CL 3205505).
Change 3226327 on 2016/12/07 by Nick.Shin
fix CIS warning
#jira UE-38281 Quicklaunch UFE HTML5 fails to get COTF Header Size
Change 3226506 on 2016/12/08 by Dmitry.Rekman
Fix one more case-sensitive misspelling (UE-39030).
- Submitted as part of PR #2976.
Change 3226542 on 2016/12/08 by Dmitry.Rekman
Linux: fix weirdness with tesselation in GL4 (UE-32865).
- Workaround by CengizT. Proper fix tracked as UE-39489.
Change 3226570 on 2016/12/08 by Dmitry.Rekman
Fix for ar failing due to too long command line (UE-39009).
- Based on PR #2973.
Change 3226575 on 2016/12/08 by Dmitry.Rekman
Add build-essential to dependencies (UE-39053).
- PR #2981 contributed by cpyarger.
Change 3227129 on 2016/12/08 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Fixed up a deferred GL error as well
Fixed some copyrights of files not in main
Change 3227260 on 2016/12/08 by Omar.Rodriguez
UE-39140 Projects with iCloud are failing provisioning check when code signing.
* Set default value of bEnableCloudKitSupport to False
* Set value of get-task-allow to true only on non-distribution builds
* Only write out the entitlements file if changes have been made
#jira UE-39140
Change 3229312 on 2016/12/09 by Dmitry.Rekman
Fix missing responses (UE-39572).
- Proper implementation of UE-39009.
Change 3230849 on 2016/12/12 by Dmitry.Rekman
Linux: fixed Android packaging (UE-39635).
- Misspelled case; fixed by JohnHenry Carawon.
#jira UE-39635
Change 3231591 on 2016/12/12 by Peter.Sauerbrei
fix for splash screen not being turned off by default
#jira UE-39591
Change 3231880 on 2016/12/12 by Josh.Adams
- Fixing StaticAnalysis warnings, but -enablecodeanalysis stopped working for some reason, and the /Zm thing has hit me really hard, so this is a hopeful checkin for static analysis issues
#jira UE-39680
Change 3232816 on 2016/12/13 by Dmitry.Rekman
Linux: fix for CEF (UE-39682)
- Fix by Cengiz.Terzibas.
Change 3232873 on 2016/12/13 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3232933 on 2016/12/13 by Josh.Adams
- Missed the files that were needed to fix up after merge from main, but didn';t come from main
Change 3233066 on 2016/12/13 by Ben.Marsh
UBT: Ignore exception if PATH variable contains invalid characters when looking for XGE.
Change 3233512 on 2016/12/13 by Ben.Marsh
Fix static analysis warnings.
[CL 3233813 by Josh Adams in Main branch]
2016-12-13 19:47:16 -05:00
FString IPPPath = FPaths : : ConvertRelativePathToFull ( FPaths : : EngineDir ( ) / TEXT ( " Binaries/DotNET/IOS/IPhonePackager.exe " ) ) ;
2015-02-04 11:01:48 -05:00
FString CommandLine = FString : : Printf ( TEXT ( " \" %s \" \" %s \" certificates Engine -bundlename \" %s \" " ) , * ScriptPath , * IPPPath , * ( BundleIdentifier ) ) ;
2015-01-29 14:25:09 -05:00
# else
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3233741)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
[NOTE: Switch changes have been removed from this list, and will be in a comment in //UE4/Main/Engine/Build/Switch/SwitchChanges.txt]
Change 3207431 on 2016/11/22 by Keith.Judge
Make VectorSign on XB1 match (incorrect) SSE implementation rather than the reference FPU implementation. Too many things seem to rely on this to change the default behaviour now.
#jira UE-36921
#jira UE-38560
Change 3208206 on 2016/11/22 by Josh.Adams
- Changed plugins upgrading a content-only project to code-based, even if the modules inside aren't compiled for the current platform. There are issues with runtime not knowing the plugin isn't needed. The proper way is to non-whitelist the platform in the project, not in the modules, if you don't want it to upgrade the project. See the comments in this change for more info.
#jira UE-38929
Change 3209137 on 2016/11/23 by Alicia.Cano
Add a check to iOS tool chain for exception flag
#jira UE-36528
#ios
Change 3209296 on 2016/11/23 by Ben.Marsh
Always send build failure notifications in Dev-Platform to Will.Fissler@epicgames.com and Owen.Stupka@epicgames.com
Change 3211316 on 2016/11/28 by Joe.Barnes
Fix some typos
Change 3211318 on 2016/11/28 by Joe.Barnes
Fix wrong function name in header file. Didn't match actual function name in RenderingThread.cpp
Change 3213227 on 2016/11/29 by Dmitry.Rekman
Add -fPIC to libwebsockets on Linux.
Change 3213463 on 2016/11/29 by Nick.Shin
helper build scripts for CentOS 7 Linux (via Docker)
LINUX: pull source and compile: zlib openssl libcurl & libwebsockets
using [ glibc 2.17 ] & [ gcc 4.8.5 ]
Docker creates an image (that is essentially a CentOS box) and runs the build script within that environment (called a container). think of this as a VM -- but waaaaaaay better -- nothing is virtualized -- it's all on the metal.
#jira UEPLAT-1246 - Update libWebsockets
#jira UEPLAT-1221 - update websocket library
#jira UEPLAT-1203 - Add Linux library for libwebsockets
#jira UEPLAT-1204 - Rebuild libwebsockets with SSL
Change 3213939 on 2016/11/29 by Michael.Trepka
Ignore parent widget's geometry scale when showing a popup menu in a separate window
#jira UE-38706
Change 3215583 on 2016/11/30 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3216345 on 2016/11/30 by Josh.Adams
Better fix for poison proxy fix
Change 3217106 on 2016/12/01 by Michael.Trepka
Fixed a crash caused by an attempt to use FPlayWorldCommands::GlobalPlayWorldActions before it's initialized when showing suppressable warning dialogs in UEditorEngine::UpdateAutoLoadProject()
#jira UE-38816
Change 3217223 on 2016/12/01 by Josh.Adams
- Fixed some TEXT macro warnings that crept in from IWYU changes
Change 3217253 on 2016/12/01 by Dmitry.Rekman
Linux: fix GL crash (UE-17649).
- Making sure all streams are set up. Fix by Cengiz.
Change 3217473 on 2016/12/01 by Daniel.Lamb
Fixed a case when we load a map it might not have it's sublevels loaded because it's not treated like a map.
#test cook run QAGame
Change 3217588 on 2016/12/01 by Peter.Sauerbrei
Pull in IPv6 fix
Change 3217654 on 2016/12/01 by Michael.Trepka
Changed the Mac-specific high DPI code to use system backingScaleFactor only if NSHighResolutionCapable in Info.plist is set to true. This solves the problem with macOS Sierra giving us actual backingScaleFactor values even in low DPI modes.
Change 3217873 on 2016/12/01 by Josh.Adams
- Added some logging to a tvOS assert, since debugging it right away is tricky
Change 3218097 on 2016/12/01 by Josh.Adams
- Fixed up the Switch MediaFramework, making editor better, etc
- ALso changed PS4 and Xbox plugins to be enabled by default by having two entries in the plugin module for the Factory modules (an editor only entry, and a platform specific runtime entry... this will make it so that UE4Game.exe won't ahve it compiled in, even with it enabled by default)
Change 3218133 on 2016/12/01 by Dmitry.Rekman
Linux: report server hangs by crashing the hung thread (UE-39164).
Change 3218512 on 2016/12/01 by Josh.Adams
- Made the MfMedia plugin to be distributable in public builds, since it's for Windows and Xbox
Change 3219804 on 2016/12/02 by Dmitry.Rekman
Linux: fix project settings crash (UE-38800).
- Also submitted as a pull request #2945.
Change 3220027 on 2016/12/02 by Nick.Shin
plow all physx libs into build
NOTE: most browsers will not function
- chrome and firefox nightly only works
checking this in as per email
#jira UE-38323 VehicleTemplate Vehicle does not move in HTML5
Change 3221620 on 2016/12/05 by Joe.Barnes
UE-37275 - Temporary workaround for log lines losing carriage returns. Add's a \n when outputting lines if there isn't one at the end.
Change 3221689 on 2016/12/05 by Dmitry.Rekman
Attempt to change/rename.
Change 3221700 on 2016/12/05 by Dmitry.Rekman
Another attempt to change renamed file (from Linux).
Change 3221731 on 2016/12/05 by Michael.Trepka
Added missing initialization for FAvfVideoSampler::MetalTextureCache
#jira UE-38689
Change 3221792 on 2016/12/05 by Michael.Trepka
Fixed a crash in FMetalDynamicRHI::RHIAsyncReallocateTexture2D for PVRTC2 textures
Change 3222675 on 2016/12/05 by Josh.Adams
- Removed some resolution setting junk that was recently added to PlatformerGame - settings resolution on AppleTV is bad, it doesn't need to change resolution on non-desktop platforms
#jira UE-39188
Change 3223546 on 2016/12/06 by Brent.Pease
+ Properly set and use the realtime compression for ios.
+ Reduce unused memory on ios from the precached first buffer
+ Fix a resource tracking issue that was causing a double free on the sound buffer
Change 3223785 on 2016/12/06 by Brent.Pease
+ Add support for iPhone7 (implemented by peter.sauerbrei, merged in from WEX)
#jira ue-38701
Change 3224314 on 2016/12/06 by Chris.Babcock
Send OnTargetPlatformChangedSupportedFormats when format changed in Android project settings in editor
#jira UE-38361
#ue4
#android
Change 3225367 on 2016/12/07 by Josh.Adams
- Added FKey::Virtual_Accept and Virtual_Back, which will map to FaceButton Right/Down appropriately based on platform (Switch swaps them)
- Made changes to ShooterGame and VehicleGame for Virtual_Accept and Back
- Added some icons for ShooterGame, and changed some text blocks to SRichTextBlock to insert the icons
Change 3225426 on 2016/12/07 by Chris.Babcock
Add missing Android UPL file for binary builds
#jira UE-39420
#ue4
#android
Change 3225471 on 2016/12/07 by Dmitry.Rekman
Update all platforms to C++14.
Change 3225525 on 2016/12/07 by Nick.Shin
Cook-On-The-Fly for HTML5
- re-enabled: ENetworkFileServerProtocol::NFSP_Http
- cleaned up port numbers used with cook-on-the-fly situations
- fixed null_ptr in NetworkFileServerHttp.cpp
- fix CORS issue with HTML5LaunchHelper (not really needed -- but doesn't hurt to have it in the test server)
- finally, the core of the jira issue:
o fix serialization bug: do not append zero sized data
o fix de-serialization bug: removed double insertion of packet "Marker and Size" header
#jira UE-38281 Quicklaunch UFE HTML5 fails to get COTF Header Size
Change 3225690 on 2016/12/07 by Dmitry.Rekman
Linux: improvements in touch support.
- Multiple fingers.
- Filtering out "moved" events from the same location.
- Consistent logging.
(Edigrating 3225194 from Wombat to Dev-Platform)
Change 3225868 on 2016/12/07 by Josh.Stoddard
Gracefully handle delete without matching new on iOS & Mac
#jira UE-39395
Change 3226159 on 2016/12/07 by Omar.Rodriguez
UEPLAT-1423 WEX: Improved virtual keyboard for Android
* Renamed old virtual keyboard functions by adding "Dialog" suffix to the name
* Added new virtual keyboard functions that use InputMethodManager to show/hide keyboard
* Hide the virtual keyboard, if shown, onPause
* Slate edit box decides which functions to call for showing/hiding keyboard
- eventually will be based on command line parameter like in IOS
#jira UEPLAT-1423
Change 3226167 on 2016/12/07 by Dmitry.Rekman
Allow running as root on ARM.
(Edigrating 3204974 to Dev-Platform)
Change 3226168 on 2016/12/07 by Dmitry.Rekman
Print current CVar value when denying an override.
(Based on CL 3205476).
Change 3226169 on 2016/12/07 by Dmitry.Rekman
Allow enabling sound (if disabled by default).
(Based on CL 3205505)
Change 3226171 on 2016/12/07 by Dmitry.Rekman
Allow running from symlinks.
(Edigrating 3205518 to Dev-Platform).
Change 3226174 on 2016/12/07 by Dmitry.Rekman
Linux: do not init SDL audio (we do not use it anyway).
(Based on CL 3205505).
Change 3226327 on 2016/12/07 by Nick.Shin
fix CIS warning
#jira UE-38281 Quicklaunch UFE HTML5 fails to get COTF Header Size
Change 3226506 on 2016/12/08 by Dmitry.Rekman
Fix one more case-sensitive misspelling (UE-39030).
- Submitted as part of PR #2976.
Change 3226542 on 2016/12/08 by Dmitry.Rekman
Linux: fix weirdness with tesselation in GL4 (UE-32865).
- Workaround by CengizT. Proper fix tracked as UE-39489.
Change 3226570 on 2016/12/08 by Dmitry.Rekman
Fix for ar failing due to too long command line (UE-39009).
- Based on PR #2973.
Change 3226575 on 2016/12/08 by Dmitry.Rekman
Add build-essential to dependencies (UE-39053).
- PR #2981 contributed by cpyarger.
Change 3227129 on 2016/12/08 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Fixed up a deferred GL error as well
Fixed some copyrights of files not in main
Change 3227260 on 2016/12/08 by Omar.Rodriguez
UE-39140 Projects with iCloud are failing provisioning check when code signing.
* Set default value of bEnableCloudKitSupport to False
* Set value of get-task-allow to true only on non-distribution builds
* Only write out the entitlements file if changes have been made
#jira UE-39140
Change 3229312 on 2016/12/09 by Dmitry.Rekman
Fix missing responses (UE-39572).
- Proper implementation of UE-39009.
Change 3230849 on 2016/12/12 by Dmitry.Rekman
Linux: fixed Android packaging (UE-39635).
- Misspelled case; fixed by JohnHenry Carawon.
#jira UE-39635
Change 3231591 on 2016/12/12 by Peter.Sauerbrei
fix for splash screen not being turned off by default
#jira UE-39591
Change 3231880 on 2016/12/12 by Josh.Adams
- Fixing StaticAnalysis warnings, but -enablecodeanalysis stopped working for some reason, and the /Zm thing has hit me really hard, so this is a hopeful checkin for static analysis issues
#jira UE-39680
Change 3232816 on 2016/12/13 by Dmitry.Rekman
Linux: fix for CEF (UE-39682)
- Fix by Cengiz.Terzibas.
Change 3232873 on 2016/12/13 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3232933 on 2016/12/13 by Josh.Adams
- Missed the files that were needed to fix up after merge from main, but didn';t come from main
Change 3233066 on 2016/12/13 by Ben.Marsh
UBT: Ignore exception if PATH variable contains invalid characters when looking for XGE.
Change 3233512 on 2016/12/13 by Ben.Marsh
Fix static analysis warnings.
[CL 3233813 by Josh Adams in Main branch]
2016-12-13 19:47:16 -05:00
FString CmdExe = FPaths : : ConvertRelativePathToFull ( FPaths : : EngineDir ( ) / TEXT ( " Binaries/DotNET/IOS/IPhonePackager.exe " ) ) ;
2015-02-04 11:01:48 -05:00
FString CommandLine = FString : : Printf ( TEXT ( " certificates Engine -bundlename \" %s \" " ) , * ( BundleIdentifier ) ) ;
2015-01-29 14:25:09 -05:00
# endif
IPPProcess = MakeShareable ( new FMonitoredProcess ( CmdExe , CommandLine , true ) ) ;
OutputMessage = TEXT ( " " ) ;
IPPProcess - > OnOutput ( ) . BindStatic ( & OnOutput ) ;
IPPProcess - > Launch ( ) ;
TickerHandle = FTicker : : GetCoreTicker ( ) . AddTicker ( FTickerDelegate : : CreateRaw ( this , & FIOSTargetSettingsCustomization : : UpdateStatusDelegate ) , 1.0f ) ;
2015-01-30 10:53:52 -05:00
if ( ProvisionInfoSwitcher . IsValid ( ) )
{
ProvisionInfoSwitcher - > SetActiveWidgetIndex ( 0 ) ;
}
if ( CertificateInfoSwitcher . IsValid ( ) )
{
CertificateInfoSwitcher - > SetActiveWidgetIndex ( 0 ) ;
}
2015-02-06 10:52:09 -05:00
RunningIPPProcess = true ;
2014-10-30 17:05:10 -04:00
}
FReply FIOSTargetSettingsCustomization : : OnInstallProvisionClicked ( )
{
// pass the file to IPP to install
2017-09-11 10:43:35 -04:00
FString ProjectPath = FPaths : : IsProjectFilePathSet ( ) ? FPaths : : ConvertRelativePathToFull ( FPaths : : GetProjectFilePath ( ) ) : FPaths : : RootDir ( ) / FApp : : GetProjectName ( ) / FApp : : GetProjectName ( ) + TEXT ( " .uproject " ) ;
2014-11-07 15:46:06 -05:00
FString ProvisionPath ;
2014-10-30 17:05:10 -04:00
2014-11-07 15:46:06 -05:00
// get the provision by popping up the file dialog
TArray < FString > OpenFilenames ;
IDesktopPlatform * DesktopPlatform = FDesktopPlatformModule : : Get ( ) ;
bool bOpened = false ;
int32 FilterIndex = - 1 ;
FString FileTypes = TEXT ( " Provision Files (*.mobileprovision)|*.mobileprovision " ) ;
if ( DesktopPlatform )
{
bOpened = DesktopPlatform - > OpenFileDialog (
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3133954)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3077573 on 2016/08/04 by Nick.Darnell
Removing some unused code, adding additional needed modules to editor tests.
#rb none
Change 3077580 on 2016/08/04 by Nick.Darnell
Removing the test plugins, going to be recreating them in EngineTest.
Change 3082659 on 2016/08/09 by Nick.Darnell
Automation - Presets are now stored in json files stored in Config so they can be shared, and human readable. Working on screenshot automation, getting it where it needs to be to permit us to have repeatable tests for comarison. Removing the option to not take full size screenshots, that defeats the purpose of being able to compare them.
#rb none
Change 3082766 on 2016/08/09 by Jamie.Dale
Fixed crashes when dealing with code-points outside the BMP on platforms with UTF-32 FStrings
ICU always deals with its offsets as UTF-16 (as it always uses UTF-16 internally with icu::UnicodeString), so there were a couple of places in code (break iteration, and bidi detection) where we needed to adjust those UTF-16 offsets to UTF-32 offsets in the case where FString is UTF-32.
#jira UE-33971
#rb James.Hopkin
Change 3083067 on 2016/08/09 by Nick.Darnell
Automation - Working on screenshot support, system now allows a lot more customization in terms of how large the shot is.
#rb none
Change 3084475 on 2016/08/10 by Richard.TalbotWatkin
Fixed issue with ModelComponent replication in client/server PIE if BSP is rebuilt. ModelComponent now implements IsNameStableForNetworking and always returns true, as a level's model components will never be rebuilt during a game session. Brush poly normals are now only fixed up in Editor builds.
#jira UE-34391 - No run animation on client that is not focused when running 2 player and dedicated server
#codereview Matt.Kuhlenschmidt
#rb none
Change 3084661 on 2016/08/10 by Matt.Kuhlenschmidt
Added grayscale texture importing support
#rb none
Change 3084774 on 2016/08/10 by Cody.Albert
Adding controller support for ComboBox widget
#jira UE-33826
#rb nick.darnell
Change 3085716 on 2016/08/11 by Nick.Darnell
UMG - Taking the Widget Component and Widget Interaction Components out of experimental. Removed old importing support for upgrading ancient versions of widget components. Removing parbola distortion, as users can now do whatever they want in their custom MID they can override the widget with.
#rb none
Change 3085733 on 2016/08/11 by Nick.Darnell
UMG - Documenting the meta parameters allowed on widgets, like we do for regular UObjects. For binding widgets from blueprints you can now do BindWidget (unchanged), and to simplify binding widgets optionally, you can now just do (BindWidgetOptional), rather than the combination of BindWidget + OptionalWidget=true. Made generating the Design time wrapper call a little more efficent, by optimizing it away by force inlining a noop. Also added some additional checking when we forcefully set focus in UMG, to help people catch cases where they set focus, but didn't make the widget focusable.
#rb none
Change 3085734 on 2016/08/11 by Nick.Darnell
Texture - Making GetDefaultMipMapBias a bit more efficent in the common case.
#rb none
Change 3085736 on 2016/08/11 by Nick.Darnell
Static Lighting - Warning the user when they build lighting, but have bForceNoPrecomputedLighting set to true on the world settings.
#rb none
Change 3085737 on 2016/08/11 by Nick.Darnell
Editor - code organization.
#rb none
Change 3085875 on 2016/08/11 by Nick.Darnell
UMG - You can now use 'G' to toggle game mode on the designer so that you can disable and enable the dashed lines around containers. The option in the settings is now used as the default when you startup a designer.
#rb none
Change 3086209 on 2016/08/11 by Ben.Salem
Make our automated test pass reporting more robust and pipe out to JSON in \saved\automation\logs\AutomationReport-{CL}-{Timestamp}.json format.
#rb adric.worley, william.ewen
Change 3086515 on 2016/08/11 by Nick.Darnell
Editor - Fixing a crash in the curve table customization. If the row doesn't exist, it would crash, we now protect against that case.
#rb Matt.Kuhlenschmidt
Change 3087216 on 2016/08/12 by Jamie.Dale
Fixed an issue where re-scanning a package file may leave old assets in the asset registry
We didn't used to clear out anything associated with the old package before scanning the file, which could result in old assets being left if they'd since been removed from the package.
This also exposes a PackageDeleted function to allow people to manually clear anything associated with a package (if doing some custom asset work).
#rb Andrew.Rodham
Change 3087219 on 2016/08/12 by Jamie.Dale
Updated TextRenderComponent to support multiple font pages
It used to use the correct UV data, but wouldn't set the correct texture page when rendering. It now creates MIDs for all of the texture pages used by the font, and will use these MIDs (which override the font page on the material) when rendering the text (batched on sequential index/vertex buffer data with the same texture page).
#rb Matt.Kuhlenschmidt
Change 3087308 on 2016/08/12 by Alex.Delesky
#jira UE-14727 - Support for editing TSet properties in the editor's Details panel has been added.
#rb Matt.Kuhlenschmidt
Change 3089140 on 2016/08/15 by Jamie.Dale
We now abort a directory watch if we lose access to the directory in question
This prevents an infinite loop in the call to MsgWaitForMultipleObjectsEx if a watched directory is deleted.
#jira UE-30172
#rb Andrew.Rodham
Change 3089148 on 2016/08/15 by Alexis.Matte
Allow fbx export of any actor type.
#rb none
#codereview dmitriy.dyomin
Change 3089211 on 2016/08/15 by Jamie.Dale
Unified access to the parent window for external dialogs
A lot of places used to ad-hoc use the MainFrame window, even when they had access to a widget that may be belong to a different window. This could cause issues where an external dialog could appear behind a modal UE4 window (as it would appear above the MainFrame), and be inaccessible.
You can now use IMainFrameModule::GetBestParentWindowHandleForDialogs to get the best window handle to use for an external dialog. This will either be the parent window for the given widget (if known), or failing that, the MainFrame window.
#rb Andrew.Rodham
Change 3089640 on 2016/08/15 by Jamie.Dale
Wrapped UMaterialExpression::MenuCategories in WITH_EDITORONLY_DATA to avoid gathering it for game-only loc
#rb none
Change 3089661 on 2016/08/15 by Nick.Darnell
Editor - There's a new view option "Show C++ Classes" in the content browser. Lets you hide all those C++ folders most folks probably don't care to see.
#rb none
Change 3089667 on 2016/08/15 by Cody.Albert
Updating RoutePointerUpEvent to call OnDrop for touch events when dragging
#jira UE-34709
#rb nick.darnell
Change 3089694 on 2016/08/15 by Jamie.Dale
Applied a fix to the ExcludeClasses setting in the loc gather
#rb none
Change 3089889 on 2016/08/15 by Nick.Darnell
Automation - Continued work on the screenshot portion of the automation system. Going to start using the adapter information in the screenshots taken, otherwise we can't accurately test a plethora of devices sharing the same OS, with different capabilities.
#rb none
Change 3090256 on 2016/08/16 by Nick.Darnell
Automation - working on screenshots.
#rb none
Change 3090322 on 2016/08/16 by Nick.Darnell
Automation - Adding modified screenshot function.
#rb none
Change 3090335 on 2016/08/16 by Nick.Darnell
Automation - The tests were determined to need to be shared afterall, but at least keeping them as plugins. Moved to Engine plugins.
#rb none
Change 3090881 on 2016/08/16 by Nick.Darnell
Automation - Moving the content over and fixing up some code so that the AutoRimport tests work as expected.
#rb none
Change 3090884 on 2016/08/16 by Nick.Darnell
Plugins - There's now support for generating a Content Only plugin from the new plugin wizard.
#rb none
Change 3090911 on 2016/08/16 by Nick.Darnell
Feature Packs - If there's an error loading a manifest, it's now an error, not a warning.
#rb none
Change 3090913 on 2016/08/16 by Jamie.Dale
Optimization and usability improvements of the MemoryProfiler2 tool
- Optimized the processing of the Callgraph, Histogram, and Short lived allocations views.
- The callgraph view is now using a virtualized tree view mapped to our own internal tree. This allows us to amortize the cost of adding nodes to the TreeView as the user views the nodes in the tree. In my own test, this took callgraph generation from ~45 seconds to ~5 seconds.
- The Histogram view was vastly optimized via the use of a HashSet on the callstack filter, and the batch addition of unsorted callstacks that are sorted once at the end. In my own test, this took histogram generation from ~15 minutes to ~2 seconds.
- The Short lived allocations view was optimized by avoiding redundant sorting, including maintaining a sorted order while inserting items, and instead doing a final sort at the end. The column selection was also optimized by avoiding copying the entire dataset just to resort it. In my own test, this took short lived allocation generation from ~1 minute to ~3 seconds.
- Added a user-configurable list of allocator functions to trim (which now includes FMemory and operator new by default, and produces much cleaner callstacks).
#jira UETOOL-948
#jira UETOOL-949
#rb James.Hopkin
Change 3090962 on 2016/08/16 by Jamie.Dale
Fixed double assignment of filter functions
#rb none
Change 3090989 on 2016/08/16 by Nick.Darnell
Editor - Attempting to fix the build, non-unity issue I suspect.
#rb none
Change 3091754 on 2016/08/17 by Nick.Darnell
FbxAutomationTestBuilder is now a plugin. Users won't see it unless they've enabled the plugin (so primarily internal QA). Reorganized the automation tools and testing menu to be a bit lower in the main menu, and gave them a more test sounding name. Additionally made some modifications to the workspace menu structure to allow generating just a subset of a workplace menu so that I could target where I wanted to insert all of the automation tool menu items, rather than just allowing the general placement of them under developer tools...etc.
#rb none
#codereview Alexis.Matte
Change 3091758 on 2016/08/17 by Nick.Darnell
Slate / Editor - Trying to make the editor less focus greedy. Now when there are notification popups and tabs attempt to grab your attention we now do a few activation ownership checks to ensure that it or a parent window actually owns activation. Not doing this has the nasty side effect of things like notifications and message log errors that popup while playing the game (if the game is in new window PIE), causing the game to be hidden, and focus returned to the editor. Ran into this a lot running the automation tests, the new PIE window that's launched to run tests is immediately hidden as soon as the tests log a warning or error or a notification about high res screenshots happens.
#rb none
#codereview Nick.Atamas,Matt.Kuhlenschmidt
Change 3091829 on 2016/08/17 by Nick.Darnell
Build - Attempting to repair the build.
#rb none
Change 3091920 on 2016/08/17 by Nick.Darnell
Build - Another attempt at fixing the mac build.
#rb none
Change 3093380 on 2016/08/18 by Matt.Kuhlenschmidt
Ignore group actors when checking for references to other actors when deleting. The check for references is designed for gameplay affecting references which groups are not. Having this show up for groups is annoying
#rb none
Change 3094474 on 2016/08/19 by Jamie.Dale
Fixed PS4 error when building with USE_MALLOC_PROFILER, and optimized symbol name resolution for a build with USE_MALLOC_PROFILER enabled
#jira UETOOL-951
#rb James.Hopkin
Change 3094581 on 2016/08/19 by Jamie.Dale
Added missing allocator filter needed by PS4 profiles
#rb none
Change 3094681 on 2016/08/19 by Richard.TalbotWatkin
Fixed issue where painting override vertex colors on a SpeedTree mesh would cause its wind animation to cease. The OverrideVertexColors vertex factory needed to be registered with the SpeedTree renderer.
#jira UE-32762 - Custom VertexPaint on SpeedTrees interferes with wind animation
#rb none
Change 3095163 on 2016/08/19 by Trung.Le
#jira UE-20849: Added tooltips to the inputs of the Material final result node
#rb matt.kuhlenschmidt
Change 3095285 on 2016/08/19 by Trung.Le
#jira UE-20849 In SGraphNodeMaterialResult, renamed ToolTip to ToolTipWidget so we're not hiding class member
#rb none
Change 3095344 on 2016/08/19 by Alexis.Matte
#jira UE-34690 When using the optionnal matrix to change the scene root node, we have to flush the fbx evaluation engine.
Add also a new option to allow the user to automatically convert the fbx scene to unreal unit (centimeter).
#rb none
#codereview matt.kuhlenschmidt
Change 3096162 on 2016/08/22 by Alexis.Matte
#jira UE-34763 Remove offending no-action combo box entry when the json file is readonly. Also clean up other combo box menu.
#rb none
#codereview matt.kuhlenschmidt
Change 3096261 on 2016/08/22 by Alexis.Matte
#jira UE-33121 Make sure re-import all and import all fix all the issue before starting the job. So it get not interrupt during the process.
#rb lina.halper
#codereview lina.halper
Change 3096344 on 2016/08/22 by Jamie.Dale
NSString conversion fix for UTF-32 strings containing characters outside of the BMP
#jira UE-33971
#rb Peter.Sauerbrei, James.Hopkin
Change 3096605 on 2016/08/22 by Alex.Delesky
#jira UE-34787 - Dropdown menus in standalone programs will now correctly display tooltips if they have any.
#rb Matt.Kuhlenschmidt
Change 3096615 on 2016/08/22 by Alex.Delesky
#jira UE-33334 - Scrolling up on the mouse wheel when using the orbit camera should no longer move away from the orbit point when the camera moves too close to the orbit origin.
#rb Matt.Kuhlenschmidt
Change 3096619 on 2016/08/22 by Alex.Delesky
#jira UE-34084 - Structs containing an enum with a value that contains a whitespace character will now serialize correctly when copied from the Details Panel.
#rb Matt.Kuhlenschmidt
Change 3097644 on 2016/08/23 by Matt.Kuhlenschmidt
PR #2729: Fix a typo in the comment (Contributed by adcentury)
#rb none
Change 3097648 on 2016/08/23 by Matt.Kuhlenschmidt
PR #2726: Undef unused macros (Contributed by shrimpy56)
#rb none
Change 3097697 on 2016/08/23 by Matt.Kuhlenschmidt
Guard against crash when details panels rebuild when their customizations have been torn down
https://jira.ol.epicgames.net/browse/UE-35048
#rb none
Change 3097757 on 2016/08/23 by Alex.Delesky
#jira UE-14727 - Support for editing TMap properties in the editor's Details panel has been added. This change also removes the Duplicate option from TSet elements, and disallows entry of duplicates elements into a TSet or duplicate keys into a TMap
#rb Matt.Kuhlenschmidt
Change 3098164 on 2016/08/23 by Alexis.Matte
#jira UE-34686 Fbx importer bImportMeshesInBoneHierarchy is used also by the animation.
#rb none
#codereview matt.kuhlenschmidt
Change 3098502 on 2016/08/23 by Alexis.Matte
#jira UE-30951 Fbx option dialog, we disable the option to bake pivot if transform vertex position is true
#rb none
#codereview matt.kuhlenschmidt
Change 3099986 on 2016/08/24 by Jamie.Dale
Fixing non-editor builds
#rb none
Change 3101138 on 2016/08/25 by Matt.Kuhlenschmidt
Fixed viewport redraw callback not being called when certian property modifications occur in the details panel (reset to default, array size changes, etc)
#rb none
Change 3101280 on 2016/08/25 by Jamie.Dale
Fixed crash when counting memory over internationalization meta-data
- The serialization code only used to handle loading or saving, now it handles loading or not loading.
- The Type of the meta-data wasn't set by all constructors. For safety it has been removed and replaced with a virtual function that the derived types override.
#rb James.Hopkin
Change 3101283 on 2016/08/25 by Jamie.Dale
MProf2 platform and symbol parsing improvements
- Updated ISymbolParser to work with lazy symbol resolution (handled via the UI when looking at full callstacks).
- Added a PS4 symbol parser which handles performing full file/line resolution for symbols.
- Removed all the V3 file format support and legacy platform handling.
- Optimized FStreamInfo.GetNameIndex so it can be used by the lazy symbol fixup.
#rb James.Hopkin
Change 3101586 on 2016/08/25 by Jamie.Dale
Small code cleanup and path normalization
#rb James.Hopkin
Change 3101837 on 2016/08/25 by Alexis.Matte
#jira UE-35101 we now store the sourceanimationname to retrieve the correct animtrack when re-importing animations
#rb none
#codereview matt.kuhlenschmidt
Change 3102537 on 2016/08/26 by Jamie.Dale
Fix for potential crash in FICUCamelCaseBreakIterator
In platforms with UTF-32 strings, the index returned by FICUTextCharacterIterator may not be in the same range as FString, so we need to call InternalIndexToSourceIndex to ensure that it is.
#rb James.Hopkin
Change 3102582 on 2016/08/26 by Matt.Kuhlenschmidt
Log the freetype version when it starts up (for debugging purposes)
#rb none
Change 3102657 on 2016/08/26 by Alexis.Matte
#jira UE-29177 When re-importing a texture we want to notify materials using this texture so they can recompile the shader.
#review-3101585 @uriel.doyon
#rb matt.kuhlenschmidt
Change 3102704 on 2016/08/26 by Jamie.Dale
Added symbol meta-data support to MProf2
You can now define platform specific meta-data using FPlatformStackWalk::GetSymbolMetaData, which is then stored within the generated .mprof file.
PS4 uses this meta-data to say where the original .self file can be found, so that MProf2 can usually automatically load the .self file without having to bother the user.
#rb James.Hopkin
Change 3102878 on 2016/08/26 by Matt.Kuhlenschmidt
Added support for outline fonts
- An outline size (in slate units), optional material and optional fill color can be specified with each font info.
- Outlines do not contribute to measurement directly so the text measuring and shaping methods have been modified to account for outlines
- Fixed a bug where font materials do not work properly if part of the font's rendered glyphs were in a different atlas
#rb jamie.dale
Change 3102879 on 2016/08/26 by Jamie.Dale
Bumped the MProf2 version so we can tell which build of the tool can load v6 mprof files
#rb none
Change 3102960 on 2016/08/26 by Alexis.Matte
build fix
#rb none
Change 3103032 on 2016/08/26 by Jamie.Dale
Fixed SEditableText and SMultiLineEditableText not setting the correct foreground color when painting
#jira UE-34936
#rb Matt.Kuhlenschmidt
Change 3103278 on 2016/08/26 by Jamie.Dale
Fixing Clang warnings
#rb none
Change 3104211 on 2016/08/29 by Ben.Marsh
Add build script for automated tests, and create settings file for Dev-Editor which adds an agent pool for running them.
#rb none
Change 3104290 on 2016/08/29 by Alex.Delesky
Adding additional documentation accessible from the editor for TSet and TMap properties, along with a quick clarification on container properties to let the user know what kind of container they're working with.
#rb Matt.Kuhlenschmidt
Change 3104292 on 2016/08/29 by Alex.Delesky
#jira UE-35039 - Command/Control user keybindings will no longer flip-flop when the editor is opened on Mac.
#rb Matt.Kuhlenschmidt
Change 3104294 on 2016/08/29 by Alex.Delesky
#jira UE-34952 - The user will no longer encounter an ensure when setting the value of Period equal to or less than 0 on the circular throbber widget
#rb Matt.Kuhlenschmidt
Change 3104295 on 2016/08/29 by Matt.Kuhlenschmidt
PR #2682: Remove unused bUseDesktopResolutionForFullscreen (Contributed by stfx)
#rb none
Change 3104296 on 2016/08/29 by Alex.Delesky
#jira UE-35160 - The Auto Distance Error for LOD meshes can now be set to any value larger than zero.
#rb Matt.Kuhlenschmidt
Change 3104348 on 2016/08/29 by Matt.Kuhlenschmidt
Added the ability to clear the preview mesh on a material instance. Previously there was no way to null it out.
#rb none
Change 3104355 on 2016/08/29 by Matt.Kuhlenschmidt
Guard against crash with invalid path to the default physical material. Just create a new one if it doesnt exist and warn about it.
#rb none
#jira UE-31865
Change 3104396 on 2016/08/29 by Ben.Marsh
Fix incrorrect agent names for running automated tests
Change 3104610 on 2016/08/29 by Alex.Delesky
Fix for AutomationTool compile editor from changes introduced today.
#rb None
Change 3104611 on 2016/08/29 by Michael.Dupuis
#jira UETOOL-253
#rb Alexis.Matte
Change 3105826 on 2016/08/30 by Gareth.Martin
Added console variables to discard grass and/or scalable foliage data on load
#jira UE-35086
#rb Benn
Change 3106126 on 2016/08/30 by Matt.Kuhlenschmidt
Eliminated bad code duplication between retainer widgets and element batcher
#rb none
#codereview nick.darnell
Change 3106449 on 2016/08/30 by Michael.Dupuis
#jira UETOOL-229 Added generic command icons used in Edit Menu (including contextual menu)
#rb Alexis.Matte
Change 3106966 on 2016/08/30 by Jamie.Dale
Fixed FApp::IsAuthorizedUser not considering the SessionOwner override
#rb Max.Preussner
Change 3107687 on 2016/08/31 by Michael.Dupuis
Checkout/Make Writable on proper config file
#rb Matt Kuhlenschmidt
Change 3107736 on 2016/08/31 by Matt.Kuhlenschmidt
Fixed mode typos in the lerp instruction
#rb none
Change 3107830 on 2016/08/31 by Matt.Kuhlenschmidt
Logging and guard against UEditorEngine::TeardownPlaySession crash.
#rb none
https://jira.ol.epicgames.net/browse/UE-35325
Change 3107912 on 2016/08/31 by Alex.Delesky
#jira UE-35181 - Normalizing paths when retrieving absolute filenames for source control operations.
#rb Matt.Kuhlenschmidt
Change 3107986 on 2016/08/31 by Matt.Kuhlenschmidt
Removed PropertyTestObject.h out of UnrealEd.h so you dont have to compile the entire editor when changing this one file.
#rb none
Change 3108027 on 2016/08/31 by Chris.Wood
Re-added lost doc comment for analytics event "Engine.AbnormalShutdown".
#rb none - just a comment in a cpp file
#codereview wes.hunt
Change 3108580 on 2016/08/31 by Mike.Fricker
Deleted the "Live Editor" plugins from UE4
- These were undocumented, buggy and never finished, and we have no plans to complete them
- Both the "LiveEditor" and "LiveEditorListenServer" plugins were deleted, along with related icon files
#codereview matt.kuhlenschmidt
#rb matt.kuhlenschmidt
Change 3108604 on 2016/08/31 by Mike.Fricker
Added new "MIDI Device" plugin (disabled by default)
- This is a simple MIDI interface that allows you to receive MIDI events from devices connected to your computer
- Currently only input is supported. In the future we might allow for output, as well.
- In Blueprints, here's how to use it:
- Look for "MIDI Device Manager" in the Blueprint RMB menu
- Call "Find MIDI Devices" to choose your favorite device. Break the "Found MIDI Device" struct to see what's available.
- Then call "Create MIDI Device Controller" for the device you want. Store that in a variable.
- On your MIDI Device Controller, bind your own Event to the "On MIDI Event" event. This will be called every game Tick when there is at least one new MIDI event to receive.
- Process the data passed into the Event to make your project do stuff!
- This plugin makes use of the "PortMidi" third party library (which already existed in UE4 -- it was used by the now-deprecated 'LiveEditor' plugin)
#codereview matt.kuhlenschmidt
#rb none
Change 3108760 on 2016/08/31 by Alexis.Matte
#jira UE-25840 Fbx export collision mesh, we now export collision: box, sphere, capsule and convex mesh. There is an option in the editor preference to enable the export of collisions, default value is false.
#rb none
#codereview matt.kuhlenschmidt
Change 3109006 on 2016/08/31 by Alex.Delesky
#ignore Source Control rename test - initial commit
Change 3109044 on 2016/08/31 by Alex.Delesky
#ignore Testing asset rename from P4 to observe correct behavior.
#rb none
Change 3109048 on 2016/08/31 by Alex.Delesky
#ignore Testing P4 rename to identify correct behavior
#rb none
Change 3110044 on 2016/09/01 by Gareth.Martin
Fixed painting foliage on blocking "query" actors not working
#jira UE-33852
#rb Allan.Bentham
Change 3110133 on 2016/09/01 by Alexis.Matte
Fix crash in function GetForceRecompileTextureIdsHash
#rb none
#codereview jamie.dale
Change 3111848 on 2016/09/02 by Mike.Fricker
MIDI Device plugin: Fixed compilation error on Clang compilers (Mac, Linux)
- Fixed bad enum cast
#rb none
Change 3111995 on 2016/09/02 by Michael.Dupuis
#jira UE-35263
Do not try selecting the actor if the actor is in the blueprint
Properly Refresh the ToopTip & Hyper Link to take into account blueprint recreation process
#rb Alexis Matte
Change 3112280 on 2016/09/02 by Michael.Dupuis
Call MakeWritable if source control fail
#rb Alexis Matte
Change 3112335 on 2016/09/02 by Cody.Albert
Updating cursor hiding logic to not improperly hide cursor when left clicking in ortho mode
#jira UE-35306
#rb none
Change 3112478 on 2016/09/02 by Alexis.Matte
#jira UE-20059 Use a base material to import fbx material.
#rb uriel.doyon
#codereview matt.kuhlenschmidt
#1468 Github pull request number
Change 3113912 on 2016/09/06 by Michael.Dupuis
#jira UE-32288 Fixed Console params display
#rb Alexis Matte
Change 3114026 on 2016/09/06 by Alex.Delesky
#jira UE-35123 - The Details panel in a Texture editor or Simple Asset editor window will no longer disappear when the inspected asset is imported again.
#rb Matt.Kuhlenschmidt
Change 3114032 on 2016/09/06 by Alex.Delesky
PR #2733: Improved the project launcher progress page (Contributed by projectgheist)
#jira UE-34027
#rb Matt.Kuhlenschmidt
Change 3114034 on 2016/09/06 by Alex.Delesky
#jira UE-35265 - Copying a comment node from a Material Function and pasting it inside a Material will no longer render the Material unsaveable
#rb Matt.Kuhlenschmidt
Change 3114071 on 2016/09/06 by Nick.Darnell
[AUTOMATED TEST] Automatic checkin, testing functionality.
Change 3114109 on 2016/09/06 by Nick.Darnell
[AUTOMATED TEST] Automatic checkin, testing functionality.
Change 3114562 on 2016/09/06 by Nick.Darnell
Adding LevelEditor to the FbxAutomationTestBuilder to fix a compiler issue.
#rb none
Change 3114701 on 2016/09/06 by Michael.Dupuis
#jira UE-31988 add const to all usage of TArray<ItemType>* as it was done in SListView
#rb Alexis Matte
Change 3114861 on 2016/09/06 by Matt.Kuhlenschmidt
Prevent non-thread safe slate code from running on the slate loading thread
#rb none
Change 3115698 on 2016/09/07 by Nick.Darnell
Make sure the commands are available - during functional testing that was found to not always be the case.
#rb none
Change 3115719 on 2016/09/07 by Nick.Darnell
Adding an IsRegistered command to commands.
#rb none
Change 3115721 on 2016/09/07 by Nick.Darnell
Adding a new built VirtualReality feature pack, this new one contains the update manifest that will parse correctly.
#rb none
Change 3115722 on 2016/09/07 by Nick.Darnell
IsBindWidgetProperty now returns false if the property passed in is null.
#rb none
Change 3115734 on 2016/09/07 by Alexis.Matte
#jira UE-30166 Support fbx sdk 2017
#rb none
Change 3115737 on 2016/09/07 by Nick.Darnell
Adding an image comparer for screenshots. Removing some content from EngineTest.
#rb none
Change 3115743 on 2016/09/07 by Nick.Darnell
Checkpointing a bunch of progress towards a screenshot comparison workflow that allows us to diff screenshots taken on various platforms and hardware. Disabling many tests that are not passing. Updating a few tests to log better errors, and fixed a few tests with easy bugs in them so they would start passing again. All editor tests currently passing!
#rb none
Change 3115748 on 2016/09/07 by Nick.Darnell
Making the RuntimeTests plugin a Developer module, so that it doesn't get included in shipping builds.
#rb none
Change 3115789 on 2016/09/07 by Jamie.Dale
We now favor Traditional Chinese for Hong Kong and Macau
#rb James.Hopkin
Change 3115799 on 2016/09/07 by Jamie.Dale
Removed validity check on source cultures when remapping, as platforms may use invalid cultures that need to be remapped
#rb James.Hopkin
Change 3115826 on 2016/09/07 by Nick.Darnell
Adding missing files.
#rb none
Change 3115838 on 2016/09/07 by Nick.Darnell
Back out revision 6 from //UE4/Dev-Editor/Engine/Source/Runtime/UMG/Public/Components/WidgetInteractionComponent.h
#rb none
Change 3116007 on 2016/09/07 by Alexis.Matte
build fix
#rb none
Change 3116057 on 2016/09/07 by Jamie.Dale
Fixed widget snapshot messages so they appear in the message debugger
#rb none
Change 3116112 on 2016/09/07 by Nick.Darnell
Removing the FbxAutomationBuilder file that go recreated on a merge from main.
#rb none
Change 3116365 on 2016/09/07 by Michael.Dupuis
#jira UE-20765 Added missing class flag to test (CLASS_CONFIG) and change a bit how the checkout/make writable work.
#codereview Matt.Kuhlenschmidt
#rb Alexis.Matte
Change 3116622 on 2016/09/07 by Alexis.Matte
#jira UE-35608 Use the same naming convention when trying to retrieve uv channel by name.
#rb matt.kuhlenschmidt
Change 3116638 on 2016/09/07 by Jamie.Dale
Ensured that manifests and archives don't try and load data that they can't parse
#rb none
Change 3117397 on 2016/09/08 by Gareth.Martin
Added rotate and blend support to the landscape mirror tool
#jira UE-34829
#rb Jack.Porter
Change 3117459 on 2016/09/08 by Gareth.Martin
Fixed crash saving a hidden landscape level with an offset (cloned from 4.13.1)
#jira UE-35301
#rb Jack.Porter
Change 3117462 on 2016/09/08 by Gareth.Martin
Fixed invisible landscape components and crashes when tessellation is enabled (cloned from 4.13.1)
#jira UE-35494
#rb Benn.Gallagher
Change 3117583 on 2016/09/08 by Nick.Darnell
Continued work on automation support for screenshot comparison, stubbing in a commandlet that can be run after automation tests that would perform the diffing. Need to finish rigging it up so that deltas and results can be dumped out somewhere and consumed by a tool to approve shots.
#rb none
Change 3117595 on 2016/09/08 by Nick.Darnell
Updating the build script for AutomatedTests, going to see if this works!
#rb none
Change 3117808 on 2016/09/08 by Nick.Darnell
Adding header includes for async.
#rb none
Change 3117812 on 2016/09/08 by Matt.Kuhlenschmidt
Partially taken from Pr 2381
Fixed Array Properties to handle duplicates properly and fixed Material Parameter Collection duplicate Guid problem.
#rb none
Change 3117851 on 2016/09/08 by Jamie.Dale
Silenced some redundant P4 errors that could be generated when running a stat update on a file
Some of the options produced errors when working with newly added files. These errors are now downgraded to infos like they are for the main stat command.
#rb Ben.Marsh
#codereview Thomas.Sarkanen
Change 3117853 on 2016/09/08 by Gareth.Martin
Clean up landscape includes and PCH
#rb steve.robb
Change 3117859 on 2016/09/08 by Alex.Delesky
#jira UE-35321 - Minimized windows will no longer act like they are visible when determining what widgets are currently underneath the mouse.
#rb Nick.Darnell
Change 3117997 on 2016/09/08 by Nick.Darnell
Updating the automation tests build script to use Editor-Cmd
#rb none
Change 3118005 on 2016/09/08 by Matt.Kuhlenschmidt
Properly reference graph node on material expressions so they are not GC'd while an expression still uses them
#jira UE-35362
#rb none
Change 3118043 on 2016/09/08 by Alex.Delesky
#jira UE-30649 - Removed unnecessary returns from UWidget API.
PR #2377: fix widget bug. (Contributed by dorgonman)
#rb none
Change 3118045 on 2016/09/08 by Matt.Kuhlenschmidt
Guard against crash saving config during level editor shutdown
#rb none
#jira UE-35605
Change 3118074 on 2016/09/08 by Matt.Kuhlenschmidt
PR #2783: Removed #pragme once from CPP files (Contributed by projectgheist)
#rb none
Change 3118078 on 2016/09/08 by Michael.Dupuis
#jira UE-32065 Removed the -windows that was added as a default option and add it simply if fullscreen is not specified
#rb Alexis.Matte
Change 3118080 on 2016/09/08 by Michael.Dupuis
#jira UE-31131 Do not show a contextual menu if the menu is empty
#rb Alexis.Matte
Change 3118087 on 2016/09/08 by Matt.Kuhlenschmidt
Constify this method
#rb none
Change 3118166 on 2016/09/08 by Nick.Darnell
Trying additional command options for the build machine for automation.
#rb none
Change 3118222 on 2016/09/08 by Matt.Kuhlenschmidt
Fix actor delete during mesh paint not working during undo
#rb none
#jira UE-35684
Change 3118298 on 2016/09/08 by Alexis.Matte
#jira UE-35302 Export all LODs for static mesh when there is no force LOD
#rb uriel.doyon
Change 3118325 on 2016/09/08 by Matt.Kuhlenschmidt
Fixed reset to default not appearing for slate brushes
#rb none
#jira UE-34958
Change 3119321 on 2016/09/09 by Matt.Kuhlenschmidt
Guard against crash with an invalid world trying to be opened from the content browser
#rb none
https://jira.ol.epicgames.net/browse/UE-35712
Change 3119433 on 2016/09/09 by Nick.Darnell
Removing a hack added by Paragon that prevents applications from resizing in real time as the user drags the size of the window around.
#rb Matt.Kuklenschmidt
#jira UE-35789
Change 3119448 on 2016/09/09 by Alex.Delesky
When simulating touch events using the mouse, clicking the mouse will no longer let a drag operation continue. This should also allow the finger that started a drag to continue dragging items until it is released from the surface.
#rb Nick.Darnell
Change 3119522 on 2016/09/09 by Jamie.Dale
Fixed FDetailCategoryImpl::ShouldBeExpanded not honoring bShouldBeInitiallyCollapsed when bRestoreExpansionState was true
#rb Matt.Kuhlenschmidt
Change 3119528 on 2016/09/09 by Jamie.Dale
Some UI re-work to the localization dashboard
This makes a better use of the available space, and will make it easier to make some other planned changes in the future.
#rb James.Hopkin
Change 3119861 on 2016/09/09 by Michael.Dupuis
#jira UE-9284 Added the Play/Stop button on the thumbnail
#rb Alexis.Matte
Change 3120027 on 2016/09/09 by Alexis.Matte
incorporate some fixes from licensee for LOD group re-import workflow
#jira UE-32268
#rb uriel.doyon
#codereview matt.kuhlenschmidt
Change 3120845 on 2016/09/12 by Gareth.Martin
Fixed crash in landscape editor when "Early Z" is enabled (cloned from 4.13.1)
#jira UE-35850
#rb Allan.Bentham
Change 3120980 on 2016/09/12 by Nick.Darnell
Adding a commandlet that is runnable for comparing screenshots. Adding comparing and exporting capability to the screenshot manager.
#rb none
Change 3120992 on 2016/09/12 by Alex.Delesky
#jira UE-35575 - TScriptInterface UProperties now have asset picker support.
#rb Matt.Kuhlenschmidt
Change 3121074 on 2016/09/12 by Michael.Dupuis
#jira UE-30092
Added path length in error message when typing
Added display of current filepath lenght for cooking
#rb Alexis.Matte
Change 3121113 on 2016/09/12 by Nick.Darnell
Adding some placeholder examples to show people how to author tests in EngineTest.
#rb none
Change 3121152 on 2016/09/12 by Gareth.Martin
Added TElementType, TIsContiguousContainer traits
Added GetData(), GetNum() generic functions
#rb Steve.Robb
Change 3121702 on 2016/09/12 by Jamie.Dale
Optimized a loop over a sorted list to instead use a binary search
This speeds up the short-lived allocation view generation.
We also now dump the exception information to the Trace log when in a non-debug build.
#rb James.Hopkin
Change 3121721 on 2016/09/12 by Jamie.Dale
We now set the window mode first when resizing the game viewport to ensure that the work area is correct
Fullscreen windows can affect the available work area size, which can break centering when moving between fullscreen and windowed mode.
#jira UE-32842
#rb Matt.Kuhlenschmidt
Change 3122578 on 2016/09/13 by Jamie.Dale
Small code clean up
Removed a use of the placement new style array addition.
#rb none
Change 3122634 on 2016/09/13 by Jamie.Dale
We now immediately update DefaultConfigCheckOutNeeded when checking out/making writable the config file, rather than wait for the text tick
#jira UE-34865
#rb James.Hopkin
Change 3122656 on 2016/09/13 by Jamie.Dale
Fixed array combo button not focusing its contents, which prevented the menu closing correctly
#jira UE-33667
#rb none
Change 3122661 on 2016/09/13 by Nick.Darnell
Checkpointing additional work on the screenshot compare dialog, moving some Directory path picker widget into a more common area. Moving some "Find the best top level window handle for this widget for dialogs' code out of the main frame module and into Slate Application where it probably belongs.
#rb none
Change 3122678 on 2016/09/13 by Jamie.Dale
Fixing CIS error on Clang
CoreUObject needs to be included before USTRUCT can be used.
#rb none
Change 3122686 on 2016/09/13 by Jamie.Dale
Fixing CIS error on Clang
CoreUObject needs to be included before UCLASS can be used.
#rb none
Change 3122728 on 2016/09/13 by Nick.Darnell
UMG - Exposing a trace channel for the WIC, defaults to Visibility. Improving how the WIC handles the cursor moving off the widget, it now maintains the last hit location rather than 0,0 which would cause things like dragged Sliders to reset to the left. Ideally - the WIC would know the underlying widget has capture and continue to fake collision against an imaginary plane to simulate a continuous surface.
#jira UE-35167
#rb none
Change 3122775 on 2016/09/13 by Nick.Darnell
Automation - Fixing an error with the ScreenshotTools plugin, needed to add an the include for Engine.h to the PCH.
#rb none
Change 3122779 on 2016/09/13 by Nick.Darnell
Widgetnimation - Exposing more of the class to C++.
#rb none
Change 3122793 on 2016/09/13 by Nick.Darnell
Fixing a crash in UWidgetComponent::UpdateRenderTarget updating a null material instance.
#jira UE-35796
#rb none
Change 3122834 on 2016/09/13 by Matt.Kuhlenschmidt
Fixed crash undoing moves after bsp creation
https://jira.ol.epicgames.net/browse/UE-35880
#rb none
Change 3122835 on 2016/09/13 by Nick.Darnell
Reverting changes to WIdgetAnimation
#rb none
Change 3122897 on 2016/09/13 by Matt.Kuhlenschmidt
Fixed non-editor compile error
#rb none
Change 3122988 on 2016/09/13 by Alexis.Matte
Material workflow refactor
#jira UETOOL-774
#rb matt.kuhlenschmidt
Change 3123006 on 2016/09/13 by Jamie.Dale
Fixed dynamic collections not returning anything
#jira UE-35869
#rb James.Hopkin
Change 3123145 on 2016/09/13 by Alexis.Matte
Fix fbx automation test. The test found a regression cause by CL: 3120027. In the case where we dont have a LODGroup we dont want to add LODs before the build.
#jira UE-32268
#rb none
#codereview matt.kuhlenschmidt
Change 3123148 on 2016/09/13 by Matt.Kuhlenschmidt
Fix fortnite compile error
#rb alexis.matte
Change 3123208 on 2016/09/13 by Jamie.Dale
The 'find culprit' dialog now honors the user choice
#rb RichTW
Change 3123545 on 2016/09/13 by Nick.Darnell
Slate - Adjusting the window dialog host finding code to do a better job of searching for slate windows and excluding popups and non-regular windows.
#rb none
Change 3124494 on 2016/09/14 by Jamie.Dale
Added ~ to the list of invalid characters for object/package names
#jira UE-12908
#rb Matt.Kuhlenschmidt
Change 3124513 on 2016/09/14 by Gareth.Martin
Implemented filter to allow painting foliage on other foliage
- Altered foliage filters so it will no longer paint on object types which don't have a filter, e.g. skeletal meshes
#rb Allan.Bentham
#2472
Change 3124523 on 2016/09/14 by Jamie.Dale
PR #2724: Fix ScrollBox right mouse/touch grab scrolling functionality (Contributed by aarmbruster)
#jira UE-34811
#jira UE-32082
#rb none
Change 3124607 on 2016/09/14 by Nick.Darnell
UMG - Adding BoundsScale support to the WidgetComponent's CalcBounds function.
#jira UE-35667
#rb none
Change 3124785 on 2016/09/14 by Gareth.Martin
Made some foliage functions editor-only to fix non-editor build
#rb none
Change 3124795 on 2016/09/14 by Gareth.Martin
Saved/loaded the new foliage filter
#rb Allan.Bentham
#2472
Change 3124915 on 2016/09/14 by Michael.Dupuis
#jira UE-19511
Add support for Add to source control on DefaultEditorPerProjectUserSettings file
Remove CheckoutNotice when not editing a DefaultXXXX.ini file
Edit proper config file either we're modifying settings from a Default file or Local user file
#codereview Matt.Kuhlenschmidt Max.Preussner
#rb Alexis.Matte
Change 3125266 on 2016/09/14 by Jamie.Dale
Fixed ULocalizationTarget::DeleteFiles not deleting cultures, and using SCC wrong
#rb none
Change 3125385 on 2016/09/14 by Matt.Kuhlenschmidt
Fix crash when using SaveAs to save over top of an existing level
#rb none
https://jira.ol.epicgames.net/browse/UE-35919
https://jira.ol.epicgames.net/browse/UE-35921
Change 3125487 on 2016/09/14 by Alexis.Matte
Fix cook content, regression induce by the material workflow refactor
#rb matt.kuhlenschmidt
Change 3126217 on 2016/09/15 by Gareth.Martin
Unset bHasPerInstanceHitProxies on landscape grass components, as they don't have individually editable instances
#rb Allan.Bentham
Change 3126311 on 2016/09/15 by Jamie.Dale
Placement mode fixes
- The display name is now cached correctly on construction, and the FPlaceableItem instance used with SPlacementAssetEntry is now const.
- Ensured that the ID used by FPlaceableItem could never overflow.
- Fixed some types being missing from the "All Classes" list.
- Fixed the escape key not cancelling the search.
#jira UE-35972
#rb James.Hopkin
Change 3126325 on 2016/09/15 by Jamie.Dale
Made sure that UWorld::GetAssetRegistryTags called its Super function so that properties tagged as AssetRegistrySearchable will be added.
#rb Andrew.Rodham
Change 3126403 on 2016/09/15 by Gareth.Martin
Added Find and Contains functions to TBitArray
#rb Steve.Robb
Change 3126405 on 2016/09/15 by Gareth.Martin
Allowed instances of Hierarchical Instanced Mesh Components to be moved around with the transform widget in the blueprint editor
- Just like regular instanced mesh components!
Also fixed not being able to move instances of an instanced mesh component when it is the root component
Also also fixed Hierarchical Instanced Mesh Components not flushing their async tree build on saving (this was causing log spam from PostLoad when dragging instances around as the blueprint would constantly reinstance the component before the async tree build had finished)
#jira UE-29357
#rb Allan.Bentham
Change 3126444 on 2016/09/15 by Jamie.Dale
Fixed the loc dashboard configs not working with SCC
This isn't a great solution, but the whole way the loc dashboard manages its config data is in need of an overhaul.
#rb none
Change 3126446 on 2016/09/15 by Jamie.Dale
Fixed loc dashboard game and engine targets sharing the same expansion settting
#rb none
Change 3126555 on 2016/09/15 by Chris.Wood
Removed WER from Windows crash handling. Crashes saved to log folder and passed to CRC with explicit path.
[UE-34470] - Investigate WER settings and if they can conflict with CRC on Windows
#rb Steve.Robb
Change 3126586 on 2016/09/15 by Gareth.Martin
Fixed missing landscape components when using a LODBias (cloned from 4.13.1)
#jira UE-35873
#rb Jack.Porter
Change 3126610 on 2016/09/15 by Jamie.Dale
Stopped PS4 from always staging all ICU data files
#rb Marcus.Wassmer
Change 3126779 on 2016/09/15 by Michael.Dupuis
#jira UE-32914 Improve the help text to provide usage examples and params
#rb Alexis.Matte
Change 3126849 on 2016/09/15 by Matt.Kuhlenschmidt
Fix font material and outline font material not being animatable in sequencer
#rb frank.fella
Change 3126858 on 2016/09/15 by Matt.Kuhlenschmidt
File not saved
#rb none
Change 3127001 on 2016/09/15 by Matt.Kuhlenschmidt
Fixed reset to default state still not appearing in all cases after changing a property.
#rb none
Change 3127038 on 2016/09/15 by Nick.Darnell
UMG - Improving focus setting for users on widgets. If we're unable to set the focus immediately, possibly because the user is setting focus in the Construct callback before the widget is in the tree, we now update the SlateOperations FReply on LocalPlayer to set focus next frame when it's more likely the widget will become focusable.
#rb none
Change 3127061 on 2016/09/15 by Nick.Darnell
Slate - We now have a reentrancy guard in TPanelChildren to avoid the broad cases where users might attempt to remove children while all children are being removed. Which is an easy case to engineer if you've got widgets spawning children managed by another widget, that all go away at the same time, thus causing the parent to attempt to cleanup children. The end result is a delete while deleting. So now TPanelChildren prevents adds/removes while emptying the list of children.
#jira UE-35726
#rb Matt.Kuchlenschmidt
Change 3127205 on 2016/09/15 by Alex.Delesky
#jira UE-18013 - Users can now add Textures, Materials, or Sprites to a Widget Blueprint directly from the content browser. This also fixes a few issues with adding Widget Blueprints to another Widget BP from the content browser, such as adding a widget to itself or creating a circular dependency.
#rb Nick.Darnell
Change 3127971 on 2016/09/16 by Matt.Kuhlenschmidt
Fix crash in scene outliner if actors become invalid
#rb none
https://jira.ol.epicgames.net/browse/UE-35932
Change 3128011 on 2016/09/16 by Matt.Kuhlenschmidt
Added guards for crashes accessing slate resources for deleted uobjects
#rb nick.darnell
Change 3128067 on 2016/09/16 by Michael.Dupuis
#jira UE-34158 Add an option to auto expand advanced details
#rb Alexis.Matte
Change 3128073 on 2016/09/16 by Michael.Dupuis
#jira UE-1145
Set Save As to Ctrl + Alt + S
Set Save All to Ctrl + Shift + S
Set Save Current to Ctrl + S
#rb Alexis.Matte
Change 3128117 on 2016/09/16 by Jamie.Dale
Updated the pin-type filter combo to filter on both the localized and source type descriptions
#jira UE-36081
#rb none
Change 3128177 on 2016/09/16 by Alexis.Matte
#jira UE-35946 Remove unnecessary GetReadValue call with bad parameter. The read value call is cache so subsequent call was returning the bad cache value.
#rb michael.dupuis
#codereview matt.kuhlenschmidt
Change 3128387 on 2016/09/16 by Gareth.Martin
Fixed location and rotation of arrow widget in the landscape mirror tool when using one of the new "Rotate" modes
#jira UE-36093
#rb none
Change 3128445 on 2016/09/16 by Matt.Kuhlenschmidt
Guard against scene outliner crash. Print out tree when items appear twice.
https://jira.ol.epicgames.net/browse/UE-35935
#rb none
Change 3128454 on 2016/09/16 by Matt.Kuhlenschmidt
Remove category for WindowTitleBarArea. It is very custom for internal use and should not be a top level widget
#rb none
Change 3128482 on 2016/09/16 by Michael.Dupuis
Added new key binding for generic Save, Save As
Added new key binding for Save All for the content browser
#rb Alexis.Matte (approved by MattK)
Change 3128560 on 2016/09/16 by Matt.Kuhlenschmidt
Fix build warning
#codereview nick.darnell
#rb none
Change 3128642 on 2016/09/16 by Alexis.Matte
#jira UE-36047 We now convert the light color correctly when importing and exporting fbx files. UE4 is sRGB and FBX is linear
#rb none
#codereview matt.kuhlenschmidt
Change 3128733 on 2016/09/16 by Nick.Darnell
UMG - Fixing a bad merge, some code was removed causing all BindWidget statements to fail to compile correctly.
#jira UE-36105
#rb none
Change 3128768 on 2016/09/16 by Matt.Kuhlenschmidt
Fix selection outline showing around edges of all internal mesh sections of a component instead of around the entire actor
#rb none
Change 3128779 on 2016/09/16 by Matt.Kuhlenschmidt
Fix offset characters on some small fonts
#rb none
Change 3130057 on 2016/09/19 by Jamie.Dale
Fixing volatility and invalidation issues for text widgets
#jira UE-33988
#rb Nick.Darnell
Change 3130064 on 2016/09/19 by Jamie.Dale
Changed mprof meta-data to allow unicode strings and updated ReadString to deal with them correctly
#rb James.Hopkin
Change 3130233 on 2016/09/19 by Michael.Dupuis
#jira UE-32914 Added missing args that the UI supported
#rb Alexis.Matte
Change 3130265 on 2016/09/19 by Nick.Darnell
Automation - Cleaning up some API items.
#rb none
Change 3130378 on 2016/09/19 by Matt.Kuhlenschmidt
Fix reentrancy saving assets while a prompt for checkout dialog is open
#rb none
Change 3130398 on 2016/09/19 by Jamie.Dale
Fixing UHT error when building
#rb none
Change 3132101 on 2016/09/20 by Nick.Darnell
UMG - Adding a toolbar option in the designer for the 'G' command, similar to 'Game View' in the level editor, it disables all the dashed lines / future editor visuals.
#rb none
Change 3132110 on 2016/09/20 by Nick.Darnell
PR #2792: ShowFlags for WidgetComponents (Contributed by projectgheist)
#jira UE-13770
#rb Nick.Darnell
Change 3132111 on 2016/09/20 by Nick.Darnell
UMG - The retainer now embeds a virtual window into the focus path so that paths are resolved correctly.
#rb none
Change 3132138 on 2016/09/20 by Michael.Dupuis
#jira UE-30945 Added missing PostEditComponentMove after drag is finished
#rb Alexis.Matte
Change 3132147 on 2016/09/20 by Michael.Dupuis
#jira UE-30866 Fixed the filter to work properly
#rb Alexis.Matte
Change 3132190 on 2016/09/20 by Matt.Kuhlenschmidt
Fix static analysis warnings in this file
#rb none
Change 3132231 on 2016/09/20 by Nick.Darnell
Slate - Updating the material blend states to match what is expected of Slate rendering, which differs a lot from the scene renderer with the way it treats alpha. This fixes translucent rendering with the retainer widget, users will need to set their materials to Alpha Composite though for it to behave as expected.
#jira UE-33285
#rb none
Change 3132255 on 2016/09/20 by Alex.Delesky
#jira UE-36048 - TMap and TSet properties are now disallowed from adding more children through the Details panel when they contain the dfault value for a key or element. Reset to Default is also no longer allowed on a Map or Set child when it will result in a second default value existing within the container.
#rb Matt.Kuhlenschmidt
Change 3132587 on 2016/09/20 by Mike.Fricker
MIDI Plugin: Fixed a CIS error in shipping configuration (introduced in CL 3108604)
#rb none
#lockdown matt.kuhlenschmidt
Change 3132623 on 2016/09/20 by Matt.Kuhlenschmidt
Fix crash opening the cooker settings
https://jira.it.epicgames.net/browse/UE-36197
#rb none
#lockdown nick.darnell
Change 3133144 on 2016/09/20 by Nick.Darnell
Build configuration for automation tests.
#rb none
#lockdown matt.kuhlenschmidt
Change 3133206 on 2016/09/20 by Matt.Kuhlenschmidt
Fix default material on odin text
#rb none
#lockdown nick.darnell
Change 3133913 on 2016/09/21 by Nick.Darnell
Back out revision 17 from //UE4/Dev-Editor/Engine/Source/Runtime/UMG/Private/Slate/SRetainerWidget.cpp
#rb none
#jira UE-36231
#lockdown matt.kuhlenschmidt
[CL 3133983 by Matt Kuhlenschmidt in Main branch]
2016-09-21 10:07:18 -04:00
FSlateApplication : : Get ( ) . FindBestParentWindowHandleForDialogs ( nullptr ) ,
2016-01-07 04:39:47 -05:00
LOCTEXT ( " ImportProvisionDialogTitle " , " Import Provision " ) . ToString ( ) ,
2014-11-07 15:46:06 -05:00
FPaths : : GetProjectFilePath ( ) ,
TEXT ( " " ) ,
FileTypes ,
EFileDialogFlags : : None ,
OpenFilenames ,
FilterIndex
) ;
}
if ( bOpened )
{
2014-12-07 13:01:11 -05:00
ProvisionPath = FPaths : : ConvertRelativePathToFull ( OpenFilenames [ 0 ] ) ;
2014-11-07 15:46:06 -05:00
// see if the provision is already installed
FString DestName = FPaths : : GetBaseFilename ( ProvisionPath ) ;
TCHAR Path [ 4096 ] ;
# if PLATFORM_MAC
FPlatformMisc : : GetEnvironmentVariable ( TEXT ( " HOME " ) , Path , ARRAY_COUNT ( Path ) ) ;
FString Destination = FString : : Printf ( TEXT ( " \" %s/Library/MobileDevice/Provisioning Profiles/%s.mobileprovision \" " ) , Path , * DestName ) ;
2017-09-11 10:43:35 -04:00
FString Destination2 = FString : : Printf ( TEXT ( " \" %s/Library/MobileDevice/Provisioning Profiles/%s.mobileprovision \" " ) , Path , FApp : : GetProjectName ( ) ) ;
2014-11-07 15:46:06 -05:00
# else
FPlatformMisc : : GetEnvironmentVariable ( TEXT ( " LOCALAPPDATA " ) , Path , ARRAY_COUNT ( Path ) ) ;
FString Destination = FString : : Printf ( TEXT ( " %s \\ Apple Computer \\ MobileDevice \\ Provisioning Profiles \\ %s.mobileprovision " ) , Path , * DestName ) ;
2017-09-11 10:43:35 -04:00
FString Destination2 = FString : : Printf ( TEXT ( " %s \\ Apple Computer \\ MobileDevice \\ Provisioning Profiles \\ %s.mobileprovision " ) , Path , FApp : : GetProjectName ( ) ) ;
2014-11-07 15:46:06 -05:00
# endif
if ( FPaths : : FileExists ( Destination ) | | FPaths : : FileExists ( Destination2 ) )
{
FString MessagePrompt = FString : : Printf ( TEXT ( " %s mobile provision file already exists. Do you want to replace this provision? " ) , * DestName ) ;
if ( FPlatformMisc : : MessageBoxExt ( EAppMsgType : : OkCancel , * MessagePrompt , TEXT ( " File Exists " ) ) = = EAppReturnType : : Cancel )
{
return FReply : : Handled ( ) ;
}
}
2015-01-29 14:25:09 -05:00
const UIOSRuntimeSettings & Settings = * GetDefault < UIOSRuntimeSettings > ( ) ;
2017-09-11 10:43:35 -04:00
FString BundleIdentifier = Settings . BundleIdentifier . Replace ( * gProjectNameText , FApp : : GetProjectName ( ) ) ;
Copying //UE4/Release-Staging-4.14 to //UE4/Dev-Main (Source: //UE4/Release-4.14 @ 3182951)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3182951 on 2016/11/02 by Luke.Thatcher
[RELEASE] [PS4] [!] Fix "play together" invitations handling in PS4 OSS.
- Wrong condition in GetUserWebApiContext. Web API contexts can be created for local users (i.e. FUniqueNetIdPS4 instances with a valid SceUserServiceUserId).
#jira UE-38017
Change 3182892 on 2016/11/02 by Luke.Thatcher
[RELEASE] [PS4] [!] Fix incorrect identity API implementation in PS4 OSS.
- System events directly drive the login state of a user. This also removes the blocking call to sceNpGetState().
- GetAuthToken is only called if the engine calls IOnlineIdentity::Login().
#jira UE-38017
Change 3182767 on 2016/11/02 by Luke.Thatcher
[RELEASE] [PS4] [!] Fix PS4 session invitations.
- Was calling old Web API with SceNpOnlineId where SceNpAccountId is needed.
- Replaced with NpToolkit2's session invitation API.
#jira UE-38020
Change 3182766 on 2016/11/02 by Luke.Thatcher
[RELEASE] [PS4] [!] Fix assert in FUniqueNetIdPS4::FindOrCreate. We were assuming an online-only ID could never become a local ID. This isn't the case in the following scenario:
- Two users join a session on two separate PS4s.
- One user signs into the other user's PS4 with the same account, with a second controller. PSN logs him out of the first PS4.
- That user's Net ID has now migrated from being online-only, to local-with-online. This is a case that was not handled.
#jira UE-38017 UE-38020
Change 3182765 on 2016/11/02 by Luke.Thatcher
[RELEASE] [PS4] [~] Additional logging for PS4 OSS "Play Together".
#jira UE-38017 UE-38020
Change 3182633 on 2016/11/01 by Jack.Porter
Fix crash sculpting a landscape with grass that uses the landscape's lightmap, when lighting has not been built
#jira UE-38042
Change 3182332 on 2016/11/01 by Mieszko.Zielinski
Added a sanity check to UNavigationSystem::AddElementToNavOctree to guard agains DirtyElement.NavInterface being null #UE4
#jira UE-37588
Change 3182321 on 2016/11/01 by Dmitry.Rekman
Updated READMEs for 4.14 (UE-38059).
#jira UE-38059
Change 3182231 on 2016/11/01 by Mitchell.Wilson
Adding Is Valid node in Retargeting_WorldInteractionBP to resolve warning.
#jira UE-38079
Change 3182164 on 2016/11/01 by Matt.Kuhlenschmidt
Fix alll collision being disabled if you dont auto-generate a simple hull when importing an FBX
#jira UE-38091
Change 3182017 on 2016/11/01 by Chris.Babcock
Disable glVertexAttribIPointer on PowerVR Rogue
#jira UE-38074
#ue4
#android
Change 3181942 on 2016/11/01 by Mitchell.Wilson
Resolving multiple warnings in CIS for Elemental Demo.
#jira UE-38075
Change 3181941 on 2016/11/01 by Nick.Shin
PhysX Bulid Automation script update
#jira UE-37329 'Compile UE4Game HTML5' - 300 Warnings
Change 3181939 on 2016/11/01 by Ryan.Vance
#jira UE-38072
We need to add a hook that can be called after native present has finished for SteamVR.
PostPresentHandoff should be called when using the interleaved compositor immediately after we've submitted our eye buffers and called present for the mirror window. This unblocks the compositor process so it can do it's re-projection work. Otherwise it will block until we call WaitGetPoses which is a ways into the next frame.
Change 3181849 on 2016/11/01 by Nick.Shin
jukka's (Mozilla) fixes to SSE2 and GL issues for HTML5
jukka's (Mozilla) python scripts to build ThirdParty HTML5 libs
the python scripts will need tweaking - they were moved from their original locations from:
https://github.com/Mozilla-Games/UnrealEngine/commit/fd48bc0e4a5f0278a1c036d2b81036ab1270ad68
the CMakeLists.txt (and one configure.ac) files are defiinitely used from the (bash) shell build script (to build thirdparty libs for HTML5)...
update existing (bash shell script and UE4 c#) build files to use the new "incoming" emsdk
#jira UE-37329 -'Compile UE4Game HTML5' - 300 Warnings
Change 3181848 on 2016/11/01 by Nick.Shin
update compiled ThirdParty HTML5 libs using new emscripten tool chain (CL:#3180924)
#jira UE-37329 - //UE4/Main: Step 'Compile UE4Game HTML5' - 300 Warnings
Change 3181838 on 2016/11/01 by Nick.Shin
new emscripten tool chain configured by jukka from Mozilla
see Engine/Extras/ThirdPartyNotUE/emsdk/emscripten/incoming/EPIC_VERSION for details on where did this version come from
#jira UE-37329 - //UE4/Main: Step 'Compile UE4Game HTML5' - 300 Warnings
Change 3181611 on 2016/11/01 by Allan.Bentham
Recreate vulkan swapchain after a pause/resume on android.
#jira UE-36454
Change 3181451 on 2016/11/01 by Chris.Wood
CrashReportClient no longer attempts to restart Launcher-run Editors via IPC with the Launcher. They are now restarted directly.
[UE-37794] - Send and Restart from Crash Reporter Opens Project Browser
Launcher can't accept command line args when restarting an application so it can't restart the editor with the right project.
Also fixes broken SlateReflector in CRC (switched off in checked in version)
#jira UE-37794
Change 3181117 on 2016/11/01 by Dmitriy.Dyomin
Fixed: Text Actors not Rendering on Mobile
PowerVR based devices were rendring opaque objects twice
#jira UE-37949
Change 3181102 on 2016/11/01 by Jack.Porter
Fix for editor crash during Landscape sculpting on pressing Ctrl+z (Subdivision enabled in material)
#jira UE-36050
Change 3180851 on 2016/10/31 by Daniel.Wright
Ray Traced Distance Field shadows must be projected last, since they overlap the depth range as Far CSM. Fixes Kite demo medium-distance shadowing.
#jira UE-37793
Change 3180844 on 2016/10/31 by Michael.Trepka
Disabled high-DPI in Mac CrashReportClient
#jira UE-37697
Change 3180803 on 2016/10/31 by Michael.Trepka
Setup Mac Metal layer on the main thread to solve issues with empty game window when showing a separate log window.
#jira UE-37998
Change 3180764 on 2016/10/31 by zachary.wilson
Checkking in content for Lighting scenarios test, currently incomplete but needed for bug repro
#jira UE-29618
Change 3180666 on 2016/10/31 by Dmitry.Rekman
Fix Linux client & server hang when decoding voice chat (UE-36108).
- break out of voice channel while loop if unable to serialize the voice packet data.
- fixed by JoshM
#jira UE-36108
Change 3180428 on 2016/10/31 by Mitchell.Wilson
Rebuilt lighting in all Content Examples levels and saved to resolve warnings.
#jira UE-37880
Change 3180399 on 2016/10/31 by Dmitry.Rekman
Linux: revert to old commandline switch -binnedmalloc (UE-38001).
#jira UE-38001
Change 3180298 on 2016/10/31 by Steve.Robb
Extra information about which class has failed to have its CppStructOps initialized.
#jira UE-37921
Change 3180289 on 2016/10/31 by John.Pollard
Fix crash in FCurlHttpRequest::DebugCallback
+ Specify the string length to FString's constructor as the result from StringCast is not null terminated if the string's length is specified (instead of assuming null termination).
#jira UE-36658
Change 3180200 on 2016/10/31 by Benjamin.Hyder
Updating QA-Materials to include BuiltData
#jira UE-29618
Change 3180173 on 2016/10/31 by Nick.Whiting
Fixing up static analysis warning about array size in GoogleVRHMD code
#jira UE-38007
Change 3180123 on 2016/10/31 by ryan.brucks
#jira UE-35977
hooked up missing transform node inside of newly added function so that it works with variable rotations.
Change 3180108 on 2016/10/31 by Benjamin.Hyder
Updating QA-Effects map to include BuiltData
#jira UE-29618
Change 3180104 on 2016/10/31 by Marc.Audy
Don't recreate the render state if the component got unregistered in the interim.
#jira UE-37968
Change 3180084 on 2016/10/31 by Allan.Bentham
Use glVertexAttribIPointer for ES3.
Enable SupportsTextureMaxLevel for ES3.
ensure GL_HALF_FLOAT is used for vertex half float format on ES3 (instead of GL_HALF_FLOAT_OES)
Fix assert when previewing ES3.1 with PC OpenGL.
#jira UE-37472
Change 3180082 on 2016/10/31 by Luke.Thatcher
[RELEASE] [PS4] [-] Back out PS4 OSS warnings filter in UBT output (original CL 3150360).
- We weren't relying on this anyway, since the build machines are filtering based on a perl script (See CL 3151027)
#jira UEPLAT-1424
Change 3180044 on 2016/10/31 by Michael.Trepka
Don't create additional autorelease pool for Metal context on the game thread.
#jira UE-37894
Change 3180023 on 2016/10/31 by Luke.Thatcher
[RELEASE] [PS4] [^] Merge (as edit) PlayStation 4 Online Subsystem refactor for Sony SDK 4.008.061 (CL 3178249) from //UE4/Dev-Platform to OrionGame in //UE4/Release-4.14
Original CL description:
[~] Upgrade PlayStation 4 Online Subsystem to be compliant with Sony's new APIs in SDK 4.008.061.
- Replaced deprecated APIs with new ones.
- Replaced NpToolkit with NpToolkit2.
- Refactor of FUniqueNetIdPS4 and related code. FUniqueNetIdPS4 is now immutable and immovable.
- Added online ID cache system, which calls out to Sony's new ID Mapper Web API.
Contains a breaking change in FUniqueNetId
- FUniqueNetId::ToString() now returns the SceNpAccountId string of a user, rather than the SceNpOnlineId string.
- Custom backends which rely on this string to identify users will need to support SceNpAccountIds, and map them to existing accounts.
#jira UEPLAT-1424
Change 3179973 on 2016/10/31 by Sam.Deiter
#Jira UEDOC - 3957
#UE4 Docs: Fixing typos in the landscape tutorials for bug UEDOC - 3957
#Code_Review lauren.ridge, jeff.wilson, ian.shadden, wes.bunn, chase.mcallister, robert.gervais
Change 3179930 on 2016/10/31 by Luke.Thatcher
[RELEASE] [PS4] [^] Merge (as edit) PlayStation 4 Online Subsystem refactor for Sony SDK 4.008.061 (CL 3178249) from //UE4/Dev-Platform to //UE4/Release-4.14
Original CL description:
[~] Upgrade PlayStation 4 Online Subsystem to be compliant with Sony's new APIs in SDK 4.008.061.
- Replaced deprecated APIs with new ones.
- Replaced NpToolkit with NpToolkit2.
- Refactor of FUniqueNetIdPS4 and related code. FUniqueNetIdPS4 is now immutable and immovable.
- Added online ID cache system, which calls out to Sony's new ID Mapper Web API.
Contains a breaking change in FUniqueNetId
- FUniqueNetId::ToString() now returns the SceNpAccountId string of a user, rather than the SceNpOnlineId string.
- Custom backends which rely on this string to identify users will need to support SceNpAccountIds, and map them to existing accounts.
#jira UEPLAT-1424
Change 3179539 on 2016/10/31 by Jack.Porter
Fix crash when Toggling Landscape Mode with Hidden Sub-Level containing a Landscape
#jira UE-37954
Change 3179309 on 2016/10/29 by Benjamin.Hyder
Re-Saving Foliage asset in Tm-DistanceFields
#jira UE-29618
Change 3179308 on 2016/10/29 by Benjamin.Hyder
updating AutoLOD settings for foliage example in TM-Shadermodels
#jira UE-29618
Change 3179135 on 2016/10/28 by Chris.Babcock
Only use alternative event flow for Daydream packaged applications
#jira UE-37847
#ue4
#android
Change 3178995 on 2016/10/28 by JohnHenry.Carawon
Adding test content for the World Origin Rebasing feature
#jira UE-29618
Change 3178994 on 2016/10/28 by Chris.Babcock
Disable ARM64 Google Play Games - need new library to fix crash
#jira UE-37972
#ue4
#android
Change 3178955 on 2016/10/28 by Marc.Audy
Don't worry about clearing from world's end of frame update frame if being GC'd
#jira UE-37928
Change 3178921 on 2016/10/28 by Daniel.Wright
[Copy] Scene captures and planar reflections force a scene color alpha channel to be used when they are capturing (does not affect the scene color format for the main views). Fixes planar reflections with r.SceneColorFormat=3.
Setup scissor for scene depth resolves, helps with passes using screenpercentage to reduce resolution. Planar reflection depth resolves .8ms -> .2ms on 970
#jira UE-37970
Change 3178919 on 2016/10/28 by Daniel.Wright
[Copy] Fixed planar reflections in forward shading. The change to disable checkerboard SSS caused scene color alpha to be non-zero for opaque / masked pixels in forward, but there's no SSS pass run later to correct it, since this is the forward rendering path.
#jira UE-37970
Change 3178905 on 2016/10/28 by Max.Chen
Sequencer: Fix fade track instance compile
#jira UE-37939
Change 3178808 on 2016/10/28 by Dmitry.Rekman
Linux: fix crash on exit (UE-37536).
- Base virtual function (PostRun()) was called due to thread being stopped at the moment when the subclass destructor has already run.
#jira UE-37536
(Edigrating 3175651 from Dev-Platform to Release-4.14)
Change 3178707 on 2016/10/28 by Marc.Audy
Fix inverted null check that caused load game from slot to fail if using a BP generated class
#jira UE-37774
Change 3178664 on 2016/10/28 by Alexis.Matte
Fix the fbx automation tests
#jira UE-37960
Change 3178617 on 2016/10/28 by Bart.Hawthorne
Fix issue where changing the world origin in a single player game would try to access the FNetworkPredictionData_Client_Character on character movement components
#jira UE-37692
#tests ran QA game and tested that assert no longer fired in debug
Change 3178615 on 2016/10/28 by Max.Chen
Matinee to Level Sequence: Added interface to extend the matinee to level sequence converter
Copy from Dev-Sequencer
#jira UE-37328
#2864
Change 3178553 on 2016/10/28 by Michael.Trepka
Don't wait for the main thread in FMacWindow::Show()
#jira UE-37915
Change 3178526 on 2016/10/28 by Alexis.Matte
Clean unused material when importing a skeletal mesh. Its possible to have a material reference in a fbx node and not have any face referencing this material.
#jira UE-37923
Change 3178451 on 2016/10/28 by Mitchell.Wilson
Limit the max angle the cannon tower can be rotated when manually aiming.
When max rotation is reached, debug line turns red to be consistent with the arrow tower.
#jira UE-36512
Change 3178420 on 2016/10/28 by Lina.Halper
Fix build issue
#jira: UE-37911
Change 3178390 on 2016/10/28 by mason.seay
Enabling follow on certain notifies to help catch issues
#jira UE-29618
Change 3178325 on 2016/10/28 by Zak.Middleton
#ue4 - (4.14) - Fix crash when player is destroyed and server PlayerController checks to see if it needs to force a network update. Also fix crash when calling ACharacter::SetReplicateMovement when not on the server.
Mirror CL 3178247 and CL 3178256 in Dev-Framework.
#jira UE-37902
Change 3178312 on 2016/10/28 by Max.Chen
Sequencer: Fade only oin the current player context, not on all worlds.
#jira UE-37939
Change 3178267 on 2016/10/28 by Lina.Halper
Fix issue with anim editor sound play notify doesn't work with follow option
#jira: UE-37946
Change 3178146 on 2016/10/28 by Lina.Halper
#fix crash with thumbnail update when there is no animation, and so on.
#code review: Benn.Gallagher
#jira: UE-37911
Change 3178145 on 2016/10/28 by Matthew.Griffin
Fixed Clean process during a Hot Reload
Prevent engine build products, intermediates and exe/dlls from being deleted during Hot Reload and make sure Hot Reload state is preserved
#jira UE-37616
Change 3178143 on 2016/10/28 by Mitchell.Wilson
Updating BP_Spinning_Logo to stop spinning when disabled instead of finishing the rotation.
#jira UE-36269
Change 3178110 on 2016/10/28 by Mitchell.Wilson
Rebuilt lighting and saved levels.
#jira UE-36913
Change 3178070 on 2016/10/28 by Mitchell.Wilson
Adjusted trigger ragdoll time in shooter character so the character does not appear to float while in death animation.
#jira UE-37124
Change 3178034 on 2016/10/28 by Jon.Nabozny
Add missing Super::Tick call to ATP_TopDownCharacter::Tick.
#jira UE-37914
Change 3178021 on 2016/10/28 by Max.Chen
Sequence Recorder: Disable auto possess player for recorded pawns. This fixes a bug where if you record a third person template character, when you open the sequence, the recorded character will possess the viewport.
Copy from Dev-Sequencer
#jira UE-35342
Change 3177992 on 2016/10/28 by Matt.Kuhlenschmidt
Fix outlined text accumulating error due to measuring the outlines for each text run rather than the entire string
#jira UE-37935
Change 3177981 on 2016/10/28 by Nick.Darnell
UMG - Fixing how the virtual window calculates desired size. It was including scale again, which is fine for SWindow, but isn't what we want on the SVirtualWindow, should probably consider making a new SWindowBase class they can both share in the future.
#jira UE-36861
Change 3177888 on 2016/10/28 by Matthew.Griffin
Back out revision 4 from //UE4/Release-4.14/Engine/Source/Runtime/Engine/Private/InheritableComponentHandler.cpp
Change 3177881 on 2016/10/28 by Matthew.Griffin
Added guards to WITH_EDITOR only static initialisation
Change 3177871 on 2016/10/28 by Matt.Kuhlenschmidt
Fix crash import fbx scenes if objects contain procedural textures (not supported)
#jira UE-37917
Change 3177856 on 2016/10/28 by Matthew.Griffin
Adding THIRD_PARTY_INCLUDES macros around Google VR includes to fix static analysis warnings
Change 3177815 on 2016/10/28 by Graeme.Thornton
Non-editor build fix
#jira UE-37929
Change 3177812 on 2016/10/28 by Graeme.Thornton
Fix for COTF crash with EDL. Manually copied from CL 3174743 in Dev-Core
#jira UE-37810
Change 3177737 on 2016/10/28 by Guillaume.Abadie
Brings over 3141695 and 3173310 from //Odin/Main: Fixes particle collision in the forward renderer.
#jira UE-37927
Change 3177703 on 2016/10/28 by Phillip.Kavan
[UE-37852] Ensure that we create a unique template object in a child class's ICH when overriding an inherited SCS default scene root node.
change summary:
- added UInheritableComponentHandler::SCSDefaultSceneRootOverrideNamePrefix
- modified UInheritableComponentHandler::CreateOverridenComponentTemplate() to special-case SCS default scene root node overrides when determining the new template name
- modified UInheritableComponentHandler::PostLoad() to special-case SCS default scene root node overrides during template name fixup
- modified SSCSEditor::RemoveComponentNode() to skip renaming the component template away from the variable name for the default scene root node, since we don't actually recreate it when it gets re-added
#jira UE-37852
Change 3177600 on 2016/10/27 by Chris.Babcock
Pass through the intent action from splash screen
#jira UE-37925
#ue4
#android
Change 3177436 on 2016/10/27 by Mike.Beach
Guarding against a top crash that could occur when pasting a select node (unknown how) - now using an unchecked accessor to get a specific pin, and guarding again a null (instead of asserting).
#jira UE-37910
Change 3177365 on 2016/10/27 by Daniel.Wright
Fixed access of FPrecomputedLightVolumeData after it has been deleted (causes crash on exit with USE_MALLOC_STOMP enabled)
#jira UE-37903
Change 3177236 on 2016/10/27 by Mitchell.Wilson
Updated UVs on M_FloorTiles1 to resolve precision issues with the material's normal on mobile devices.
Fixed reflection captures in the level and rebuilt lighting.
#jira UE-36624
Change 3177235 on 2016/10/27 by mason.seay
Vehicle Assets
#jira UE-29618
Change 3177036 on 2016/10/27 by Mitchell.Wilson
Inverted throttle control for controller Right Joystick Up, Down, Y-Axis to be consistent with the info from our template wiki
#jira UE-37881
Change 3176996 on 2016/10/27 by mason.seay
Missed node link
#jira UE-29618
Change 3176993 on 2016/10/27 by mason.seay
Test AnimBP for crash
#jira UE-29618
Change 3176992 on 2016/10/27 by Mitchell.Wilson
Adding [EditoronlyBP] to DefaultEditor.ini of projects that were missing it.
#jira UE-37846
Change 3176946 on 2016/10/27 by Alexis.Matte
We recompile the material only if there is a material expression node that ask for a shader recompile when the texture is change with no specified property.
#jira UE-37705
Change 3176939 on 2016/10/27 by Alexis.Matte
Check the pointer before using it
#jira UE-37853
Change 3176927 on 2016/10/27 by mason.seay
Rebuilt Lighting
#jira UE-29618
Change 3176883 on 2016/10/27 by Steve.Robb
Fix for crash when an array property changes while instancing subobjects.
Fix for StrStr running off the end of a non-null-terminated string and a tidy up with TUniquePtr.
Fix for accessing a deleted StaticClass() in FInputBindingEditorModule::ShutdownModule.
#fyi matt.kuhlenschmidt, alex.fennell
#jira UE-37752
Change 3176811 on 2016/10/27 by Chris.Bunner
Rework of previous commit to avoid potential confusion moving forward.
#jira UE-37424
Change 3176783 on 2016/10/27 by Chris.Bunner
Default scalability settings to Epic, not Cinematic.
Duplicated default render resolution scale fix (CL 3170020).
#jira UE-37424
Change 3176692 on 2016/10/27 by Mike.Beach
Fixing up a mistake where we weren't reading all [EditoronlyBP] settings (which are now deprecated). Was causing certain settings to default to off, and caused an inaccurate deprecation warning.
#jira UE-37848
Change 3176635 on 2016/10/27 by mason.seay
Setting up skeleton for retargeting testing
#jira UE-29618
Change 3176586 on 2016/10/27 by Marcus.Wassmer
Fix crash on D3D12 editor when selecting objects
#jira UE-37861
Change 3176479 on 2016/10/27 by Robert.Manuszewski
Fix for a rare crash when loading into Orion match. Made sure the Skeleton asset is loaded before PostLoad is called on it.
#jira UE-37297
#jira UE-37711
Change 3176107 on 2016/10/27 by Phillip.Kavan
[UE-37690] AddComponent node template names now use a counter to avoid a potential component data cache mismatch with an existing instance of an old AddComponent node template.
change summary:
- added UBlueprint::ComponentTemplateNameIndex as a way to to map component class names to an incremental counter (saved).
- UK2Node_AddComponent::MakeNewComponentTemplateName() is now public, non-static, and uses an internal index map to generate unique component template names.
#jira UE-37690
Change 3176105 on 2016/10/27 by Phillip.Kavan
[UE-37686] Fix naming for archetype objects associated with new AddComponent nodes.
change summary:
- switched UK2Node_AddComponent::MakeNewComponentTemplateName() to be a public API.
- modified UBlueprintComponentNodeSpawner::Invoke() to call UK2Node_AddComponent::MakeNewComponentTemplateName() in place of MakeUniqueObjectName().
- modified UBlueprintGeneratedClass::FindArchetype() to better handle old AddComponent node template names. These were based on the UClass display name, and thus it was possible for the non-index form of that FName to collide with SCS variable names after the initial switch to use the non-indexed (base) FName for archetype matching in all cases. As a result I've reverted back to using the given ArchetypeName value for the SCS variable case.
#jira UE-37686
Change 3176009 on 2016/10/26 by Dmitriy.Dyomin
Fixed: Editor crash on changing sub-level visbility under certain conditions
#jira UE-34740
Change 3175807 on 2016/10/26 by Daniel.Wright
Fixed the editor thinking a lighting build is still active after you discard the results from one
#jira UE-37834
Change 3175777 on 2016/10/26 by Jon.Nabozny
#jira UT-6263
Fix crash when running ServerTravel on a client
Dupe of CL #3175731 on UT, checked in on behalf of ben.zeigler
Change 3175695 on 2016/10/26 by Ryan.Gerleve
Don't clear level collections in UWorld::CleanupWorld unless bCleanupResources is true.
#jira UE-37336
Change 3175628 on 2016/10/26 by Chad.Garyet
Added -Build vstream from 4-14 to allow checkins from physx
altered build script and json to reflect new changes
#JIRA UE-37085
Change 3175612 on 2016/10/26 by Martin.Wilson
Fix crash when running an in-editor cook on the fly server with unsaved virtual bone changes
#jira UE-37785
Change 3175552 on 2016/10/26 by Brian.Karis
Twinblast bust changes
#jira UE-0
Change 3175543 on 2016/10/26 by Marc.Audy
Allow audio thread on PS4 to use 7th core as opposed to being pinned to it
#jira OR-30447
Change 3175538 on 2016/10/26 by Matt.Kuhlenschmidt
Fixed a crash when clicking Apply when using the Brush Clip tool
#jira UE-37838
Change 3175502 on 2016/10/26 by Mitchell.Wilson
Enabled modulated shadows on lights in rolling template levels.
#jira UE-37047
Change 3175485 on 2016/10/26 by mason.seay
Test Map for virtual bones
#jira UE-29618
Change 3175469 on 2016/10/26 by mason.seay
Test assets for Virtual Bones testing
#jira UE-29618
Change 3175428 on 2016/10/26 by Marc.Audy
Possibly fix crash in Autosave due to dereferencing a world pointer which is freed memory
#jira UE-37590
Change 3175414 on 2016/10/26 by Michael.Trepka
Fixed mouse position calculations for secondary monitors on Mac
#jira UE-37822
Change 3175382 on 2016/10/26 by Yannick.Lange
VR Editor: - Fix: Landscape UI Elements are not visible #jira UE-36843
- Fix: First-time switch to Landscape tab in VREditor causes UI Errors #jira UE-37410
- Fix: Enabling Foilage Mode in VR Editor breaks the pointer #jira UE-37214
- Fix: Landscape sculpting when attempting to move menu panels in VREditor #jira UE-37581
#jira UE-36843 #jira UE-37410 #jira UE-37214 #jira UE-37581
Change 3175349 on 2016/10/26 by Chad.Garyet
Changing physx build agents to compile workspaces instead of full ones
#JIRA UE-37085
Change 3175267 on 2016/10/26 by Martin.Wilson
Fix retarget crash
#jira UE-37781
Change 3175205 on 2016/10/26 by Rolando.Caloca
UE4.14 - Remove erroneus assert
#jira UE-37584
Change 3175188 on 2016/10/26 by Chris.Babcock
Fix out of spec GLSL operations (contributed by JeffRous)
#jira UE-37800
#PR #2886
#ue4
#android
Change 3175156 on 2016/10/26 by Mitchell.Wilson
Adding missing iOS app icons to SunTemple project
#jira UE-36991
Change 3175095 on 2016/10/26 by Daniel.Wright
Fixed stationary skylight reflections using an inverted mask on materials without high quality reflections with Forward Shading
#jira UE-37783
Change 3175075 on 2016/10/26 by Daniel.Wright
[Copy] Support directional light dynamic shadows in any channel with forward shading, which can happen with multiple shadow casting stationary directional lights (even though only the lighting of one will appear)
#jira UE-36497
Change 3175050 on 2016/10/26 by Jamie.Dale
FTextRenderComponentMIDCache now marks MIDs as stale when the font parameters available in the parent material changes
#jira UE-37819
Change 3175039 on 2016/10/26 by Daniel.Wright
Fixed Duplication mode
#jira UE-37231
Change 3174996 on 2016/10/26 by Mitchell.Wilson
Removing [EditoronlyBP] changes made to DefaultEditor.ini. EDL is now disabled by default in ShooterGame.
#jira UE-37648
Change 3174987 on 2016/10/26 by Jon.Nabozny
Fix crash when moving InstancedStaticMeshComponent in editor when it had no mesh set, but had instances.
#jira UE-37594
Change 3174803 on 2016/10/26 by Ori.Cohen
Fix world origin shifting causing a crash inside physx.
#JIRA UE-37745
Change 3174776 on 2016/10/26 by Allan.Bentham
Work around broken depth reads on Galaxy S4.
#jira UE-35481
Change 3174723 on 2016/10/26 by Robert.Manuszewski
Changing the criteria for UBL to ignore the event driven loader flag to IsEngineInstalled() just like at runtime.
#jira UE-37617
Change 3174650 on 2016/10/26 by Matthew.Griffin
Ensured that Online Subsystem Oculus plugin is precompiled successfully for Android
Change 3174644 on 2016/10/26 by Matthew.Griffin
Fixing GoogleVR compile issues
Change 3174352 on 2016/10/25 by Daniel.Wright
Rename map build data along with the world - fixes lighting lost on map rename / save as.
Duplicate map build data along with the world - fixes lighting lost on map duplicate in the content browser, or save as when the source already exists.
Save map build data packages in SaveWorld - fixes lighting being lost on save as.
#jira UE-37231
Change 3174335 on 2016/10/25 by Chris.Babcock
Corrected Proguard issue with Codeworks for Android 1R5 installers
#jira UE-37680
#ue4
#android
Change 3174318 on 2016/10/25 by Marcus.Wassmer
Duplicate 3174187
#jira UE-37020
Change 3174263 on 2016/10/25 by patrickr.donovan
Test content updates and additions. Lighting Channel map added to TM-VRLoader.
#jira UE-29618
Change 3174120 on 2016/10/25 by Daniel.Wright
UObject::PostDuplicate with DuplicateMode
* Allows differentiating between being duplicated as part of a world duplication vs duplication within a level
* This is needed when generating a guid that needs to be unique within a level, but constant across instances of that level, like a light component
#jira UE-37231
Change 3174113 on 2016/10/25 by Daniel.Wright
Fixed log spam
#jira UE-37522
Change 3174010 on 2016/10/25 by Jamie.Dale
Fixed several crashes in the Session Frontend when viewing profiles
- SFiltersAndPresets wasn't being cleared when the profile data was changed back to a live instance.
- SFiltersAndPresets could crash if it was updated when no profile was selected.
- SDataGraph could cause a crash if you clicked on it when there was no data (passed a range of -1, 0).
- A session update message would clobber any loaded profile data, resetting to the current instance.
#jira UE-37597
Change 3173982 on 2016/10/25 by mason.seay
Deleting unneeded asset
#jira UE-29618
Change 3173912 on 2016/10/25 by Ori.Cohen
Fix divide by 0 crash when torque curve is 0
#JIRA UE-37737
Change 3173866 on 2016/10/25 by Ben.Marsh
Remove setting forcing UnrealCEFSubProcess to compile using Visual Studio 2013.
#jira UE-37678
Change 3173824 on 2016/10/25 by Ben.Marsh
Fix trying to recompile UBT in Rocket builds when cleaning a build target.
#jira UE-37616
Change 3173812 on 2016/10/25 by Nick.Darnell
XBoxOne - The Vertex and Index buffers are now allocated with the right nextwriteoffset to prevent stomping old data on future writes.
#jira UE-37757
Change 3173808 on 2016/10/25 by Ben.Marsh
Fix batch files detecting MSBuild install locations for Visual Studio "15" preview 5.
#jira UE-37627
Change 3173711 on 2016/10/25 by Ori.Cohen
Fix linux compiler issues for physx
#JIRA UE-37085, UE-37114, UE-37116
Change 3173704 on 2016/10/25 by James.Cobbett
Import test assets for Alembic Conversion test
#jira UE-29618
Change 3173694 on 2016/10/25 by Matt.Kuhlenschmidt
Fixed Zip project not working in binary builds
#jira UE-37655
Change 3173692 on 2016/10/25 by James.Cobbett
Test content for Alembic Conversion options
#jira UE-29618
Change 3173666 on 2016/10/25 by Matt.Kuhlenschmidt
Fixed array refreshing in the details panel not functioning properly for sub-object properties
#jira UE-37652
Change 3173619 on 2016/10/25 by Robert.Manuszewski
Making the cooker ignore EDL ini setting in binary engine build.
#jira UE-37617
Change 3173616 on 2016/10/25 by Nick.Whiting
Merging update to Google VR 1.01 SDK, which fixes multiple initialization errors
#jira UE-37440, UE-37236
Change 3173606 on 2016/10/25 by Jamie.Dale
Removed invalid assert
We're already passed the collection to modify, so the assert isn't needed.
#jira UE-37761
Change 3173604 on 2016/10/25 by Keli.Hlodversson
Work around an issue where the SteamVR plugin will fail to initialize if SteamVR was not already running before launching.
#jira UE-37623
Change 3173502 on 2016/10/25 by Matt.Kuhlenschmidt
Fixed more cases of undoing causing selections to become out of sync
#jira UE-37300
Change 3173475 on 2016/10/25 by Ori.Cohen
Critical 4.14 physx fixes
#JIRA UE-37085, UE-37114, UE-37116
Change 3173445 on 2016/10/25 by Robert.Manuszewski
Disabling the Event Driven Loader in ShooterGame. Making sure the EDL can't be enabled in binary engine distributions.
#jira UE-37394
Change 3173401 on 2016/10/25 by Matt.Kuhlenschmidt
Guard against crashes when textures or materials are explicitly marked as pending kill and then passed to slate for rendering
#jira UE-36261
Change 3173245 on 2016/10/25 by Allan.Bentham
Remove incorrect assert.
#jira UE-37699, UE-37707
Change 3173232 on 2016/10/25 by Jurre.deBaare
Post Processing Settings do not update in Persona when the values are changed in Preview Scene Settings
#fix make sure we also pick up vector4 fields
#jira UE-37656
Change 3173183 on 2016/10/25 by Matthew.Griffin
Added Shipping configs to BootstrapPackagedGame (Duplicating CL#3150210 from Main)
Change 3173065 on 2016/10/25 by Dmitriy.Dyomin
Fixed: Disabling 'Use Landscape Lightmap' option Skewing Procedural Foliage Instances
#jira UE-37736
Change 3172929 on 2016/10/24 by Ryan.Vance
#jira UE-37742
Adding SceneViewExtension hooks that are called right after init views completes. It might be advantageous to do the work we're currently doing in PreRenderViewFamily_RenderThread and PreRenderView_RenderThread after init views is called with the way SteamVR's running start is implemented.
Change 3172915 on 2016/10/24 by Rolando.Caloca
UE4.14 - Fix compile issues on CCT
#jira UE-37722
Change 3172762 on 2016/10/24 by Brian.Karis
#jira UE-37369
Change 3172742 on 2016/10/24 by Daniel.Lamb
Fixed issue with file-> cook error when you haven't built the exe which you are trying to cook for.
#jira UE-36796
#test Cook shootergame
Change 3172690 on 2016/10/24 by Maciej.Mroz
DynamicClass gives now, as componet-archetype, objects with non-exact name.
Manually merged cl#3171563
#jira UE-37480
Change 3172663 on 2016/10/24 by Daniel.Lamb
Stopped cooker from handling modification requests when they are PIE requests.
#test PIE shootergame
#jira UE-21572
Change 3172629 on 2016/10/24 by Mitchell.Wilson
Reconnected some material functions to resolve warnings which caused characters to render with default materials, and resolving 'Top Material' warnings.
Reimported SM_GodRay_Plane to resolve PhysX warning
Rebuilt lighting for the level.
#jira UE-37728
Change 3172523 on 2016/10/24 by Nick.Shin
update physx cmakefiles and automation build scripts for release-414 stream (as per request)
#jira UEFW-106 Add HTML5 support to PhysX CMake & automation scripts
Change 3172515 on 2016/10/24 by Nick.Shin
remove old emsdk (1.35.0)
#jira UEPLAT-1324 Update HTML5 PhysX to CMake
Change 3172511 on 2016/10/24 by Mark.Satterthwaite
Don't set Metal resource option fields on texture descriptors when running on an OS that doesn't support them.
#jira UE-37481
Change 3172461 on 2016/10/24 by Cody.Albert
Added check for pointer validity to prevent crash in ShooterGame
#jira UE-37433
Change 3172329 on 2016/10/24 by Peter.Sauerbrei
fix for remote notification method misspelling
#jira ue-37720
Change 3172322 on 2016/10/24 by Marc.Audy
Fix unreferenced variable the brute force to unblock QA
#jira UE-37718
Change 3172191 on 2016/10/24 by Mitchell.Wilson
Clearing preivew meshes on some materials to resolve warnings.
#jira UE-37713
Change 3172186 on 2016/10/24 by Matt.Kuhlenschmidt
Fix non-editor compile error
#jira UE-37695
Change 3172159 on 2016/10/24 by Dmitry.Rekman
Update GitDependencies.exe (UE-37530).
- Binary needs to be updated to support LINUX_MULTIARCH_ROOT variable.
#jira UE-37530
Change 3172132 on 2016/10/24 by Keith.Judge
Xbox One - Fix corrupted screenshots. Needed a GPU/CPU sync point, which legacy D3D11.x used to do for us, but now we have to do manually. Copied from Dev-Platform CL 3156872
#jira UE-37038
Change 3172131 on 2016/10/24 by Keith.Judge
Xbox One - Disable engine analytics on XB1 shipping games, as per XRs. Verified http requests from devkit with Fiddler. Copied from CL 3153176 in Dev-Platform.
#jira UE-36364
Change 3172106 on 2016/10/24 by Mitchell.Wilson
Updated reference to a material in VehicleMenu.umap to resolve warning
#jira UE-29748
Change 3172036 on 2016/10/24 by Steve.Robb
TEnumAsByte can be switchably deprecated for enum classes, and is currently not deprecated (reverting a change in behavior).
#jira UE-37706
Change 3172020 on 2016/10/24 by Marc.Audy
Child Actor should be created at registration, not creation. Otherwise attachment hierarchies can not be set up and thus, world positions incorrect
#jira UE-37615
Change 3171966 on 2016/10/24 by Dmitry.Rekman
Linux: fix Setup.sh on Ubuntu 16.10 (UE-37621)
#jira UE-37621
(Edigrating 3171266 from Dev-Platform to Release-4.14)
Change 3171964 on 2016/10/24 by Dmitry.Rekman
Linux: fix always rebuilding FixDeps (UE-37625).
#jira UE-37625
(Edigrating 3153471 from Dev-Platform to Release-4.14)
Change 3171957 on 2016/10/24 by Matt.Kuhlenschmidt
Guard against property editor crash happening when focused is lost on an object which has been GC'd due to PIE running
#jira UE-37636
Change 3171943 on 2016/10/24 by Matt.Kuhlenschmidt
Added mesh simplifcation plugin picker to the project settings under Editor - Mesh Simplification
The menu to pick simplification plugins also contains a link to find other plugins in the launcher marketplace. The launcher navigates to "/ue/marketplace/content-cat/assets/codeplugins" for now
#jira UE-37695
Change 3171928 on 2016/10/24 by Max.Chen
Sequencer: Revert CL#3162724. Fix time dilation in level sequence player because it's causing a regression. Will revisit the fix for UE-37277.
#jira UE-37589
Change 3171924 on 2016/10/24 by James.Cobbett
Test content 'preroll.abc'. Has empty frames at the start of animation. For alembic importer testing.
#jira UE-29618
Change 3171867 on 2016/10/24 by Lina.Halper
- Back out revision 2 from //UE4/Release-4.14/Engine/Source/Runtime/Engine/Private/Components/SkeletalMeshComponent.cpp
- Empties override materials before setting preview mesh in animation editor
#jira: UE-37610
#code review: Thomas.Sarkanen
Change 3171789 on 2016/10/24 by Allan.Bentham
Resolve depth on appropriate mobile devices when the view contains materials that read from the depth.
#jira UE-35023
Change 3171776 on 2016/10/24 by Robert.Manuszewski
Increasing the initial memory allocation size for FLargeMemoryWriter to reduce the number of allocations when saving or cooking
#jira UE-37599
Change 3171728 on 2016/10/24 by Dmitriy.Dyomin
Fix origin rebasing to work with precomputed lighting data stored in separate package
#jira UE-37693
Change 3171634 on 2016/10/24 by Dmitriy.Dyomin
Added commenets to 3171621
#jira UE-36449
Change 3171621 on 2016/10/23 by Dmitriy.Dyomin
Fixed: Editor crash when compiling the character blueprint after a PIE session with World Composition enabled
Actually disabled use of world composition with multiplayer PIE using separate processes
#jira UE-36449
Change 3171424 on 2016/10/22 by Jack.Porter
Remove unused exec command causing logspam
#jira UE-37661
Change 3171259 on 2016/10/21 by Ryan.Vance
Mobile multi-view update
#jira UE-37603
Removed dependence on shader name for determining if we need to enable multi-view, now relies on the presence of gl_ViewID_OVR
Worked around unsigned/signed integer driver issues. Some shader compilers were choking on the unsigned postfix
Attempted to clean up some of the code duplication in MobileBasePassRendering.cpp
Made a few design concessions which allows the feature to run on Mali devices in the wild right now:
Allow the feature to be enabled with ES2 rather than just ES3.1. Mali drivers have a bug preventing shader io blocks and multi-view from working together
Passing the view id from the vertex shader. Mali devices don't allow referencing gl_ViewID_OVR in a pixel shader
Change 3171165 on 2016/10/21 by Peter.Sauerbrei
revert out the memory changes for platform file cache for mobile
#jira UE-36835
Change 3171112 on 2016/10/21 by Matt.Barnes
Updating TM-Material_BP_Nodes to facilitate test UEQATC-2969.
#jira UEQATC-2969
Change 3171111 on 2016/10/21 by Mike.Beach
Mirroring CL 3171084 form Dev-BP
Guarding against a unrepro'able top-10 crash in SGraphPin. Making sure we're not operating on a null/pending-kill/transient pin.
#jira UE-37642
Change 3170980 on 2016/10/21 by patrickr.donovan
Motion controller test content update - further updates to combat thumbstick noise.
#jira UE-29618
Change 3170965 on 2016/10/21 by Mitchell.Wilson
Moved panner in M_Frame3_BG material to Custom UV0 to resolve issue with material rendering white on tvOS
#jira UE-37105
Change 3170905 on 2016/10/21 by Marc.Audy
Fix AActor::Serialize crash if a null in the owned components array
#jira UE-37641
Change 3170838 on 2016/10/21 by Ben.Woodhouse
Integrate crash fix from main CL3162008
Fix for crash in GPU profiler. This was caused by the RHIThread getting too far behind the renderthread. This change adds a fence wait on the renderthread in RHIEndDrawingViewport to ensure that the renderthread is never more than a frame ahead.
#jira UE-37216
Change 3170815 on 2016/10/21 by Jamie.Dale
Fixed a potential race-condition in FTextRenderComponentMIDCache, and updated it to detect "stale" MIDs
FMIDData was shared between the game and render threads, but used non-thread-safe shared pointers.
This also marks MIDs as "stale" if the number of MIDs no longer matches the number of pages in the font (which may happen if the font is edited). These "stale" MIDs are kept as a weak pointer in a separate array so that we can still keep the MID object alive as long as something is still using it (as it may still be used by a FTextRenderSceneProxy for a short while). This array of weak pointers is purged of unreferenced instances during the normal cache purge cycle.
#jira UE-37519
Change 3170784 on 2016/10/21 by Mitchell.Wilson
Changing a material in TM-Reflections level
#jira UE-29618
Change 3170668 on 2016/10/21 by Mitchell.Wilson
Updated defaulteditor.ini to resolve cook failure for UBlueprint.
#jira UE-37648
Change 3170595 on 2016/10/21 by Chris.Wood
Added "Vanilla" Editor detection and reporting it to analytics, MTBF and Crash Reporter.
[UE-37132] - Detect "Vanilla" Editor and report it to MTBF analytics and Crash Reporter
#jira UE-37132
Change 3170395 on 2016/10/21 by Robert.Manuszewski
UBT will now respect -remoteini command line param when looking for ini files for build settings. Fixes a crash when launching BP-only project from the Editor with EDL enabled.
#jira UE-37617
Change 3170367 on 2016/10/21 by Allan.Bentham
Prevent overflow of bright pixels during DoF calc.
#jira UE-31755
Change 3170363 on 2016/10/21 by Robert.Manuszewski
Fixing crashes when cancelling async loading
#jira UE-37634
Change 3170362 on 2016/10/21 by Robert.Manuszewski
Fixing MallocBinned2 crashes on 32-bit platforms.
#jira UE-37326
Change 3170280 on 2016/10/21 by Jack.Porter
Fix for landscape not rendering in Player Collision view mode after toggling G.
#jira UE-37576
Change 3170202 on 2016/10/21 by Dmitriy.Dyomin
Fixed: CustomDepth is incorrect when used in Custom PostProcess after Tonemapping
#jira UE-37628
Change 3170160 on 2016/10/20 by Aaron.McLeran
#jira UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features
Implementing CL 3169422 in 4.14
Change 3170029 on 2016/10/20 by Aaron.McLeran
#jira UE-37004
#jira UE-37005
Fixing stat soundwaves
Implementing 3154264 from Dev-Framework
Change 3170024 on 2016/10/20 by Aaron.McLeran
#jira UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions
Implementing the CL from Dev-Framework
Change 3169869 on 2016/10/20 by Arne.Schober
duplicated:
CL 3169845
#jira UE-35937
Change 3169810 on 2016/10/20 by Steve.Cano
Moving change from CL 3169642 to 4.14 - fix a library issue that was causing Kindle Fire 1st edition to crash when trying to run QA game, may be causing issues on other devices as well
#ue4
#android
#jira UE-22440
Change 3169635 on 2016/10/20 by Mike.Beach
Mirroring CL 3169443 from Dev-BP
Deprecating the [EditoronlyBP] config settings (which are super old, and support legacy functionality, allowing users to export editor-only UBlueprint objects on cook). This is in support of the new event-driven loader (EDL), which is incompatible with these exports. We will be removing support for these settings promptly in 4.15 (hence the choice to deprecate them for 4.14).
#jira UE-37605
Change 3169618 on 2016/10/20 by Mitchell.Wilson
rebuilt lighting for all levels in Content Examples
#jira UE-37570
Change 3169447 on 2016/10/20 by Peter.Sauerbrei
fix for double quotes causing arguments to not be sent correctly to rsync
#jira UE-37018
Change 3169362 on 2016/10/20 by tim.gautier
Updated TM-UMG Level Blueprint - mouse-clicks outside of UMG assets no longer take focus from the set Display Widget
#jira abc-123
Change 3169244 on 2016/10/20 by Chris.Babcock
Update to new CodeWorks for Android 1R5
#jira UE-37554
#ue4
#android
Change 3169240 on 2016/10/20 by Jon.Nabozny
#rn Fixup GameModeClassAliases in Engine.ini files. These must be prefixed with either /Game/ or /Script/ otherwise the asset may fail to resolve and an empty name will be used instead (and cause weird behavior).
#jira UE-37488
Change 3169155 on 2016/10/20 by Peter.Sauerbrei
fix for incorrect characters in bundle id when project has underscores in the name
#jira UE-36436
Change 3169127 on 2016/10/20 by Allan.Bentham
Fix android vulkan compile error with dev builds
#jira abc-123
Change 3169058 on 2016/10/20 by Allan.Bentham
Flush command buffer during init to fix vulkan crash when rendering thread is enabled.
Fix FDeferredDeletionQueue's resource handle storage on 32 bit platforms.
#jira UE-36452
Change 3169049 on 2016/10/20 by Peter.Sauerbrei
fix for minimum ios version in base ini file
#jira UE-37034
Change 3168910 on 2016/10/20 by Jack.Porter
Fix occasional race condition crash in FTcpMessageTransportConnection on editor shutdown
#jira UE-36944
Change 3168906 on 2016/10/20 by Dmitriy.Dyomin
Fixed: Black rendering on Galaxy S4 PowerVR
#jira UE-37567
Change 3168858 on 2016/10/20 by Richard.TalbotWatkin
Made BSP rendering more robust so that out-of-range array accesses trigger an 'ensure' rather than a crash (with a view to identifying the cause of this issue). Also fixed non-editor builds.
#jira UE-37267 - [CrashReport] UE4Editor_Engine!FModelSceneProxy::GetDynamicMeshElements() [modelrender.cpp:322]
Change 3168826 on 2016/10/20 by Richard.TalbotWatkin
Duplicated from //UE4/Dev-Editor, CL 3156473
Attempt to make geometry render / rebuild more robust in the hope of catching UE-36265.
#jira UE-36265 - [CrashReport] UE4Editor_Engine!FModelSceneProxy::HasSelectedSurfaces() [modelrender.cpp:538]
Change 3168335 on 2016/10/19 by Michael.Trepka
Restored previous version of FMacWindow::IsPointInWindow function to solve issues with window dragging.
#jira UE-37418
Change 3168307 on 2016/10/19 by Rolando.Caloca
UE4.14 - Integrate changes from 3051720 and 3057522
[RENDERING] [!]
Revert fix in GPU skin cache (original CL 2722034)
- Waiting on shader compilation with the GPU skin update will destroy/recreate render state, causing a crash in the GPU skin cache.
#jira UE-37545
Change 3168201 on 2016/10/19 by Peter.Sauerbrei
fix for urls with queries not working correctly
#jira UE-35090
Change 3168200 on 2016/10/19 by Mitchell.Wilson
Re-saved multiple cloth assets to resolve building adjacency information warnings.
Replaced deprecated SetText and GrabComponent blueprint nodes with new SetText and GrabComponentAtLocation.
Re-saved multiple assets to resolve empty engine version warnings.
#jira UE-37537
Change 3168174 on 2016/10/19 by Alan.Noon
#jira UE-37534
deleted unnecessary files from Photorealistic Character project
Change 3168160 on 2016/10/19 by Arne.Schober
duplicated:
fixes for velocity render pass
CL 3166370
CL 3166799
#jira UE-37362
Change 3168136 on 2016/10/19 by Alan.Noon
#jira UE-37534
Initial add of Photorealistic Character Sample project
Change 3168127 on 2016/10/19 by Peter.Sauerbrei
fix for IOS_7 not being found
#jira UE-37034
Change 3167886 on 2016/10/19 by patrickr.donovan
#jira UE-37242
TLDR; Test content updates.
Bug entered due to finicky hardware returning noise values that weren't accounted for in test contet. Fortified test content against this edge case, no code change necessary.
Change 3167882 on 2016/10/19 by samuel.proctor
Updating asset for Profiler Heatmap testing
#jira UE-29618
Change 3167868 on 2016/10/19 by Dmitry.Rekman
Linux: disable XGE on Windows (UE-37446).
- XGE does not seem to handle new clang 3.9.0 toolchain well, with very reproducible crashes.
Also fix build breakage with clang 3.8.1.
- always_inline was still applied to debug builds and as such was ignored.
#jira UE-37446
(Edigrating CL 3166330, 3166456 from Dev-Platform to Release-4.14)
Change 3167832 on 2016/10/19 by Mitchell.Wilson
Reconnected 'TopMaterial' in multiple materials to resolve warnings.
Rebuilt lighting and saved levels.
#jira UE-37529 UE-37535
Change 3167688 on 2016/10/19 by Mitchell.Wilson
Removing preview mesh from multiple materials to resolve warnings.
Rebuilt lighting and saved all levels.
#jira UE-29678 UE-37526
Change 3167616 on 2016/10/19 by Marc.Audy
Fix reversed logic checking for an Actor after a cast was supposed to have failed, broken in CL 2695656.
#jira UE-37517
Change 3167585 on 2016/10/19 by Jamie.Dale
Re-enabled all-cultures upload to OneSky so we prime translations correctly
#jira UE-37518
Change 3167579 on 2016/10/19 by Jamie.Dale
Fixed text render component regression with custom MIDs
#jira UE-37305
Change 3167501 on 2016/10/19 by Matt.Kuhlenschmidt
Fixed realtime rendering in editor viewport being disabled when simulating in editor
#jira UE-37466
Change 3167498 on 2016/10/19 by Mitchell.Wilson
Re-saving multiple blueprints with nodeguid warnings.
Cleared preview mesh for materials with string asset reference warnings.
Rebuilt lighting and added _BuildData to resolve lighting rebuild warnings.
#jira UE-30840
Change 3167492 on 2016/10/19 by Matt.Kuhlenschmidt
Fix for disappearing menus in lastest windows 10 build
#jira UE-36752
Change 3167311 on 2016/10/19 by Mieszko.Zielinski
Fixed EQS template cache issues with multiple query run modes #UE4
#jira UE-37496
Change 3167206 on 2016/10/19 by Matthew.Griffin
Moved Github promotion earlier in build script and added 'After' dependencies so that we can guarantee the order of the nightly build/prevent unimportant jobs from running before binary build is completed
Change 3167205 on 2016/10/19 by Matthew.Griffin
Changed CommandUtils.UnzipFiles to use system unzip tool when running on mono, as there has been issues with Ionic not being able to decompress those created by the zip tool
Change 3167010 on 2016/10/19 by Dmitriy.Dyomin
Fix for LevelStreaming getting stuck, and World->PersistentLevel null assert
Contributed by Funcom: https://udn.unrealengine.com/questions/312900/fix-for-levelstreaming-getting-stuck-and-world-per.html
#jira UE-36397
[CL 3189774 by Matthew Griffin in Main branch]
2016-11-08 02:45:19 -05:00
BundleIdentifier = BundleIdentifier . Replace ( TEXT ( " _ " ) , TEXT ( " " ) ) ;
2014-11-07 15:46:06 -05:00
# if PLATFORM_MAC
FString CmdExe = TEXT ( " /bin/sh " ) ;
FString ScriptPath = FPaths : : ConvertRelativePathToFull ( FPaths : : EngineDir ( ) / TEXT ( " Build/BatchFiles/Mac/RunMono.sh " ) ) ;
2017-06-30 12:21:06 -04:00
FString IPPPath = FPaths : : ConvertRelativePathToFull ( FPaths : : EngineDir ( ) / TEXT ( " Binaries/DotNET/IOS/IPhonePackager.exe " ) ) ;
Copying //UE4/Release-Staging-4.14 to //UE4/Dev-Main (Source: //UE4/Release-4.14 @ 3182951)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3182951 on 2016/11/02 by Luke.Thatcher
[RELEASE] [PS4] [!] Fix "play together" invitations handling in PS4 OSS.
- Wrong condition in GetUserWebApiContext. Web API contexts can be created for local users (i.e. FUniqueNetIdPS4 instances with a valid SceUserServiceUserId).
#jira UE-38017
Change 3182892 on 2016/11/02 by Luke.Thatcher
[RELEASE] [PS4] [!] Fix incorrect identity API implementation in PS4 OSS.
- System events directly drive the login state of a user. This also removes the blocking call to sceNpGetState().
- GetAuthToken is only called if the engine calls IOnlineIdentity::Login().
#jira UE-38017
Change 3182767 on 2016/11/02 by Luke.Thatcher
[RELEASE] [PS4] [!] Fix PS4 session invitations.
- Was calling old Web API with SceNpOnlineId where SceNpAccountId is needed.
- Replaced with NpToolkit2's session invitation API.
#jira UE-38020
Change 3182766 on 2016/11/02 by Luke.Thatcher
[RELEASE] [PS4] [!] Fix assert in FUniqueNetIdPS4::FindOrCreate. We were assuming an online-only ID could never become a local ID. This isn't the case in the following scenario:
- Two users join a session on two separate PS4s.
- One user signs into the other user's PS4 with the same account, with a second controller. PSN logs him out of the first PS4.
- That user's Net ID has now migrated from being online-only, to local-with-online. This is a case that was not handled.
#jira UE-38017 UE-38020
Change 3182765 on 2016/11/02 by Luke.Thatcher
[RELEASE] [PS4] [~] Additional logging for PS4 OSS "Play Together".
#jira UE-38017 UE-38020
Change 3182633 on 2016/11/01 by Jack.Porter
Fix crash sculpting a landscape with grass that uses the landscape's lightmap, when lighting has not been built
#jira UE-38042
Change 3182332 on 2016/11/01 by Mieszko.Zielinski
Added a sanity check to UNavigationSystem::AddElementToNavOctree to guard agains DirtyElement.NavInterface being null #UE4
#jira UE-37588
Change 3182321 on 2016/11/01 by Dmitry.Rekman
Updated READMEs for 4.14 (UE-38059).
#jira UE-38059
Change 3182231 on 2016/11/01 by Mitchell.Wilson
Adding Is Valid node in Retargeting_WorldInteractionBP to resolve warning.
#jira UE-38079
Change 3182164 on 2016/11/01 by Matt.Kuhlenschmidt
Fix alll collision being disabled if you dont auto-generate a simple hull when importing an FBX
#jira UE-38091
Change 3182017 on 2016/11/01 by Chris.Babcock
Disable glVertexAttribIPointer on PowerVR Rogue
#jira UE-38074
#ue4
#android
Change 3181942 on 2016/11/01 by Mitchell.Wilson
Resolving multiple warnings in CIS for Elemental Demo.
#jira UE-38075
Change 3181941 on 2016/11/01 by Nick.Shin
PhysX Bulid Automation script update
#jira UE-37329 'Compile UE4Game HTML5' - 300 Warnings
Change 3181939 on 2016/11/01 by Ryan.Vance
#jira UE-38072
We need to add a hook that can be called after native present has finished for SteamVR.
PostPresentHandoff should be called when using the interleaved compositor immediately after we've submitted our eye buffers and called present for the mirror window. This unblocks the compositor process so it can do it's re-projection work. Otherwise it will block until we call WaitGetPoses which is a ways into the next frame.
Change 3181849 on 2016/11/01 by Nick.Shin
jukka's (Mozilla) fixes to SSE2 and GL issues for HTML5
jukka's (Mozilla) python scripts to build ThirdParty HTML5 libs
the python scripts will need tweaking - they were moved from their original locations from:
https://github.com/Mozilla-Games/UnrealEngine/commit/fd48bc0e4a5f0278a1c036d2b81036ab1270ad68
the CMakeLists.txt (and one configure.ac) files are defiinitely used from the (bash) shell build script (to build thirdparty libs for HTML5)...
update existing (bash shell script and UE4 c#) build files to use the new "incoming" emsdk
#jira UE-37329 -'Compile UE4Game HTML5' - 300 Warnings
Change 3181848 on 2016/11/01 by Nick.Shin
update compiled ThirdParty HTML5 libs using new emscripten tool chain (CL:#3180924)
#jira UE-37329 - //UE4/Main: Step 'Compile UE4Game HTML5' - 300 Warnings
Change 3181838 on 2016/11/01 by Nick.Shin
new emscripten tool chain configured by jukka from Mozilla
see Engine/Extras/ThirdPartyNotUE/emsdk/emscripten/incoming/EPIC_VERSION for details on where did this version come from
#jira UE-37329 - //UE4/Main: Step 'Compile UE4Game HTML5' - 300 Warnings
Change 3181611 on 2016/11/01 by Allan.Bentham
Recreate vulkan swapchain after a pause/resume on android.
#jira UE-36454
Change 3181451 on 2016/11/01 by Chris.Wood
CrashReportClient no longer attempts to restart Launcher-run Editors via IPC with the Launcher. They are now restarted directly.
[UE-37794] - Send and Restart from Crash Reporter Opens Project Browser
Launcher can't accept command line args when restarting an application so it can't restart the editor with the right project.
Also fixes broken SlateReflector in CRC (switched off in checked in version)
#jira UE-37794
Change 3181117 on 2016/11/01 by Dmitriy.Dyomin
Fixed: Text Actors not Rendering on Mobile
PowerVR based devices were rendring opaque objects twice
#jira UE-37949
Change 3181102 on 2016/11/01 by Jack.Porter
Fix for editor crash during Landscape sculpting on pressing Ctrl+z (Subdivision enabled in material)
#jira UE-36050
Change 3180851 on 2016/10/31 by Daniel.Wright
Ray Traced Distance Field shadows must be projected last, since they overlap the depth range as Far CSM. Fixes Kite demo medium-distance shadowing.
#jira UE-37793
Change 3180844 on 2016/10/31 by Michael.Trepka
Disabled high-DPI in Mac CrashReportClient
#jira UE-37697
Change 3180803 on 2016/10/31 by Michael.Trepka
Setup Mac Metal layer on the main thread to solve issues with empty game window when showing a separate log window.
#jira UE-37998
Change 3180764 on 2016/10/31 by zachary.wilson
Checkking in content for Lighting scenarios test, currently incomplete but needed for bug repro
#jira UE-29618
Change 3180666 on 2016/10/31 by Dmitry.Rekman
Fix Linux client & server hang when decoding voice chat (UE-36108).
- break out of voice channel while loop if unable to serialize the voice packet data.
- fixed by JoshM
#jira UE-36108
Change 3180428 on 2016/10/31 by Mitchell.Wilson
Rebuilt lighting in all Content Examples levels and saved to resolve warnings.
#jira UE-37880
Change 3180399 on 2016/10/31 by Dmitry.Rekman
Linux: revert to old commandline switch -binnedmalloc (UE-38001).
#jira UE-38001
Change 3180298 on 2016/10/31 by Steve.Robb
Extra information about which class has failed to have its CppStructOps initialized.
#jira UE-37921
Change 3180289 on 2016/10/31 by John.Pollard
Fix crash in FCurlHttpRequest::DebugCallback
+ Specify the string length to FString's constructor as the result from StringCast is not null terminated if the string's length is specified (instead of assuming null termination).
#jira UE-36658
Change 3180200 on 2016/10/31 by Benjamin.Hyder
Updating QA-Materials to include BuiltData
#jira UE-29618
Change 3180173 on 2016/10/31 by Nick.Whiting
Fixing up static analysis warning about array size in GoogleVRHMD code
#jira UE-38007
Change 3180123 on 2016/10/31 by ryan.brucks
#jira UE-35977
hooked up missing transform node inside of newly added function so that it works with variable rotations.
Change 3180108 on 2016/10/31 by Benjamin.Hyder
Updating QA-Effects map to include BuiltData
#jira UE-29618
Change 3180104 on 2016/10/31 by Marc.Audy
Don't recreate the render state if the component got unregistered in the interim.
#jira UE-37968
Change 3180084 on 2016/10/31 by Allan.Bentham
Use glVertexAttribIPointer for ES3.
Enable SupportsTextureMaxLevel for ES3.
ensure GL_HALF_FLOAT is used for vertex half float format on ES3 (instead of GL_HALF_FLOAT_OES)
Fix assert when previewing ES3.1 with PC OpenGL.
#jira UE-37472
Change 3180082 on 2016/10/31 by Luke.Thatcher
[RELEASE] [PS4] [-] Back out PS4 OSS warnings filter in UBT output (original CL 3150360).
- We weren't relying on this anyway, since the build machines are filtering based on a perl script (See CL 3151027)
#jira UEPLAT-1424
Change 3180044 on 2016/10/31 by Michael.Trepka
Don't create additional autorelease pool for Metal context on the game thread.
#jira UE-37894
Change 3180023 on 2016/10/31 by Luke.Thatcher
[RELEASE] [PS4] [^] Merge (as edit) PlayStation 4 Online Subsystem refactor for Sony SDK 4.008.061 (CL 3178249) from //UE4/Dev-Platform to OrionGame in //UE4/Release-4.14
Original CL description:
[~] Upgrade PlayStation 4 Online Subsystem to be compliant with Sony's new APIs in SDK 4.008.061.
- Replaced deprecated APIs with new ones.
- Replaced NpToolkit with NpToolkit2.
- Refactor of FUniqueNetIdPS4 and related code. FUniqueNetIdPS4 is now immutable and immovable.
- Added online ID cache system, which calls out to Sony's new ID Mapper Web API.
Contains a breaking change in FUniqueNetId
- FUniqueNetId::ToString() now returns the SceNpAccountId string of a user, rather than the SceNpOnlineId string.
- Custom backends which rely on this string to identify users will need to support SceNpAccountIds, and map them to existing accounts.
#jira UEPLAT-1424
Change 3179973 on 2016/10/31 by Sam.Deiter
#Jira UEDOC - 3957
#UE4 Docs: Fixing typos in the landscape tutorials for bug UEDOC - 3957
#Code_Review lauren.ridge, jeff.wilson, ian.shadden, wes.bunn, chase.mcallister, robert.gervais
Change 3179930 on 2016/10/31 by Luke.Thatcher
[RELEASE] [PS4] [^] Merge (as edit) PlayStation 4 Online Subsystem refactor for Sony SDK 4.008.061 (CL 3178249) from //UE4/Dev-Platform to //UE4/Release-4.14
Original CL description:
[~] Upgrade PlayStation 4 Online Subsystem to be compliant with Sony's new APIs in SDK 4.008.061.
- Replaced deprecated APIs with new ones.
- Replaced NpToolkit with NpToolkit2.
- Refactor of FUniqueNetIdPS4 and related code. FUniqueNetIdPS4 is now immutable and immovable.
- Added online ID cache system, which calls out to Sony's new ID Mapper Web API.
Contains a breaking change in FUniqueNetId
- FUniqueNetId::ToString() now returns the SceNpAccountId string of a user, rather than the SceNpOnlineId string.
- Custom backends which rely on this string to identify users will need to support SceNpAccountIds, and map them to existing accounts.
#jira UEPLAT-1424
Change 3179539 on 2016/10/31 by Jack.Porter
Fix crash when Toggling Landscape Mode with Hidden Sub-Level containing a Landscape
#jira UE-37954
Change 3179309 on 2016/10/29 by Benjamin.Hyder
Re-Saving Foliage asset in Tm-DistanceFields
#jira UE-29618
Change 3179308 on 2016/10/29 by Benjamin.Hyder
updating AutoLOD settings for foliage example in TM-Shadermodels
#jira UE-29618
Change 3179135 on 2016/10/28 by Chris.Babcock
Only use alternative event flow for Daydream packaged applications
#jira UE-37847
#ue4
#android
Change 3178995 on 2016/10/28 by JohnHenry.Carawon
Adding test content for the World Origin Rebasing feature
#jira UE-29618
Change 3178994 on 2016/10/28 by Chris.Babcock
Disable ARM64 Google Play Games - need new library to fix crash
#jira UE-37972
#ue4
#android
Change 3178955 on 2016/10/28 by Marc.Audy
Don't worry about clearing from world's end of frame update frame if being GC'd
#jira UE-37928
Change 3178921 on 2016/10/28 by Daniel.Wright
[Copy] Scene captures and planar reflections force a scene color alpha channel to be used when they are capturing (does not affect the scene color format for the main views). Fixes planar reflections with r.SceneColorFormat=3.
Setup scissor for scene depth resolves, helps with passes using screenpercentage to reduce resolution. Planar reflection depth resolves .8ms -> .2ms on 970
#jira UE-37970
Change 3178919 on 2016/10/28 by Daniel.Wright
[Copy] Fixed planar reflections in forward shading. The change to disable checkerboard SSS caused scene color alpha to be non-zero for opaque / masked pixels in forward, but there's no SSS pass run later to correct it, since this is the forward rendering path.
#jira UE-37970
Change 3178905 on 2016/10/28 by Max.Chen
Sequencer: Fix fade track instance compile
#jira UE-37939
Change 3178808 on 2016/10/28 by Dmitry.Rekman
Linux: fix crash on exit (UE-37536).
- Base virtual function (PostRun()) was called due to thread being stopped at the moment when the subclass destructor has already run.
#jira UE-37536
(Edigrating 3175651 from Dev-Platform to Release-4.14)
Change 3178707 on 2016/10/28 by Marc.Audy
Fix inverted null check that caused load game from slot to fail if using a BP generated class
#jira UE-37774
Change 3178664 on 2016/10/28 by Alexis.Matte
Fix the fbx automation tests
#jira UE-37960
Change 3178617 on 2016/10/28 by Bart.Hawthorne
Fix issue where changing the world origin in a single player game would try to access the FNetworkPredictionData_Client_Character on character movement components
#jira UE-37692
#tests ran QA game and tested that assert no longer fired in debug
Change 3178615 on 2016/10/28 by Max.Chen
Matinee to Level Sequence: Added interface to extend the matinee to level sequence converter
Copy from Dev-Sequencer
#jira UE-37328
#2864
Change 3178553 on 2016/10/28 by Michael.Trepka
Don't wait for the main thread in FMacWindow::Show()
#jira UE-37915
Change 3178526 on 2016/10/28 by Alexis.Matte
Clean unused material when importing a skeletal mesh. Its possible to have a material reference in a fbx node and not have any face referencing this material.
#jira UE-37923
Change 3178451 on 2016/10/28 by Mitchell.Wilson
Limit the max angle the cannon tower can be rotated when manually aiming.
When max rotation is reached, debug line turns red to be consistent with the arrow tower.
#jira UE-36512
Change 3178420 on 2016/10/28 by Lina.Halper
Fix build issue
#jira: UE-37911
Change 3178390 on 2016/10/28 by mason.seay
Enabling follow on certain notifies to help catch issues
#jira UE-29618
Change 3178325 on 2016/10/28 by Zak.Middleton
#ue4 - (4.14) - Fix crash when player is destroyed and server PlayerController checks to see if it needs to force a network update. Also fix crash when calling ACharacter::SetReplicateMovement when not on the server.
Mirror CL 3178247 and CL 3178256 in Dev-Framework.
#jira UE-37902
Change 3178312 on 2016/10/28 by Max.Chen
Sequencer: Fade only oin the current player context, not on all worlds.
#jira UE-37939
Change 3178267 on 2016/10/28 by Lina.Halper
Fix issue with anim editor sound play notify doesn't work with follow option
#jira: UE-37946
Change 3178146 on 2016/10/28 by Lina.Halper
#fix crash with thumbnail update when there is no animation, and so on.
#code review: Benn.Gallagher
#jira: UE-37911
Change 3178145 on 2016/10/28 by Matthew.Griffin
Fixed Clean process during a Hot Reload
Prevent engine build products, intermediates and exe/dlls from being deleted during Hot Reload and make sure Hot Reload state is preserved
#jira UE-37616
Change 3178143 on 2016/10/28 by Mitchell.Wilson
Updating BP_Spinning_Logo to stop spinning when disabled instead of finishing the rotation.
#jira UE-36269
Change 3178110 on 2016/10/28 by Mitchell.Wilson
Rebuilt lighting and saved levels.
#jira UE-36913
Change 3178070 on 2016/10/28 by Mitchell.Wilson
Adjusted trigger ragdoll time in shooter character so the character does not appear to float while in death animation.
#jira UE-37124
Change 3178034 on 2016/10/28 by Jon.Nabozny
Add missing Super::Tick call to ATP_TopDownCharacter::Tick.
#jira UE-37914
Change 3178021 on 2016/10/28 by Max.Chen
Sequence Recorder: Disable auto possess player for recorded pawns. This fixes a bug where if you record a third person template character, when you open the sequence, the recorded character will possess the viewport.
Copy from Dev-Sequencer
#jira UE-35342
Change 3177992 on 2016/10/28 by Matt.Kuhlenschmidt
Fix outlined text accumulating error due to measuring the outlines for each text run rather than the entire string
#jira UE-37935
Change 3177981 on 2016/10/28 by Nick.Darnell
UMG - Fixing how the virtual window calculates desired size. It was including scale again, which is fine for SWindow, but isn't what we want on the SVirtualWindow, should probably consider making a new SWindowBase class they can both share in the future.
#jira UE-36861
Change 3177888 on 2016/10/28 by Matthew.Griffin
Back out revision 4 from //UE4/Release-4.14/Engine/Source/Runtime/Engine/Private/InheritableComponentHandler.cpp
Change 3177881 on 2016/10/28 by Matthew.Griffin
Added guards to WITH_EDITOR only static initialisation
Change 3177871 on 2016/10/28 by Matt.Kuhlenschmidt
Fix crash import fbx scenes if objects contain procedural textures (not supported)
#jira UE-37917
Change 3177856 on 2016/10/28 by Matthew.Griffin
Adding THIRD_PARTY_INCLUDES macros around Google VR includes to fix static analysis warnings
Change 3177815 on 2016/10/28 by Graeme.Thornton
Non-editor build fix
#jira UE-37929
Change 3177812 on 2016/10/28 by Graeme.Thornton
Fix for COTF crash with EDL. Manually copied from CL 3174743 in Dev-Core
#jira UE-37810
Change 3177737 on 2016/10/28 by Guillaume.Abadie
Brings over 3141695 and 3173310 from //Odin/Main: Fixes particle collision in the forward renderer.
#jira UE-37927
Change 3177703 on 2016/10/28 by Phillip.Kavan
[UE-37852] Ensure that we create a unique template object in a child class's ICH when overriding an inherited SCS default scene root node.
change summary:
- added UInheritableComponentHandler::SCSDefaultSceneRootOverrideNamePrefix
- modified UInheritableComponentHandler::CreateOverridenComponentTemplate() to special-case SCS default scene root node overrides when determining the new template name
- modified UInheritableComponentHandler::PostLoad() to special-case SCS default scene root node overrides during template name fixup
- modified SSCSEditor::RemoveComponentNode() to skip renaming the component template away from the variable name for the default scene root node, since we don't actually recreate it when it gets re-added
#jira UE-37852
Change 3177600 on 2016/10/27 by Chris.Babcock
Pass through the intent action from splash screen
#jira UE-37925
#ue4
#android
Change 3177436 on 2016/10/27 by Mike.Beach
Guarding against a top crash that could occur when pasting a select node (unknown how) - now using an unchecked accessor to get a specific pin, and guarding again a null (instead of asserting).
#jira UE-37910
Change 3177365 on 2016/10/27 by Daniel.Wright
Fixed access of FPrecomputedLightVolumeData after it has been deleted (causes crash on exit with USE_MALLOC_STOMP enabled)
#jira UE-37903
Change 3177236 on 2016/10/27 by Mitchell.Wilson
Updated UVs on M_FloorTiles1 to resolve precision issues with the material's normal on mobile devices.
Fixed reflection captures in the level and rebuilt lighting.
#jira UE-36624
Change 3177235 on 2016/10/27 by mason.seay
Vehicle Assets
#jira UE-29618
Change 3177036 on 2016/10/27 by Mitchell.Wilson
Inverted throttle control for controller Right Joystick Up, Down, Y-Axis to be consistent with the info from our template wiki
#jira UE-37881
Change 3176996 on 2016/10/27 by mason.seay
Missed node link
#jira UE-29618
Change 3176993 on 2016/10/27 by mason.seay
Test AnimBP for crash
#jira UE-29618
Change 3176992 on 2016/10/27 by Mitchell.Wilson
Adding [EditoronlyBP] to DefaultEditor.ini of projects that were missing it.
#jira UE-37846
Change 3176946 on 2016/10/27 by Alexis.Matte
We recompile the material only if there is a material expression node that ask for a shader recompile when the texture is change with no specified property.
#jira UE-37705
Change 3176939 on 2016/10/27 by Alexis.Matte
Check the pointer before using it
#jira UE-37853
Change 3176927 on 2016/10/27 by mason.seay
Rebuilt Lighting
#jira UE-29618
Change 3176883 on 2016/10/27 by Steve.Robb
Fix for crash when an array property changes while instancing subobjects.
Fix for StrStr running off the end of a non-null-terminated string and a tidy up with TUniquePtr.
Fix for accessing a deleted StaticClass() in FInputBindingEditorModule::ShutdownModule.
#fyi matt.kuhlenschmidt, alex.fennell
#jira UE-37752
Change 3176811 on 2016/10/27 by Chris.Bunner
Rework of previous commit to avoid potential confusion moving forward.
#jira UE-37424
Change 3176783 on 2016/10/27 by Chris.Bunner
Default scalability settings to Epic, not Cinematic.
Duplicated default render resolution scale fix (CL 3170020).
#jira UE-37424
Change 3176692 on 2016/10/27 by Mike.Beach
Fixing up a mistake where we weren't reading all [EditoronlyBP] settings (which are now deprecated). Was causing certain settings to default to off, and caused an inaccurate deprecation warning.
#jira UE-37848
Change 3176635 on 2016/10/27 by mason.seay
Setting up skeleton for retargeting testing
#jira UE-29618
Change 3176586 on 2016/10/27 by Marcus.Wassmer
Fix crash on D3D12 editor when selecting objects
#jira UE-37861
Change 3176479 on 2016/10/27 by Robert.Manuszewski
Fix for a rare crash when loading into Orion match. Made sure the Skeleton asset is loaded before PostLoad is called on it.
#jira UE-37297
#jira UE-37711
Change 3176107 on 2016/10/27 by Phillip.Kavan
[UE-37690] AddComponent node template names now use a counter to avoid a potential component data cache mismatch with an existing instance of an old AddComponent node template.
change summary:
- added UBlueprint::ComponentTemplateNameIndex as a way to to map component class names to an incremental counter (saved).
- UK2Node_AddComponent::MakeNewComponentTemplateName() is now public, non-static, and uses an internal index map to generate unique component template names.
#jira UE-37690
Change 3176105 on 2016/10/27 by Phillip.Kavan
[UE-37686] Fix naming for archetype objects associated with new AddComponent nodes.
change summary:
- switched UK2Node_AddComponent::MakeNewComponentTemplateName() to be a public API.
- modified UBlueprintComponentNodeSpawner::Invoke() to call UK2Node_AddComponent::MakeNewComponentTemplateName() in place of MakeUniqueObjectName().
- modified UBlueprintGeneratedClass::FindArchetype() to better handle old AddComponent node template names. These were based on the UClass display name, and thus it was possible for the non-index form of that FName to collide with SCS variable names after the initial switch to use the non-indexed (base) FName for archetype matching in all cases. As a result I've reverted back to using the given ArchetypeName value for the SCS variable case.
#jira UE-37686
Change 3176009 on 2016/10/26 by Dmitriy.Dyomin
Fixed: Editor crash on changing sub-level visbility under certain conditions
#jira UE-34740
Change 3175807 on 2016/10/26 by Daniel.Wright
Fixed the editor thinking a lighting build is still active after you discard the results from one
#jira UE-37834
Change 3175777 on 2016/10/26 by Jon.Nabozny
#jira UT-6263
Fix crash when running ServerTravel on a client
Dupe of CL #3175731 on UT, checked in on behalf of ben.zeigler
Change 3175695 on 2016/10/26 by Ryan.Gerleve
Don't clear level collections in UWorld::CleanupWorld unless bCleanupResources is true.
#jira UE-37336
Change 3175628 on 2016/10/26 by Chad.Garyet
Added -Build vstream from 4-14 to allow checkins from physx
altered build script and json to reflect new changes
#JIRA UE-37085
Change 3175612 on 2016/10/26 by Martin.Wilson
Fix crash when running an in-editor cook on the fly server with unsaved virtual bone changes
#jira UE-37785
Change 3175552 on 2016/10/26 by Brian.Karis
Twinblast bust changes
#jira UE-0
Change 3175543 on 2016/10/26 by Marc.Audy
Allow audio thread on PS4 to use 7th core as opposed to being pinned to it
#jira OR-30447
Change 3175538 on 2016/10/26 by Matt.Kuhlenschmidt
Fixed a crash when clicking Apply when using the Brush Clip tool
#jira UE-37838
Change 3175502 on 2016/10/26 by Mitchell.Wilson
Enabled modulated shadows on lights in rolling template levels.
#jira UE-37047
Change 3175485 on 2016/10/26 by mason.seay
Test Map for virtual bones
#jira UE-29618
Change 3175469 on 2016/10/26 by mason.seay
Test assets for Virtual Bones testing
#jira UE-29618
Change 3175428 on 2016/10/26 by Marc.Audy
Possibly fix crash in Autosave due to dereferencing a world pointer which is freed memory
#jira UE-37590
Change 3175414 on 2016/10/26 by Michael.Trepka
Fixed mouse position calculations for secondary monitors on Mac
#jira UE-37822
Change 3175382 on 2016/10/26 by Yannick.Lange
VR Editor: - Fix: Landscape UI Elements are not visible #jira UE-36843
- Fix: First-time switch to Landscape tab in VREditor causes UI Errors #jira UE-37410
- Fix: Enabling Foilage Mode in VR Editor breaks the pointer #jira UE-37214
- Fix: Landscape sculpting when attempting to move menu panels in VREditor #jira UE-37581
#jira UE-36843 #jira UE-37410 #jira UE-37214 #jira UE-37581
Change 3175349 on 2016/10/26 by Chad.Garyet
Changing physx build agents to compile workspaces instead of full ones
#JIRA UE-37085
Change 3175267 on 2016/10/26 by Martin.Wilson
Fix retarget crash
#jira UE-37781
Change 3175205 on 2016/10/26 by Rolando.Caloca
UE4.14 - Remove erroneus assert
#jira UE-37584
Change 3175188 on 2016/10/26 by Chris.Babcock
Fix out of spec GLSL operations (contributed by JeffRous)
#jira UE-37800
#PR #2886
#ue4
#android
Change 3175156 on 2016/10/26 by Mitchell.Wilson
Adding missing iOS app icons to SunTemple project
#jira UE-36991
Change 3175095 on 2016/10/26 by Daniel.Wright
Fixed stationary skylight reflections using an inverted mask on materials without high quality reflections with Forward Shading
#jira UE-37783
Change 3175075 on 2016/10/26 by Daniel.Wright
[Copy] Support directional light dynamic shadows in any channel with forward shading, which can happen with multiple shadow casting stationary directional lights (even though only the lighting of one will appear)
#jira UE-36497
Change 3175050 on 2016/10/26 by Jamie.Dale
FTextRenderComponentMIDCache now marks MIDs as stale when the font parameters available in the parent material changes
#jira UE-37819
Change 3175039 on 2016/10/26 by Daniel.Wright
Fixed Duplication mode
#jira UE-37231
Change 3174996 on 2016/10/26 by Mitchell.Wilson
Removing [EditoronlyBP] changes made to DefaultEditor.ini. EDL is now disabled by default in ShooterGame.
#jira UE-37648
Change 3174987 on 2016/10/26 by Jon.Nabozny
Fix crash when moving InstancedStaticMeshComponent in editor when it had no mesh set, but had instances.
#jira UE-37594
Change 3174803 on 2016/10/26 by Ori.Cohen
Fix world origin shifting causing a crash inside physx.
#JIRA UE-37745
Change 3174776 on 2016/10/26 by Allan.Bentham
Work around broken depth reads on Galaxy S4.
#jira UE-35481
Change 3174723 on 2016/10/26 by Robert.Manuszewski
Changing the criteria for UBL to ignore the event driven loader flag to IsEngineInstalled() just like at runtime.
#jira UE-37617
Change 3174650 on 2016/10/26 by Matthew.Griffin
Ensured that Online Subsystem Oculus plugin is precompiled successfully for Android
Change 3174644 on 2016/10/26 by Matthew.Griffin
Fixing GoogleVR compile issues
Change 3174352 on 2016/10/25 by Daniel.Wright
Rename map build data along with the world - fixes lighting lost on map rename / save as.
Duplicate map build data along with the world - fixes lighting lost on map duplicate in the content browser, or save as when the source already exists.
Save map build data packages in SaveWorld - fixes lighting being lost on save as.
#jira UE-37231
Change 3174335 on 2016/10/25 by Chris.Babcock
Corrected Proguard issue with Codeworks for Android 1R5 installers
#jira UE-37680
#ue4
#android
Change 3174318 on 2016/10/25 by Marcus.Wassmer
Duplicate 3174187
#jira UE-37020
Change 3174263 on 2016/10/25 by patrickr.donovan
Test content updates and additions. Lighting Channel map added to TM-VRLoader.
#jira UE-29618
Change 3174120 on 2016/10/25 by Daniel.Wright
UObject::PostDuplicate with DuplicateMode
* Allows differentiating between being duplicated as part of a world duplication vs duplication within a level
* This is needed when generating a guid that needs to be unique within a level, but constant across instances of that level, like a light component
#jira UE-37231
Change 3174113 on 2016/10/25 by Daniel.Wright
Fixed log spam
#jira UE-37522
Change 3174010 on 2016/10/25 by Jamie.Dale
Fixed several crashes in the Session Frontend when viewing profiles
- SFiltersAndPresets wasn't being cleared when the profile data was changed back to a live instance.
- SFiltersAndPresets could crash if it was updated when no profile was selected.
- SDataGraph could cause a crash if you clicked on it when there was no data (passed a range of -1, 0).
- A session update message would clobber any loaded profile data, resetting to the current instance.
#jira UE-37597
Change 3173982 on 2016/10/25 by mason.seay
Deleting unneeded asset
#jira UE-29618
Change 3173912 on 2016/10/25 by Ori.Cohen
Fix divide by 0 crash when torque curve is 0
#JIRA UE-37737
Change 3173866 on 2016/10/25 by Ben.Marsh
Remove setting forcing UnrealCEFSubProcess to compile using Visual Studio 2013.
#jira UE-37678
Change 3173824 on 2016/10/25 by Ben.Marsh
Fix trying to recompile UBT in Rocket builds when cleaning a build target.
#jira UE-37616
Change 3173812 on 2016/10/25 by Nick.Darnell
XBoxOne - The Vertex and Index buffers are now allocated with the right nextwriteoffset to prevent stomping old data on future writes.
#jira UE-37757
Change 3173808 on 2016/10/25 by Ben.Marsh
Fix batch files detecting MSBuild install locations for Visual Studio "15" preview 5.
#jira UE-37627
Change 3173711 on 2016/10/25 by Ori.Cohen
Fix linux compiler issues for physx
#JIRA UE-37085, UE-37114, UE-37116
Change 3173704 on 2016/10/25 by James.Cobbett
Import test assets for Alembic Conversion test
#jira UE-29618
Change 3173694 on 2016/10/25 by Matt.Kuhlenschmidt
Fixed Zip project not working in binary builds
#jira UE-37655
Change 3173692 on 2016/10/25 by James.Cobbett
Test content for Alembic Conversion options
#jira UE-29618
Change 3173666 on 2016/10/25 by Matt.Kuhlenschmidt
Fixed array refreshing in the details panel not functioning properly for sub-object properties
#jira UE-37652
Change 3173619 on 2016/10/25 by Robert.Manuszewski
Making the cooker ignore EDL ini setting in binary engine build.
#jira UE-37617
Change 3173616 on 2016/10/25 by Nick.Whiting
Merging update to Google VR 1.01 SDK, which fixes multiple initialization errors
#jira UE-37440, UE-37236
Change 3173606 on 2016/10/25 by Jamie.Dale
Removed invalid assert
We're already passed the collection to modify, so the assert isn't needed.
#jira UE-37761
Change 3173604 on 2016/10/25 by Keli.Hlodversson
Work around an issue where the SteamVR plugin will fail to initialize if SteamVR was not already running before launching.
#jira UE-37623
Change 3173502 on 2016/10/25 by Matt.Kuhlenschmidt
Fixed more cases of undoing causing selections to become out of sync
#jira UE-37300
Change 3173475 on 2016/10/25 by Ori.Cohen
Critical 4.14 physx fixes
#JIRA UE-37085, UE-37114, UE-37116
Change 3173445 on 2016/10/25 by Robert.Manuszewski
Disabling the Event Driven Loader in ShooterGame. Making sure the EDL can't be enabled in binary engine distributions.
#jira UE-37394
Change 3173401 on 2016/10/25 by Matt.Kuhlenschmidt
Guard against crashes when textures or materials are explicitly marked as pending kill and then passed to slate for rendering
#jira UE-36261
Change 3173245 on 2016/10/25 by Allan.Bentham
Remove incorrect assert.
#jira UE-37699, UE-37707
Change 3173232 on 2016/10/25 by Jurre.deBaare
Post Processing Settings do not update in Persona when the values are changed in Preview Scene Settings
#fix make sure we also pick up vector4 fields
#jira UE-37656
Change 3173183 on 2016/10/25 by Matthew.Griffin
Added Shipping configs to BootstrapPackagedGame (Duplicating CL#3150210 from Main)
Change 3173065 on 2016/10/25 by Dmitriy.Dyomin
Fixed: Disabling 'Use Landscape Lightmap' option Skewing Procedural Foliage Instances
#jira UE-37736
Change 3172929 on 2016/10/24 by Ryan.Vance
#jira UE-37742
Adding SceneViewExtension hooks that are called right after init views completes. It might be advantageous to do the work we're currently doing in PreRenderViewFamily_RenderThread and PreRenderView_RenderThread after init views is called with the way SteamVR's running start is implemented.
Change 3172915 on 2016/10/24 by Rolando.Caloca
UE4.14 - Fix compile issues on CCT
#jira UE-37722
Change 3172762 on 2016/10/24 by Brian.Karis
#jira UE-37369
Change 3172742 on 2016/10/24 by Daniel.Lamb
Fixed issue with file-> cook error when you haven't built the exe which you are trying to cook for.
#jira UE-36796
#test Cook shootergame
Change 3172690 on 2016/10/24 by Maciej.Mroz
DynamicClass gives now, as componet-archetype, objects with non-exact name.
Manually merged cl#3171563
#jira UE-37480
Change 3172663 on 2016/10/24 by Daniel.Lamb
Stopped cooker from handling modification requests when they are PIE requests.
#test PIE shootergame
#jira UE-21572
Change 3172629 on 2016/10/24 by Mitchell.Wilson
Reconnected some material functions to resolve warnings which caused characters to render with default materials, and resolving 'Top Material' warnings.
Reimported SM_GodRay_Plane to resolve PhysX warning
Rebuilt lighting for the level.
#jira UE-37728
Change 3172523 on 2016/10/24 by Nick.Shin
update physx cmakefiles and automation build scripts for release-414 stream (as per request)
#jira UEFW-106 Add HTML5 support to PhysX CMake & automation scripts
Change 3172515 on 2016/10/24 by Nick.Shin
remove old emsdk (1.35.0)
#jira UEPLAT-1324 Update HTML5 PhysX to CMake
Change 3172511 on 2016/10/24 by Mark.Satterthwaite
Don't set Metal resource option fields on texture descriptors when running on an OS that doesn't support them.
#jira UE-37481
Change 3172461 on 2016/10/24 by Cody.Albert
Added check for pointer validity to prevent crash in ShooterGame
#jira UE-37433
Change 3172329 on 2016/10/24 by Peter.Sauerbrei
fix for remote notification method misspelling
#jira ue-37720
Change 3172322 on 2016/10/24 by Marc.Audy
Fix unreferenced variable the brute force to unblock QA
#jira UE-37718
Change 3172191 on 2016/10/24 by Mitchell.Wilson
Clearing preivew meshes on some materials to resolve warnings.
#jira UE-37713
Change 3172186 on 2016/10/24 by Matt.Kuhlenschmidt
Fix non-editor compile error
#jira UE-37695
Change 3172159 on 2016/10/24 by Dmitry.Rekman
Update GitDependencies.exe (UE-37530).
- Binary needs to be updated to support LINUX_MULTIARCH_ROOT variable.
#jira UE-37530
Change 3172132 on 2016/10/24 by Keith.Judge
Xbox One - Fix corrupted screenshots. Needed a GPU/CPU sync point, which legacy D3D11.x used to do for us, but now we have to do manually. Copied from Dev-Platform CL 3156872
#jira UE-37038
Change 3172131 on 2016/10/24 by Keith.Judge
Xbox One - Disable engine analytics on XB1 shipping games, as per XRs. Verified http requests from devkit with Fiddler. Copied from CL 3153176 in Dev-Platform.
#jira UE-36364
Change 3172106 on 2016/10/24 by Mitchell.Wilson
Updated reference to a material in VehicleMenu.umap to resolve warning
#jira UE-29748
Change 3172036 on 2016/10/24 by Steve.Robb
TEnumAsByte can be switchably deprecated for enum classes, and is currently not deprecated (reverting a change in behavior).
#jira UE-37706
Change 3172020 on 2016/10/24 by Marc.Audy
Child Actor should be created at registration, not creation. Otherwise attachment hierarchies can not be set up and thus, world positions incorrect
#jira UE-37615
Change 3171966 on 2016/10/24 by Dmitry.Rekman
Linux: fix Setup.sh on Ubuntu 16.10 (UE-37621)
#jira UE-37621
(Edigrating 3171266 from Dev-Platform to Release-4.14)
Change 3171964 on 2016/10/24 by Dmitry.Rekman
Linux: fix always rebuilding FixDeps (UE-37625).
#jira UE-37625
(Edigrating 3153471 from Dev-Platform to Release-4.14)
Change 3171957 on 2016/10/24 by Matt.Kuhlenschmidt
Guard against property editor crash happening when focused is lost on an object which has been GC'd due to PIE running
#jira UE-37636
Change 3171943 on 2016/10/24 by Matt.Kuhlenschmidt
Added mesh simplifcation plugin picker to the project settings under Editor - Mesh Simplification
The menu to pick simplification plugins also contains a link to find other plugins in the launcher marketplace. The launcher navigates to "/ue/marketplace/content-cat/assets/codeplugins" for now
#jira UE-37695
Change 3171928 on 2016/10/24 by Max.Chen
Sequencer: Revert CL#3162724. Fix time dilation in level sequence player because it's causing a regression. Will revisit the fix for UE-37277.
#jira UE-37589
Change 3171924 on 2016/10/24 by James.Cobbett
Test content 'preroll.abc'. Has empty frames at the start of animation. For alembic importer testing.
#jira UE-29618
Change 3171867 on 2016/10/24 by Lina.Halper
- Back out revision 2 from //UE4/Release-4.14/Engine/Source/Runtime/Engine/Private/Components/SkeletalMeshComponent.cpp
- Empties override materials before setting preview mesh in animation editor
#jira: UE-37610
#code review: Thomas.Sarkanen
Change 3171789 on 2016/10/24 by Allan.Bentham
Resolve depth on appropriate mobile devices when the view contains materials that read from the depth.
#jira UE-35023
Change 3171776 on 2016/10/24 by Robert.Manuszewski
Increasing the initial memory allocation size for FLargeMemoryWriter to reduce the number of allocations when saving or cooking
#jira UE-37599
Change 3171728 on 2016/10/24 by Dmitriy.Dyomin
Fix origin rebasing to work with precomputed lighting data stored in separate package
#jira UE-37693
Change 3171634 on 2016/10/24 by Dmitriy.Dyomin
Added commenets to 3171621
#jira UE-36449
Change 3171621 on 2016/10/23 by Dmitriy.Dyomin
Fixed: Editor crash when compiling the character blueprint after a PIE session with World Composition enabled
Actually disabled use of world composition with multiplayer PIE using separate processes
#jira UE-36449
Change 3171424 on 2016/10/22 by Jack.Porter
Remove unused exec command causing logspam
#jira UE-37661
Change 3171259 on 2016/10/21 by Ryan.Vance
Mobile multi-view update
#jira UE-37603
Removed dependence on shader name for determining if we need to enable multi-view, now relies on the presence of gl_ViewID_OVR
Worked around unsigned/signed integer driver issues. Some shader compilers were choking on the unsigned postfix
Attempted to clean up some of the code duplication in MobileBasePassRendering.cpp
Made a few design concessions which allows the feature to run on Mali devices in the wild right now:
Allow the feature to be enabled with ES2 rather than just ES3.1. Mali drivers have a bug preventing shader io blocks and multi-view from working together
Passing the view id from the vertex shader. Mali devices don't allow referencing gl_ViewID_OVR in a pixel shader
Change 3171165 on 2016/10/21 by Peter.Sauerbrei
revert out the memory changes for platform file cache for mobile
#jira UE-36835
Change 3171112 on 2016/10/21 by Matt.Barnes
Updating TM-Material_BP_Nodes to facilitate test UEQATC-2969.
#jira UEQATC-2969
Change 3171111 on 2016/10/21 by Mike.Beach
Mirroring CL 3171084 form Dev-BP
Guarding against a unrepro'able top-10 crash in SGraphPin. Making sure we're not operating on a null/pending-kill/transient pin.
#jira UE-37642
Change 3170980 on 2016/10/21 by patrickr.donovan
Motion controller test content update - further updates to combat thumbstick noise.
#jira UE-29618
Change 3170965 on 2016/10/21 by Mitchell.Wilson
Moved panner in M_Frame3_BG material to Custom UV0 to resolve issue with material rendering white on tvOS
#jira UE-37105
Change 3170905 on 2016/10/21 by Marc.Audy
Fix AActor::Serialize crash if a null in the owned components array
#jira UE-37641
Change 3170838 on 2016/10/21 by Ben.Woodhouse
Integrate crash fix from main CL3162008
Fix for crash in GPU profiler. This was caused by the RHIThread getting too far behind the renderthread. This change adds a fence wait on the renderthread in RHIEndDrawingViewport to ensure that the renderthread is never more than a frame ahead.
#jira UE-37216
Change 3170815 on 2016/10/21 by Jamie.Dale
Fixed a potential race-condition in FTextRenderComponentMIDCache, and updated it to detect "stale" MIDs
FMIDData was shared between the game and render threads, but used non-thread-safe shared pointers.
This also marks MIDs as "stale" if the number of MIDs no longer matches the number of pages in the font (which may happen if the font is edited). These "stale" MIDs are kept as a weak pointer in a separate array so that we can still keep the MID object alive as long as something is still using it (as it may still be used by a FTextRenderSceneProxy for a short while). This array of weak pointers is purged of unreferenced instances during the normal cache purge cycle.
#jira UE-37519
Change 3170784 on 2016/10/21 by Mitchell.Wilson
Changing a material in TM-Reflections level
#jira UE-29618
Change 3170668 on 2016/10/21 by Mitchell.Wilson
Updated defaulteditor.ini to resolve cook failure for UBlueprint.
#jira UE-37648
Change 3170595 on 2016/10/21 by Chris.Wood
Added "Vanilla" Editor detection and reporting it to analytics, MTBF and Crash Reporter.
[UE-37132] - Detect "Vanilla" Editor and report it to MTBF analytics and Crash Reporter
#jira UE-37132
Change 3170395 on 2016/10/21 by Robert.Manuszewski
UBT will now respect -remoteini command line param when looking for ini files for build settings. Fixes a crash when launching BP-only project from the Editor with EDL enabled.
#jira UE-37617
Change 3170367 on 2016/10/21 by Allan.Bentham
Prevent overflow of bright pixels during DoF calc.
#jira UE-31755
Change 3170363 on 2016/10/21 by Robert.Manuszewski
Fixing crashes when cancelling async loading
#jira UE-37634
Change 3170362 on 2016/10/21 by Robert.Manuszewski
Fixing MallocBinned2 crashes on 32-bit platforms.
#jira UE-37326
Change 3170280 on 2016/10/21 by Jack.Porter
Fix for landscape not rendering in Player Collision view mode after toggling G.
#jira UE-37576
Change 3170202 on 2016/10/21 by Dmitriy.Dyomin
Fixed: CustomDepth is incorrect when used in Custom PostProcess after Tonemapping
#jira UE-37628
Change 3170160 on 2016/10/20 by Aaron.McLeran
#jira UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features
Implementing CL 3169422 in 4.14
Change 3170029 on 2016/10/20 by Aaron.McLeran
#jira UE-37004
#jira UE-37005
Fixing stat soundwaves
Implementing 3154264 from Dev-Framework
Change 3170024 on 2016/10/20 by Aaron.McLeran
#jira UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions
Implementing the CL from Dev-Framework
Change 3169869 on 2016/10/20 by Arne.Schober
duplicated:
CL 3169845
#jira UE-35937
Change 3169810 on 2016/10/20 by Steve.Cano
Moving change from CL 3169642 to 4.14 - fix a library issue that was causing Kindle Fire 1st edition to crash when trying to run QA game, may be causing issues on other devices as well
#ue4
#android
#jira UE-22440
Change 3169635 on 2016/10/20 by Mike.Beach
Mirroring CL 3169443 from Dev-BP
Deprecating the [EditoronlyBP] config settings (which are super old, and support legacy functionality, allowing users to export editor-only UBlueprint objects on cook). This is in support of the new event-driven loader (EDL), which is incompatible with these exports. We will be removing support for these settings promptly in 4.15 (hence the choice to deprecate them for 4.14).
#jira UE-37605
Change 3169618 on 2016/10/20 by Mitchell.Wilson
rebuilt lighting for all levels in Content Examples
#jira UE-37570
Change 3169447 on 2016/10/20 by Peter.Sauerbrei
fix for double quotes causing arguments to not be sent correctly to rsync
#jira UE-37018
Change 3169362 on 2016/10/20 by tim.gautier
Updated TM-UMG Level Blueprint - mouse-clicks outside of UMG assets no longer take focus from the set Display Widget
#jira abc-123
Change 3169244 on 2016/10/20 by Chris.Babcock
Update to new CodeWorks for Android 1R5
#jira UE-37554
#ue4
#android
Change 3169240 on 2016/10/20 by Jon.Nabozny
#rn Fixup GameModeClassAliases in Engine.ini files. These must be prefixed with either /Game/ or /Script/ otherwise the asset may fail to resolve and an empty name will be used instead (and cause weird behavior).
#jira UE-37488
Change 3169155 on 2016/10/20 by Peter.Sauerbrei
fix for incorrect characters in bundle id when project has underscores in the name
#jira UE-36436
Change 3169127 on 2016/10/20 by Allan.Bentham
Fix android vulkan compile error with dev builds
#jira abc-123
Change 3169058 on 2016/10/20 by Allan.Bentham
Flush command buffer during init to fix vulkan crash when rendering thread is enabled.
Fix FDeferredDeletionQueue's resource handle storage on 32 bit platforms.
#jira UE-36452
Change 3169049 on 2016/10/20 by Peter.Sauerbrei
fix for minimum ios version in base ini file
#jira UE-37034
Change 3168910 on 2016/10/20 by Jack.Porter
Fix occasional race condition crash in FTcpMessageTransportConnection on editor shutdown
#jira UE-36944
Change 3168906 on 2016/10/20 by Dmitriy.Dyomin
Fixed: Black rendering on Galaxy S4 PowerVR
#jira UE-37567
Change 3168858 on 2016/10/20 by Richard.TalbotWatkin
Made BSP rendering more robust so that out-of-range array accesses trigger an 'ensure' rather than a crash (with a view to identifying the cause of this issue). Also fixed non-editor builds.
#jira UE-37267 - [CrashReport] UE4Editor_Engine!FModelSceneProxy::GetDynamicMeshElements() [modelrender.cpp:322]
Change 3168826 on 2016/10/20 by Richard.TalbotWatkin
Duplicated from //UE4/Dev-Editor, CL 3156473
Attempt to make geometry render / rebuild more robust in the hope of catching UE-36265.
#jira UE-36265 - [CrashReport] UE4Editor_Engine!FModelSceneProxy::HasSelectedSurfaces() [modelrender.cpp:538]
Change 3168335 on 2016/10/19 by Michael.Trepka
Restored previous version of FMacWindow::IsPointInWindow function to solve issues with window dragging.
#jira UE-37418
Change 3168307 on 2016/10/19 by Rolando.Caloca
UE4.14 - Integrate changes from 3051720 and 3057522
[RENDERING] [!]
Revert fix in GPU skin cache (original CL 2722034)
- Waiting on shader compilation with the GPU skin update will destroy/recreate render state, causing a crash in the GPU skin cache.
#jira UE-37545
Change 3168201 on 2016/10/19 by Peter.Sauerbrei
fix for urls with queries not working correctly
#jira UE-35090
Change 3168200 on 2016/10/19 by Mitchell.Wilson
Re-saved multiple cloth assets to resolve building adjacency information warnings.
Replaced deprecated SetText and GrabComponent blueprint nodes with new SetText and GrabComponentAtLocation.
Re-saved multiple assets to resolve empty engine version warnings.
#jira UE-37537
Change 3168174 on 2016/10/19 by Alan.Noon
#jira UE-37534
deleted unnecessary files from Photorealistic Character project
Change 3168160 on 2016/10/19 by Arne.Schober
duplicated:
fixes for velocity render pass
CL 3166370
CL 3166799
#jira UE-37362
Change 3168136 on 2016/10/19 by Alan.Noon
#jira UE-37534
Initial add of Photorealistic Character Sample project
Change 3168127 on 2016/10/19 by Peter.Sauerbrei
fix for IOS_7 not being found
#jira UE-37034
Change 3167886 on 2016/10/19 by patrickr.donovan
#jira UE-37242
TLDR; Test content updates.
Bug entered due to finicky hardware returning noise values that weren't accounted for in test contet. Fortified test content against this edge case, no code change necessary.
Change 3167882 on 2016/10/19 by samuel.proctor
Updating asset for Profiler Heatmap testing
#jira UE-29618
Change 3167868 on 2016/10/19 by Dmitry.Rekman
Linux: disable XGE on Windows (UE-37446).
- XGE does not seem to handle new clang 3.9.0 toolchain well, with very reproducible crashes.
Also fix build breakage with clang 3.8.1.
- always_inline was still applied to debug builds and as such was ignored.
#jira UE-37446
(Edigrating CL 3166330, 3166456 from Dev-Platform to Release-4.14)
Change 3167832 on 2016/10/19 by Mitchell.Wilson
Reconnected 'TopMaterial' in multiple materials to resolve warnings.
Rebuilt lighting and saved levels.
#jira UE-37529 UE-37535
Change 3167688 on 2016/10/19 by Mitchell.Wilson
Removing preview mesh from multiple materials to resolve warnings.
Rebuilt lighting and saved all levels.
#jira UE-29678 UE-37526
Change 3167616 on 2016/10/19 by Marc.Audy
Fix reversed logic checking for an Actor after a cast was supposed to have failed, broken in CL 2695656.
#jira UE-37517
Change 3167585 on 2016/10/19 by Jamie.Dale
Re-enabled all-cultures upload to OneSky so we prime translations correctly
#jira UE-37518
Change 3167579 on 2016/10/19 by Jamie.Dale
Fixed text render component regression with custom MIDs
#jira UE-37305
Change 3167501 on 2016/10/19 by Matt.Kuhlenschmidt
Fixed realtime rendering in editor viewport being disabled when simulating in editor
#jira UE-37466
Change 3167498 on 2016/10/19 by Mitchell.Wilson
Re-saving multiple blueprints with nodeguid warnings.
Cleared preview mesh for materials with string asset reference warnings.
Rebuilt lighting and added _BuildData to resolve lighting rebuild warnings.
#jira UE-30840
Change 3167492 on 2016/10/19 by Matt.Kuhlenschmidt
Fix for disappearing menus in lastest windows 10 build
#jira UE-36752
Change 3167311 on 2016/10/19 by Mieszko.Zielinski
Fixed EQS template cache issues with multiple query run modes #UE4
#jira UE-37496
Change 3167206 on 2016/10/19 by Matthew.Griffin
Moved Github promotion earlier in build script and added 'After' dependencies so that we can guarantee the order of the nightly build/prevent unimportant jobs from running before binary build is completed
Change 3167205 on 2016/10/19 by Matthew.Griffin
Changed CommandUtils.UnzipFiles to use system unzip tool when running on mono, as there has been issues with Ionic not being able to decompress those created by the zip tool
Change 3167010 on 2016/10/19 by Dmitriy.Dyomin
Fix for LevelStreaming getting stuck, and World->PersistentLevel null assert
Contributed by Funcom: https://udn.unrealengine.com/questions/312900/fix-for-levelstreaming-getting-stuck-and-world-per.html
#jira UE-36397
[CL 3189774 by Matthew Griffin in Main branch]
2016-11-08 02:45:19 -05:00
FString CommandLine = FString : : Printf ( TEXT ( " \" %s \" \" %s \" Install Engine -project \" %s \" -provision \" %s \" -bundlename \" %s \" " ) , * ScriptPath , * IPPPath , * ProjectPath , * ProvisionPath , * BundleIdentifier ) ;
2014-11-07 15:46:06 -05:00
# else
2017-06-30 12:21:06 -04:00
FString CmdExe = FPaths : : ConvertRelativePathToFull ( FPaths : : EngineDir ( ) / TEXT ( " Binaries/DotNET/IOS/IPhonePackager.exe " ) ) ;
Copying //UE4/Release-Staging-4.14 to //UE4/Dev-Main (Source: //UE4/Release-4.14 @ 3182951)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3182951 on 2016/11/02 by Luke.Thatcher
[RELEASE] [PS4] [!] Fix "play together" invitations handling in PS4 OSS.
- Wrong condition in GetUserWebApiContext. Web API contexts can be created for local users (i.e. FUniqueNetIdPS4 instances with a valid SceUserServiceUserId).
#jira UE-38017
Change 3182892 on 2016/11/02 by Luke.Thatcher
[RELEASE] [PS4] [!] Fix incorrect identity API implementation in PS4 OSS.
- System events directly drive the login state of a user. This also removes the blocking call to sceNpGetState().
- GetAuthToken is only called if the engine calls IOnlineIdentity::Login().
#jira UE-38017
Change 3182767 on 2016/11/02 by Luke.Thatcher
[RELEASE] [PS4] [!] Fix PS4 session invitations.
- Was calling old Web API with SceNpOnlineId where SceNpAccountId is needed.
- Replaced with NpToolkit2's session invitation API.
#jira UE-38020
Change 3182766 on 2016/11/02 by Luke.Thatcher
[RELEASE] [PS4] [!] Fix assert in FUniqueNetIdPS4::FindOrCreate. We were assuming an online-only ID could never become a local ID. This isn't the case in the following scenario:
- Two users join a session on two separate PS4s.
- One user signs into the other user's PS4 with the same account, with a second controller. PSN logs him out of the first PS4.
- That user's Net ID has now migrated from being online-only, to local-with-online. This is a case that was not handled.
#jira UE-38017 UE-38020
Change 3182765 on 2016/11/02 by Luke.Thatcher
[RELEASE] [PS4] [~] Additional logging for PS4 OSS "Play Together".
#jira UE-38017 UE-38020
Change 3182633 on 2016/11/01 by Jack.Porter
Fix crash sculpting a landscape with grass that uses the landscape's lightmap, when lighting has not been built
#jira UE-38042
Change 3182332 on 2016/11/01 by Mieszko.Zielinski
Added a sanity check to UNavigationSystem::AddElementToNavOctree to guard agains DirtyElement.NavInterface being null #UE4
#jira UE-37588
Change 3182321 on 2016/11/01 by Dmitry.Rekman
Updated READMEs for 4.14 (UE-38059).
#jira UE-38059
Change 3182231 on 2016/11/01 by Mitchell.Wilson
Adding Is Valid node in Retargeting_WorldInteractionBP to resolve warning.
#jira UE-38079
Change 3182164 on 2016/11/01 by Matt.Kuhlenschmidt
Fix alll collision being disabled if you dont auto-generate a simple hull when importing an FBX
#jira UE-38091
Change 3182017 on 2016/11/01 by Chris.Babcock
Disable glVertexAttribIPointer on PowerVR Rogue
#jira UE-38074
#ue4
#android
Change 3181942 on 2016/11/01 by Mitchell.Wilson
Resolving multiple warnings in CIS for Elemental Demo.
#jira UE-38075
Change 3181941 on 2016/11/01 by Nick.Shin
PhysX Bulid Automation script update
#jira UE-37329 'Compile UE4Game HTML5' - 300 Warnings
Change 3181939 on 2016/11/01 by Ryan.Vance
#jira UE-38072
We need to add a hook that can be called after native present has finished for SteamVR.
PostPresentHandoff should be called when using the interleaved compositor immediately after we've submitted our eye buffers and called present for the mirror window. This unblocks the compositor process so it can do it's re-projection work. Otherwise it will block until we call WaitGetPoses which is a ways into the next frame.
Change 3181849 on 2016/11/01 by Nick.Shin
jukka's (Mozilla) fixes to SSE2 and GL issues for HTML5
jukka's (Mozilla) python scripts to build ThirdParty HTML5 libs
the python scripts will need tweaking - they were moved from their original locations from:
https://github.com/Mozilla-Games/UnrealEngine/commit/fd48bc0e4a5f0278a1c036d2b81036ab1270ad68
the CMakeLists.txt (and one configure.ac) files are defiinitely used from the (bash) shell build script (to build thirdparty libs for HTML5)...
update existing (bash shell script and UE4 c#) build files to use the new "incoming" emsdk
#jira UE-37329 -'Compile UE4Game HTML5' - 300 Warnings
Change 3181848 on 2016/11/01 by Nick.Shin
update compiled ThirdParty HTML5 libs using new emscripten tool chain (CL:#3180924)
#jira UE-37329 - //UE4/Main: Step 'Compile UE4Game HTML5' - 300 Warnings
Change 3181838 on 2016/11/01 by Nick.Shin
new emscripten tool chain configured by jukka from Mozilla
see Engine/Extras/ThirdPartyNotUE/emsdk/emscripten/incoming/EPIC_VERSION for details on where did this version come from
#jira UE-37329 - //UE4/Main: Step 'Compile UE4Game HTML5' - 300 Warnings
Change 3181611 on 2016/11/01 by Allan.Bentham
Recreate vulkan swapchain after a pause/resume on android.
#jira UE-36454
Change 3181451 on 2016/11/01 by Chris.Wood
CrashReportClient no longer attempts to restart Launcher-run Editors via IPC with the Launcher. They are now restarted directly.
[UE-37794] - Send and Restart from Crash Reporter Opens Project Browser
Launcher can't accept command line args when restarting an application so it can't restart the editor with the right project.
Also fixes broken SlateReflector in CRC (switched off in checked in version)
#jira UE-37794
Change 3181117 on 2016/11/01 by Dmitriy.Dyomin
Fixed: Text Actors not Rendering on Mobile
PowerVR based devices were rendring opaque objects twice
#jira UE-37949
Change 3181102 on 2016/11/01 by Jack.Porter
Fix for editor crash during Landscape sculpting on pressing Ctrl+z (Subdivision enabled in material)
#jira UE-36050
Change 3180851 on 2016/10/31 by Daniel.Wright
Ray Traced Distance Field shadows must be projected last, since they overlap the depth range as Far CSM. Fixes Kite demo medium-distance shadowing.
#jira UE-37793
Change 3180844 on 2016/10/31 by Michael.Trepka
Disabled high-DPI in Mac CrashReportClient
#jira UE-37697
Change 3180803 on 2016/10/31 by Michael.Trepka
Setup Mac Metal layer on the main thread to solve issues with empty game window when showing a separate log window.
#jira UE-37998
Change 3180764 on 2016/10/31 by zachary.wilson
Checkking in content for Lighting scenarios test, currently incomplete but needed for bug repro
#jira UE-29618
Change 3180666 on 2016/10/31 by Dmitry.Rekman
Fix Linux client & server hang when decoding voice chat (UE-36108).
- break out of voice channel while loop if unable to serialize the voice packet data.
- fixed by JoshM
#jira UE-36108
Change 3180428 on 2016/10/31 by Mitchell.Wilson
Rebuilt lighting in all Content Examples levels and saved to resolve warnings.
#jira UE-37880
Change 3180399 on 2016/10/31 by Dmitry.Rekman
Linux: revert to old commandline switch -binnedmalloc (UE-38001).
#jira UE-38001
Change 3180298 on 2016/10/31 by Steve.Robb
Extra information about which class has failed to have its CppStructOps initialized.
#jira UE-37921
Change 3180289 on 2016/10/31 by John.Pollard
Fix crash in FCurlHttpRequest::DebugCallback
+ Specify the string length to FString's constructor as the result from StringCast is not null terminated if the string's length is specified (instead of assuming null termination).
#jira UE-36658
Change 3180200 on 2016/10/31 by Benjamin.Hyder
Updating QA-Materials to include BuiltData
#jira UE-29618
Change 3180173 on 2016/10/31 by Nick.Whiting
Fixing up static analysis warning about array size in GoogleVRHMD code
#jira UE-38007
Change 3180123 on 2016/10/31 by ryan.brucks
#jira UE-35977
hooked up missing transform node inside of newly added function so that it works with variable rotations.
Change 3180108 on 2016/10/31 by Benjamin.Hyder
Updating QA-Effects map to include BuiltData
#jira UE-29618
Change 3180104 on 2016/10/31 by Marc.Audy
Don't recreate the render state if the component got unregistered in the interim.
#jira UE-37968
Change 3180084 on 2016/10/31 by Allan.Bentham
Use glVertexAttribIPointer for ES3.
Enable SupportsTextureMaxLevel for ES3.
ensure GL_HALF_FLOAT is used for vertex half float format on ES3 (instead of GL_HALF_FLOAT_OES)
Fix assert when previewing ES3.1 with PC OpenGL.
#jira UE-37472
Change 3180082 on 2016/10/31 by Luke.Thatcher
[RELEASE] [PS4] [-] Back out PS4 OSS warnings filter in UBT output (original CL 3150360).
- We weren't relying on this anyway, since the build machines are filtering based on a perl script (See CL 3151027)
#jira UEPLAT-1424
Change 3180044 on 2016/10/31 by Michael.Trepka
Don't create additional autorelease pool for Metal context on the game thread.
#jira UE-37894
Change 3180023 on 2016/10/31 by Luke.Thatcher
[RELEASE] [PS4] [^] Merge (as edit) PlayStation 4 Online Subsystem refactor for Sony SDK 4.008.061 (CL 3178249) from //UE4/Dev-Platform to OrionGame in //UE4/Release-4.14
Original CL description:
[~] Upgrade PlayStation 4 Online Subsystem to be compliant with Sony's new APIs in SDK 4.008.061.
- Replaced deprecated APIs with new ones.
- Replaced NpToolkit with NpToolkit2.
- Refactor of FUniqueNetIdPS4 and related code. FUniqueNetIdPS4 is now immutable and immovable.
- Added online ID cache system, which calls out to Sony's new ID Mapper Web API.
Contains a breaking change in FUniqueNetId
- FUniqueNetId::ToString() now returns the SceNpAccountId string of a user, rather than the SceNpOnlineId string.
- Custom backends which rely on this string to identify users will need to support SceNpAccountIds, and map them to existing accounts.
#jira UEPLAT-1424
Change 3179973 on 2016/10/31 by Sam.Deiter
#Jira UEDOC - 3957
#UE4 Docs: Fixing typos in the landscape tutorials for bug UEDOC - 3957
#Code_Review lauren.ridge, jeff.wilson, ian.shadden, wes.bunn, chase.mcallister, robert.gervais
Change 3179930 on 2016/10/31 by Luke.Thatcher
[RELEASE] [PS4] [^] Merge (as edit) PlayStation 4 Online Subsystem refactor for Sony SDK 4.008.061 (CL 3178249) from //UE4/Dev-Platform to //UE4/Release-4.14
Original CL description:
[~] Upgrade PlayStation 4 Online Subsystem to be compliant with Sony's new APIs in SDK 4.008.061.
- Replaced deprecated APIs with new ones.
- Replaced NpToolkit with NpToolkit2.
- Refactor of FUniqueNetIdPS4 and related code. FUniqueNetIdPS4 is now immutable and immovable.
- Added online ID cache system, which calls out to Sony's new ID Mapper Web API.
Contains a breaking change in FUniqueNetId
- FUniqueNetId::ToString() now returns the SceNpAccountId string of a user, rather than the SceNpOnlineId string.
- Custom backends which rely on this string to identify users will need to support SceNpAccountIds, and map them to existing accounts.
#jira UEPLAT-1424
Change 3179539 on 2016/10/31 by Jack.Porter
Fix crash when Toggling Landscape Mode with Hidden Sub-Level containing a Landscape
#jira UE-37954
Change 3179309 on 2016/10/29 by Benjamin.Hyder
Re-Saving Foliage asset in Tm-DistanceFields
#jira UE-29618
Change 3179308 on 2016/10/29 by Benjamin.Hyder
updating AutoLOD settings for foliage example in TM-Shadermodels
#jira UE-29618
Change 3179135 on 2016/10/28 by Chris.Babcock
Only use alternative event flow for Daydream packaged applications
#jira UE-37847
#ue4
#android
Change 3178995 on 2016/10/28 by JohnHenry.Carawon
Adding test content for the World Origin Rebasing feature
#jira UE-29618
Change 3178994 on 2016/10/28 by Chris.Babcock
Disable ARM64 Google Play Games - need new library to fix crash
#jira UE-37972
#ue4
#android
Change 3178955 on 2016/10/28 by Marc.Audy
Don't worry about clearing from world's end of frame update frame if being GC'd
#jira UE-37928
Change 3178921 on 2016/10/28 by Daniel.Wright
[Copy] Scene captures and planar reflections force a scene color alpha channel to be used when they are capturing (does not affect the scene color format for the main views). Fixes planar reflections with r.SceneColorFormat=3.
Setup scissor for scene depth resolves, helps with passes using screenpercentage to reduce resolution. Planar reflection depth resolves .8ms -> .2ms on 970
#jira UE-37970
Change 3178919 on 2016/10/28 by Daniel.Wright
[Copy] Fixed planar reflections in forward shading. The change to disable checkerboard SSS caused scene color alpha to be non-zero for opaque / masked pixels in forward, but there's no SSS pass run later to correct it, since this is the forward rendering path.
#jira UE-37970
Change 3178905 on 2016/10/28 by Max.Chen
Sequencer: Fix fade track instance compile
#jira UE-37939
Change 3178808 on 2016/10/28 by Dmitry.Rekman
Linux: fix crash on exit (UE-37536).
- Base virtual function (PostRun()) was called due to thread being stopped at the moment when the subclass destructor has already run.
#jira UE-37536
(Edigrating 3175651 from Dev-Platform to Release-4.14)
Change 3178707 on 2016/10/28 by Marc.Audy
Fix inverted null check that caused load game from slot to fail if using a BP generated class
#jira UE-37774
Change 3178664 on 2016/10/28 by Alexis.Matte
Fix the fbx automation tests
#jira UE-37960
Change 3178617 on 2016/10/28 by Bart.Hawthorne
Fix issue where changing the world origin in a single player game would try to access the FNetworkPredictionData_Client_Character on character movement components
#jira UE-37692
#tests ran QA game and tested that assert no longer fired in debug
Change 3178615 on 2016/10/28 by Max.Chen
Matinee to Level Sequence: Added interface to extend the matinee to level sequence converter
Copy from Dev-Sequencer
#jira UE-37328
#2864
Change 3178553 on 2016/10/28 by Michael.Trepka
Don't wait for the main thread in FMacWindow::Show()
#jira UE-37915
Change 3178526 on 2016/10/28 by Alexis.Matte
Clean unused material when importing a skeletal mesh. Its possible to have a material reference in a fbx node and not have any face referencing this material.
#jira UE-37923
Change 3178451 on 2016/10/28 by Mitchell.Wilson
Limit the max angle the cannon tower can be rotated when manually aiming.
When max rotation is reached, debug line turns red to be consistent with the arrow tower.
#jira UE-36512
Change 3178420 on 2016/10/28 by Lina.Halper
Fix build issue
#jira: UE-37911
Change 3178390 on 2016/10/28 by mason.seay
Enabling follow on certain notifies to help catch issues
#jira UE-29618
Change 3178325 on 2016/10/28 by Zak.Middleton
#ue4 - (4.14) - Fix crash when player is destroyed and server PlayerController checks to see if it needs to force a network update. Also fix crash when calling ACharacter::SetReplicateMovement when not on the server.
Mirror CL 3178247 and CL 3178256 in Dev-Framework.
#jira UE-37902
Change 3178312 on 2016/10/28 by Max.Chen
Sequencer: Fade only oin the current player context, not on all worlds.
#jira UE-37939
Change 3178267 on 2016/10/28 by Lina.Halper
Fix issue with anim editor sound play notify doesn't work with follow option
#jira: UE-37946
Change 3178146 on 2016/10/28 by Lina.Halper
#fix crash with thumbnail update when there is no animation, and so on.
#code review: Benn.Gallagher
#jira: UE-37911
Change 3178145 on 2016/10/28 by Matthew.Griffin
Fixed Clean process during a Hot Reload
Prevent engine build products, intermediates and exe/dlls from being deleted during Hot Reload and make sure Hot Reload state is preserved
#jira UE-37616
Change 3178143 on 2016/10/28 by Mitchell.Wilson
Updating BP_Spinning_Logo to stop spinning when disabled instead of finishing the rotation.
#jira UE-36269
Change 3178110 on 2016/10/28 by Mitchell.Wilson
Rebuilt lighting and saved levels.
#jira UE-36913
Change 3178070 on 2016/10/28 by Mitchell.Wilson
Adjusted trigger ragdoll time in shooter character so the character does not appear to float while in death animation.
#jira UE-37124
Change 3178034 on 2016/10/28 by Jon.Nabozny
Add missing Super::Tick call to ATP_TopDownCharacter::Tick.
#jira UE-37914
Change 3178021 on 2016/10/28 by Max.Chen
Sequence Recorder: Disable auto possess player for recorded pawns. This fixes a bug where if you record a third person template character, when you open the sequence, the recorded character will possess the viewport.
Copy from Dev-Sequencer
#jira UE-35342
Change 3177992 on 2016/10/28 by Matt.Kuhlenschmidt
Fix outlined text accumulating error due to measuring the outlines for each text run rather than the entire string
#jira UE-37935
Change 3177981 on 2016/10/28 by Nick.Darnell
UMG - Fixing how the virtual window calculates desired size. It was including scale again, which is fine for SWindow, but isn't what we want on the SVirtualWindow, should probably consider making a new SWindowBase class they can both share in the future.
#jira UE-36861
Change 3177888 on 2016/10/28 by Matthew.Griffin
Back out revision 4 from //UE4/Release-4.14/Engine/Source/Runtime/Engine/Private/InheritableComponentHandler.cpp
Change 3177881 on 2016/10/28 by Matthew.Griffin
Added guards to WITH_EDITOR only static initialisation
Change 3177871 on 2016/10/28 by Matt.Kuhlenschmidt
Fix crash import fbx scenes if objects contain procedural textures (not supported)
#jira UE-37917
Change 3177856 on 2016/10/28 by Matthew.Griffin
Adding THIRD_PARTY_INCLUDES macros around Google VR includes to fix static analysis warnings
Change 3177815 on 2016/10/28 by Graeme.Thornton
Non-editor build fix
#jira UE-37929
Change 3177812 on 2016/10/28 by Graeme.Thornton
Fix for COTF crash with EDL. Manually copied from CL 3174743 in Dev-Core
#jira UE-37810
Change 3177737 on 2016/10/28 by Guillaume.Abadie
Brings over 3141695 and 3173310 from //Odin/Main: Fixes particle collision in the forward renderer.
#jira UE-37927
Change 3177703 on 2016/10/28 by Phillip.Kavan
[UE-37852] Ensure that we create a unique template object in a child class's ICH when overriding an inherited SCS default scene root node.
change summary:
- added UInheritableComponentHandler::SCSDefaultSceneRootOverrideNamePrefix
- modified UInheritableComponentHandler::CreateOverridenComponentTemplate() to special-case SCS default scene root node overrides when determining the new template name
- modified UInheritableComponentHandler::PostLoad() to special-case SCS default scene root node overrides during template name fixup
- modified SSCSEditor::RemoveComponentNode() to skip renaming the component template away from the variable name for the default scene root node, since we don't actually recreate it when it gets re-added
#jira UE-37852
Change 3177600 on 2016/10/27 by Chris.Babcock
Pass through the intent action from splash screen
#jira UE-37925
#ue4
#android
Change 3177436 on 2016/10/27 by Mike.Beach
Guarding against a top crash that could occur when pasting a select node (unknown how) - now using an unchecked accessor to get a specific pin, and guarding again a null (instead of asserting).
#jira UE-37910
Change 3177365 on 2016/10/27 by Daniel.Wright
Fixed access of FPrecomputedLightVolumeData after it has been deleted (causes crash on exit with USE_MALLOC_STOMP enabled)
#jira UE-37903
Change 3177236 on 2016/10/27 by Mitchell.Wilson
Updated UVs on M_FloorTiles1 to resolve precision issues with the material's normal on mobile devices.
Fixed reflection captures in the level and rebuilt lighting.
#jira UE-36624
Change 3177235 on 2016/10/27 by mason.seay
Vehicle Assets
#jira UE-29618
Change 3177036 on 2016/10/27 by Mitchell.Wilson
Inverted throttle control for controller Right Joystick Up, Down, Y-Axis to be consistent with the info from our template wiki
#jira UE-37881
Change 3176996 on 2016/10/27 by mason.seay
Missed node link
#jira UE-29618
Change 3176993 on 2016/10/27 by mason.seay
Test AnimBP for crash
#jira UE-29618
Change 3176992 on 2016/10/27 by Mitchell.Wilson
Adding [EditoronlyBP] to DefaultEditor.ini of projects that were missing it.
#jira UE-37846
Change 3176946 on 2016/10/27 by Alexis.Matte
We recompile the material only if there is a material expression node that ask for a shader recompile when the texture is change with no specified property.
#jira UE-37705
Change 3176939 on 2016/10/27 by Alexis.Matte
Check the pointer before using it
#jira UE-37853
Change 3176927 on 2016/10/27 by mason.seay
Rebuilt Lighting
#jira UE-29618
Change 3176883 on 2016/10/27 by Steve.Robb
Fix for crash when an array property changes while instancing subobjects.
Fix for StrStr running off the end of a non-null-terminated string and a tidy up with TUniquePtr.
Fix for accessing a deleted StaticClass() in FInputBindingEditorModule::ShutdownModule.
#fyi matt.kuhlenschmidt, alex.fennell
#jira UE-37752
Change 3176811 on 2016/10/27 by Chris.Bunner
Rework of previous commit to avoid potential confusion moving forward.
#jira UE-37424
Change 3176783 on 2016/10/27 by Chris.Bunner
Default scalability settings to Epic, not Cinematic.
Duplicated default render resolution scale fix (CL 3170020).
#jira UE-37424
Change 3176692 on 2016/10/27 by Mike.Beach
Fixing up a mistake where we weren't reading all [EditoronlyBP] settings (which are now deprecated). Was causing certain settings to default to off, and caused an inaccurate deprecation warning.
#jira UE-37848
Change 3176635 on 2016/10/27 by mason.seay
Setting up skeleton for retargeting testing
#jira UE-29618
Change 3176586 on 2016/10/27 by Marcus.Wassmer
Fix crash on D3D12 editor when selecting objects
#jira UE-37861
Change 3176479 on 2016/10/27 by Robert.Manuszewski
Fix for a rare crash when loading into Orion match. Made sure the Skeleton asset is loaded before PostLoad is called on it.
#jira UE-37297
#jira UE-37711
Change 3176107 on 2016/10/27 by Phillip.Kavan
[UE-37690] AddComponent node template names now use a counter to avoid a potential component data cache mismatch with an existing instance of an old AddComponent node template.
change summary:
- added UBlueprint::ComponentTemplateNameIndex as a way to to map component class names to an incremental counter (saved).
- UK2Node_AddComponent::MakeNewComponentTemplateName() is now public, non-static, and uses an internal index map to generate unique component template names.
#jira UE-37690
Change 3176105 on 2016/10/27 by Phillip.Kavan
[UE-37686] Fix naming for archetype objects associated with new AddComponent nodes.
change summary:
- switched UK2Node_AddComponent::MakeNewComponentTemplateName() to be a public API.
- modified UBlueprintComponentNodeSpawner::Invoke() to call UK2Node_AddComponent::MakeNewComponentTemplateName() in place of MakeUniqueObjectName().
- modified UBlueprintGeneratedClass::FindArchetype() to better handle old AddComponent node template names. These were based on the UClass display name, and thus it was possible for the non-index form of that FName to collide with SCS variable names after the initial switch to use the non-indexed (base) FName for archetype matching in all cases. As a result I've reverted back to using the given ArchetypeName value for the SCS variable case.
#jira UE-37686
Change 3176009 on 2016/10/26 by Dmitriy.Dyomin
Fixed: Editor crash on changing sub-level visbility under certain conditions
#jira UE-34740
Change 3175807 on 2016/10/26 by Daniel.Wright
Fixed the editor thinking a lighting build is still active after you discard the results from one
#jira UE-37834
Change 3175777 on 2016/10/26 by Jon.Nabozny
#jira UT-6263
Fix crash when running ServerTravel on a client
Dupe of CL #3175731 on UT, checked in on behalf of ben.zeigler
Change 3175695 on 2016/10/26 by Ryan.Gerleve
Don't clear level collections in UWorld::CleanupWorld unless bCleanupResources is true.
#jira UE-37336
Change 3175628 on 2016/10/26 by Chad.Garyet
Added -Build vstream from 4-14 to allow checkins from physx
altered build script and json to reflect new changes
#JIRA UE-37085
Change 3175612 on 2016/10/26 by Martin.Wilson
Fix crash when running an in-editor cook on the fly server with unsaved virtual bone changes
#jira UE-37785
Change 3175552 on 2016/10/26 by Brian.Karis
Twinblast bust changes
#jira UE-0
Change 3175543 on 2016/10/26 by Marc.Audy
Allow audio thread on PS4 to use 7th core as opposed to being pinned to it
#jira OR-30447
Change 3175538 on 2016/10/26 by Matt.Kuhlenschmidt
Fixed a crash when clicking Apply when using the Brush Clip tool
#jira UE-37838
Change 3175502 on 2016/10/26 by Mitchell.Wilson
Enabled modulated shadows on lights in rolling template levels.
#jira UE-37047
Change 3175485 on 2016/10/26 by mason.seay
Test Map for virtual bones
#jira UE-29618
Change 3175469 on 2016/10/26 by mason.seay
Test assets for Virtual Bones testing
#jira UE-29618
Change 3175428 on 2016/10/26 by Marc.Audy
Possibly fix crash in Autosave due to dereferencing a world pointer which is freed memory
#jira UE-37590
Change 3175414 on 2016/10/26 by Michael.Trepka
Fixed mouse position calculations for secondary monitors on Mac
#jira UE-37822
Change 3175382 on 2016/10/26 by Yannick.Lange
VR Editor: - Fix: Landscape UI Elements are not visible #jira UE-36843
- Fix: First-time switch to Landscape tab in VREditor causes UI Errors #jira UE-37410
- Fix: Enabling Foilage Mode in VR Editor breaks the pointer #jira UE-37214
- Fix: Landscape sculpting when attempting to move menu panels in VREditor #jira UE-37581
#jira UE-36843 #jira UE-37410 #jira UE-37214 #jira UE-37581
Change 3175349 on 2016/10/26 by Chad.Garyet
Changing physx build agents to compile workspaces instead of full ones
#JIRA UE-37085
Change 3175267 on 2016/10/26 by Martin.Wilson
Fix retarget crash
#jira UE-37781
Change 3175205 on 2016/10/26 by Rolando.Caloca
UE4.14 - Remove erroneus assert
#jira UE-37584
Change 3175188 on 2016/10/26 by Chris.Babcock
Fix out of spec GLSL operations (contributed by JeffRous)
#jira UE-37800
#PR #2886
#ue4
#android
Change 3175156 on 2016/10/26 by Mitchell.Wilson
Adding missing iOS app icons to SunTemple project
#jira UE-36991
Change 3175095 on 2016/10/26 by Daniel.Wright
Fixed stationary skylight reflections using an inverted mask on materials without high quality reflections with Forward Shading
#jira UE-37783
Change 3175075 on 2016/10/26 by Daniel.Wright
[Copy] Support directional light dynamic shadows in any channel with forward shading, which can happen with multiple shadow casting stationary directional lights (even though only the lighting of one will appear)
#jira UE-36497
Change 3175050 on 2016/10/26 by Jamie.Dale
FTextRenderComponentMIDCache now marks MIDs as stale when the font parameters available in the parent material changes
#jira UE-37819
Change 3175039 on 2016/10/26 by Daniel.Wright
Fixed Duplication mode
#jira UE-37231
Change 3174996 on 2016/10/26 by Mitchell.Wilson
Removing [EditoronlyBP] changes made to DefaultEditor.ini. EDL is now disabled by default in ShooterGame.
#jira UE-37648
Change 3174987 on 2016/10/26 by Jon.Nabozny
Fix crash when moving InstancedStaticMeshComponent in editor when it had no mesh set, but had instances.
#jira UE-37594
Change 3174803 on 2016/10/26 by Ori.Cohen
Fix world origin shifting causing a crash inside physx.
#JIRA UE-37745
Change 3174776 on 2016/10/26 by Allan.Bentham
Work around broken depth reads on Galaxy S4.
#jira UE-35481
Change 3174723 on 2016/10/26 by Robert.Manuszewski
Changing the criteria for UBL to ignore the event driven loader flag to IsEngineInstalled() just like at runtime.
#jira UE-37617
Change 3174650 on 2016/10/26 by Matthew.Griffin
Ensured that Online Subsystem Oculus plugin is precompiled successfully for Android
Change 3174644 on 2016/10/26 by Matthew.Griffin
Fixing GoogleVR compile issues
Change 3174352 on 2016/10/25 by Daniel.Wright
Rename map build data along with the world - fixes lighting lost on map rename / save as.
Duplicate map build data along with the world - fixes lighting lost on map duplicate in the content browser, or save as when the source already exists.
Save map build data packages in SaveWorld - fixes lighting being lost on save as.
#jira UE-37231
Change 3174335 on 2016/10/25 by Chris.Babcock
Corrected Proguard issue with Codeworks for Android 1R5 installers
#jira UE-37680
#ue4
#android
Change 3174318 on 2016/10/25 by Marcus.Wassmer
Duplicate 3174187
#jira UE-37020
Change 3174263 on 2016/10/25 by patrickr.donovan
Test content updates and additions. Lighting Channel map added to TM-VRLoader.
#jira UE-29618
Change 3174120 on 2016/10/25 by Daniel.Wright
UObject::PostDuplicate with DuplicateMode
* Allows differentiating between being duplicated as part of a world duplication vs duplication within a level
* This is needed when generating a guid that needs to be unique within a level, but constant across instances of that level, like a light component
#jira UE-37231
Change 3174113 on 2016/10/25 by Daniel.Wright
Fixed log spam
#jira UE-37522
Change 3174010 on 2016/10/25 by Jamie.Dale
Fixed several crashes in the Session Frontend when viewing profiles
- SFiltersAndPresets wasn't being cleared when the profile data was changed back to a live instance.
- SFiltersAndPresets could crash if it was updated when no profile was selected.
- SDataGraph could cause a crash if you clicked on it when there was no data (passed a range of -1, 0).
- A session update message would clobber any loaded profile data, resetting to the current instance.
#jira UE-37597
Change 3173982 on 2016/10/25 by mason.seay
Deleting unneeded asset
#jira UE-29618
Change 3173912 on 2016/10/25 by Ori.Cohen
Fix divide by 0 crash when torque curve is 0
#JIRA UE-37737
Change 3173866 on 2016/10/25 by Ben.Marsh
Remove setting forcing UnrealCEFSubProcess to compile using Visual Studio 2013.
#jira UE-37678
Change 3173824 on 2016/10/25 by Ben.Marsh
Fix trying to recompile UBT in Rocket builds when cleaning a build target.
#jira UE-37616
Change 3173812 on 2016/10/25 by Nick.Darnell
XBoxOne - The Vertex and Index buffers are now allocated with the right nextwriteoffset to prevent stomping old data on future writes.
#jira UE-37757
Change 3173808 on 2016/10/25 by Ben.Marsh
Fix batch files detecting MSBuild install locations for Visual Studio "15" preview 5.
#jira UE-37627
Change 3173711 on 2016/10/25 by Ori.Cohen
Fix linux compiler issues for physx
#JIRA UE-37085, UE-37114, UE-37116
Change 3173704 on 2016/10/25 by James.Cobbett
Import test assets for Alembic Conversion test
#jira UE-29618
Change 3173694 on 2016/10/25 by Matt.Kuhlenschmidt
Fixed Zip project not working in binary builds
#jira UE-37655
Change 3173692 on 2016/10/25 by James.Cobbett
Test content for Alembic Conversion options
#jira UE-29618
Change 3173666 on 2016/10/25 by Matt.Kuhlenschmidt
Fixed array refreshing in the details panel not functioning properly for sub-object properties
#jira UE-37652
Change 3173619 on 2016/10/25 by Robert.Manuszewski
Making the cooker ignore EDL ini setting in binary engine build.
#jira UE-37617
Change 3173616 on 2016/10/25 by Nick.Whiting
Merging update to Google VR 1.01 SDK, which fixes multiple initialization errors
#jira UE-37440, UE-37236
Change 3173606 on 2016/10/25 by Jamie.Dale
Removed invalid assert
We're already passed the collection to modify, so the assert isn't needed.
#jira UE-37761
Change 3173604 on 2016/10/25 by Keli.Hlodversson
Work around an issue where the SteamVR plugin will fail to initialize if SteamVR was not already running before launching.
#jira UE-37623
Change 3173502 on 2016/10/25 by Matt.Kuhlenschmidt
Fixed more cases of undoing causing selections to become out of sync
#jira UE-37300
Change 3173475 on 2016/10/25 by Ori.Cohen
Critical 4.14 physx fixes
#JIRA UE-37085, UE-37114, UE-37116
Change 3173445 on 2016/10/25 by Robert.Manuszewski
Disabling the Event Driven Loader in ShooterGame. Making sure the EDL can't be enabled in binary engine distributions.
#jira UE-37394
Change 3173401 on 2016/10/25 by Matt.Kuhlenschmidt
Guard against crashes when textures or materials are explicitly marked as pending kill and then passed to slate for rendering
#jira UE-36261
Change 3173245 on 2016/10/25 by Allan.Bentham
Remove incorrect assert.
#jira UE-37699, UE-37707
Change 3173232 on 2016/10/25 by Jurre.deBaare
Post Processing Settings do not update in Persona when the values are changed in Preview Scene Settings
#fix make sure we also pick up vector4 fields
#jira UE-37656
Change 3173183 on 2016/10/25 by Matthew.Griffin
Added Shipping configs to BootstrapPackagedGame (Duplicating CL#3150210 from Main)
Change 3173065 on 2016/10/25 by Dmitriy.Dyomin
Fixed: Disabling 'Use Landscape Lightmap' option Skewing Procedural Foliage Instances
#jira UE-37736
Change 3172929 on 2016/10/24 by Ryan.Vance
#jira UE-37742
Adding SceneViewExtension hooks that are called right after init views completes. It might be advantageous to do the work we're currently doing in PreRenderViewFamily_RenderThread and PreRenderView_RenderThread after init views is called with the way SteamVR's running start is implemented.
Change 3172915 on 2016/10/24 by Rolando.Caloca
UE4.14 - Fix compile issues on CCT
#jira UE-37722
Change 3172762 on 2016/10/24 by Brian.Karis
#jira UE-37369
Change 3172742 on 2016/10/24 by Daniel.Lamb
Fixed issue with file-> cook error when you haven't built the exe which you are trying to cook for.
#jira UE-36796
#test Cook shootergame
Change 3172690 on 2016/10/24 by Maciej.Mroz
DynamicClass gives now, as componet-archetype, objects with non-exact name.
Manually merged cl#3171563
#jira UE-37480
Change 3172663 on 2016/10/24 by Daniel.Lamb
Stopped cooker from handling modification requests when they are PIE requests.
#test PIE shootergame
#jira UE-21572
Change 3172629 on 2016/10/24 by Mitchell.Wilson
Reconnected some material functions to resolve warnings which caused characters to render with default materials, and resolving 'Top Material' warnings.
Reimported SM_GodRay_Plane to resolve PhysX warning
Rebuilt lighting for the level.
#jira UE-37728
Change 3172523 on 2016/10/24 by Nick.Shin
update physx cmakefiles and automation build scripts for release-414 stream (as per request)
#jira UEFW-106 Add HTML5 support to PhysX CMake & automation scripts
Change 3172515 on 2016/10/24 by Nick.Shin
remove old emsdk (1.35.0)
#jira UEPLAT-1324 Update HTML5 PhysX to CMake
Change 3172511 on 2016/10/24 by Mark.Satterthwaite
Don't set Metal resource option fields on texture descriptors when running on an OS that doesn't support them.
#jira UE-37481
Change 3172461 on 2016/10/24 by Cody.Albert
Added check for pointer validity to prevent crash in ShooterGame
#jira UE-37433
Change 3172329 on 2016/10/24 by Peter.Sauerbrei
fix for remote notification method misspelling
#jira ue-37720
Change 3172322 on 2016/10/24 by Marc.Audy
Fix unreferenced variable the brute force to unblock QA
#jira UE-37718
Change 3172191 on 2016/10/24 by Mitchell.Wilson
Clearing preivew meshes on some materials to resolve warnings.
#jira UE-37713
Change 3172186 on 2016/10/24 by Matt.Kuhlenschmidt
Fix non-editor compile error
#jira UE-37695
Change 3172159 on 2016/10/24 by Dmitry.Rekman
Update GitDependencies.exe (UE-37530).
- Binary needs to be updated to support LINUX_MULTIARCH_ROOT variable.
#jira UE-37530
Change 3172132 on 2016/10/24 by Keith.Judge
Xbox One - Fix corrupted screenshots. Needed a GPU/CPU sync point, which legacy D3D11.x used to do for us, but now we have to do manually. Copied from Dev-Platform CL 3156872
#jira UE-37038
Change 3172131 on 2016/10/24 by Keith.Judge
Xbox One - Disable engine analytics on XB1 shipping games, as per XRs. Verified http requests from devkit with Fiddler. Copied from CL 3153176 in Dev-Platform.
#jira UE-36364
Change 3172106 on 2016/10/24 by Mitchell.Wilson
Updated reference to a material in VehicleMenu.umap to resolve warning
#jira UE-29748
Change 3172036 on 2016/10/24 by Steve.Robb
TEnumAsByte can be switchably deprecated for enum classes, and is currently not deprecated (reverting a change in behavior).
#jira UE-37706
Change 3172020 on 2016/10/24 by Marc.Audy
Child Actor should be created at registration, not creation. Otherwise attachment hierarchies can not be set up and thus, world positions incorrect
#jira UE-37615
Change 3171966 on 2016/10/24 by Dmitry.Rekman
Linux: fix Setup.sh on Ubuntu 16.10 (UE-37621)
#jira UE-37621
(Edigrating 3171266 from Dev-Platform to Release-4.14)
Change 3171964 on 2016/10/24 by Dmitry.Rekman
Linux: fix always rebuilding FixDeps (UE-37625).
#jira UE-37625
(Edigrating 3153471 from Dev-Platform to Release-4.14)
Change 3171957 on 2016/10/24 by Matt.Kuhlenschmidt
Guard against property editor crash happening when focused is lost on an object which has been GC'd due to PIE running
#jira UE-37636
Change 3171943 on 2016/10/24 by Matt.Kuhlenschmidt
Added mesh simplifcation plugin picker to the project settings under Editor - Mesh Simplification
The menu to pick simplification plugins also contains a link to find other plugins in the launcher marketplace. The launcher navigates to "/ue/marketplace/content-cat/assets/codeplugins" for now
#jira UE-37695
Change 3171928 on 2016/10/24 by Max.Chen
Sequencer: Revert CL#3162724. Fix time dilation in level sequence player because it's causing a regression. Will revisit the fix for UE-37277.
#jira UE-37589
Change 3171924 on 2016/10/24 by James.Cobbett
Test content 'preroll.abc'. Has empty frames at the start of animation. For alembic importer testing.
#jira UE-29618
Change 3171867 on 2016/10/24 by Lina.Halper
- Back out revision 2 from //UE4/Release-4.14/Engine/Source/Runtime/Engine/Private/Components/SkeletalMeshComponent.cpp
- Empties override materials before setting preview mesh in animation editor
#jira: UE-37610
#code review: Thomas.Sarkanen
Change 3171789 on 2016/10/24 by Allan.Bentham
Resolve depth on appropriate mobile devices when the view contains materials that read from the depth.
#jira UE-35023
Change 3171776 on 2016/10/24 by Robert.Manuszewski
Increasing the initial memory allocation size for FLargeMemoryWriter to reduce the number of allocations when saving or cooking
#jira UE-37599
Change 3171728 on 2016/10/24 by Dmitriy.Dyomin
Fix origin rebasing to work with precomputed lighting data stored in separate package
#jira UE-37693
Change 3171634 on 2016/10/24 by Dmitriy.Dyomin
Added commenets to 3171621
#jira UE-36449
Change 3171621 on 2016/10/23 by Dmitriy.Dyomin
Fixed: Editor crash when compiling the character blueprint after a PIE session with World Composition enabled
Actually disabled use of world composition with multiplayer PIE using separate processes
#jira UE-36449
Change 3171424 on 2016/10/22 by Jack.Porter
Remove unused exec command causing logspam
#jira UE-37661
Change 3171259 on 2016/10/21 by Ryan.Vance
Mobile multi-view update
#jira UE-37603
Removed dependence on shader name for determining if we need to enable multi-view, now relies on the presence of gl_ViewID_OVR
Worked around unsigned/signed integer driver issues. Some shader compilers were choking on the unsigned postfix
Attempted to clean up some of the code duplication in MobileBasePassRendering.cpp
Made a few design concessions which allows the feature to run on Mali devices in the wild right now:
Allow the feature to be enabled with ES2 rather than just ES3.1. Mali drivers have a bug preventing shader io blocks and multi-view from working together
Passing the view id from the vertex shader. Mali devices don't allow referencing gl_ViewID_OVR in a pixel shader
Change 3171165 on 2016/10/21 by Peter.Sauerbrei
revert out the memory changes for platform file cache for mobile
#jira UE-36835
Change 3171112 on 2016/10/21 by Matt.Barnes
Updating TM-Material_BP_Nodes to facilitate test UEQATC-2969.
#jira UEQATC-2969
Change 3171111 on 2016/10/21 by Mike.Beach
Mirroring CL 3171084 form Dev-BP
Guarding against a unrepro'able top-10 crash in SGraphPin. Making sure we're not operating on a null/pending-kill/transient pin.
#jira UE-37642
Change 3170980 on 2016/10/21 by patrickr.donovan
Motion controller test content update - further updates to combat thumbstick noise.
#jira UE-29618
Change 3170965 on 2016/10/21 by Mitchell.Wilson
Moved panner in M_Frame3_BG material to Custom UV0 to resolve issue with material rendering white on tvOS
#jira UE-37105
Change 3170905 on 2016/10/21 by Marc.Audy
Fix AActor::Serialize crash if a null in the owned components array
#jira UE-37641
Change 3170838 on 2016/10/21 by Ben.Woodhouse
Integrate crash fix from main CL3162008
Fix for crash in GPU profiler. This was caused by the RHIThread getting too far behind the renderthread. This change adds a fence wait on the renderthread in RHIEndDrawingViewport to ensure that the renderthread is never more than a frame ahead.
#jira UE-37216
Change 3170815 on 2016/10/21 by Jamie.Dale
Fixed a potential race-condition in FTextRenderComponentMIDCache, and updated it to detect "stale" MIDs
FMIDData was shared between the game and render threads, but used non-thread-safe shared pointers.
This also marks MIDs as "stale" if the number of MIDs no longer matches the number of pages in the font (which may happen if the font is edited). These "stale" MIDs are kept as a weak pointer in a separate array so that we can still keep the MID object alive as long as something is still using it (as it may still be used by a FTextRenderSceneProxy for a short while). This array of weak pointers is purged of unreferenced instances during the normal cache purge cycle.
#jira UE-37519
Change 3170784 on 2016/10/21 by Mitchell.Wilson
Changing a material in TM-Reflections level
#jira UE-29618
Change 3170668 on 2016/10/21 by Mitchell.Wilson
Updated defaulteditor.ini to resolve cook failure for UBlueprint.
#jira UE-37648
Change 3170595 on 2016/10/21 by Chris.Wood
Added "Vanilla" Editor detection and reporting it to analytics, MTBF and Crash Reporter.
[UE-37132] - Detect "Vanilla" Editor and report it to MTBF analytics and Crash Reporter
#jira UE-37132
Change 3170395 on 2016/10/21 by Robert.Manuszewski
UBT will now respect -remoteini command line param when looking for ini files for build settings. Fixes a crash when launching BP-only project from the Editor with EDL enabled.
#jira UE-37617
Change 3170367 on 2016/10/21 by Allan.Bentham
Prevent overflow of bright pixels during DoF calc.
#jira UE-31755
Change 3170363 on 2016/10/21 by Robert.Manuszewski
Fixing crashes when cancelling async loading
#jira UE-37634
Change 3170362 on 2016/10/21 by Robert.Manuszewski
Fixing MallocBinned2 crashes on 32-bit platforms.
#jira UE-37326
Change 3170280 on 2016/10/21 by Jack.Porter
Fix for landscape not rendering in Player Collision view mode after toggling G.
#jira UE-37576
Change 3170202 on 2016/10/21 by Dmitriy.Dyomin
Fixed: CustomDepth is incorrect when used in Custom PostProcess after Tonemapping
#jira UE-37628
Change 3170160 on 2016/10/20 by Aaron.McLeran
#jira UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features
Implementing CL 3169422 in 4.14
Change 3170029 on 2016/10/20 by Aaron.McLeran
#jira UE-37004
#jira UE-37005
Fixing stat soundwaves
Implementing 3154264 from Dev-Framework
Change 3170024 on 2016/10/20 by Aaron.McLeran
#jira UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions
Implementing the CL from Dev-Framework
Change 3169869 on 2016/10/20 by Arne.Schober
duplicated:
CL 3169845
#jira UE-35937
Change 3169810 on 2016/10/20 by Steve.Cano
Moving change from CL 3169642 to 4.14 - fix a library issue that was causing Kindle Fire 1st edition to crash when trying to run QA game, may be causing issues on other devices as well
#ue4
#android
#jira UE-22440
Change 3169635 on 2016/10/20 by Mike.Beach
Mirroring CL 3169443 from Dev-BP
Deprecating the [EditoronlyBP] config settings (which are super old, and support legacy functionality, allowing users to export editor-only UBlueprint objects on cook). This is in support of the new event-driven loader (EDL), which is incompatible with these exports. We will be removing support for these settings promptly in 4.15 (hence the choice to deprecate them for 4.14).
#jira UE-37605
Change 3169618 on 2016/10/20 by Mitchell.Wilson
rebuilt lighting for all levels in Content Examples
#jira UE-37570
Change 3169447 on 2016/10/20 by Peter.Sauerbrei
fix for double quotes causing arguments to not be sent correctly to rsync
#jira UE-37018
Change 3169362 on 2016/10/20 by tim.gautier
Updated TM-UMG Level Blueprint - mouse-clicks outside of UMG assets no longer take focus from the set Display Widget
#jira abc-123
Change 3169244 on 2016/10/20 by Chris.Babcock
Update to new CodeWorks for Android 1R5
#jira UE-37554
#ue4
#android
Change 3169240 on 2016/10/20 by Jon.Nabozny
#rn Fixup GameModeClassAliases in Engine.ini files. These must be prefixed with either /Game/ or /Script/ otherwise the asset may fail to resolve and an empty name will be used instead (and cause weird behavior).
#jira UE-37488
Change 3169155 on 2016/10/20 by Peter.Sauerbrei
fix for incorrect characters in bundle id when project has underscores in the name
#jira UE-36436
Change 3169127 on 2016/10/20 by Allan.Bentham
Fix android vulkan compile error with dev builds
#jira abc-123
Change 3169058 on 2016/10/20 by Allan.Bentham
Flush command buffer during init to fix vulkan crash when rendering thread is enabled.
Fix FDeferredDeletionQueue's resource handle storage on 32 bit platforms.
#jira UE-36452
Change 3169049 on 2016/10/20 by Peter.Sauerbrei
fix for minimum ios version in base ini file
#jira UE-37034
Change 3168910 on 2016/10/20 by Jack.Porter
Fix occasional race condition crash in FTcpMessageTransportConnection on editor shutdown
#jira UE-36944
Change 3168906 on 2016/10/20 by Dmitriy.Dyomin
Fixed: Black rendering on Galaxy S4 PowerVR
#jira UE-37567
Change 3168858 on 2016/10/20 by Richard.TalbotWatkin
Made BSP rendering more robust so that out-of-range array accesses trigger an 'ensure' rather than a crash (with a view to identifying the cause of this issue). Also fixed non-editor builds.
#jira UE-37267 - [CrashReport] UE4Editor_Engine!FModelSceneProxy::GetDynamicMeshElements() [modelrender.cpp:322]
Change 3168826 on 2016/10/20 by Richard.TalbotWatkin
Duplicated from //UE4/Dev-Editor, CL 3156473
Attempt to make geometry render / rebuild more robust in the hope of catching UE-36265.
#jira UE-36265 - [CrashReport] UE4Editor_Engine!FModelSceneProxy::HasSelectedSurfaces() [modelrender.cpp:538]
Change 3168335 on 2016/10/19 by Michael.Trepka
Restored previous version of FMacWindow::IsPointInWindow function to solve issues with window dragging.
#jira UE-37418
Change 3168307 on 2016/10/19 by Rolando.Caloca
UE4.14 - Integrate changes from 3051720 and 3057522
[RENDERING] [!]
Revert fix in GPU skin cache (original CL 2722034)
- Waiting on shader compilation with the GPU skin update will destroy/recreate render state, causing a crash in the GPU skin cache.
#jira UE-37545
Change 3168201 on 2016/10/19 by Peter.Sauerbrei
fix for urls with queries not working correctly
#jira UE-35090
Change 3168200 on 2016/10/19 by Mitchell.Wilson
Re-saved multiple cloth assets to resolve building adjacency information warnings.
Replaced deprecated SetText and GrabComponent blueprint nodes with new SetText and GrabComponentAtLocation.
Re-saved multiple assets to resolve empty engine version warnings.
#jira UE-37537
Change 3168174 on 2016/10/19 by Alan.Noon
#jira UE-37534
deleted unnecessary files from Photorealistic Character project
Change 3168160 on 2016/10/19 by Arne.Schober
duplicated:
fixes for velocity render pass
CL 3166370
CL 3166799
#jira UE-37362
Change 3168136 on 2016/10/19 by Alan.Noon
#jira UE-37534
Initial add of Photorealistic Character Sample project
Change 3168127 on 2016/10/19 by Peter.Sauerbrei
fix for IOS_7 not being found
#jira UE-37034
Change 3167886 on 2016/10/19 by patrickr.donovan
#jira UE-37242
TLDR; Test content updates.
Bug entered due to finicky hardware returning noise values that weren't accounted for in test contet. Fortified test content against this edge case, no code change necessary.
Change 3167882 on 2016/10/19 by samuel.proctor
Updating asset for Profiler Heatmap testing
#jira UE-29618
Change 3167868 on 2016/10/19 by Dmitry.Rekman
Linux: disable XGE on Windows (UE-37446).
- XGE does not seem to handle new clang 3.9.0 toolchain well, with very reproducible crashes.
Also fix build breakage with clang 3.8.1.
- always_inline was still applied to debug builds and as such was ignored.
#jira UE-37446
(Edigrating CL 3166330, 3166456 from Dev-Platform to Release-4.14)
Change 3167832 on 2016/10/19 by Mitchell.Wilson
Reconnected 'TopMaterial' in multiple materials to resolve warnings.
Rebuilt lighting and saved levels.
#jira UE-37529 UE-37535
Change 3167688 on 2016/10/19 by Mitchell.Wilson
Removing preview mesh from multiple materials to resolve warnings.
Rebuilt lighting and saved all levels.
#jira UE-29678 UE-37526
Change 3167616 on 2016/10/19 by Marc.Audy
Fix reversed logic checking for an Actor after a cast was supposed to have failed, broken in CL 2695656.
#jira UE-37517
Change 3167585 on 2016/10/19 by Jamie.Dale
Re-enabled all-cultures upload to OneSky so we prime translations correctly
#jira UE-37518
Change 3167579 on 2016/10/19 by Jamie.Dale
Fixed text render component regression with custom MIDs
#jira UE-37305
Change 3167501 on 2016/10/19 by Matt.Kuhlenschmidt
Fixed realtime rendering in editor viewport being disabled when simulating in editor
#jira UE-37466
Change 3167498 on 2016/10/19 by Mitchell.Wilson
Re-saving multiple blueprints with nodeguid warnings.
Cleared preview mesh for materials with string asset reference warnings.
Rebuilt lighting and added _BuildData to resolve lighting rebuild warnings.
#jira UE-30840
Change 3167492 on 2016/10/19 by Matt.Kuhlenschmidt
Fix for disappearing menus in lastest windows 10 build
#jira UE-36752
Change 3167311 on 2016/10/19 by Mieszko.Zielinski
Fixed EQS template cache issues with multiple query run modes #UE4
#jira UE-37496
Change 3167206 on 2016/10/19 by Matthew.Griffin
Moved Github promotion earlier in build script and added 'After' dependencies so that we can guarantee the order of the nightly build/prevent unimportant jobs from running before binary build is completed
Change 3167205 on 2016/10/19 by Matthew.Griffin
Changed CommandUtils.UnzipFiles to use system unzip tool when running on mono, as there has been issues with Ionic not being able to decompress those created by the zip tool
Change 3167010 on 2016/10/19 by Dmitriy.Dyomin
Fix for LevelStreaming getting stuck, and World->PersistentLevel null assert
Contributed by Funcom: https://udn.unrealengine.com/questions/312900/fix-for-levelstreaming-getting-stuck-and-world-per.html
#jira UE-36397
[CL 3189774 by Matthew Griffin in Main branch]
2016-11-08 02:45:19 -05:00
FString CommandLine = FString : : Printf ( TEXT ( " Install Engine -project \" %s \" -provision \" %s \" -bundlename \" %s \" " ) , * ProjectPath , * ProvisionPath , * BundleIdentifier ) ;
2014-11-07 15:46:06 -05:00
# endif
2014-11-13 17:30:33 -05:00
IPPProcess = MakeShareable ( new FMonitoredProcess ( CmdExe , CommandLine , true ) ) ;
2014-11-07 15:46:06 -05:00
OutputMessage = TEXT ( " " ) ;
IPPProcess - > OnOutput ( ) . BindStatic ( & OnOutput ) ;
IPPProcess - > Launch ( ) ;
2015-01-12 18:30:08 -05:00
TickerHandle = FTicker : : GetCoreTicker ( ) . AddTicker ( FTickerDelegate : : CreateRaw ( this , & FIOSTargetSettingsCustomization : : UpdateStatusDelegate ) , 10.0f ) ;
2015-02-06 10:52:09 -05:00
if ( ProvisionInfoSwitcher . IsValid ( ) )
{
ProvisionInfoSwitcher - > SetActiveWidgetIndex ( 1 ) ;
}
RunningIPPProcess = true ;
2014-11-07 15:46:06 -05:00
}
2014-10-30 17:05:10 -04:00
return FReply : : Handled ( ) ;
}
FReply FIOSTargetSettingsCustomization : : OnInstallCertificateClicked ( )
{
// pass the file to IPP to install
2017-09-11 10:43:35 -04:00
FString ProjectPath = FPaths : : IsProjectFilePathSet ( ) ? FPaths : : ConvertRelativePathToFull ( FPaths : : GetProjectFilePath ( ) ) : FPaths : : RootDir ( ) / FApp : : GetProjectName ( ) / FApp : : GetProjectName ( ) + TEXT ( " .uproject " ) ;
2014-11-07 15:46:06 -05:00
FString CertPath ;
2014-10-30 17:05:10 -04:00
2014-11-07 15:46:06 -05:00
// get the provision by popping up the file dialog
TArray < FString > OpenFilenames ;
IDesktopPlatform * DesktopPlatform = FDesktopPlatformModule : : Get ( ) ;
bool bOpened = false ;
int32 FilterIndex = - 1 ;
FString FileTypes = TEXT ( " Code Signing Certificates (*.cer;*.p12)|*.cer;*p12 " ) ;
if ( DesktopPlatform )
{
bOpened = DesktopPlatform - > OpenFileDialog (
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3133954)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3077573 on 2016/08/04 by Nick.Darnell
Removing some unused code, adding additional needed modules to editor tests.
#rb none
Change 3077580 on 2016/08/04 by Nick.Darnell
Removing the test plugins, going to be recreating them in EngineTest.
Change 3082659 on 2016/08/09 by Nick.Darnell
Automation - Presets are now stored in json files stored in Config so they can be shared, and human readable. Working on screenshot automation, getting it where it needs to be to permit us to have repeatable tests for comarison. Removing the option to not take full size screenshots, that defeats the purpose of being able to compare them.
#rb none
Change 3082766 on 2016/08/09 by Jamie.Dale
Fixed crashes when dealing with code-points outside the BMP on platforms with UTF-32 FStrings
ICU always deals with its offsets as UTF-16 (as it always uses UTF-16 internally with icu::UnicodeString), so there were a couple of places in code (break iteration, and bidi detection) where we needed to adjust those UTF-16 offsets to UTF-32 offsets in the case where FString is UTF-32.
#jira UE-33971
#rb James.Hopkin
Change 3083067 on 2016/08/09 by Nick.Darnell
Automation - Working on screenshot support, system now allows a lot more customization in terms of how large the shot is.
#rb none
Change 3084475 on 2016/08/10 by Richard.TalbotWatkin
Fixed issue with ModelComponent replication in client/server PIE if BSP is rebuilt. ModelComponent now implements IsNameStableForNetworking and always returns true, as a level's model components will never be rebuilt during a game session. Brush poly normals are now only fixed up in Editor builds.
#jira UE-34391 - No run animation on client that is not focused when running 2 player and dedicated server
#codereview Matt.Kuhlenschmidt
#rb none
Change 3084661 on 2016/08/10 by Matt.Kuhlenschmidt
Added grayscale texture importing support
#rb none
Change 3084774 on 2016/08/10 by Cody.Albert
Adding controller support for ComboBox widget
#jira UE-33826
#rb nick.darnell
Change 3085716 on 2016/08/11 by Nick.Darnell
UMG - Taking the Widget Component and Widget Interaction Components out of experimental. Removed old importing support for upgrading ancient versions of widget components. Removing parbola distortion, as users can now do whatever they want in their custom MID they can override the widget with.
#rb none
Change 3085733 on 2016/08/11 by Nick.Darnell
UMG - Documenting the meta parameters allowed on widgets, like we do for regular UObjects. For binding widgets from blueprints you can now do BindWidget (unchanged), and to simplify binding widgets optionally, you can now just do (BindWidgetOptional), rather than the combination of BindWidget + OptionalWidget=true. Made generating the Design time wrapper call a little more efficent, by optimizing it away by force inlining a noop. Also added some additional checking when we forcefully set focus in UMG, to help people catch cases where they set focus, but didn't make the widget focusable.
#rb none
Change 3085734 on 2016/08/11 by Nick.Darnell
Texture - Making GetDefaultMipMapBias a bit more efficent in the common case.
#rb none
Change 3085736 on 2016/08/11 by Nick.Darnell
Static Lighting - Warning the user when they build lighting, but have bForceNoPrecomputedLighting set to true on the world settings.
#rb none
Change 3085737 on 2016/08/11 by Nick.Darnell
Editor - code organization.
#rb none
Change 3085875 on 2016/08/11 by Nick.Darnell
UMG - You can now use 'G' to toggle game mode on the designer so that you can disable and enable the dashed lines around containers. The option in the settings is now used as the default when you startup a designer.
#rb none
Change 3086209 on 2016/08/11 by Ben.Salem
Make our automated test pass reporting more robust and pipe out to JSON in \saved\automation\logs\AutomationReport-{CL}-{Timestamp}.json format.
#rb adric.worley, william.ewen
Change 3086515 on 2016/08/11 by Nick.Darnell
Editor - Fixing a crash in the curve table customization. If the row doesn't exist, it would crash, we now protect against that case.
#rb Matt.Kuhlenschmidt
Change 3087216 on 2016/08/12 by Jamie.Dale
Fixed an issue where re-scanning a package file may leave old assets in the asset registry
We didn't used to clear out anything associated with the old package before scanning the file, which could result in old assets being left if they'd since been removed from the package.
This also exposes a PackageDeleted function to allow people to manually clear anything associated with a package (if doing some custom asset work).
#rb Andrew.Rodham
Change 3087219 on 2016/08/12 by Jamie.Dale
Updated TextRenderComponent to support multiple font pages
It used to use the correct UV data, but wouldn't set the correct texture page when rendering. It now creates MIDs for all of the texture pages used by the font, and will use these MIDs (which override the font page on the material) when rendering the text (batched on sequential index/vertex buffer data with the same texture page).
#rb Matt.Kuhlenschmidt
Change 3087308 on 2016/08/12 by Alex.Delesky
#jira UE-14727 - Support for editing TSet properties in the editor's Details panel has been added.
#rb Matt.Kuhlenschmidt
Change 3089140 on 2016/08/15 by Jamie.Dale
We now abort a directory watch if we lose access to the directory in question
This prevents an infinite loop in the call to MsgWaitForMultipleObjectsEx if a watched directory is deleted.
#jira UE-30172
#rb Andrew.Rodham
Change 3089148 on 2016/08/15 by Alexis.Matte
Allow fbx export of any actor type.
#rb none
#codereview dmitriy.dyomin
Change 3089211 on 2016/08/15 by Jamie.Dale
Unified access to the parent window for external dialogs
A lot of places used to ad-hoc use the MainFrame window, even when they had access to a widget that may be belong to a different window. This could cause issues where an external dialog could appear behind a modal UE4 window (as it would appear above the MainFrame), and be inaccessible.
You can now use IMainFrameModule::GetBestParentWindowHandleForDialogs to get the best window handle to use for an external dialog. This will either be the parent window for the given widget (if known), or failing that, the MainFrame window.
#rb Andrew.Rodham
Change 3089640 on 2016/08/15 by Jamie.Dale
Wrapped UMaterialExpression::MenuCategories in WITH_EDITORONLY_DATA to avoid gathering it for game-only loc
#rb none
Change 3089661 on 2016/08/15 by Nick.Darnell
Editor - There's a new view option "Show C++ Classes" in the content browser. Lets you hide all those C++ folders most folks probably don't care to see.
#rb none
Change 3089667 on 2016/08/15 by Cody.Albert
Updating RoutePointerUpEvent to call OnDrop for touch events when dragging
#jira UE-34709
#rb nick.darnell
Change 3089694 on 2016/08/15 by Jamie.Dale
Applied a fix to the ExcludeClasses setting in the loc gather
#rb none
Change 3089889 on 2016/08/15 by Nick.Darnell
Automation - Continued work on the screenshot portion of the automation system. Going to start using the adapter information in the screenshots taken, otherwise we can't accurately test a plethora of devices sharing the same OS, with different capabilities.
#rb none
Change 3090256 on 2016/08/16 by Nick.Darnell
Automation - working on screenshots.
#rb none
Change 3090322 on 2016/08/16 by Nick.Darnell
Automation - Adding modified screenshot function.
#rb none
Change 3090335 on 2016/08/16 by Nick.Darnell
Automation - The tests were determined to need to be shared afterall, but at least keeping them as plugins. Moved to Engine plugins.
#rb none
Change 3090881 on 2016/08/16 by Nick.Darnell
Automation - Moving the content over and fixing up some code so that the AutoRimport tests work as expected.
#rb none
Change 3090884 on 2016/08/16 by Nick.Darnell
Plugins - There's now support for generating a Content Only plugin from the new plugin wizard.
#rb none
Change 3090911 on 2016/08/16 by Nick.Darnell
Feature Packs - If there's an error loading a manifest, it's now an error, not a warning.
#rb none
Change 3090913 on 2016/08/16 by Jamie.Dale
Optimization and usability improvements of the MemoryProfiler2 tool
- Optimized the processing of the Callgraph, Histogram, and Short lived allocations views.
- The callgraph view is now using a virtualized tree view mapped to our own internal tree. This allows us to amortize the cost of adding nodes to the TreeView as the user views the nodes in the tree. In my own test, this took callgraph generation from ~45 seconds to ~5 seconds.
- The Histogram view was vastly optimized via the use of a HashSet on the callstack filter, and the batch addition of unsorted callstacks that are sorted once at the end. In my own test, this took histogram generation from ~15 minutes to ~2 seconds.
- The Short lived allocations view was optimized by avoiding redundant sorting, including maintaining a sorted order while inserting items, and instead doing a final sort at the end. The column selection was also optimized by avoiding copying the entire dataset just to resort it. In my own test, this took short lived allocation generation from ~1 minute to ~3 seconds.
- Added a user-configurable list of allocator functions to trim (which now includes FMemory and operator new by default, and produces much cleaner callstacks).
#jira UETOOL-948
#jira UETOOL-949
#rb James.Hopkin
Change 3090962 on 2016/08/16 by Jamie.Dale
Fixed double assignment of filter functions
#rb none
Change 3090989 on 2016/08/16 by Nick.Darnell
Editor - Attempting to fix the build, non-unity issue I suspect.
#rb none
Change 3091754 on 2016/08/17 by Nick.Darnell
FbxAutomationTestBuilder is now a plugin. Users won't see it unless they've enabled the plugin (so primarily internal QA). Reorganized the automation tools and testing menu to be a bit lower in the main menu, and gave them a more test sounding name. Additionally made some modifications to the workspace menu structure to allow generating just a subset of a workplace menu so that I could target where I wanted to insert all of the automation tool menu items, rather than just allowing the general placement of them under developer tools...etc.
#rb none
#codereview Alexis.Matte
Change 3091758 on 2016/08/17 by Nick.Darnell
Slate / Editor - Trying to make the editor less focus greedy. Now when there are notification popups and tabs attempt to grab your attention we now do a few activation ownership checks to ensure that it or a parent window actually owns activation. Not doing this has the nasty side effect of things like notifications and message log errors that popup while playing the game (if the game is in new window PIE), causing the game to be hidden, and focus returned to the editor. Ran into this a lot running the automation tests, the new PIE window that's launched to run tests is immediately hidden as soon as the tests log a warning or error or a notification about high res screenshots happens.
#rb none
#codereview Nick.Atamas,Matt.Kuhlenschmidt
Change 3091829 on 2016/08/17 by Nick.Darnell
Build - Attempting to repair the build.
#rb none
Change 3091920 on 2016/08/17 by Nick.Darnell
Build - Another attempt at fixing the mac build.
#rb none
Change 3093380 on 2016/08/18 by Matt.Kuhlenschmidt
Ignore group actors when checking for references to other actors when deleting. The check for references is designed for gameplay affecting references which groups are not. Having this show up for groups is annoying
#rb none
Change 3094474 on 2016/08/19 by Jamie.Dale
Fixed PS4 error when building with USE_MALLOC_PROFILER, and optimized symbol name resolution for a build with USE_MALLOC_PROFILER enabled
#jira UETOOL-951
#rb James.Hopkin
Change 3094581 on 2016/08/19 by Jamie.Dale
Added missing allocator filter needed by PS4 profiles
#rb none
Change 3094681 on 2016/08/19 by Richard.TalbotWatkin
Fixed issue where painting override vertex colors on a SpeedTree mesh would cause its wind animation to cease. The OverrideVertexColors vertex factory needed to be registered with the SpeedTree renderer.
#jira UE-32762 - Custom VertexPaint on SpeedTrees interferes with wind animation
#rb none
Change 3095163 on 2016/08/19 by Trung.Le
#jira UE-20849: Added tooltips to the inputs of the Material final result node
#rb matt.kuhlenschmidt
Change 3095285 on 2016/08/19 by Trung.Le
#jira UE-20849 In SGraphNodeMaterialResult, renamed ToolTip to ToolTipWidget so we're not hiding class member
#rb none
Change 3095344 on 2016/08/19 by Alexis.Matte
#jira UE-34690 When using the optionnal matrix to change the scene root node, we have to flush the fbx evaluation engine.
Add also a new option to allow the user to automatically convert the fbx scene to unreal unit (centimeter).
#rb none
#codereview matt.kuhlenschmidt
Change 3096162 on 2016/08/22 by Alexis.Matte
#jira UE-34763 Remove offending no-action combo box entry when the json file is readonly. Also clean up other combo box menu.
#rb none
#codereview matt.kuhlenschmidt
Change 3096261 on 2016/08/22 by Alexis.Matte
#jira UE-33121 Make sure re-import all and import all fix all the issue before starting the job. So it get not interrupt during the process.
#rb lina.halper
#codereview lina.halper
Change 3096344 on 2016/08/22 by Jamie.Dale
NSString conversion fix for UTF-32 strings containing characters outside of the BMP
#jira UE-33971
#rb Peter.Sauerbrei, James.Hopkin
Change 3096605 on 2016/08/22 by Alex.Delesky
#jira UE-34787 - Dropdown menus in standalone programs will now correctly display tooltips if they have any.
#rb Matt.Kuhlenschmidt
Change 3096615 on 2016/08/22 by Alex.Delesky
#jira UE-33334 - Scrolling up on the mouse wheel when using the orbit camera should no longer move away from the orbit point when the camera moves too close to the orbit origin.
#rb Matt.Kuhlenschmidt
Change 3096619 on 2016/08/22 by Alex.Delesky
#jira UE-34084 - Structs containing an enum with a value that contains a whitespace character will now serialize correctly when copied from the Details Panel.
#rb Matt.Kuhlenschmidt
Change 3097644 on 2016/08/23 by Matt.Kuhlenschmidt
PR #2729: Fix a typo in the comment (Contributed by adcentury)
#rb none
Change 3097648 on 2016/08/23 by Matt.Kuhlenschmidt
PR #2726: Undef unused macros (Contributed by shrimpy56)
#rb none
Change 3097697 on 2016/08/23 by Matt.Kuhlenschmidt
Guard against crash when details panels rebuild when their customizations have been torn down
https://jira.ol.epicgames.net/browse/UE-35048
#rb none
Change 3097757 on 2016/08/23 by Alex.Delesky
#jira UE-14727 - Support for editing TMap properties in the editor's Details panel has been added. This change also removes the Duplicate option from TSet elements, and disallows entry of duplicates elements into a TSet or duplicate keys into a TMap
#rb Matt.Kuhlenschmidt
Change 3098164 on 2016/08/23 by Alexis.Matte
#jira UE-34686 Fbx importer bImportMeshesInBoneHierarchy is used also by the animation.
#rb none
#codereview matt.kuhlenschmidt
Change 3098502 on 2016/08/23 by Alexis.Matte
#jira UE-30951 Fbx option dialog, we disable the option to bake pivot if transform vertex position is true
#rb none
#codereview matt.kuhlenschmidt
Change 3099986 on 2016/08/24 by Jamie.Dale
Fixing non-editor builds
#rb none
Change 3101138 on 2016/08/25 by Matt.Kuhlenschmidt
Fixed viewport redraw callback not being called when certian property modifications occur in the details panel (reset to default, array size changes, etc)
#rb none
Change 3101280 on 2016/08/25 by Jamie.Dale
Fixed crash when counting memory over internationalization meta-data
- The serialization code only used to handle loading or saving, now it handles loading or not loading.
- The Type of the meta-data wasn't set by all constructors. For safety it has been removed and replaced with a virtual function that the derived types override.
#rb James.Hopkin
Change 3101283 on 2016/08/25 by Jamie.Dale
MProf2 platform and symbol parsing improvements
- Updated ISymbolParser to work with lazy symbol resolution (handled via the UI when looking at full callstacks).
- Added a PS4 symbol parser which handles performing full file/line resolution for symbols.
- Removed all the V3 file format support and legacy platform handling.
- Optimized FStreamInfo.GetNameIndex so it can be used by the lazy symbol fixup.
#rb James.Hopkin
Change 3101586 on 2016/08/25 by Jamie.Dale
Small code cleanup and path normalization
#rb James.Hopkin
Change 3101837 on 2016/08/25 by Alexis.Matte
#jira UE-35101 we now store the sourceanimationname to retrieve the correct animtrack when re-importing animations
#rb none
#codereview matt.kuhlenschmidt
Change 3102537 on 2016/08/26 by Jamie.Dale
Fix for potential crash in FICUCamelCaseBreakIterator
In platforms with UTF-32 strings, the index returned by FICUTextCharacterIterator may not be in the same range as FString, so we need to call InternalIndexToSourceIndex to ensure that it is.
#rb James.Hopkin
Change 3102582 on 2016/08/26 by Matt.Kuhlenschmidt
Log the freetype version when it starts up (for debugging purposes)
#rb none
Change 3102657 on 2016/08/26 by Alexis.Matte
#jira UE-29177 When re-importing a texture we want to notify materials using this texture so they can recompile the shader.
#review-3101585 @uriel.doyon
#rb matt.kuhlenschmidt
Change 3102704 on 2016/08/26 by Jamie.Dale
Added symbol meta-data support to MProf2
You can now define platform specific meta-data using FPlatformStackWalk::GetSymbolMetaData, which is then stored within the generated .mprof file.
PS4 uses this meta-data to say where the original .self file can be found, so that MProf2 can usually automatically load the .self file without having to bother the user.
#rb James.Hopkin
Change 3102878 on 2016/08/26 by Matt.Kuhlenschmidt
Added support for outline fonts
- An outline size (in slate units), optional material and optional fill color can be specified with each font info.
- Outlines do not contribute to measurement directly so the text measuring and shaping methods have been modified to account for outlines
- Fixed a bug where font materials do not work properly if part of the font's rendered glyphs were in a different atlas
#rb jamie.dale
Change 3102879 on 2016/08/26 by Jamie.Dale
Bumped the MProf2 version so we can tell which build of the tool can load v6 mprof files
#rb none
Change 3102960 on 2016/08/26 by Alexis.Matte
build fix
#rb none
Change 3103032 on 2016/08/26 by Jamie.Dale
Fixed SEditableText and SMultiLineEditableText not setting the correct foreground color when painting
#jira UE-34936
#rb Matt.Kuhlenschmidt
Change 3103278 on 2016/08/26 by Jamie.Dale
Fixing Clang warnings
#rb none
Change 3104211 on 2016/08/29 by Ben.Marsh
Add build script for automated tests, and create settings file for Dev-Editor which adds an agent pool for running them.
#rb none
Change 3104290 on 2016/08/29 by Alex.Delesky
Adding additional documentation accessible from the editor for TSet and TMap properties, along with a quick clarification on container properties to let the user know what kind of container they're working with.
#rb Matt.Kuhlenschmidt
Change 3104292 on 2016/08/29 by Alex.Delesky
#jira UE-35039 - Command/Control user keybindings will no longer flip-flop when the editor is opened on Mac.
#rb Matt.Kuhlenschmidt
Change 3104294 on 2016/08/29 by Alex.Delesky
#jira UE-34952 - The user will no longer encounter an ensure when setting the value of Period equal to or less than 0 on the circular throbber widget
#rb Matt.Kuhlenschmidt
Change 3104295 on 2016/08/29 by Matt.Kuhlenschmidt
PR #2682: Remove unused bUseDesktopResolutionForFullscreen (Contributed by stfx)
#rb none
Change 3104296 on 2016/08/29 by Alex.Delesky
#jira UE-35160 - The Auto Distance Error for LOD meshes can now be set to any value larger than zero.
#rb Matt.Kuhlenschmidt
Change 3104348 on 2016/08/29 by Matt.Kuhlenschmidt
Added the ability to clear the preview mesh on a material instance. Previously there was no way to null it out.
#rb none
Change 3104355 on 2016/08/29 by Matt.Kuhlenschmidt
Guard against crash with invalid path to the default physical material. Just create a new one if it doesnt exist and warn about it.
#rb none
#jira UE-31865
Change 3104396 on 2016/08/29 by Ben.Marsh
Fix incrorrect agent names for running automated tests
Change 3104610 on 2016/08/29 by Alex.Delesky
Fix for AutomationTool compile editor from changes introduced today.
#rb None
Change 3104611 on 2016/08/29 by Michael.Dupuis
#jira UETOOL-253
#rb Alexis.Matte
Change 3105826 on 2016/08/30 by Gareth.Martin
Added console variables to discard grass and/or scalable foliage data on load
#jira UE-35086
#rb Benn
Change 3106126 on 2016/08/30 by Matt.Kuhlenschmidt
Eliminated bad code duplication between retainer widgets and element batcher
#rb none
#codereview nick.darnell
Change 3106449 on 2016/08/30 by Michael.Dupuis
#jira UETOOL-229 Added generic command icons used in Edit Menu (including contextual menu)
#rb Alexis.Matte
Change 3106966 on 2016/08/30 by Jamie.Dale
Fixed FApp::IsAuthorizedUser not considering the SessionOwner override
#rb Max.Preussner
Change 3107687 on 2016/08/31 by Michael.Dupuis
Checkout/Make Writable on proper config file
#rb Matt Kuhlenschmidt
Change 3107736 on 2016/08/31 by Matt.Kuhlenschmidt
Fixed mode typos in the lerp instruction
#rb none
Change 3107830 on 2016/08/31 by Matt.Kuhlenschmidt
Logging and guard against UEditorEngine::TeardownPlaySession crash.
#rb none
https://jira.ol.epicgames.net/browse/UE-35325
Change 3107912 on 2016/08/31 by Alex.Delesky
#jira UE-35181 - Normalizing paths when retrieving absolute filenames for source control operations.
#rb Matt.Kuhlenschmidt
Change 3107986 on 2016/08/31 by Matt.Kuhlenschmidt
Removed PropertyTestObject.h out of UnrealEd.h so you dont have to compile the entire editor when changing this one file.
#rb none
Change 3108027 on 2016/08/31 by Chris.Wood
Re-added lost doc comment for analytics event "Engine.AbnormalShutdown".
#rb none - just a comment in a cpp file
#codereview wes.hunt
Change 3108580 on 2016/08/31 by Mike.Fricker
Deleted the "Live Editor" plugins from UE4
- These were undocumented, buggy and never finished, and we have no plans to complete them
- Both the "LiveEditor" and "LiveEditorListenServer" plugins were deleted, along with related icon files
#codereview matt.kuhlenschmidt
#rb matt.kuhlenschmidt
Change 3108604 on 2016/08/31 by Mike.Fricker
Added new "MIDI Device" plugin (disabled by default)
- This is a simple MIDI interface that allows you to receive MIDI events from devices connected to your computer
- Currently only input is supported. In the future we might allow for output, as well.
- In Blueprints, here's how to use it:
- Look for "MIDI Device Manager" in the Blueprint RMB menu
- Call "Find MIDI Devices" to choose your favorite device. Break the "Found MIDI Device" struct to see what's available.
- Then call "Create MIDI Device Controller" for the device you want. Store that in a variable.
- On your MIDI Device Controller, bind your own Event to the "On MIDI Event" event. This will be called every game Tick when there is at least one new MIDI event to receive.
- Process the data passed into the Event to make your project do stuff!
- This plugin makes use of the "PortMidi" third party library (which already existed in UE4 -- it was used by the now-deprecated 'LiveEditor' plugin)
#codereview matt.kuhlenschmidt
#rb none
Change 3108760 on 2016/08/31 by Alexis.Matte
#jira UE-25840 Fbx export collision mesh, we now export collision: box, sphere, capsule and convex mesh. There is an option in the editor preference to enable the export of collisions, default value is false.
#rb none
#codereview matt.kuhlenschmidt
Change 3109006 on 2016/08/31 by Alex.Delesky
#ignore Source Control rename test - initial commit
Change 3109044 on 2016/08/31 by Alex.Delesky
#ignore Testing asset rename from P4 to observe correct behavior.
#rb none
Change 3109048 on 2016/08/31 by Alex.Delesky
#ignore Testing P4 rename to identify correct behavior
#rb none
Change 3110044 on 2016/09/01 by Gareth.Martin
Fixed painting foliage on blocking "query" actors not working
#jira UE-33852
#rb Allan.Bentham
Change 3110133 on 2016/09/01 by Alexis.Matte
Fix crash in function GetForceRecompileTextureIdsHash
#rb none
#codereview jamie.dale
Change 3111848 on 2016/09/02 by Mike.Fricker
MIDI Device plugin: Fixed compilation error on Clang compilers (Mac, Linux)
- Fixed bad enum cast
#rb none
Change 3111995 on 2016/09/02 by Michael.Dupuis
#jira UE-35263
Do not try selecting the actor if the actor is in the blueprint
Properly Refresh the ToopTip & Hyper Link to take into account blueprint recreation process
#rb Alexis Matte
Change 3112280 on 2016/09/02 by Michael.Dupuis
Call MakeWritable if source control fail
#rb Alexis Matte
Change 3112335 on 2016/09/02 by Cody.Albert
Updating cursor hiding logic to not improperly hide cursor when left clicking in ortho mode
#jira UE-35306
#rb none
Change 3112478 on 2016/09/02 by Alexis.Matte
#jira UE-20059 Use a base material to import fbx material.
#rb uriel.doyon
#codereview matt.kuhlenschmidt
#1468 Github pull request number
Change 3113912 on 2016/09/06 by Michael.Dupuis
#jira UE-32288 Fixed Console params display
#rb Alexis Matte
Change 3114026 on 2016/09/06 by Alex.Delesky
#jira UE-35123 - The Details panel in a Texture editor or Simple Asset editor window will no longer disappear when the inspected asset is imported again.
#rb Matt.Kuhlenschmidt
Change 3114032 on 2016/09/06 by Alex.Delesky
PR #2733: Improved the project launcher progress page (Contributed by projectgheist)
#jira UE-34027
#rb Matt.Kuhlenschmidt
Change 3114034 on 2016/09/06 by Alex.Delesky
#jira UE-35265 - Copying a comment node from a Material Function and pasting it inside a Material will no longer render the Material unsaveable
#rb Matt.Kuhlenschmidt
Change 3114071 on 2016/09/06 by Nick.Darnell
[AUTOMATED TEST] Automatic checkin, testing functionality.
Change 3114109 on 2016/09/06 by Nick.Darnell
[AUTOMATED TEST] Automatic checkin, testing functionality.
Change 3114562 on 2016/09/06 by Nick.Darnell
Adding LevelEditor to the FbxAutomationTestBuilder to fix a compiler issue.
#rb none
Change 3114701 on 2016/09/06 by Michael.Dupuis
#jira UE-31988 add const to all usage of TArray<ItemType>* as it was done in SListView
#rb Alexis Matte
Change 3114861 on 2016/09/06 by Matt.Kuhlenschmidt
Prevent non-thread safe slate code from running on the slate loading thread
#rb none
Change 3115698 on 2016/09/07 by Nick.Darnell
Make sure the commands are available - during functional testing that was found to not always be the case.
#rb none
Change 3115719 on 2016/09/07 by Nick.Darnell
Adding an IsRegistered command to commands.
#rb none
Change 3115721 on 2016/09/07 by Nick.Darnell
Adding a new built VirtualReality feature pack, this new one contains the update manifest that will parse correctly.
#rb none
Change 3115722 on 2016/09/07 by Nick.Darnell
IsBindWidgetProperty now returns false if the property passed in is null.
#rb none
Change 3115734 on 2016/09/07 by Alexis.Matte
#jira UE-30166 Support fbx sdk 2017
#rb none
Change 3115737 on 2016/09/07 by Nick.Darnell
Adding an image comparer for screenshots. Removing some content from EngineTest.
#rb none
Change 3115743 on 2016/09/07 by Nick.Darnell
Checkpointing a bunch of progress towards a screenshot comparison workflow that allows us to diff screenshots taken on various platforms and hardware. Disabling many tests that are not passing. Updating a few tests to log better errors, and fixed a few tests with easy bugs in them so they would start passing again. All editor tests currently passing!
#rb none
Change 3115748 on 2016/09/07 by Nick.Darnell
Making the RuntimeTests plugin a Developer module, so that it doesn't get included in shipping builds.
#rb none
Change 3115789 on 2016/09/07 by Jamie.Dale
We now favor Traditional Chinese for Hong Kong and Macau
#rb James.Hopkin
Change 3115799 on 2016/09/07 by Jamie.Dale
Removed validity check on source cultures when remapping, as platforms may use invalid cultures that need to be remapped
#rb James.Hopkin
Change 3115826 on 2016/09/07 by Nick.Darnell
Adding missing files.
#rb none
Change 3115838 on 2016/09/07 by Nick.Darnell
Back out revision 6 from //UE4/Dev-Editor/Engine/Source/Runtime/UMG/Public/Components/WidgetInteractionComponent.h
#rb none
Change 3116007 on 2016/09/07 by Alexis.Matte
build fix
#rb none
Change 3116057 on 2016/09/07 by Jamie.Dale
Fixed widget snapshot messages so they appear in the message debugger
#rb none
Change 3116112 on 2016/09/07 by Nick.Darnell
Removing the FbxAutomationBuilder file that go recreated on a merge from main.
#rb none
Change 3116365 on 2016/09/07 by Michael.Dupuis
#jira UE-20765 Added missing class flag to test (CLASS_CONFIG) and change a bit how the checkout/make writable work.
#codereview Matt.Kuhlenschmidt
#rb Alexis.Matte
Change 3116622 on 2016/09/07 by Alexis.Matte
#jira UE-35608 Use the same naming convention when trying to retrieve uv channel by name.
#rb matt.kuhlenschmidt
Change 3116638 on 2016/09/07 by Jamie.Dale
Ensured that manifests and archives don't try and load data that they can't parse
#rb none
Change 3117397 on 2016/09/08 by Gareth.Martin
Added rotate and blend support to the landscape mirror tool
#jira UE-34829
#rb Jack.Porter
Change 3117459 on 2016/09/08 by Gareth.Martin
Fixed crash saving a hidden landscape level with an offset (cloned from 4.13.1)
#jira UE-35301
#rb Jack.Porter
Change 3117462 on 2016/09/08 by Gareth.Martin
Fixed invisible landscape components and crashes when tessellation is enabled (cloned from 4.13.1)
#jira UE-35494
#rb Benn.Gallagher
Change 3117583 on 2016/09/08 by Nick.Darnell
Continued work on automation support for screenshot comparison, stubbing in a commandlet that can be run after automation tests that would perform the diffing. Need to finish rigging it up so that deltas and results can be dumped out somewhere and consumed by a tool to approve shots.
#rb none
Change 3117595 on 2016/09/08 by Nick.Darnell
Updating the build script for AutomatedTests, going to see if this works!
#rb none
Change 3117808 on 2016/09/08 by Nick.Darnell
Adding header includes for async.
#rb none
Change 3117812 on 2016/09/08 by Matt.Kuhlenschmidt
Partially taken from Pr 2381
Fixed Array Properties to handle duplicates properly and fixed Material Parameter Collection duplicate Guid problem.
#rb none
Change 3117851 on 2016/09/08 by Jamie.Dale
Silenced some redundant P4 errors that could be generated when running a stat update on a file
Some of the options produced errors when working with newly added files. These errors are now downgraded to infos like they are for the main stat command.
#rb Ben.Marsh
#codereview Thomas.Sarkanen
Change 3117853 on 2016/09/08 by Gareth.Martin
Clean up landscape includes and PCH
#rb steve.robb
Change 3117859 on 2016/09/08 by Alex.Delesky
#jira UE-35321 - Minimized windows will no longer act like they are visible when determining what widgets are currently underneath the mouse.
#rb Nick.Darnell
Change 3117997 on 2016/09/08 by Nick.Darnell
Updating the automation tests build script to use Editor-Cmd
#rb none
Change 3118005 on 2016/09/08 by Matt.Kuhlenschmidt
Properly reference graph node on material expressions so they are not GC'd while an expression still uses them
#jira UE-35362
#rb none
Change 3118043 on 2016/09/08 by Alex.Delesky
#jira UE-30649 - Removed unnecessary returns from UWidget API.
PR #2377: fix widget bug. (Contributed by dorgonman)
#rb none
Change 3118045 on 2016/09/08 by Matt.Kuhlenschmidt
Guard against crash saving config during level editor shutdown
#rb none
#jira UE-35605
Change 3118074 on 2016/09/08 by Matt.Kuhlenschmidt
PR #2783: Removed #pragme once from CPP files (Contributed by projectgheist)
#rb none
Change 3118078 on 2016/09/08 by Michael.Dupuis
#jira UE-32065 Removed the -windows that was added as a default option and add it simply if fullscreen is not specified
#rb Alexis.Matte
Change 3118080 on 2016/09/08 by Michael.Dupuis
#jira UE-31131 Do not show a contextual menu if the menu is empty
#rb Alexis.Matte
Change 3118087 on 2016/09/08 by Matt.Kuhlenschmidt
Constify this method
#rb none
Change 3118166 on 2016/09/08 by Nick.Darnell
Trying additional command options for the build machine for automation.
#rb none
Change 3118222 on 2016/09/08 by Matt.Kuhlenschmidt
Fix actor delete during mesh paint not working during undo
#rb none
#jira UE-35684
Change 3118298 on 2016/09/08 by Alexis.Matte
#jira UE-35302 Export all LODs for static mesh when there is no force LOD
#rb uriel.doyon
Change 3118325 on 2016/09/08 by Matt.Kuhlenschmidt
Fixed reset to default not appearing for slate brushes
#rb none
#jira UE-34958
Change 3119321 on 2016/09/09 by Matt.Kuhlenschmidt
Guard against crash with an invalid world trying to be opened from the content browser
#rb none
https://jira.ol.epicgames.net/browse/UE-35712
Change 3119433 on 2016/09/09 by Nick.Darnell
Removing a hack added by Paragon that prevents applications from resizing in real time as the user drags the size of the window around.
#rb Matt.Kuklenschmidt
#jira UE-35789
Change 3119448 on 2016/09/09 by Alex.Delesky
When simulating touch events using the mouse, clicking the mouse will no longer let a drag operation continue. This should also allow the finger that started a drag to continue dragging items until it is released from the surface.
#rb Nick.Darnell
Change 3119522 on 2016/09/09 by Jamie.Dale
Fixed FDetailCategoryImpl::ShouldBeExpanded not honoring bShouldBeInitiallyCollapsed when bRestoreExpansionState was true
#rb Matt.Kuhlenschmidt
Change 3119528 on 2016/09/09 by Jamie.Dale
Some UI re-work to the localization dashboard
This makes a better use of the available space, and will make it easier to make some other planned changes in the future.
#rb James.Hopkin
Change 3119861 on 2016/09/09 by Michael.Dupuis
#jira UE-9284 Added the Play/Stop button on the thumbnail
#rb Alexis.Matte
Change 3120027 on 2016/09/09 by Alexis.Matte
incorporate some fixes from licensee for LOD group re-import workflow
#jira UE-32268
#rb uriel.doyon
#codereview matt.kuhlenschmidt
Change 3120845 on 2016/09/12 by Gareth.Martin
Fixed crash in landscape editor when "Early Z" is enabled (cloned from 4.13.1)
#jira UE-35850
#rb Allan.Bentham
Change 3120980 on 2016/09/12 by Nick.Darnell
Adding a commandlet that is runnable for comparing screenshots. Adding comparing and exporting capability to the screenshot manager.
#rb none
Change 3120992 on 2016/09/12 by Alex.Delesky
#jira UE-35575 - TScriptInterface UProperties now have asset picker support.
#rb Matt.Kuhlenschmidt
Change 3121074 on 2016/09/12 by Michael.Dupuis
#jira UE-30092
Added path length in error message when typing
Added display of current filepath lenght for cooking
#rb Alexis.Matte
Change 3121113 on 2016/09/12 by Nick.Darnell
Adding some placeholder examples to show people how to author tests in EngineTest.
#rb none
Change 3121152 on 2016/09/12 by Gareth.Martin
Added TElementType, TIsContiguousContainer traits
Added GetData(), GetNum() generic functions
#rb Steve.Robb
Change 3121702 on 2016/09/12 by Jamie.Dale
Optimized a loop over a sorted list to instead use a binary search
This speeds up the short-lived allocation view generation.
We also now dump the exception information to the Trace log when in a non-debug build.
#rb James.Hopkin
Change 3121721 on 2016/09/12 by Jamie.Dale
We now set the window mode first when resizing the game viewport to ensure that the work area is correct
Fullscreen windows can affect the available work area size, which can break centering when moving between fullscreen and windowed mode.
#jira UE-32842
#rb Matt.Kuhlenschmidt
Change 3122578 on 2016/09/13 by Jamie.Dale
Small code clean up
Removed a use of the placement new style array addition.
#rb none
Change 3122634 on 2016/09/13 by Jamie.Dale
We now immediately update DefaultConfigCheckOutNeeded when checking out/making writable the config file, rather than wait for the text tick
#jira UE-34865
#rb James.Hopkin
Change 3122656 on 2016/09/13 by Jamie.Dale
Fixed array combo button not focusing its contents, which prevented the menu closing correctly
#jira UE-33667
#rb none
Change 3122661 on 2016/09/13 by Nick.Darnell
Checkpointing additional work on the screenshot compare dialog, moving some Directory path picker widget into a more common area. Moving some "Find the best top level window handle for this widget for dialogs' code out of the main frame module and into Slate Application where it probably belongs.
#rb none
Change 3122678 on 2016/09/13 by Jamie.Dale
Fixing CIS error on Clang
CoreUObject needs to be included before USTRUCT can be used.
#rb none
Change 3122686 on 2016/09/13 by Jamie.Dale
Fixing CIS error on Clang
CoreUObject needs to be included before UCLASS can be used.
#rb none
Change 3122728 on 2016/09/13 by Nick.Darnell
UMG - Exposing a trace channel for the WIC, defaults to Visibility. Improving how the WIC handles the cursor moving off the widget, it now maintains the last hit location rather than 0,0 which would cause things like dragged Sliders to reset to the left. Ideally - the WIC would know the underlying widget has capture and continue to fake collision against an imaginary plane to simulate a continuous surface.
#jira UE-35167
#rb none
Change 3122775 on 2016/09/13 by Nick.Darnell
Automation - Fixing an error with the ScreenshotTools plugin, needed to add an the include for Engine.h to the PCH.
#rb none
Change 3122779 on 2016/09/13 by Nick.Darnell
Widgetnimation - Exposing more of the class to C++.
#rb none
Change 3122793 on 2016/09/13 by Nick.Darnell
Fixing a crash in UWidgetComponent::UpdateRenderTarget updating a null material instance.
#jira UE-35796
#rb none
Change 3122834 on 2016/09/13 by Matt.Kuhlenschmidt
Fixed crash undoing moves after bsp creation
https://jira.ol.epicgames.net/browse/UE-35880
#rb none
Change 3122835 on 2016/09/13 by Nick.Darnell
Reverting changes to WIdgetAnimation
#rb none
Change 3122897 on 2016/09/13 by Matt.Kuhlenschmidt
Fixed non-editor compile error
#rb none
Change 3122988 on 2016/09/13 by Alexis.Matte
Material workflow refactor
#jira UETOOL-774
#rb matt.kuhlenschmidt
Change 3123006 on 2016/09/13 by Jamie.Dale
Fixed dynamic collections not returning anything
#jira UE-35869
#rb James.Hopkin
Change 3123145 on 2016/09/13 by Alexis.Matte
Fix fbx automation test. The test found a regression cause by CL: 3120027. In the case where we dont have a LODGroup we dont want to add LODs before the build.
#jira UE-32268
#rb none
#codereview matt.kuhlenschmidt
Change 3123148 on 2016/09/13 by Matt.Kuhlenschmidt
Fix fortnite compile error
#rb alexis.matte
Change 3123208 on 2016/09/13 by Jamie.Dale
The 'find culprit' dialog now honors the user choice
#rb RichTW
Change 3123545 on 2016/09/13 by Nick.Darnell
Slate - Adjusting the window dialog host finding code to do a better job of searching for slate windows and excluding popups and non-regular windows.
#rb none
Change 3124494 on 2016/09/14 by Jamie.Dale
Added ~ to the list of invalid characters for object/package names
#jira UE-12908
#rb Matt.Kuhlenschmidt
Change 3124513 on 2016/09/14 by Gareth.Martin
Implemented filter to allow painting foliage on other foliage
- Altered foliage filters so it will no longer paint on object types which don't have a filter, e.g. skeletal meshes
#rb Allan.Bentham
#2472
Change 3124523 on 2016/09/14 by Jamie.Dale
PR #2724: Fix ScrollBox right mouse/touch grab scrolling functionality (Contributed by aarmbruster)
#jira UE-34811
#jira UE-32082
#rb none
Change 3124607 on 2016/09/14 by Nick.Darnell
UMG - Adding BoundsScale support to the WidgetComponent's CalcBounds function.
#jira UE-35667
#rb none
Change 3124785 on 2016/09/14 by Gareth.Martin
Made some foliage functions editor-only to fix non-editor build
#rb none
Change 3124795 on 2016/09/14 by Gareth.Martin
Saved/loaded the new foliage filter
#rb Allan.Bentham
#2472
Change 3124915 on 2016/09/14 by Michael.Dupuis
#jira UE-19511
Add support for Add to source control on DefaultEditorPerProjectUserSettings file
Remove CheckoutNotice when not editing a DefaultXXXX.ini file
Edit proper config file either we're modifying settings from a Default file or Local user file
#codereview Matt.Kuhlenschmidt Max.Preussner
#rb Alexis.Matte
Change 3125266 on 2016/09/14 by Jamie.Dale
Fixed ULocalizationTarget::DeleteFiles not deleting cultures, and using SCC wrong
#rb none
Change 3125385 on 2016/09/14 by Matt.Kuhlenschmidt
Fix crash when using SaveAs to save over top of an existing level
#rb none
https://jira.ol.epicgames.net/browse/UE-35919
https://jira.ol.epicgames.net/browse/UE-35921
Change 3125487 on 2016/09/14 by Alexis.Matte
Fix cook content, regression induce by the material workflow refactor
#rb matt.kuhlenschmidt
Change 3126217 on 2016/09/15 by Gareth.Martin
Unset bHasPerInstanceHitProxies on landscape grass components, as they don't have individually editable instances
#rb Allan.Bentham
Change 3126311 on 2016/09/15 by Jamie.Dale
Placement mode fixes
- The display name is now cached correctly on construction, and the FPlaceableItem instance used with SPlacementAssetEntry is now const.
- Ensured that the ID used by FPlaceableItem could never overflow.
- Fixed some types being missing from the "All Classes" list.
- Fixed the escape key not cancelling the search.
#jira UE-35972
#rb James.Hopkin
Change 3126325 on 2016/09/15 by Jamie.Dale
Made sure that UWorld::GetAssetRegistryTags called its Super function so that properties tagged as AssetRegistrySearchable will be added.
#rb Andrew.Rodham
Change 3126403 on 2016/09/15 by Gareth.Martin
Added Find and Contains functions to TBitArray
#rb Steve.Robb
Change 3126405 on 2016/09/15 by Gareth.Martin
Allowed instances of Hierarchical Instanced Mesh Components to be moved around with the transform widget in the blueprint editor
- Just like regular instanced mesh components!
Also fixed not being able to move instances of an instanced mesh component when it is the root component
Also also fixed Hierarchical Instanced Mesh Components not flushing their async tree build on saving (this was causing log spam from PostLoad when dragging instances around as the blueprint would constantly reinstance the component before the async tree build had finished)
#jira UE-29357
#rb Allan.Bentham
Change 3126444 on 2016/09/15 by Jamie.Dale
Fixed the loc dashboard configs not working with SCC
This isn't a great solution, but the whole way the loc dashboard manages its config data is in need of an overhaul.
#rb none
Change 3126446 on 2016/09/15 by Jamie.Dale
Fixed loc dashboard game and engine targets sharing the same expansion settting
#rb none
Change 3126555 on 2016/09/15 by Chris.Wood
Removed WER from Windows crash handling. Crashes saved to log folder and passed to CRC with explicit path.
[UE-34470] - Investigate WER settings and if they can conflict with CRC on Windows
#rb Steve.Robb
Change 3126586 on 2016/09/15 by Gareth.Martin
Fixed missing landscape components when using a LODBias (cloned from 4.13.1)
#jira UE-35873
#rb Jack.Porter
Change 3126610 on 2016/09/15 by Jamie.Dale
Stopped PS4 from always staging all ICU data files
#rb Marcus.Wassmer
Change 3126779 on 2016/09/15 by Michael.Dupuis
#jira UE-32914 Improve the help text to provide usage examples and params
#rb Alexis.Matte
Change 3126849 on 2016/09/15 by Matt.Kuhlenschmidt
Fix font material and outline font material not being animatable in sequencer
#rb frank.fella
Change 3126858 on 2016/09/15 by Matt.Kuhlenschmidt
File not saved
#rb none
Change 3127001 on 2016/09/15 by Matt.Kuhlenschmidt
Fixed reset to default state still not appearing in all cases after changing a property.
#rb none
Change 3127038 on 2016/09/15 by Nick.Darnell
UMG - Improving focus setting for users on widgets. If we're unable to set the focus immediately, possibly because the user is setting focus in the Construct callback before the widget is in the tree, we now update the SlateOperations FReply on LocalPlayer to set focus next frame when it's more likely the widget will become focusable.
#rb none
Change 3127061 on 2016/09/15 by Nick.Darnell
Slate - We now have a reentrancy guard in TPanelChildren to avoid the broad cases where users might attempt to remove children while all children are being removed. Which is an easy case to engineer if you've got widgets spawning children managed by another widget, that all go away at the same time, thus causing the parent to attempt to cleanup children. The end result is a delete while deleting. So now TPanelChildren prevents adds/removes while emptying the list of children.
#jira UE-35726
#rb Matt.Kuchlenschmidt
Change 3127205 on 2016/09/15 by Alex.Delesky
#jira UE-18013 - Users can now add Textures, Materials, or Sprites to a Widget Blueprint directly from the content browser. This also fixes a few issues with adding Widget Blueprints to another Widget BP from the content browser, such as adding a widget to itself or creating a circular dependency.
#rb Nick.Darnell
Change 3127971 on 2016/09/16 by Matt.Kuhlenschmidt
Fix crash in scene outliner if actors become invalid
#rb none
https://jira.ol.epicgames.net/browse/UE-35932
Change 3128011 on 2016/09/16 by Matt.Kuhlenschmidt
Added guards for crashes accessing slate resources for deleted uobjects
#rb nick.darnell
Change 3128067 on 2016/09/16 by Michael.Dupuis
#jira UE-34158 Add an option to auto expand advanced details
#rb Alexis.Matte
Change 3128073 on 2016/09/16 by Michael.Dupuis
#jira UE-1145
Set Save As to Ctrl + Alt + S
Set Save All to Ctrl + Shift + S
Set Save Current to Ctrl + S
#rb Alexis.Matte
Change 3128117 on 2016/09/16 by Jamie.Dale
Updated the pin-type filter combo to filter on both the localized and source type descriptions
#jira UE-36081
#rb none
Change 3128177 on 2016/09/16 by Alexis.Matte
#jira UE-35946 Remove unnecessary GetReadValue call with bad parameter. The read value call is cache so subsequent call was returning the bad cache value.
#rb michael.dupuis
#codereview matt.kuhlenschmidt
Change 3128387 on 2016/09/16 by Gareth.Martin
Fixed location and rotation of arrow widget in the landscape mirror tool when using one of the new "Rotate" modes
#jira UE-36093
#rb none
Change 3128445 on 2016/09/16 by Matt.Kuhlenschmidt
Guard against scene outliner crash. Print out tree when items appear twice.
https://jira.ol.epicgames.net/browse/UE-35935
#rb none
Change 3128454 on 2016/09/16 by Matt.Kuhlenschmidt
Remove category for WindowTitleBarArea. It is very custom for internal use and should not be a top level widget
#rb none
Change 3128482 on 2016/09/16 by Michael.Dupuis
Added new key binding for generic Save, Save As
Added new key binding for Save All for the content browser
#rb Alexis.Matte (approved by MattK)
Change 3128560 on 2016/09/16 by Matt.Kuhlenschmidt
Fix build warning
#codereview nick.darnell
#rb none
Change 3128642 on 2016/09/16 by Alexis.Matte
#jira UE-36047 We now convert the light color correctly when importing and exporting fbx files. UE4 is sRGB and FBX is linear
#rb none
#codereview matt.kuhlenschmidt
Change 3128733 on 2016/09/16 by Nick.Darnell
UMG - Fixing a bad merge, some code was removed causing all BindWidget statements to fail to compile correctly.
#jira UE-36105
#rb none
Change 3128768 on 2016/09/16 by Matt.Kuhlenschmidt
Fix selection outline showing around edges of all internal mesh sections of a component instead of around the entire actor
#rb none
Change 3128779 on 2016/09/16 by Matt.Kuhlenschmidt
Fix offset characters on some small fonts
#rb none
Change 3130057 on 2016/09/19 by Jamie.Dale
Fixing volatility and invalidation issues for text widgets
#jira UE-33988
#rb Nick.Darnell
Change 3130064 on 2016/09/19 by Jamie.Dale
Changed mprof meta-data to allow unicode strings and updated ReadString to deal with them correctly
#rb James.Hopkin
Change 3130233 on 2016/09/19 by Michael.Dupuis
#jira UE-32914 Added missing args that the UI supported
#rb Alexis.Matte
Change 3130265 on 2016/09/19 by Nick.Darnell
Automation - Cleaning up some API items.
#rb none
Change 3130378 on 2016/09/19 by Matt.Kuhlenschmidt
Fix reentrancy saving assets while a prompt for checkout dialog is open
#rb none
Change 3130398 on 2016/09/19 by Jamie.Dale
Fixing UHT error when building
#rb none
Change 3132101 on 2016/09/20 by Nick.Darnell
UMG - Adding a toolbar option in the designer for the 'G' command, similar to 'Game View' in the level editor, it disables all the dashed lines / future editor visuals.
#rb none
Change 3132110 on 2016/09/20 by Nick.Darnell
PR #2792: ShowFlags for WidgetComponents (Contributed by projectgheist)
#jira UE-13770
#rb Nick.Darnell
Change 3132111 on 2016/09/20 by Nick.Darnell
UMG - The retainer now embeds a virtual window into the focus path so that paths are resolved correctly.
#rb none
Change 3132138 on 2016/09/20 by Michael.Dupuis
#jira UE-30945 Added missing PostEditComponentMove after drag is finished
#rb Alexis.Matte
Change 3132147 on 2016/09/20 by Michael.Dupuis
#jira UE-30866 Fixed the filter to work properly
#rb Alexis.Matte
Change 3132190 on 2016/09/20 by Matt.Kuhlenschmidt
Fix static analysis warnings in this file
#rb none
Change 3132231 on 2016/09/20 by Nick.Darnell
Slate - Updating the material blend states to match what is expected of Slate rendering, which differs a lot from the scene renderer with the way it treats alpha. This fixes translucent rendering with the retainer widget, users will need to set their materials to Alpha Composite though for it to behave as expected.
#jira UE-33285
#rb none
Change 3132255 on 2016/09/20 by Alex.Delesky
#jira UE-36048 - TMap and TSet properties are now disallowed from adding more children through the Details panel when they contain the dfault value for a key or element. Reset to Default is also no longer allowed on a Map or Set child when it will result in a second default value existing within the container.
#rb Matt.Kuhlenschmidt
Change 3132587 on 2016/09/20 by Mike.Fricker
MIDI Plugin: Fixed a CIS error in shipping configuration (introduced in CL 3108604)
#rb none
#lockdown matt.kuhlenschmidt
Change 3132623 on 2016/09/20 by Matt.Kuhlenschmidt
Fix crash opening the cooker settings
https://jira.it.epicgames.net/browse/UE-36197
#rb none
#lockdown nick.darnell
Change 3133144 on 2016/09/20 by Nick.Darnell
Build configuration for automation tests.
#rb none
#lockdown matt.kuhlenschmidt
Change 3133206 on 2016/09/20 by Matt.Kuhlenschmidt
Fix default material on odin text
#rb none
#lockdown nick.darnell
Change 3133913 on 2016/09/21 by Nick.Darnell
Back out revision 17 from //UE4/Dev-Editor/Engine/Source/Runtime/UMG/Private/Slate/SRetainerWidget.cpp
#rb none
#jira UE-36231
#lockdown matt.kuhlenschmidt
[CL 3133983 by Matt Kuhlenschmidt in Main branch]
2016-09-21 10:07:18 -04:00
FSlateApplication : : Get ( ) . FindBestParentWindowHandleForDialogs ( nullptr ) ,
2016-01-07 04:39:47 -05:00
LOCTEXT ( " ImportCertificateDialogTitle " , " Import Certificate " ) . ToString ( ) ,
2014-11-07 15:46:06 -05:00
FPaths : : GetProjectFilePath ( ) ,
TEXT ( " " ) ,
FileTypes ,
EFileDialogFlags : : None ,
OpenFilenames ,
FilterIndex
) ;
}
if ( bOpened )
{
2015-01-29 14:25:09 -05:00
const UIOSRuntimeSettings & Settings = * GetDefault < UIOSRuntimeSettings > ( ) ;
2017-09-11 10:43:35 -04:00
FString BundleIdentifier = Settings . BundleIdentifier . Replace ( * gProjectNameText , FApp : : GetProjectName ( ) ) ;
Copying //UE4/Release-Staging-4.14 to //UE4/Dev-Main (Source: //UE4/Release-4.14 @ 3182951)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3182951 on 2016/11/02 by Luke.Thatcher
[RELEASE] [PS4] [!] Fix "play together" invitations handling in PS4 OSS.
- Wrong condition in GetUserWebApiContext. Web API contexts can be created for local users (i.e. FUniqueNetIdPS4 instances with a valid SceUserServiceUserId).
#jira UE-38017
Change 3182892 on 2016/11/02 by Luke.Thatcher
[RELEASE] [PS4] [!] Fix incorrect identity API implementation in PS4 OSS.
- System events directly drive the login state of a user. This also removes the blocking call to sceNpGetState().
- GetAuthToken is only called if the engine calls IOnlineIdentity::Login().
#jira UE-38017
Change 3182767 on 2016/11/02 by Luke.Thatcher
[RELEASE] [PS4] [!] Fix PS4 session invitations.
- Was calling old Web API with SceNpOnlineId where SceNpAccountId is needed.
- Replaced with NpToolkit2's session invitation API.
#jira UE-38020
Change 3182766 on 2016/11/02 by Luke.Thatcher
[RELEASE] [PS4] [!] Fix assert in FUniqueNetIdPS4::FindOrCreate. We were assuming an online-only ID could never become a local ID. This isn't the case in the following scenario:
- Two users join a session on two separate PS4s.
- One user signs into the other user's PS4 with the same account, with a second controller. PSN logs him out of the first PS4.
- That user's Net ID has now migrated from being online-only, to local-with-online. This is a case that was not handled.
#jira UE-38017 UE-38020
Change 3182765 on 2016/11/02 by Luke.Thatcher
[RELEASE] [PS4] [~] Additional logging for PS4 OSS "Play Together".
#jira UE-38017 UE-38020
Change 3182633 on 2016/11/01 by Jack.Porter
Fix crash sculpting a landscape with grass that uses the landscape's lightmap, when lighting has not been built
#jira UE-38042
Change 3182332 on 2016/11/01 by Mieszko.Zielinski
Added a sanity check to UNavigationSystem::AddElementToNavOctree to guard agains DirtyElement.NavInterface being null #UE4
#jira UE-37588
Change 3182321 on 2016/11/01 by Dmitry.Rekman
Updated READMEs for 4.14 (UE-38059).
#jira UE-38059
Change 3182231 on 2016/11/01 by Mitchell.Wilson
Adding Is Valid node in Retargeting_WorldInteractionBP to resolve warning.
#jira UE-38079
Change 3182164 on 2016/11/01 by Matt.Kuhlenschmidt
Fix alll collision being disabled if you dont auto-generate a simple hull when importing an FBX
#jira UE-38091
Change 3182017 on 2016/11/01 by Chris.Babcock
Disable glVertexAttribIPointer on PowerVR Rogue
#jira UE-38074
#ue4
#android
Change 3181942 on 2016/11/01 by Mitchell.Wilson
Resolving multiple warnings in CIS for Elemental Demo.
#jira UE-38075
Change 3181941 on 2016/11/01 by Nick.Shin
PhysX Bulid Automation script update
#jira UE-37329 'Compile UE4Game HTML5' - 300 Warnings
Change 3181939 on 2016/11/01 by Ryan.Vance
#jira UE-38072
We need to add a hook that can be called after native present has finished for SteamVR.
PostPresentHandoff should be called when using the interleaved compositor immediately after we've submitted our eye buffers and called present for the mirror window. This unblocks the compositor process so it can do it's re-projection work. Otherwise it will block until we call WaitGetPoses which is a ways into the next frame.
Change 3181849 on 2016/11/01 by Nick.Shin
jukka's (Mozilla) fixes to SSE2 and GL issues for HTML5
jukka's (Mozilla) python scripts to build ThirdParty HTML5 libs
the python scripts will need tweaking - they were moved from their original locations from:
https://github.com/Mozilla-Games/UnrealEngine/commit/fd48bc0e4a5f0278a1c036d2b81036ab1270ad68
the CMakeLists.txt (and one configure.ac) files are defiinitely used from the (bash) shell build script (to build thirdparty libs for HTML5)...
update existing (bash shell script and UE4 c#) build files to use the new "incoming" emsdk
#jira UE-37329 -'Compile UE4Game HTML5' - 300 Warnings
Change 3181848 on 2016/11/01 by Nick.Shin
update compiled ThirdParty HTML5 libs using new emscripten tool chain (CL:#3180924)
#jira UE-37329 - //UE4/Main: Step 'Compile UE4Game HTML5' - 300 Warnings
Change 3181838 on 2016/11/01 by Nick.Shin
new emscripten tool chain configured by jukka from Mozilla
see Engine/Extras/ThirdPartyNotUE/emsdk/emscripten/incoming/EPIC_VERSION for details on where did this version come from
#jira UE-37329 - //UE4/Main: Step 'Compile UE4Game HTML5' - 300 Warnings
Change 3181611 on 2016/11/01 by Allan.Bentham
Recreate vulkan swapchain after a pause/resume on android.
#jira UE-36454
Change 3181451 on 2016/11/01 by Chris.Wood
CrashReportClient no longer attempts to restart Launcher-run Editors via IPC with the Launcher. They are now restarted directly.
[UE-37794] - Send and Restart from Crash Reporter Opens Project Browser
Launcher can't accept command line args when restarting an application so it can't restart the editor with the right project.
Also fixes broken SlateReflector in CRC (switched off in checked in version)
#jira UE-37794
Change 3181117 on 2016/11/01 by Dmitriy.Dyomin
Fixed: Text Actors not Rendering on Mobile
PowerVR based devices were rendring opaque objects twice
#jira UE-37949
Change 3181102 on 2016/11/01 by Jack.Porter
Fix for editor crash during Landscape sculpting on pressing Ctrl+z (Subdivision enabled in material)
#jira UE-36050
Change 3180851 on 2016/10/31 by Daniel.Wright
Ray Traced Distance Field shadows must be projected last, since they overlap the depth range as Far CSM. Fixes Kite demo medium-distance shadowing.
#jira UE-37793
Change 3180844 on 2016/10/31 by Michael.Trepka
Disabled high-DPI in Mac CrashReportClient
#jira UE-37697
Change 3180803 on 2016/10/31 by Michael.Trepka
Setup Mac Metal layer on the main thread to solve issues with empty game window when showing a separate log window.
#jira UE-37998
Change 3180764 on 2016/10/31 by zachary.wilson
Checkking in content for Lighting scenarios test, currently incomplete but needed for bug repro
#jira UE-29618
Change 3180666 on 2016/10/31 by Dmitry.Rekman
Fix Linux client & server hang when decoding voice chat (UE-36108).
- break out of voice channel while loop if unable to serialize the voice packet data.
- fixed by JoshM
#jira UE-36108
Change 3180428 on 2016/10/31 by Mitchell.Wilson
Rebuilt lighting in all Content Examples levels and saved to resolve warnings.
#jira UE-37880
Change 3180399 on 2016/10/31 by Dmitry.Rekman
Linux: revert to old commandline switch -binnedmalloc (UE-38001).
#jira UE-38001
Change 3180298 on 2016/10/31 by Steve.Robb
Extra information about which class has failed to have its CppStructOps initialized.
#jira UE-37921
Change 3180289 on 2016/10/31 by John.Pollard
Fix crash in FCurlHttpRequest::DebugCallback
+ Specify the string length to FString's constructor as the result from StringCast is not null terminated if the string's length is specified (instead of assuming null termination).
#jira UE-36658
Change 3180200 on 2016/10/31 by Benjamin.Hyder
Updating QA-Materials to include BuiltData
#jira UE-29618
Change 3180173 on 2016/10/31 by Nick.Whiting
Fixing up static analysis warning about array size in GoogleVRHMD code
#jira UE-38007
Change 3180123 on 2016/10/31 by ryan.brucks
#jira UE-35977
hooked up missing transform node inside of newly added function so that it works with variable rotations.
Change 3180108 on 2016/10/31 by Benjamin.Hyder
Updating QA-Effects map to include BuiltData
#jira UE-29618
Change 3180104 on 2016/10/31 by Marc.Audy
Don't recreate the render state if the component got unregistered in the interim.
#jira UE-37968
Change 3180084 on 2016/10/31 by Allan.Bentham
Use glVertexAttribIPointer for ES3.
Enable SupportsTextureMaxLevel for ES3.
ensure GL_HALF_FLOAT is used for vertex half float format on ES3 (instead of GL_HALF_FLOAT_OES)
Fix assert when previewing ES3.1 with PC OpenGL.
#jira UE-37472
Change 3180082 on 2016/10/31 by Luke.Thatcher
[RELEASE] [PS4] [-] Back out PS4 OSS warnings filter in UBT output (original CL 3150360).
- We weren't relying on this anyway, since the build machines are filtering based on a perl script (See CL 3151027)
#jira UEPLAT-1424
Change 3180044 on 2016/10/31 by Michael.Trepka
Don't create additional autorelease pool for Metal context on the game thread.
#jira UE-37894
Change 3180023 on 2016/10/31 by Luke.Thatcher
[RELEASE] [PS4] [^] Merge (as edit) PlayStation 4 Online Subsystem refactor for Sony SDK 4.008.061 (CL 3178249) from //UE4/Dev-Platform to OrionGame in //UE4/Release-4.14
Original CL description:
[~] Upgrade PlayStation 4 Online Subsystem to be compliant with Sony's new APIs in SDK 4.008.061.
- Replaced deprecated APIs with new ones.
- Replaced NpToolkit with NpToolkit2.
- Refactor of FUniqueNetIdPS4 and related code. FUniqueNetIdPS4 is now immutable and immovable.
- Added online ID cache system, which calls out to Sony's new ID Mapper Web API.
Contains a breaking change in FUniqueNetId
- FUniqueNetId::ToString() now returns the SceNpAccountId string of a user, rather than the SceNpOnlineId string.
- Custom backends which rely on this string to identify users will need to support SceNpAccountIds, and map them to existing accounts.
#jira UEPLAT-1424
Change 3179973 on 2016/10/31 by Sam.Deiter
#Jira UEDOC - 3957
#UE4 Docs: Fixing typos in the landscape tutorials for bug UEDOC - 3957
#Code_Review lauren.ridge, jeff.wilson, ian.shadden, wes.bunn, chase.mcallister, robert.gervais
Change 3179930 on 2016/10/31 by Luke.Thatcher
[RELEASE] [PS4] [^] Merge (as edit) PlayStation 4 Online Subsystem refactor for Sony SDK 4.008.061 (CL 3178249) from //UE4/Dev-Platform to //UE4/Release-4.14
Original CL description:
[~] Upgrade PlayStation 4 Online Subsystem to be compliant with Sony's new APIs in SDK 4.008.061.
- Replaced deprecated APIs with new ones.
- Replaced NpToolkit with NpToolkit2.
- Refactor of FUniqueNetIdPS4 and related code. FUniqueNetIdPS4 is now immutable and immovable.
- Added online ID cache system, which calls out to Sony's new ID Mapper Web API.
Contains a breaking change in FUniqueNetId
- FUniqueNetId::ToString() now returns the SceNpAccountId string of a user, rather than the SceNpOnlineId string.
- Custom backends which rely on this string to identify users will need to support SceNpAccountIds, and map them to existing accounts.
#jira UEPLAT-1424
Change 3179539 on 2016/10/31 by Jack.Porter
Fix crash when Toggling Landscape Mode with Hidden Sub-Level containing a Landscape
#jira UE-37954
Change 3179309 on 2016/10/29 by Benjamin.Hyder
Re-Saving Foliage asset in Tm-DistanceFields
#jira UE-29618
Change 3179308 on 2016/10/29 by Benjamin.Hyder
updating AutoLOD settings for foliage example in TM-Shadermodels
#jira UE-29618
Change 3179135 on 2016/10/28 by Chris.Babcock
Only use alternative event flow for Daydream packaged applications
#jira UE-37847
#ue4
#android
Change 3178995 on 2016/10/28 by JohnHenry.Carawon
Adding test content for the World Origin Rebasing feature
#jira UE-29618
Change 3178994 on 2016/10/28 by Chris.Babcock
Disable ARM64 Google Play Games - need new library to fix crash
#jira UE-37972
#ue4
#android
Change 3178955 on 2016/10/28 by Marc.Audy
Don't worry about clearing from world's end of frame update frame if being GC'd
#jira UE-37928
Change 3178921 on 2016/10/28 by Daniel.Wright
[Copy] Scene captures and planar reflections force a scene color alpha channel to be used when they are capturing (does not affect the scene color format for the main views). Fixes planar reflections with r.SceneColorFormat=3.
Setup scissor for scene depth resolves, helps with passes using screenpercentage to reduce resolution. Planar reflection depth resolves .8ms -> .2ms on 970
#jira UE-37970
Change 3178919 on 2016/10/28 by Daniel.Wright
[Copy] Fixed planar reflections in forward shading. The change to disable checkerboard SSS caused scene color alpha to be non-zero for opaque / masked pixels in forward, but there's no SSS pass run later to correct it, since this is the forward rendering path.
#jira UE-37970
Change 3178905 on 2016/10/28 by Max.Chen
Sequencer: Fix fade track instance compile
#jira UE-37939
Change 3178808 on 2016/10/28 by Dmitry.Rekman
Linux: fix crash on exit (UE-37536).
- Base virtual function (PostRun()) was called due to thread being stopped at the moment when the subclass destructor has already run.
#jira UE-37536
(Edigrating 3175651 from Dev-Platform to Release-4.14)
Change 3178707 on 2016/10/28 by Marc.Audy
Fix inverted null check that caused load game from slot to fail if using a BP generated class
#jira UE-37774
Change 3178664 on 2016/10/28 by Alexis.Matte
Fix the fbx automation tests
#jira UE-37960
Change 3178617 on 2016/10/28 by Bart.Hawthorne
Fix issue where changing the world origin in a single player game would try to access the FNetworkPredictionData_Client_Character on character movement components
#jira UE-37692
#tests ran QA game and tested that assert no longer fired in debug
Change 3178615 on 2016/10/28 by Max.Chen
Matinee to Level Sequence: Added interface to extend the matinee to level sequence converter
Copy from Dev-Sequencer
#jira UE-37328
#2864
Change 3178553 on 2016/10/28 by Michael.Trepka
Don't wait for the main thread in FMacWindow::Show()
#jira UE-37915
Change 3178526 on 2016/10/28 by Alexis.Matte
Clean unused material when importing a skeletal mesh. Its possible to have a material reference in a fbx node and not have any face referencing this material.
#jira UE-37923
Change 3178451 on 2016/10/28 by Mitchell.Wilson
Limit the max angle the cannon tower can be rotated when manually aiming.
When max rotation is reached, debug line turns red to be consistent with the arrow tower.
#jira UE-36512
Change 3178420 on 2016/10/28 by Lina.Halper
Fix build issue
#jira: UE-37911
Change 3178390 on 2016/10/28 by mason.seay
Enabling follow on certain notifies to help catch issues
#jira UE-29618
Change 3178325 on 2016/10/28 by Zak.Middleton
#ue4 - (4.14) - Fix crash when player is destroyed and server PlayerController checks to see if it needs to force a network update. Also fix crash when calling ACharacter::SetReplicateMovement when not on the server.
Mirror CL 3178247 and CL 3178256 in Dev-Framework.
#jira UE-37902
Change 3178312 on 2016/10/28 by Max.Chen
Sequencer: Fade only oin the current player context, not on all worlds.
#jira UE-37939
Change 3178267 on 2016/10/28 by Lina.Halper
Fix issue with anim editor sound play notify doesn't work with follow option
#jira: UE-37946
Change 3178146 on 2016/10/28 by Lina.Halper
#fix crash with thumbnail update when there is no animation, and so on.
#code review: Benn.Gallagher
#jira: UE-37911
Change 3178145 on 2016/10/28 by Matthew.Griffin
Fixed Clean process during a Hot Reload
Prevent engine build products, intermediates and exe/dlls from being deleted during Hot Reload and make sure Hot Reload state is preserved
#jira UE-37616
Change 3178143 on 2016/10/28 by Mitchell.Wilson
Updating BP_Spinning_Logo to stop spinning when disabled instead of finishing the rotation.
#jira UE-36269
Change 3178110 on 2016/10/28 by Mitchell.Wilson
Rebuilt lighting and saved levels.
#jira UE-36913
Change 3178070 on 2016/10/28 by Mitchell.Wilson
Adjusted trigger ragdoll time in shooter character so the character does not appear to float while in death animation.
#jira UE-37124
Change 3178034 on 2016/10/28 by Jon.Nabozny
Add missing Super::Tick call to ATP_TopDownCharacter::Tick.
#jira UE-37914
Change 3178021 on 2016/10/28 by Max.Chen
Sequence Recorder: Disable auto possess player for recorded pawns. This fixes a bug where if you record a third person template character, when you open the sequence, the recorded character will possess the viewport.
Copy from Dev-Sequencer
#jira UE-35342
Change 3177992 on 2016/10/28 by Matt.Kuhlenschmidt
Fix outlined text accumulating error due to measuring the outlines for each text run rather than the entire string
#jira UE-37935
Change 3177981 on 2016/10/28 by Nick.Darnell
UMG - Fixing how the virtual window calculates desired size. It was including scale again, which is fine for SWindow, but isn't what we want on the SVirtualWindow, should probably consider making a new SWindowBase class they can both share in the future.
#jira UE-36861
Change 3177888 on 2016/10/28 by Matthew.Griffin
Back out revision 4 from //UE4/Release-4.14/Engine/Source/Runtime/Engine/Private/InheritableComponentHandler.cpp
Change 3177881 on 2016/10/28 by Matthew.Griffin
Added guards to WITH_EDITOR only static initialisation
Change 3177871 on 2016/10/28 by Matt.Kuhlenschmidt
Fix crash import fbx scenes if objects contain procedural textures (not supported)
#jira UE-37917
Change 3177856 on 2016/10/28 by Matthew.Griffin
Adding THIRD_PARTY_INCLUDES macros around Google VR includes to fix static analysis warnings
Change 3177815 on 2016/10/28 by Graeme.Thornton
Non-editor build fix
#jira UE-37929
Change 3177812 on 2016/10/28 by Graeme.Thornton
Fix for COTF crash with EDL. Manually copied from CL 3174743 in Dev-Core
#jira UE-37810
Change 3177737 on 2016/10/28 by Guillaume.Abadie
Brings over 3141695 and 3173310 from //Odin/Main: Fixes particle collision in the forward renderer.
#jira UE-37927
Change 3177703 on 2016/10/28 by Phillip.Kavan
[UE-37852] Ensure that we create a unique template object in a child class's ICH when overriding an inherited SCS default scene root node.
change summary:
- added UInheritableComponentHandler::SCSDefaultSceneRootOverrideNamePrefix
- modified UInheritableComponentHandler::CreateOverridenComponentTemplate() to special-case SCS default scene root node overrides when determining the new template name
- modified UInheritableComponentHandler::PostLoad() to special-case SCS default scene root node overrides during template name fixup
- modified SSCSEditor::RemoveComponentNode() to skip renaming the component template away from the variable name for the default scene root node, since we don't actually recreate it when it gets re-added
#jira UE-37852
Change 3177600 on 2016/10/27 by Chris.Babcock
Pass through the intent action from splash screen
#jira UE-37925
#ue4
#android
Change 3177436 on 2016/10/27 by Mike.Beach
Guarding against a top crash that could occur when pasting a select node (unknown how) - now using an unchecked accessor to get a specific pin, and guarding again a null (instead of asserting).
#jira UE-37910
Change 3177365 on 2016/10/27 by Daniel.Wright
Fixed access of FPrecomputedLightVolumeData after it has been deleted (causes crash on exit with USE_MALLOC_STOMP enabled)
#jira UE-37903
Change 3177236 on 2016/10/27 by Mitchell.Wilson
Updated UVs on M_FloorTiles1 to resolve precision issues with the material's normal on mobile devices.
Fixed reflection captures in the level and rebuilt lighting.
#jira UE-36624
Change 3177235 on 2016/10/27 by mason.seay
Vehicle Assets
#jira UE-29618
Change 3177036 on 2016/10/27 by Mitchell.Wilson
Inverted throttle control for controller Right Joystick Up, Down, Y-Axis to be consistent with the info from our template wiki
#jira UE-37881
Change 3176996 on 2016/10/27 by mason.seay
Missed node link
#jira UE-29618
Change 3176993 on 2016/10/27 by mason.seay
Test AnimBP for crash
#jira UE-29618
Change 3176992 on 2016/10/27 by Mitchell.Wilson
Adding [EditoronlyBP] to DefaultEditor.ini of projects that were missing it.
#jira UE-37846
Change 3176946 on 2016/10/27 by Alexis.Matte
We recompile the material only if there is a material expression node that ask for a shader recompile when the texture is change with no specified property.
#jira UE-37705
Change 3176939 on 2016/10/27 by Alexis.Matte
Check the pointer before using it
#jira UE-37853
Change 3176927 on 2016/10/27 by mason.seay
Rebuilt Lighting
#jira UE-29618
Change 3176883 on 2016/10/27 by Steve.Robb
Fix for crash when an array property changes while instancing subobjects.
Fix for StrStr running off the end of a non-null-terminated string and a tidy up with TUniquePtr.
Fix for accessing a deleted StaticClass() in FInputBindingEditorModule::ShutdownModule.
#fyi matt.kuhlenschmidt, alex.fennell
#jira UE-37752
Change 3176811 on 2016/10/27 by Chris.Bunner
Rework of previous commit to avoid potential confusion moving forward.
#jira UE-37424
Change 3176783 on 2016/10/27 by Chris.Bunner
Default scalability settings to Epic, not Cinematic.
Duplicated default render resolution scale fix (CL 3170020).
#jira UE-37424
Change 3176692 on 2016/10/27 by Mike.Beach
Fixing up a mistake where we weren't reading all [EditoronlyBP] settings (which are now deprecated). Was causing certain settings to default to off, and caused an inaccurate deprecation warning.
#jira UE-37848
Change 3176635 on 2016/10/27 by mason.seay
Setting up skeleton for retargeting testing
#jira UE-29618
Change 3176586 on 2016/10/27 by Marcus.Wassmer
Fix crash on D3D12 editor when selecting objects
#jira UE-37861
Change 3176479 on 2016/10/27 by Robert.Manuszewski
Fix for a rare crash when loading into Orion match. Made sure the Skeleton asset is loaded before PostLoad is called on it.
#jira UE-37297
#jira UE-37711
Change 3176107 on 2016/10/27 by Phillip.Kavan
[UE-37690] AddComponent node template names now use a counter to avoid a potential component data cache mismatch with an existing instance of an old AddComponent node template.
change summary:
- added UBlueprint::ComponentTemplateNameIndex as a way to to map component class names to an incremental counter (saved).
- UK2Node_AddComponent::MakeNewComponentTemplateName() is now public, non-static, and uses an internal index map to generate unique component template names.
#jira UE-37690
Change 3176105 on 2016/10/27 by Phillip.Kavan
[UE-37686] Fix naming for archetype objects associated with new AddComponent nodes.
change summary:
- switched UK2Node_AddComponent::MakeNewComponentTemplateName() to be a public API.
- modified UBlueprintComponentNodeSpawner::Invoke() to call UK2Node_AddComponent::MakeNewComponentTemplateName() in place of MakeUniqueObjectName().
- modified UBlueprintGeneratedClass::FindArchetype() to better handle old AddComponent node template names. These were based on the UClass display name, and thus it was possible for the non-index form of that FName to collide with SCS variable names after the initial switch to use the non-indexed (base) FName for archetype matching in all cases. As a result I've reverted back to using the given ArchetypeName value for the SCS variable case.
#jira UE-37686
Change 3176009 on 2016/10/26 by Dmitriy.Dyomin
Fixed: Editor crash on changing sub-level visbility under certain conditions
#jira UE-34740
Change 3175807 on 2016/10/26 by Daniel.Wright
Fixed the editor thinking a lighting build is still active after you discard the results from one
#jira UE-37834
Change 3175777 on 2016/10/26 by Jon.Nabozny
#jira UT-6263
Fix crash when running ServerTravel on a client
Dupe of CL #3175731 on UT, checked in on behalf of ben.zeigler
Change 3175695 on 2016/10/26 by Ryan.Gerleve
Don't clear level collections in UWorld::CleanupWorld unless bCleanupResources is true.
#jira UE-37336
Change 3175628 on 2016/10/26 by Chad.Garyet
Added -Build vstream from 4-14 to allow checkins from physx
altered build script and json to reflect new changes
#JIRA UE-37085
Change 3175612 on 2016/10/26 by Martin.Wilson
Fix crash when running an in-editor cook on the fly server with unsaved virtual bone changes
#jira UE-37785
Change 3175552 on 2016/10/26 by Brian.Karis
Twinblast bust changes
#jira UE-0
Change 3175543 on 2016/10/26 by Marc.Audy
Allow audio thread on PS4 to use 7th core as opposed to being pinned to it
#jira OR-30447
Change 3175538 on 2016/10/26 by Matt.Kuhlenschmidt
Fixed a crash when clicking Apply when using the Brush Clip tool
#jira UE-37838
Change 3175502 on 2016/10/26 by Mitchell.Wilson
Enabled modulated shadows on lights in rolling template levels.
#jira UE-37047
Change 3175485 on 2016/10/26 by mason.seay
Test Map for virtual bones
#jira UE-29618
Change 3175469 on 2016/10/26 by mason.seay
Test assets for Virtual Bones testing
#jira UE-29618
Change 3175428 on 2016/10/26 by Marc.Audy
Possibly fix crash in Autosave due to dereferencing a world pointer which is freed memory
#jira UE-37590
Change 3175414 on 2016/10/26 by Michael.Trepka
Fixed mouse position calculations for secondary monitors on Mac
#jira UE-37822
Change 3175382 on 2016/10/26 by Yannick.Lange
VR Editor: - Fix: Landscape UI Elements are not visible #jira UE-36843
- Fix: First-time switch to Landscape tab in VREditor causes UI Errors #jira UE-37410
- Fix: Enabling Foilage Mode in VR Editor breaks the pointer #jira UE-37214
- Fix: Landscape sculpting when attempting to move menu panels in VREditor #jira UE-37581
#jira UE-36843 #jira UE-37410 #jira UE-37214 #jira UE-37581
Change 3175349 on 2016/10/26 by Chad.Garyet
Changing physx build agents to compile workspaces instead of full ones
#JIRA UE-37085
Change 3175267 on 2016/10/26 by Martin.Wilson
Fix retarget crash
#jira UE-37781
Change 3175205 on 2016/10/26 by Rolando.Caloca
UE4.14 - Remove erroneus assert
#jira UE-37584
Change 3175188 on 2016/10/26 by Chris.Babcock
Fix out of spec GLSL operations (contributed by JeffRous)
#jira UE-37800
#PR #2886
#ue4
#android
Change 3175156 on 2016/10/26 by Mitchell.Wilson
Adding missing iOS app icons to SunTemple project
#jira UE-36991
Change 3175095 on 2016/10/26 by Daniel.Wright
Fixed stationary skylight reflections using an inverted mask on materials without high quality reflections with Forward Shading
#jira UE-37783
Change 3175075 on 2016/10/26 by Daniel.Wright
[Copy] Support directional light dynamic shadows in any channel with forward shading, which can happen with multiple shadow casting stationary directional lights (even though only the lighting of one will appear)
#jira UE-36497
Change 3175050 on 2016/10/26 by Jamie.Dale
FTextRenderComponentMIDCache now marks MIDs as stale when the font parameters available in the parent material changes
#jira UE-37819
Change 3175039 on 2016/10/26 by Daniel.Wright
Fixed Duplication mode
#jira UE-37231
Change 3174996 on 2016/10/26 by Mitchell.Wilson
Removing [EditoronlyBP] changes made to DefaultEditor.ini. EDL is now disabled by default in ShooterGame.
#jira UE-37648
Change 3174987 on 2016/10/26 by Jon.Nabozny
Fix crash when moving InstancedStaticMeshComponent in editor when it had no mesh set, but had instances.
#jira UE-37594
Change 3174803 on 2016/10/26 by Ori.Cohen
Fix world origin shifting causing a crash inside physx.
#JIRA UE-37745
Change 3174776 on 2016/10/26 by Allan.Bentham
Work around broken depth reads on Galaxy S4.
#jira UE-35481
Change 3174723 on 2016/10/26 by Robert.Manuszewski
Changing the criteria for UBL to ignore the event driven loader flag to IsEngineInstalled() just like at runtime.
#jira UE-37617
Change 3174650 on 2016/10/26 by Matthew.Griffin
Ensured that Online Subsystem Oculus plugin is precompiled successfully for Android
Change 3174644 on 2016/10/26 by Matthew.Griffin
Fixing GoogleVR compile issues
Change 3174352 on 2016/10/25 by Daniel.Wright
Rename map build data along with the world - fixes lighting lost on map rename / save as.
Duplicate map build data along with the world - fixes lighting lost on map duplicate in the content browser, or save as when the source already exists.
Save map build data packages in SaveWorld - fixes lighting being lost on save as.
#jira UE-37231
Change 3174335 on 2016/10/25 by Chris.Babcock
Corrected Proguard issue with Codeworks for Android 1R5 installers
#jira UE-37680
#ue4
#android
Change 3174318 on 2016/10/25 by Marcus.Wassmer
Duplicate 3174187
#jira UE-37020
Change 3174263 on 2016/10/25 by patrickr.donovan
Test content updates and additions. Lighting Channel map added to TM-VRLoader.
#jira UE-29618
Change 3174120 on 2016/10/25 by Daniel.Wright
UObject::PostDuplicate with DuplicateMode
* Allows differentiating between being duplicated as part of a world duplication vs duplication within a level
* This is needed when generating a guid that needs to be unique within a level, but constant across instances of that level, like a light component
#jira UE-37231
Change 3174113 on 2016/10/25 by Daniel.Wright
Fixed log spam
#jira UE-37522
Change 3174010 on 2016/10/25 by Jamie.Dale
Fixed several crashes in the Session Frontend when viewing profiles
- SFiltersAndPresets wasn't being cleared when the profile data was changed back to a live instance.
- SFiltersAndPresets could crash if it was updated when no profile was selected.
- SDataGraph could cause a crash if you clicked on it when there was no data (passed a range of -1, 0).
- A session update message would clobber any loaded profile data, resetting to the current instance.
#jira UE-37597
Change 3173982 on 2016/10/25 by mason.seay
Deleting unneeded asset
#jira UE-29618
Change 3173912 on 2016/10/25 by Ori.Cohen
Fix divide by 0 crash when torque curve is 0
#JIRA UE-37737
Change 3173866 on 2016/10/25 by Ben.Marsh
Remove setting forcing UnrealCEFSubProcess to compile using Visual Studio 2013.
#jira UE-37678
Change 3173824 on 2016/10/25 by Ben.Marsh
Fix trying to recompile UBT in Rocket builds when cleaning a build target.
#jira UE-37616
Change 3173812 on 2016/10/25 by Nick.Darnell
XBoxOne - The Vertex and Index buffers are now allocated with the right nextwriteoffset to prevent stomping old data on future writes.
#jira UE-37757
Change 3173808 on 2016/10/25 by Ben.Marsh
Fix batch files detecting MSBuild install locations for Visual Studio "15" preview 5.
#jira UE-37627
Change 3173711 on 2016/10/25 by Ori.Cohen
Fix linux compiler issues for physx
#JIRA UE-37085, UE-37114, UE-37116
Change 3173704 on 2016/10/25 by James.Cobbett
Import test assets for Alembic Conversion test
#jira UE-29618
Change 3173694 on 2016/10/25 by Matt.Kuhlenschmidt
Fixed Zip project not working in binary builds
#jira UE-37655
Change 3173692 on 2016/10/25 by James.Cobbett
Test content for Alembic Conversion options
#jira UE-29618
Change 3173666 on 2016/10/25 by Matt.Kuhlenschmidt
Fixed array refreshing in the details panel not functioning properly for sub-object properties
#jira UE-37652
Change 3173619 on 2016/10/25 by Robert.Manuszewski
Making the cooker ignore EDL ini setting in binary engine build.
#jira UE-37617
Change 3173616 on 2016/10/25 by Nick.Whiting
Merging update to Google VR 1.01 SDK, which fixes multiple initialization errors
#jira UE-37440, UE-37236
Change 3173606 on 2016/10/25 by Jamie.Dale
Removed invalid assert
We're already passed the collection to modify, so the assert isn't needed.
#jira UE-37761
Change 3173604 on 2016/10/25 by Keli.Hlodversson
Work around an issue where the SteamVR plugin will fail to initialize if SteamVR was not already running before launching.
#jira UE-37623
Change 3173502 on 2016/10/25 by Matt.Kuhlenschmidt
Fixed more cases of undoing causing selections to become out of sync
#jira UE-37300
Change 3173475 on 2016/10/25 by Ori.Cohen
Critical 4.14 physx fixes
#JIRA UE-37085, UE-37114, UE-37116
Change 3173445 on 2016/10/25 by Robert.Manuszewski
Disabling the Event Driven Loader in ShooterGame. Making sure the EDL can't be enabled in binary engine distributions.
#jira UE-37394
Change 3173401 on 2016/10/25 by Matt.Kuhlenschmidt
Guard against crashes when textures or materials are explicitly marked as pending kill and then passed to slate for rendering
#jira UE-36261
Change 3173245 on 2016/10/25 by Allan.Bentham
Remove incorrect assert.
#jira UE-37699, UE-37707
Change 3173232 on 2016/10/25 by Jurre.deBaare
Post Processing Settings do not update in Persona when the values are changed in Preview Scene Settings
#fix make sure we also pick up vector4 fields
#jira UE-37656
Change 3173183 on 2016/10/25 by Matthew.Griffin
Added Shipping configs to BootstrapPackagedGame (Duplicating CL#3150210 from Main)
Change 3173065 on 2016/10/25 by Dmitriy.Dyomin
Fixed: Disabling 'Use Landscape Lightmap' option Skewing Procedural Foliage Instances
#jira UE-37736
Change 3172929 on 2016/10/24 by Ryan.Vance
#jira UE-37742
Adding SceneViewExtension hooks that are called right after init views completes. It might be advantageous to do the work we're currently doing in PreRenderViewFamily_RenderThread and PreRenderView_RenderThread after init views is called with the way SteamVR's running start is implemented.
Change 3172915 on 2016/10/24 by Rolando.Caloca
UE4.14 - Fix compile issues on CCT
#jira UE-37722
Change 3172762 on 2016/10/24 by Brian.Karis
#jira UE-37369
Change 3172742 on 2016/10/24 by Daniel.Lamb
Fixed issue with file-> cook error when you haven't built the exe which you are trying to cook for.
#jira UE-36796
#test Cook shootergame
Change 3172690 on 2016/10/24 by Maciej.Mroz
DynamicClass gives now, as componet-archetype, objects with non-exact name.
Manually merged cl#3171563
#jira UE-37480
Change 3172663 on 2016/10/24 by Daniel.Lamb
Stopped cooker from handling modification requests when they are PIE requests.
#test PIE shootergame
#jira UE-21572
Change 3172629 on 2016/10/24 by Mitchell.Wilson
Reconnected some material functions to resolve warnings which caused characters to render with default materials, and resolving 'Top Material' warnings.
Reimported SM_GodRay_Plane to resolve PhysX warning
Rebuilt lighting for the level.
#jira UE-37728
Change 3172523 on 2016/10/24 by Nick.Shin
update physx cmakefiles and automation build scripts for release-414 stream (as per request)
#jira UEFW-106 Add HTML5 support to PhysX CMake & automation scripts
Change 3172515 on 2016/10/24 by Nick.Shin
remove old emsdk (1.35.0)
#jira UEPLAT-1324 Update HTML5 PhysX to CMake
Change 3172511 on 2016/10/24 by Mark.Satterthwaite
Don't set Metal resource option fields on texture descriptors when running on an OS that doesn't support them.
#jira UE-37481
Change 3172461 on 2016/10/24 by Cody.Albert
Added check for pointer validity to prevent crash in ShooterGame
#jira UE-37433
Change 3172329 on 2016/10/24 by Peter.Sauerbrei
fix for remote notification method misspelling
#jira ue-37720
Change 3172322 on 2016/10/24 by Marc.Audy
Fix unreferenced variable the brute force to unblock QA
#jira UE-37718
Change 3172191 on 2016/10/24 by Mitchell.Wilson
Clearing preivew meshes on some materials to resolve warnings.
#jira UE-37713
Change 3172186 on 2016/10/24 by Matt.Kuhlenschmidt
Fix non-editor compile error
#jira UE-37695
Change 3172159 on 2016/10/24 by Dmitry.Rekman
Update GitDependencies.exe (UE-37530).
- Binary needs to be updated to support LINUX_MULTIARCH_ROOT variable.
#jira UE-37530
Change 3172132 on 2016/10/24 by Keith.Judge
Xbox One - Fix corrupted screenshots. Needed a GPU/CPU sync point, which legacy D3D11.x used to do for us, but now we have to do manually. Copied from Dev-Platform CL 3156872
#jira UE-37038
Change 3172131 on 2016/10/24 by Keith.Judge
Xbox One - Disable engine analytics on XB1 shipping games, as per XRs. Verified http requests from devkit with Fiddler. Copied from CL 3153176 in Dev-Platform.
#jira UE-36364
Change 3172106 on 2016/10/24 by Mitchell.Wilson
Updated reference to a material in VehicleMenu.umap to resolve warning
#jira UE-29748
Change 3172036 on 2016/10/24 by Steve.Robb
TEnumAsByte can be switchably deprecated for enum classes, and is currently not deprecated (reverting a change in behavior).
#jira UE-37706
Change 3172020 on 2016/10/24 by Marc.Audy
Child Actor should be created at registration, not creation. Otherwise attachment hierarchies can not be set up and thus, world positions incorrect
#jira UE-37615
Change 3171966 on 2016/10/24 by Dmitry.Rekman
Linux: fix Setup.sh on Ubuntu 16.10 (UE-37621)
#jira UE-37621
(Edigrating 3171266 from Dev-Platform to Release-4.14)
Change 3171964 on 2016/10/24 by Dmitry.Rekman
Linux: fix always rebuilding FixDeps (UE-37625).
#jira UE-37625
(Edigrating 3153471 from Dev-Platform to Release-4.14)
Change 3171957 on 2016/10/24 by Matt.Kuhlenschmidt
Guard against property editor crash happening when focused is lost on an object which has been GC'd due to PIE running
#jira UE-37636
Change 3171943 on 2016/10/24 by Matt.Kuhlenschmidt
Added mesh simplifcation plugin picker to the project settings under Editor - Mesh Simplification
The menu to pick simplification plugins also contains a link to find other plugins in the launcher marketplace. The launcher navigates to "/ue/marketplace/content-cat/assets/codeplugins" for now
#jira UE-37695
Change 3171928 on 2016/10/24 by Max.Chen
Sequencer: Revert CL#3162724. Fix time dilation in level sequence player because it's causing a regression. Will revisit the fix for UE-37277.
#jira UE-37589
Change 3171924 on 2016/10/24 by James.Cobbett
Test content 'preroll.abc'. Has empty frames at the start of animation. For alembic importer testing.
#jira UE-29618
Change 3171867 on 2016/10/24 by Lina.Halper
- Back out revision 2 from //UE4/Release-4.14/Engine/Source/Runtime/Engine/Private/Components/SkeletalMeshComponent.cpp
- Empties override materials before setting preview mesh in animation editor
#jira: UE-37610
#code review: Thomas.Sarkanen
Change 3171789 on 2016/10/24 by Allan.Bentham
Resolve depth on appropriate mobile devices when the view contains materials that read from the depth.
#jira UE-35023
Change 3171776 on 2016/10/24 by Robert.Manuszewski
Increasing the initial memory allocation size for FLargeMemoryWriter to reduce the number of allocations when saving or cooking
#jira UE-37599
Change 3171728 on 2016/10/24 by Dmitriy.Dyomin
Fix origin rebasing to work with precomputed lighting data stored in separate package
#jira UE-37693
Change 3171634 on 2016/10/24 by Dmitriy.Dyomin
Added commenets to 3171621
#jira UE-36449
Change 3171621 on 2016/10/23 by Dmitriy.Dyomin
Fixed: Editor crash when compiling the character blueprint after a PIE session with World Composition enabled
Actually disabled use of world composition with multiplayer PIE using separate processes
#jira UE-36449
Change 3171424 on 2016/10/22 by Jack.Porter
Remove unused exec command causing logspam
#jira UE-37661
Change 3171259 on 2016/10/21 by Ryan.Vance
Mobile multi-view update
#jira UE-37603
Removed dependence on shader name for determining if we need to enable multi-view, now relies on the presence of gl_ViewID_OVR
Worked around unsigned/signed integer driver issues. Some shader compilers were choking on the unsigned postfix
Attempted to clean up some of the code duplication in MobileBasePassRendering.cpp
Made a few design concessions which allows the feature to run on Mali devices in the wild right now:
Allow the feature to be enabled with ES2 rather than just ES3.1. Mali drivers have a bug preventing shader io blocks and multi-view from working together
Passing the view id from the vertex shader. Mali devices don't allow referencing gl_ViewID_OVR in a pixel shader
Change 3171165 on 2016/10/21 by Peter.Sauerbrei
revert out the memory changes for platform file cache for mobile
#jira UE-36835
Change 3171112 on 2016/10/21 by Matt.Barnes
Updating TM-Material_BP_Nodes to facilitate test UEQATC-2969.
#jira UEQATC-2969
Change 3171111 on 2016/10/21 by Mike.Beach
Mirroring CL 3171084 form Dev-BP
Guarding against a unrepro'able top-10 crash in SGraphPin. Making sure we're not operating on a null/pending-kill/transient pin.
#jira UE-37642
Change 3170980 on 2016/10/21 by patrickr.donovan
Motion controller test content update - further updates to combat thumbstick noise.
#jira UE-29618
Change 3170965 on 2016/10/21 by Mitchell.Wilson
Moved panner in M_Frame3_BG material to Custom UV0 to resolve issue with material rendering white on tvOS
#jira UE-37105
Change 3170905 on 2016/10/21 by Marc.Audy
Fix AActor::Serialize crash if a null in the owned components array
#jira UE-37641
Change 3170838 on 2016/10/21 by Ben.Woodhouse
Integrate crash fix from main CL3162008
Fix for crash in GPU profiler. This was caused by the RHIThread getting too far behind the renderthread. This change adds a fence wait on the renderthread in RHIEndDrawingViewport to ensure that the renderthread is never more than a frame ahead.
#jira UE-37216
Change 3170815 on 2016/10/21 by Jamie.Dale
Fixed a potential race-condition in FTextRenderComponentMIDCache, and updated it to detect "stale" MIDs
FMIDData was shared between the game and render threads, but used non-thread-safe shared pointers.
This also marks MIDs as "stale" if the number of MIDs no longer matches the number of pages in the font (which may happen if the font is edited). These "stale" MIDs are kept as a weak pointer in a separate array so that we can still keep the MID object alive as long as something is still using it (as it may still be used by a FTextRenderSceneProxy for a short while). This array of weak pointers is purged of unreferenced instances during the normal cache purge cycle.
#jira UE-37519
Change 3170784 on 2016/10/21 by Mitchell.Wilson
Changing a material in TM-Reflections level
#jira UE-29618
Change 3170668 on 2016/10/21 by Mitchell.Wilson
Updated defaulteditor.ini to resolve cook failure for UBlueprint.
#jira UE-37648
Change 3170595 on 2016/10/21 by Chris.Wood
Added "Vanilla" Editor detection and reporting it to analytics, MTBF and Crash Reporter.
[UE-37132] - Detect "Vanilla" Editor and report it to MTBF analytics and Crash Reporter
#jira UE-37132
Change 3170395 on 2016/10/21 by Robert.Manuszewski
UBT will now respect -remoteini command line param when looking for ini files for build settings. Fixes a crash when launching BP-only project from the Editor with EDL enabled.
#jira UE-37617
Change 3170367 on 2016/10/21 by Allan.Bentham
Prevent overflow of bright pixels during DoF calc.
#jira UE-31755
Change 3170363 on 2016/10/21 by Robert.Manuszewski
Fixing crashes when cancelling async loading
#jira UE-37634
Change 3170362 on 2016/10/21 by Robert.Manuszewski
Fixing MallocBinned2 crashes on 32-bit platforms.
#jira UE-37326
Change 3170280 on 2016/10/21 by Jack.Porter
Fix for landscape not rendering in Player Collision view mode after toggling G.
#jira UE-37576
Change 3170202 on 2016/10/21 by Dmitriy.Dyomin
Fixed: CustomDepth is incorrect when used in Custom PostProcess after Tonemapping
#jira UE-37628
Change 3170160 on 2016/10/20 by Aaron.McLeran
#jira UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features
Implementing CL 3169422 in 4.14
Change 3170029 on 2016/10/20 by Aaron.McLeran
#jira UE-37004
#jira UE-37005
Fixing stat soundwaves
Implementing 3154264 from Dev-Framework
Change 3170024 on 2016/10/20 by Aaron.McLeran
#jira UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions
Implementing the CL from Dev-Framework
Change 3169869 on 2016/10/20 by Arne.Schober
duplicated:
CL 3169845
#jira UE-35937
Change 3169810 on 2016/10/20 by Steve.Cano
Moving change from CL 3169642 to 4.14 - fix a library issue that was causing Kindle Fire 1st edition to crash when trying to run QA game, may be causing issues on other devices as well
#ue4
#android
#jira UE-22440
Change 3169635 on 2016/10/20 by Mike.Beach
Mirroring CL 3169443 from Dev-BP
Deprecating the [EditoronlyBP] config settings (which are super old, and support legacy functionality, allowing users to export editor-only UBlueprint objects on cook). This is in support of the new event-driven loader (EDL), which is incompatible with these exports. We will be removing support for these settings promptly in 4.15 (hence the choice to deprecate them for 4.14).
#jira UE-37605
Change 3169618 on 2016/10/20 by Mitchell.Wilson
rebuilt lighting for all levels in Content Examples
#jira UE-37570
Change 3169447 on 2016/10/20 by Peter.Sauerbrei
fix for double quotes causing arguments to not be sent correctly to rsync
#jira UE-37018
Change 3169362 on 2016/10/20 by tim.gautier
Updated TM-UMG Level Blueprint - mouse-clicks outside of UMG assets no longer take focus from the set Display Widget
#jira abc-123
Change 3169244 on 2016/10/20 by Chris.Babcock
Update to new CodeWorks for Android 1R5
#jira UE-37554
#ue4
#android
Change 3169240 on 2016/10/20 by Jon.Nabozny
#rn Fixup GameModeClassAliases in Engine.ini files. These must be prefixed with either /Game/ or /Script/ otherwise the asset may fail to resolve and an empty name will be used instead (and cause weird behavior).
#jira UE-37488
Change 3169155 on 2016/10/20 by Peter.Sauerbrei
fix for incorrect characters in bundle id when project has underscores in the name
#jira UE-36436
Change 3169127 on 2016/10/20 by Allan.Bentham
Fix android vulkan compile error with dev builds
#jira abc-123
Change 3169058 on 2016/10/20 by Allan.Bentham
Flush command buffer during init to fix vulkan crash when rendering thread is enabled.
Fix FDeferredDeletionQueue's resource handle storage on 32 bit platforms.
#jira UE-36452
Change 3169049 on 2016/10/20 by Peter.Sauerbrei
fix for minimum ios version in base ini file
#jira UE-37034
Change 3168910 on 2016/10/20 by Jack.Porter
Fix occasional race condition crash in FTcpMessageTransportConnection on editor shutdown
#jira UE-36944
Change 3168906 on 2016/10/20 by Dmitriy.Dyomin
Fixed: Black rendering on Galaxy S4 PowerVR
#jira UE-37567
Change 3168858 on 2016/10/20 by Richard.TalbotWatkin
Made BSP rendering more robust so that out-of-range array accesses trigger an 'ensure' rather than a crash (with a view to identifying the cause of this issue). Also fixed non-editor builds.
#jira UE-37267 - [CrashReport] UE4Editor_Engine!FModelSceneProxy::GetDynamicMeshElements() [modelrender.cpp:322]
Change 3168826 on 2016/10/20 by Richard.TalbotWatkin
Duplicated from //UE4/Dev-Editor, CL 3156473
Attempt to make geometry render / rebuild more robust in the hope of catching UE-36265.
#jira UE-36265 - [CrashReport] UE4Editor_Engine!FModelSceneProxy::HasSelectedSurfaces() [modelrender.cpp:538]
Change 3168335 on 2016/10/19 by Michael.Trepka
Restored previous version of FMacWindow::IsPointInWindow function to solve issues with window dragging.
#jira UE-37418
Change 3168307 on 2016/10/19 by Rolando.Caloca
UE4.14 - Integrate changes from 3051720 and 3057522
[RENDERING] [!]
Revert fix in GPU skin cache (original CL 2722034)
- Waiting on shader compilation with the GPU skin update will destroy/recreate render state, causing a crash in the GPU skin cache.
#jira UE-37545
Change 3168201 on 2016/10/19 by Peter.Sauerbrei
fix for urls with queries not working correctly
#jira UE-35090
Change 3168200 on 2016/10/19 by Mitchell.Wilson
Re-saved multiple cloth assets to resolve building adjacency information warnings.
Replaced deprecated SetText and GrabComponent blueprint nodes with new SetText and GrabComponentAtLocation.
Re-saved multiple assets to resolve empty engine version warnings.
#jira UE-37537
Change 3168174 on 2016/10/19 by Alan.Noon
#jira UE-37534
deleted unnecessary files from Photorealistic Character project
Change 3168160 on 2016/10/19 by Arne.Schober
duplicated:
fixes for velocity render pass
CL 3166370
CL 3166799
#jira UE-37362
Change 3168136 on 2016/10/19 by Alan.Noon
#jira UE-37534
Initial add of Photorealistic Character Sample project
Change 3168127 on 2016/10/19 by Peter.Sauerbrei
fix for IOS_7 not being found
#jira UE-37034
Change 3167886 on 2016/10/19 by patrickr.donovan
#jira UE-37242
TLDR; Test content updates.
Bug entered due to finicky hardware returning noise values that weren't accounted for in test contet. Fortified test content against this edge case, no code change necessary.
Change 3167882 on 2016/10/19 by samuel.proctor
Updating asset for Profiler Heatmap testing
#jira UE-29618
Change 3167868 on 2016/10/19 by Dmitry.Rekman
Linux: disable XGE on Windows (UE-37446).
- XGE does not seem to handle new clang 3.9.0 toolchain well, with very reproducible crashes.
Also fix build breakage with clang 3.8.1.
- always_inline was still applied to debug builds and as such was ignored.
#jira UE-37446
(Edigrating CL 3166330, 3166456 from Dev-Platform to Release-4.14)
Change 3167832 on 2016/10/19 by Mitchell.Wilson
Reconnected 'TopMaterial' in multiple materials to resolve warnings.
Rebuilt lighting and saved levels.
#jira UE-37529 UE-37535
Change 3167688 on 2016/10/19 by Mitchell.Wilson
Removing preview mesh from multiple materials to resolve warnings.
Rebuilt lighting and saved all levels.
#jira UE-29678 UE-37526
Change 3167616 on 2016/10/19 by Marc.Audy
Fix reversed logic checking for an Actor after a cast was supposed to have failed, broken in CL 2695656.
#jira UE-37517
Change 3167585 on 2016/10/19 by Jamie.Dale
Re-enabled all-cultures upload to OneSky so we prime translations correctly
#jira UE-37518
Change 3167579 on 2016/10/19 by Jamie.Dale
Fixed text render component regression with custom MIDs
#jira UE-37305
Change 3167501 on 2016/10/19 by Matt.Kuhlenschmidt
Fixed realtime rendering in editor viewport being disabled when simulating in editor
#jira UE-37466
Change 3167498 on 2016/10/19 by Mitchell.Wilson
Re-saving multiple blueprints with nodeguid warnings.
Cleared preview mesh for materials with string asset reference warnings.
Rebuilt lighting and added _BuildData to resolve lighting rebuild warnings.
#jira UE-30840
Change 3167492 on 2016/10/19 by Matt.Kuhlenschmidt
Fix for disappearing menus in lastest windows 10 build
#jira UE-36752
Change 3167311 on 2016/10/19 by Mieszko.Zielinski
Fixed EQS template cache issues with multiple query run modes #UE4
#jira UE-37496
Change 3167206 on 2016/10/19 by Matthew.Griffin
Moved Github promotion earlier in build script and added 'After' dependencies so that we can guarantee the order of the nightly build/prevent unimportant jobs from running before binary build is completed
Change 3167205 on 2016/10/19 by Matthew.Griffin
Changed CommandUtils.UnzipFiles to use system unzip tool when running on mono, as there has been issues with Ionic not being able to decompress those created by the zip tool
Change 3167010 on 2016/10/19 by Dmitriy.Dyomin
Fix for LevelStreaming getting stuck, and World->PersistentLevel null assert
Contributed by Funcom: https://udn.unrealengine.com/questions/312900/fix-for-levelstreaming-getting-stuck-and-world-per.html
#jira UE-36397
[CL 3189774 by Matthew Griffin in Main branch]
2016-11-08 02:45:19 -05:00
BundleIdentifier = BundleIdentifier . Replace ( TEXT ( " _ " ) , TEXT ( " " ) ) ;
2014-12-07 13:01:11 -05:00
CertPath = FPaths : : ConvertRelativePathToFull ( OpenFilenames [ 0 ] ) ;
2014-11-07 15:46:06 -05:00
# if PLATFORM_MAC
FString CmdExe = TEXT ( " /bin/sh " ) ;
FString ScriptPath = FPaths : : ConvertRelativePathToFull ( FPaths : : EngineDir ( ) / TEXT ( " Build/BatchFiles/Mac/RunMono.sh " ) ) ;
2017-06-30 12:21:06 -04:00
FString IPPPath = FPaths : : ConvertRelativePathToFull ( FPaths : : EngineDir ( ) / TEXT ( " Binaries/DotNET/IOS/IPhonePackager.exe " ) ) ;
Copying //UE4/Release-Staging-4.14 to //UE4/Dev-Main (Source: //UE4/Release-4.14 @ 3182951)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3182951 on 2016/11/02 by Luke.Thatcher
[RELEASE] [PS4] [!] Fix "play together" invitations handling in PS4 OSS.
- Wrong condition in GetUserWebApiContext. Web API contexts can be created for local users (i.e. FUniqueNetIdPS4 instances with a valid SceUserServiceUserId).
#jira UE-38017
Change 3182892 on 2016/11/02 by Luke.Thatcher
[RELEASE] [PS4] [!] Fix incorrect identity API implementation in PS4 OSS.
- System events directly drive the login state of a user. This also removes the blocking call to sceNpGetState().
- GetAuthToken is only called if the engine calls IOnlineIdentity::Login().
#jira UE-38017
Change 3182767 on 2016/11/02 by Luke.Thatcher
[RELEASE] [PS4] [!] Fix PS4 session invitations.
- Was calling old Web API with SceNpOnlineId where SceNpAccountId is needed.
- Replaced with NpToolkit2's session invitation API.
#jira UE-38020
Change 3182766 on 2016/11/02 by Luke.Thatcher
[RELEASE] [PS4] [!] Fix assert in FUniqueNetIdPS4::FindOrCreate. We were assuming an online-only ID could never become a local ID. This isn't the case in the following scenario:
- Two users join a session on two separate PS4s.
- One user signs into the other user's PS4 with the same account, with a second controller. PSN logs him out of the first PS4.
- That user's Net ID has now migrated from being online-only, to local-with-online. This is a case that was not handled.
#jira UE-38017 UE-38020
Change 3182765 on 2016/11/02 by Luke.Thatcher
[RELEASE] [PS4] [~] Additional logging for PS4 OSS "Play Together".
#jira UE-38017 UE-38020
Change 3182633 on 2016/11/01 by Jack.Porter
Fix crash sculpting a landscape with grass that uses the landscape's lightmap, when lighting has not been built
#jira UE-38042
Change 3182332 on 2016/11/01 by Mieszko.Zielinski
Added a sanity check to UNavigationSystem::AddElementToNavOctree to guard agains DirtyElement.NavInterface being null #UE4
#jira UE-37588
Change 3182321 on 2016/11/01 by Dmitry.Rekman
Updated READMEs for 4.14 (UE-38059).
#jira UE-38059
Change 3182231 on 2016/11/01 by Mitchell.Wilson
Adding Is Valid node in Retargeting_WorldInteractionBP to resolve warning.
#jira UE-38079
Change 3182164 on 2016/11/01 by Matt.Kuhlenschmidt
Fix alll collision being disabled if you dont auto-generate a simple hull when importing an FBX
#jira UE-38091
Change 3182017 on 2016/11/01 by Chris.Babcock
Disable glVertexAttribIPointer on PowerVR Rogue
#jira UE-38074
#ue4
#android
Change 3181942 on 2016/11/01 by Mitchell.Wilson
Resolving multiple warnings in CIS for Elemental Demo.
#jira UE-38075
Change 3181941 on 2016/11/01 by Nick.Shin
PhysX Bulid Automation script update
#jira UE-37329 'Compile UE4Game HTML5' - 300 Warnings
Change 3181939 on 2016/11/01 by Ryan.Vance
#jira UE-38072
We need to add a hook that can be called after native present has finished for SteamVR.
PostPresentHandoff should be called when using the interleaved compositor immediately after we've submitted our eye buffers and called present for the mirror window. This unblocks the compositor process so it can do it's re-projection work. Otherwise it will block until we call WaitGetPoses which is a ways into the next frame.
Change 3181849 on 2016/11/01 by Nick.Shin
jukka's (Mozilla) fixes to SSE2 and GL issues for HTML5
jukka's (Mozilla) python scripts to build ThirdParty HTML5 libs
the python scripts will need tweaking - they were moved from their original locations from:
https://github.com/Mozilla-Games/UnrealEngine/commit/fd48bc0e4a5f0278a1c036d2b81036ab1270ad68
the CMakeLists.txt (and one configure.ac) files are defiinitely used from the (bash) shell build script (to build thirdparty libs for HTML5)...
update existing (bash shell script and UE4 c#) build files to use the new "incoming" emsdk
#jira UE-37329 -'Compile UE4Game HTML5' - 300 Warnings
Change 3181848 on 2016/11/01 by Nick.Shin
update compiled ThirdParty HTML5 libs using new emscripten tool chain (CL:#3180924)
#jira UE-37329 - //UE4/Main: Step 'Compile UE4Game HTML5' - 300 Warnings
Change 3181838 on 2016/11/01 by Nick.Shin
new emscripten tool chain configured by jukka from Mozilla
see Engine/Extras/ThirdPartyNotUE/emsdk/emscripten/incoming/EPIC_VERSION for details on where did this version come from
#jira UE-37329 - //UE4/Main: Step 'Compile UE4Game HTML5' - 300 Warnings
Change 3181611 on 2016/11/01 by Allan.Bentham
Recreate vulkan swapchain after a pause/resume on android.
#jira UE-36454
Change 3181451 on 2016/11/01 by Chris.Wood
CrashReportClient no longer attempts to restart Launcher-run Editors via IPC with the Launcher. They are now restarted directly.
[UE-37794] - Send and Restart from Crash Reporter Opens Project Browser
Launcher can't accept command line args when restarting an application so it can't restart the editor with the right project.
Also fixes broken SlateReflector in CRC (switched off in checked in version)
#jira UE-37794
Change 3181117 on 2016/11/01 by Dmitriy.Dyomin
Fixed: Text Actors not Rendering on Mobile
PowerVR based devices were rendring opaque objects twice
#jira UE-37949
Change 3181102 on 2016/11/01 by Jack.Porter
Fix for editor crash during Landscape sculpting on pressing Ctrl+z (Subdivision enabled in material)
#jira UE-36050
Change 3180851 on 2016/10/31 by Daniel.Wright
Ray Traced Distance Field shadows must be projected last, since they overlap the depth range as Far CSM. Fixes Kite demo medium-distance shadowing.
#jira UE-37793
Change 3180844 on 2016/10/31 by Michael.Trepka
Disabled high-DPI in Mac CrashReportClient
#jira UE-37697
Change 3180803 on 2016/10/31 by Michael.Trepka
Setup Mac Metal layer on the main thread to solve issues with empty game window when showing a separate log window.
#jira UE-37998
Change 3180764 on 2016/10/31 by zachary.wilson
Checkking in content for Lighting scenarios test, currently incomplete but needed for bug repro
#jira UE-29618
Change 3180666 on 2016/10/31 by Dmitry.Rekman
Fix Linux client & server hang when decoding voice chat (UE-36108).
- break out of voice channel while loop if unable to serialize the voice packet data.
- fixed by JoshM
#jira UE-36108
Change 3180428 on 2016/10/31 by Mitchell.Wilson
Rebuilt lighting in all Content Examples levels and saved to resolve warnings.
#jira UE-37880
Change 3180399 on 2016/10/31 by Dmitry.Rekman
Linux: revert to old commandline switch -binnedmalloc (UE-38001).
#jira UE-38001
Change 3180298 on 2016/10/31 by Steve.Robb
Extra information about which class has failed to have its CppStructOps initialized.
#jira UE-37921
Change 3180289 on 2016/10/31 by John.Pollard
Fix crash in FCurlHttpRequest::DebugCallback
+ Specify the string length to FString's constructor as the result from StringCast is not null terminated if the string's length is specified (instead of assuming null termination).
#jira UE-36658
Change 3180200 on 2016/10/31 by Benjamin.Hyder
Updating QA-Materials to include BuiltData
#jira UE-29618
Change 3180173 on 2016/10/31 by Nick.Whiting
Fixing up static analysis warning about array size in GoogleVRHMD code
#jira UE-38007
Change 3180123 on 2016/10/31 by ryan.brucks
#jira UE-35977
hooked up missing transform node inside of newly added function so that it works with variable rotations.
Change 3180108 on 2016/10/31 by Benjamin.Hyder
Updating QA-Effects map to include BuiltData
#jira UE-29618
Change 3180104 on 2016/10/31 by Marc.Audy
Don't recreate the render state if the component got unregistered in the interim.
#jira UE-37968
Change 3180084 on 2016/10/31 by Allan.Bentham
Use glVertexAttribIPointer for ES3.
Enable SupportsTextureMaxLevel for ES3.
ensure GL_HALF_FLOAT is used for vertex half float format on ES3 (instead of GL_HALF_FLOAT_OES)
Fix assert when previewing ES3.1 with PC OpenGL.
#jira UE-37472
Change 3180082 on 2016/10/31 by Luke.Thatcher
[RELEASE] [PS4] [-] Back out PS4 OSS warnings filter in UBT output (original CL 3150360).
- We weren't relying on this anyway, since the build machines are filtering based on a perl script (See CL 3151027)
#jira UEPLAT-1424
Change 3180044 on 2016/10/31 by Michael.Trepka
Don't create additional autorelease pool for Metal context on the game thread.
#jira UE-37894
Change 3180023 on 2016/10/31 by Luke.Thatcher
[RELEASE] [PS4] [^] Merge (as edit) PlayStation 4 Online Subsystem refactor for Sony SDK 4.008.061 (CL 3178249) from //UE4/Dev-Platform to OrionGame in //UE4/Release-4.14
Original CL description:
[~] Upgrade PlayStation 4 Online Subsystem to be compliant with Sony's new APIs in SDK 4.008.061.
- Replaced deprecated APIs with new ones.
- Replaced NpToolkit with NpToolkit2.
- Refactor of FUniqueNetIdPS4 and related code. FUniqueNetIdPS4 is now immutable and immovable.
- Added online ID cache system, which calls out to Sony's new ID Mapper Web API.
Contains a breaking change in FUniqueNetId
- FUniqueNetId::ToString() now returns the SceNpAccountId string of a user, rather than the SceNpOnlineId string.
- Custom backends which rely on this string to identify users will need to support SceNpAccountIds, and map them to existing accounts.
#jira UEPLAT-1424
Change 3179973 on 2016/10/31 by Sam.Deiter
#Jira UEDOC - 3957
#UE4 Docs: Fixing typos in the landscape tutorials for bug UEDOC - 3957
#Code_Review lauren.ridge, jeff.wilson, ian.shadden, wes.bunn, chase.mcallister, robert.gervais
Change 3179930 on 2016/10/31 by Luke.Thatcher
[RELEASE] [PS4] [^] Merge (as edit) PlayStation 4 Online Subsystem refactor for Sony SDK 4.008.061 (CL 3178249) from //UE4/Dev-Platform to //UE4/Release-4.14
Original CL description:
[~] Upgrade PlayStation 4 Online Subsystem to be compliant with Sony's new APIs in SDK 4.008.061.
- Replaced deprecated APIs with new ones.
- Replaced NpToolkit with NpToolkit2.
- Refactor of FUniqueNetIdPS4 and related code. FUniqueNetIdPS4 is now immutable and immovable.
- Added online ID cache system, which calls out to Sony's new ID Mapper Web API.
Contains a breaking change in FUniqueNetId
- FUniqueNetId::ToString() now returns the SceNpAccountId string of a user, rather than the SceNpOnlineId string.
- Custom backends which rely on this string to identify users will need to support SceNpAccountIds, and map them to existing accounts.
#jira UEPLAT-1424
Change 3179539 on 2016/10/31 by Jack.Porter
Fix crash when Toggling Landscape Mode with Hidden Sub-Level containing a Landscape
#jira UE-37954
Change 3179309 on 2016/10/29 by Benjamin.Hyder
Re-Saving Foliage asset in Tm-DistanceFields
#jira UE-29618
Change 3179308 on 2016/10/29 by Benjamin.Hyder
updating AutoLOD settings for foliage example in TM-Shadermodels
#jira UE-29618
Change 3179135 on 2016/10/28 by Chris.Babcock
Only use alternative event flow for Daydream packaged applications
#jira UE-37847
#ue4
#android
Change 3178995 on 2016/10/28 by JohnHenry.Carawon
Adding test content for the World Origin Rebasing feature
#jira UE-29618
Change 3178994 on 2016/10/28 by Chris.Babcock
Disable ARM64 Google Play Games - need new library to fix crash
#jira UE-37972
#ue4
#android
Change 3178955 on 2016/10/28 by Marc.Audy
Don't worry about clearing from world's end of frame update frame if being GC'd
#jira UE-37928
Change 3178921 on 2016/10/28 by Daniel.Wright
[Copy] Scene captures and planar reflections force a scene color alpha channel to be used when they are capturing (does not affect the scene color format for the main views). Fixes planar reflections with r.SceneColorFormat=3.
Setup scissor for scene depth resolves, helps with passes using screenpercentage to reduce resolution. Planar reflection depth resolves .8ms -> .2ms on 970
#jira UE-37970
Change 3178919 on 2016/10/28 by Daniel.Wright
[Copy] Fixed planar reflections in forward shading. The change to disable checkerboard SSS caused scene color alpha to be non-zero for opaque / masked pixels in forward, but there's no SSS pass run later to correct it, since this is the forward rendering path.
#jira UE-37970
Change 3178905 on 2016/10/28 by Max.Chen
Sequencer: Fix fade track instance compile
#jira UE-37939
Change 3178808 on 2016/10/28 by Dmitry.Rekman
Linux: fix crash on exit (UE-37536).
- Base virtual function (PostRun()) was called due to thread being stopped at the moment when the subclass destructor has already run.
#jira UE-37536
(Edigrating 3175651 from Dev-Platform to Release-4.14)
Change 3178707 on 2016/10/28 by Marc.Audy
Fix inverted null check that caused load game from slot to fail if using a BP generated class
#jira UE-37774
Change 3178664 on 2016/10/28 by Alexis.Matte
Fix the fbx automation tests
#jira UE-37960
Change 3178617 on 2016/10/28 by Bart.Hawthorne
Fix issue where changing the world origin in a single player game would try to access the FNetworkPredictionData_Client_Character on character movement components
#jira UE-37692
#tests ran QA game and tested that assert no longer fired in debug
Change 3178615 on 2016/10/28 by Max.Chen
Matinee to Level Sequence: Added interface to extend the matinee to level sequence converter
Copy from Dev-Sequencer
#jira UE-37328
#2864
Change 3178553 on 2016/10/28 by Michael.Trepka
Don't wait for the main thread in FMacWindow::Show()
#jira UE-37915
Change 3178526 on 2016/10/28 by Alexis.Matte
Clean unused material when importing a skeletal mesh. Its possible to have a material reference in a fbx node and not have any face referencing this material.
#jira UE-37923
Change 3178451 on 2016/10/28 by Mitchell.Wilson
Limit the max angle the cannon tower can be rotated when manually aiming.
When max rotation is reached, debug line turns red to be consistent with the arrow tower.
#jira UE-36512
Change 3178420 on 2016/10/28 by Lina.Halper
Fix build issue
#jira: UE-37911
Change 3178390 on 2016/10/28 by mason.seay
Enabling follow on certain notifies to help catch issues
#jira UE-29618
Change 3178325 on 2016/10/28 by Zak.Middleton
#ue4 - (4.14) - Fix crash when player is destroyed and server PlayerController checks to see if it needs to force a network update. Also fix crash when calling ACharacter::SetReplicateMovement when not on the server.
Mirror CL 3178247 and CL 3178256 in Dev-Framework.
#jira UE-37902
Change 3178312 on 2016/10/28 by Max.Chen
Sequencer: Fade only oin the current player context, not on all worlds.
#jira UE-37939
Change 3178267 on 2016/10/28 by Lina.Halper
Fix issue with anim editor sound play notify doesn't work with follow option
#jira: UE-37946
Change 3178146 on 2016/10/28 by Lina.Halper
#fix crash with thumbnail update when there is no animation, and so on.
#code review: Benn.Gallagher
#jira: UE-37911
Change 3178145 on 2016/10/28 by Matthew.Griffin
Fixed Clean process during a Hot Reload
Prevent engine build products, intermediates and exe/dlls from being deleted during Hot Reload and make sure Hot Reload state is preserved
#jira UE-37616
Change 3178143 on 2016/10/28 by Mitchell.Wilson
Updating BP_Spinning_Logo to stop spinning when disabled instead of finishing the rotation.
#jira UE-36269
Change 3178110 on 2016/10/28 by Mitchell.Wilson
Rebuilt lighting and saved levels.
#jira UE-36913
Change 3178070 on 2016/10/28 by Mitchell.Wilson
Adjusted trigger ragdoll time in shooter character so the character does not appear to float while in death animation.
#jira UE-37124
Change 3178034 on 2016/10/28 by Jon.Nabozny
Add missing Super::Tick call to ATP_TopDownCharacter::Tick.
#jira UE-37914
Change 3178021 on 2016/10/28 by Max.Chen
Sequence Recorder: Disable auto possess player for recorded pawns. This fixes a bug where if you record a third person template character, when you open the sequence, the recorded character will possess the viewport.
Copy from Dev-Sequencer
#jira UE-35342
Change 3177992 on 2016/10/28 by Matt.Kuhlenschmidt
Fix outlined text accumulating error due to measuring the outlines for each text run rather than the entire string
#jira UE-37935
Change 3177981 on 2016/10/28 by Nick.Darnell
UMG - Fixing how the virtual window calculates desired size. It was including scale again, which is fine for SWindow, but isn't what we want on the SVirtualWindow, should probably consider making a new SWindowBase class they can both share in the future.
#jira UE-36861
Change 3177888 on 2016/10/28 by Matthew.Griffin
Back out revision 4 from //UE4/Release-4.14/Engine/Source/Runtime/Engine/Private/InheritableComponentHandler.cpp
Change 3177881 on 2016/10/28 by Matthew.Griffin
Added guards to WITH_EDITOR only static initialisation
Change 3177871 on 2016/10/28 by Matt.Kuhlenschmidt
Fix crash import fbx scenes if objects contain procedural textures (not supported)
#jira UE-37917
Change 3177856 on 2016/10/28 by Matthew.Griffin
Adding THIRD_PARTY_INCLUDES macros around Google VR includes to fix static analysis warnings
Change 3177815 on 2016/10/28 by Graeme.Thornton
Non-editor build fix
#jira UE-37929
Change 3177812 on 2016/10/28 by Graeme.Thornton
Fix for COTF crash with EDL. Manually copied from CL 3174743 in Dev-Core
#jira UE-37810
Change 3177737 on 2016/10/28 by Guillaume.Abadie
Brings over 3141695 and 3173310 from //Odin/Main: Fixes particle collision in the forward renderer.
#jira UE-37927
Change 3177703 on 2016/10/28 by Phillip.Kavan
[UE-37852] Ensure that we create a unique template object in a child class's ICH when overriding an inherited SCS default scene root node.
change summary:
- added UInheritableComponentHandler::SCSDefaultSceneRootOverrideNamePrefix
- modified UInheritableComponentHandler::CreateOverridenComponentTemplate() to special-case SCS default scene root node overrides when determining the new template name
- modified UInheritableComponentHandler::PostLoad() to special-case SCS default scene root node overrides during template name fixup
- modified SSCSEditor::RemoveComponentNode() to skip renaming the component template away from the variable name for the default scene root node, since we don't actually recreate it when it gets re-added
#jira UE-37852
Change 3177600 on 2016/10/27 by Chris.Babcock
Pass through the intent action from splash screen
#jira UE-37925
#ue4
#android
Change 3177436 on 2016/10/27 by Mike.Beach
Guarding against a top crash that could occur when pasting a select node (unknown how) - now using an unchecked accessor to get a specific pin, and guarding again a null (instead of asserting).
#jira UE-37910
Change 3177365 on 2016/10/27 by Daniel.Wright
Fixed access of FPrecomputedLightVolumeData after it has been deleted (causes crash on exit with USE_MALLOC_STOMP enabled)
#jira UE-37903
Change 3177236 on 2016/10/27 by Mitchell.Wilson
Updated UVs on M_FloorTiles1 to resolve precision issues with the material's normal on mobile devices.
Fixed reflection captures in the level and rebuilt lighting.
#jira UE-36624
Change 3177235 on 2016/10/27 by mason.seay
Vehicle Assets
#jira UE-29618
Change 3177036 on 2016/10/27 by Mitchell.Wilson
Inverted throttle control for controller Right Joystick Up, Down, Y-Axis to be consistent with the info from our template wiki
#jira UE-37881
Change 3176996 on 2016/10/27 by mason.seay
Missed node link
#jira UE-29618
Change 3176993 on 2016/10/27 by mason.seay
Test AnimBP for crash
#jira UE-29618
Change 3176992 on 2016/10/27 by Mitchell.Wilson
Adding [EditoronlyBP] to DefaultEditor.ini of projects that were missing it.
#jira UE-37846
Change 3176946 on 2016/10/27 by Alexis.Matte
We recompile the material only if there is a material expression node that ask for a shader recompile when the texture is change with no specified property.
#jira UE-37705
Change 3176939 on 2016/10/27 by Alexis.Matte
Check the pointer before using it
#jira UE-37853
Change 3176927 on 2016/10/27 by mason.seay
Rebuilt Lighting
#jira UE-29618
Change 3176883 on 2016/10/27 by Steve.Robb
Fix for crash when an array property changes while instancing subobjects.
Fix for StrStr running off the end of a non-null-terminated string and a tidy up with TUniquePtr.
Fix for accessing a deleted StaticClass() in FInputBindingEditorModule::ShutdownModule.
#fyi matt.kuhlenschmidt, alex.fennell
#jira UE-37752
Change 3176811 on 2016/10/27 by Chris.Bunner
Rework of previous commit to avoid potential confusion moving forward.
#jira UE-37424
Change 3176783 on 2016/10/27 by Chris.Bunner
Default scalability settings to Epic, not Cinematic.
Duplicated default render resolution scale fix (CL 3170020).
#jira UE-37424
Change 3176692 on 2016/10/27 by Mike.Beach
Fixing up a mistake where we weren't reading all [EditoronlyBP] settings (which are now deprecated). Was causing certain settings to default to off, and caused an inaccurate deprecation warning.
#jira UE-37848
Change 3176635 on 2016/10/27 by mason.seay
Setting up skeleton for retargeting testing
#jira UE-29618
Change 3176586 on 2016/10/27 by Marcus.Wassmer
Fix crash on D3D12 editor when selecting objects
#jira UE-37861
Change 3176479 on 2016/10/27 by Robert.Manuszewski
Fix for a rare crash when loading into Orion match. Made sure the Skeleton asset is loaded before PostLoad is called on it.
#jira UE-37297
#jira UE-37711
Change 3176107 on 2016/10/27 by Phillip.Kavan
[UE-37690] AddComponent node template names now use a counter to avoid a potential component data cache mismatch with an existing instance of an old AddComponent node template.
change summary:
- added UBlueprint::ComponentTemplateNameIndex as a way to to map component class names to an incremental counter (saved).
- UK2Node_AddComponent::MakeNewComponentTemplateName() is now public, non-static, and uses an internal index map to generate unique component template names.
#jira UE-37690
Change 3176105 on 2016/10/27 by Phillip.Kavan
[UE-37686] Fix naming for archetype objects associated with new AddComponent nodes.
change summary:
- switched UK2Node_AddComponent::MakeNewComponentTemplateName() to be a public API.
- modified UBlueprintComponentNodeSpawner::Invoke() to call UK2Node_AddComponent::MakeNewComponentTemplateName() in place of MakeUniqueObjectName().
- modified UBlueprintGeneratedClass::FindArchetype() to better handle old AddComponent node template names. These were based on the UClass display name, and thus it was possible for the non-index form of that FName to collide with SCS variable names after the initial switch to use the non-indexed (base) FName for archetype matching in all cases. As a result I've reverted back to using the given ArchetypeName value for the SCS variable case.
#jira UE-37686
Change 3176009 on 2016/10/26 by Dmitriy.Dyomin
Fixed: Editor crash on changing sub-level visbility under certain conditions
#jira UE-34740
Change 3175807 on 2016/10/26 by Daniel.Wright
Fixed the editor thinking a lighting build is still active after you discard the results from one
#jira UE-37834
Change 3175777 on 2016/10/26 by Jon.Nabozny
#jira UT-6263
Fix crash when running ServerTravel on a client
Dupe of CL #3175731 on UT, checked in on behalf of ben.zeigler
Change 3175695 on 2016/10/26 by Ryan.Gerleve
Don't clear level collections in UWorld::CleanupWorld unless bCleanupResources is true.
#jira UE-37336
Change 3175628 on 2016/10/26 by Chad.Garyet
Added -Build vstream from 4-14 to allow checkins from physx
altered build script and json to reflect new changes
#JIRA UE-37085
Change 3175612 on 2016/10/26 by Martin.Wilson
Fix crash when running an in-editor cook on the fly server with unsaved virtual bone changes
#jira UE-37785
Change 3175552 on 2016/10/26 by Brian.Karis
Twinblast bust changes
#jira UE-0
Change 3175543 on 2016/10/26 by Marc.Audy
Allow audio thread on PS4 to use 7th core as opposed to being pinned to it
#jira OR-30447
Change 3175538 on 2016/10/26 by Matt.Kuhlenschmidt
Fixed a crash when clicking Apply when using the Brush Clip tool
#jira UE-37838
Change 3175502 on 2016/10/26 by Mitchell.Wilson
Enabled modulated shadows on lights in rolling template levels.
#jira UE-37047
Change 3175485 on 2016/10/26 by mason.seay
Test Map for virtual bones
#jira UE-29618
Change 3175469 on 2016/10/26 by mason.seay
Test assets for Virtual Bones testing
#jira UE-29618
Change 3175428 on 2016/10/26 by Marc.Audy
Possibly fix crash in Autosave due to dereferencing a world pointer which is freed memory
#jira UE-37590
Change 3175414 on 2016/10/26 by Michael.Trepka
Fixed mouse position calculations for secondary monitors on Mac
#jira UE-37822
Change 3175382 on 2016/10/26 by Yannick.Lange
VR Editor: - Fix: Landscape UI Elements are not visible #jira UE-36843
- Fix: First-time switch to Landscape tab in VREditor causes UI Errors #jira UE-37410
- Fix: Enabling Foilage Mode in VR Editor breaks the pointer #jira UE-37214
- Fix: Landscape sculpting when attempting to move menu panels in VREditor #jira UE-37581
#jira UE-36843 #jira UE-37410 #jira UE-37214 #jira UE-37581
Change 3175349 on 2016/10/26 by Chad.Garyet
Changing physx build agents to compile workspaces instead of full ones
#JIRA UE-37085
Change 3175267 on 2016/10/26 by Martin.Wilson
Fix retarget crash
#jira UE-37781
Change 3175205 on 2016/10/26 by Rolando.Caloca
UE4.14 - Remove erroneus assert
#jira UE-37584
Change 3175188 on 2016/10/26 by Chris.Babcock
Fix out of spec GLSL operations (contributed by JeffRous)
#jira UE-37800
#PR #2886
#ue4
#android
Change 3175156 on 2016/10/26 by Mitchell.Wilson
Adding missing iOS app icons to SunTemple project
#jira UE-36991
Change 3175095 on 2016/10/26 by Daniel.Wright
Fixed stationary skylight reflections using an inverted mask on materials without high quality reflections with Forward Shading
#jira UE-37783
Change 3175075 on 2016/10/26 by Daniel.Wright
[Copy] Support directional light dynamic shadows in any channel with forward shading, which can happen with multiple shadow casting stationary directional lights (even though only the lighting of one will appear)
#jira UE-36497
Change 3175050 on 2016/10/26 by Jamie.Dale
FTextRenderComponentMIDCache now marks MIDs as stale when the font parameters available in the parent material changes
#jira UE-37819
Change 3175039 on 2016/10/26 by Daniel.Wright
Fixed Duplication mode
#jira UE-37231
Change 3174996 on 2016/10/26 by Mitchell.Wilson
Removing [EditoronlyBP] changes made to DefaultEditor.ini. EDL is now disabled by default in ShooterGame.
#jira UE-37648
Change 3174987 on 2016/10/26 by Jon.Nabozny
Fix crash when moving InstancedStaticMeshComponent in editor when it had no mesh set, but had instances.
#jira UE-37594
Change 3174803 on 2016/10/26 by Ori.Cohen
Fix world origin shifting causing a crash inside physx.
#JIRA UE-37745
Change 3174776 on 2016/10/26 by Allan.Bentham
Work around broken depth reads on Galaxy S4.
#jira UE-35481
Change 3174723 on 2016/10/26 by Robert.Manuszewski
Changing the criteria for UBL to ignore the event driven loader flag to IsEngineInstalled() just like at runtime.
#jira UE-37617
Change 3174650 on 2016/10/26 by Matthew.Griffin
Ensured that Online Subsystem Oculus plugin is precompiled successfully for Android
Change 3174644 on 2016/10/26 by Matthew.Griffin
Fixing GoogleVR compile issues
Change 3174352 on 2016/10/25 by Daniel.Wright
Rename map build data along with the world - fixes lighting lost on map rename / save as.
Duplicate map build data along with the world - fixes lighting lost on map duplicate in the content browser, or save as when the source already exists.
Save map build data packages in SaveWorld - fixes lighting being lost on save as.
#jira UE-37231
Change 3174335 on 2016/10/25 by Chris.Babcock
Corrected Proguard issue with Codeworks for Android 1R5 installers
#jira UE-37680
#ue4
#android
Change 3174318 on 2016/10/25 by Marcus.Wassmer
Duplicate 3174187
#jira UE-37020
Change 3174263 on 2016/10/25 by patrickr.donovan
Test content updates and additions. Lighting Channel map added to TM-VRLoader.
#jira UE-29618
Change 3174120 on 2016/10/25 by Daniel.Wright
UObject::PostDuplicate with DuplicateMode
* Allows differentiating between being duplicated as part of a world duplication vs duplication within a level
* This is needed when generating a guid that needs to be unique within a level, but constant across instances of that level, like a light component
#jira UE-37231
Change 3174113 on 2016/10/25 by Daniel.Wright
Fixed log spam
#jira UE-37522
Change 3174010 on 2016/10/25 by Jamie.Dale
Fixed several crashes in the Session Frontend when viewing profiles
- SFiltersAndPresets wasn't being cleared when the profile data was changed back to a live instance.
- SFiltersAndPresets could crash if it was updated when no profile was selected.
- SDataGraph could cause a crash if you clicked on it when there was no data (passed a range of -1, 0).
- A session update message would clobber any loaded profile data, resetting to the current instance.
#jira UE-37597
Change 3173982 on 2016/10/25 by mason.seay
Deleting unneeded asset
#jira UE-29618
Change 3173912 on 2016/10/25 by Ori.Cohen
Fix divide by 0 crash when torque curve is 0
#JIRA UE-37737
Change 3173866 on 2016/10/25 by Ben.Marsh
Remove setting forcing UnrealCEFSubProcess to compile using Visual Studio 2013.
#jira UE-37678
Change 3173824 on 2016/10/25 by Ben.Marsh
Fix trying to recompile UBT in Rocket builds when cleaning a build target.
#jira UE-37616
Change 3173812 on 2016/10/25 by Nick.Darnell
XBoxOne - The Vertex and Index buffers are now allocated with the right nextwriteoffset to prevent stomping old data on future writes.
#jira UE-37757
Change 3173808 on 2016/10/25 by Ben.Marsh
Fix batch files detecting MSBuild install locations for Visual Studio "15" preview 5.
#jira UE-37627
Change 3173711 on 2016/10/25 by Ori.Cohen
Fix linux compiler issues for physx
#JIRA UE-37085, UE-37114, UE-37116
Change 3173704 on 2016/10/25 by James.Cobbett
Import test assets for Alembic Conversion test
#jira UE-29618
Change 3173694 on 2016/10/25 by Matt.Kuhlenschmidt
Fixed Zip project not working in binary builds
#jira UE-37655
Change 3173692 on 2016/10/25 by James.Cobbett
Test content for Alembic Conversion options
#jira UE-29618
Change 3173666 on 2016/10/25 by Matt.Kuhlenschmidt
Fixed array refreshing in the details panel not functioning properly for sub-object properties
#jira UE-37652
Change 3173619 on 2016/10/25 by Robert.Manuszewski
Making the cooker ignore EDL ini setting in binary engine build.
#jira UE-37617
Change 3173616 on 2016/10/25 by Nick.Whiting
Merging update to Google VR 1.01 SDK, which fixes multiple initialization errors
#jira UE-37440, UE-37236
Change 3173606 on 2016/10/25 by Jamie.Dale
Removed invalid assert
We're already passed the collection to modify, so the assert isn't needed.
#jira UE-37761
Change 3173604 on 2016/10/25 by Keli.Hlodversson
Work around an issue where the SteamVR plugin will fail to initialize if SteamVR was not already running before launching.
#jira UE-37623
Change 3173502 on 2016/10/25 by Matt.Kuhlenschmidt
Fixed more cases of undoing causing selections to become out of sync
#jira UE-37300
Change 3173475 on 2016/10/25 by Ori.Cohen
Critical 4.14 physx fixes
#JIRA UE-37085, UE-37114, UE-37116
Change 3173445 on 2016/10/25 by Robert.Manuszewski
Disabling the Event Driven Loader in ShooterGame. Making sure the EDL can't be enabled in binary engine distributions.
#jira UE-37394
Change 3173401 on 2016/10/25 by Matt.Kuhlenschmidt
Guard against crashes when textures or materials are explicitly marked as pending kill and then passed to slate for rendering
#jira UE-36261
Change 3173245 on 2016/10/25 by Allan.Bentham
Remove incorrect assert.
#jira UE-37699, UE-37707
Change 3173232 on 2016/10/25 by Jurre.deBaare
Post Processing Settings do not update in Persona when the values are changed in Preview Scene Settings
#fix make sure we also pick up vector4 fields
#jira UE-37656
Change 3173183 on 2016/10/25 by Matthew.Griffin
Added Shipping configs to BootstrapPackagedGame (Duplicating CL#3150210 from Main)
Change 3173065 on 2016/10/25 by Dmitriy.Dyomin
Fixed: Disabling 'Use Landscape Lightmap' option Skewing Procedural Foliage Instances
#jira UE-37736
Change 3172929 on 2016/10/24 by Ryan.Vance
#jira UE-37742
Adding SceneViewExtension hooks that are called right after init views completes. It might be advantageous to do the work we're currently doing in PreRenderViewFamily_RenderThread and PreRenderView_RenderThread after init views is called with the way SteamVR's running start is implemented.
Change 3172915 on 2016/10/24 by Rolando.Caloca
UE4.14 - Fix compile issues on CCT
#jira UE-37722
Change 3172762 on 2016/10/24 by Brian.Karis
#jira UE-37369
Change 3172742 on 2016/10/24 by Daniel.Lamb
Fixed issue with file-> cook error when you haven't built the exe which you are trying to cook for.
#jira UE-36796
#test Cook shootergame
Change 3172690 on 2016/10/24 by Maciej.Mroz
DynamicClass gives now, as componet-archetype, objects with non-exact name.
Manually merged cl#3171563
#jira UE-37480
Change 3172663 on 2016/10/24 by Daniel.Lamb
Stopped cooker from handling modification requests when they are PIE requests.
#test PIE shootergame
#jira UE-21572
Change 3172629 on 2016/10/24 by Mitchell.Wilson
Reconnected some material functions to resolve warnings which caused characters to render with default materials, and resolving 'Top Material' warnings.
Reimported SM_GodRay_Plane to resolve PhysX warning
Rebuilt lighting for the level.
#jira UE-37728
Change 3172523 on 2016/10/24 by Nick.Shin
update physx cmakefiles and automation build scripts for release-414 stream (as per request)
#jira UEFW-106 Add HTML5 support to PhysX CMake & automation scripts
Change 3172515 on 2016/10/24 by Nick.Shin
remove old emsdk (1.35.0)
#jira UEPLAT-1324 Update HTML5 PhysX to CMake
Change 3172511 on 2016/10/24 by Mark.Satterthwaite
Don't set Metal resource option fields on texture descriptors when running on an OS that doesn't support them.
#jira UE-37481
Change 3172461 on 2016/10/24 by Cody.Albert
Added check for pointer validity to prevent crash in ShooterGame
#jira UE-37433
Change 3172329 on 2016/10/24 by Peter.Sauerbrei
fix for remote notification method misspelling
#jira ue-37720
Change 3172322 on 2016/10/24 by Marc.Audy
Fix unreferenced variable the brute force to unblock QA
#jira UE-37718
Change 3172191 on 2016/10/24 by Mitchell.Wilson
Clearing preivew meshes on some materials to resolve warnings.
#jira UE-37713
Change 3172186 on 2016/10/24 by Matt.Kuhlenschmidt
Fix non-editor compile error
#jira UE-37695
Change 3172159 on 2016/10/24 by Dmitry.Rekman
Update GitDependencies.exe (UE-37530).
- Binary needs to be updated to support LINUX_MULTIARCH_ROOT variable.
#jira UE-37530
Change 3172132 on 2016/10/24 by Keith.Judge
Xbox One - Fix corrupted screenshots. Needed a GPU/CPU sync point, which legacy D3D11.x used to do for us, but now we have to do manually. Copied from Dev-Platform CL 3156872
#jira UE-37038
Change 3172131 on 2016/10/24 by Keith.Judge
Xbox One - Disable engine analytics on XB1 shipping games, as per XRs. Verified http requests from devkit with Fiddler. Copied from CL 3153176 in Dev-Platform.
#jira UE-36364
Change 3172106 on 2016/10/24 by Mitchell.Wilson
Updated reference to a material in VehicleMenu.umap to resolve warning
#jira UE-29748
Change 3172036 on 2016/10/24 by Steve.Robb
TEnumAsByte can be switchably deprecated for enum classes, and is currently not deprecated (reverting a change in behavior).
#jira UE-37706
Change 3172020 on 2016/10/24 by Marc.Audy
Child Actor should be created at registration, not creation. Otherwise attachment hierarchies can not be set up and thus, world positions incorrect
#jira UE-37615
Change 3171966 on 2016/10/24 by Dmitry.Rekman
Linux: fix Setup.sh on Ubuntu 16.10 (UE-37621)
#jira UE-37621
(Edigrating 3171266 from Dev-Platform to Release-4.14)
Change 3171964 on 2016/10/24 by Dmitry.Rekman
Linux: fix always rebuilding FixDeps (UE-37625).
#jira UE-37625
(Edigrating 3153471 from Dev-Platform to Release-4.14)
Change 3171957 on 2016/10/24 by Matt.Kuhlenschmidt
Guard against property editor crash happening when focused is lost on an object which has been GC'd due to PIE running
#jira UE-37636
Change 3171943 on 2016/10/24 by Matt.Kuhlenschmidt
Added mesh simplifcation plugin picker to the project settings under Editor - Mesh Simplification
The menu to pick simplification plugins also contains a link to find other plugins in the launcher marketplace. The launcher navigates to "/ue/marketplace/content-cat/assets/codeplugins" for now
#jira UE-37695
Change 3171928 on 2016/10/24 by Max.Chen
Sequencer: Revert CL#3162724. Fix time dilation in level sequence player because it's causing a regression. Will revisit the fix for UE-37277.
#jira UE-37589
Change 3171924 on 2016/10/24 by James.Cobbett
Test content 'preroll.abc'. Has empty frames at the start of animation. For alembic importer testing.
#jira UE-29618
Change 3171867 on 2016/10/24 by Lina.Halper
- Back out revision 2 from //UE4/Release-4.14/Engine/Source/Runtime/Engine/Private/Components/SkeletalMeshComponent.cpp
- Empties override materials before setting preview mesh in animation editor
#jira: UE-37610
#code review: Thomas.Sarkanen
Change 3171789 on 2016/10/24 by Allan.Bentham
Resolve depth on appropriate mobile devices when the view contains materials that read from the depth.
#jira UE-35023
Change 3171776 on 2016/10/24 by Robert.Manuszewski
Increasing the initial memory allocation size for FLargeMemoryWriter to reduce the number of allocations when saving or cooking
#jira UE-37599
Change 3171728 on 2016/10/24 by Dmitriy.Dyomin
Fix origin rebasing to work with precomputed lighting data stored in separate package
#jira UE-37693
Change 3171634 on 2016/10/24 by Dmitriy.Dyomin
Added commenets to 3171621
#jira UE-36449
Change 3171621 on 2016/10/23 by Dmitriy.Dyomin
Fixed: Editor crash when compiling the character blueprint after a PIE session with World Composition enabled
Actually disabled use of world composition with multiplayer PIE using separate processes
#jira UE-36449
Change 3171424 on 2016/10/22 by Jack.Porter
Remove unused exec command causing logspam
#jira UE-37661
Change 3171259 on 2016/10/21 by Ryan.Vance
Mobile multi-view update
#jira UE-37603
Removed dependence on shader name for determining if we need to enable multi-view, now relies on the presence of gl_ViewID_OVR
Worked around unsigned/signed integer driver issues. Some shader compilers were choking on the unsigned postfix
Attempted to clean up some of the code duplication in MobileBasePassRendering.cpp
Made a few design concessions which allows the feature to run on Mali devices in the wild right now:
Allow the feature to be enabled with ES2 rather than just ES3.1. Mali drivers have a bug preventing shader io blocks and multi-view from working together
Passing the view id from the vertex shader. Mali devices don't allow referencing gl_ViewID_OVR in a pixel shader
Change 3171165 on 2016/10/21 by Peter.Sauerbrei
revert out the memory changes for platform file cache for mobile
#jira UE-36835
Change 3171112 on 2016/10/21 by Matt.Barnes
Updating TM-Material_BP_Nodes to facilitate test UEQATC-2969.
#jira UEQATC-2969
Change 3171111 on 2016/10/21 by Mike.Beach
Mirroring CL 3171084 form Dev-BP
Guarding against a unrepro'able top-10 crash in SGraphPin. Making sure we're not operating on a null/pending-kill/transient pin.
#jira UE-37642
Change 3170980 on 2016/10/21 by patrickr.donovan
Motion controller test content update - further updates to combat thumbstick noise.
#jira UE-29618
Change 3170965 on 2016/10/21 by Mitchell.Wilson
Moved panner in M_Frame3_BG material to Custom UV0 to resolve issue with material rendering white on tvOS
#jira UE-37105
Change 3170905 on 2016/10/21 by Marc.Audy
Fix AActor::Serialize crash if a null in the owned components array
#jira UE-37641
Change 3170838 on 2016/10/21 by Ben.Woodhouse
Integrate crash fix from main CL3162008
Fix for crash in GPU profiler. This was caused by the RHIThread getting too far behind the renderthread. This change adds a fence wait on the renderthread in RHIEndDrawingViewport to ensure that the renderthread is never more than a frame ahead.
#jira UE-37216
Change 3170815 on 2016/10/21 by Jamie.Dale
Fixed a potential race-condition in FTextRenderComponentMIDCache, and updated it to detect "stale" MIDs
FMIDData was shared between the game and render threads, but used non-thread-safe shared pointers.
This also marks MIDs as "stale" if the number of MIDs no longer matches the number of pages in the font (which may happen if the font is edited). These "stale" MIDs are kept as a weak pointer in a separate array so that we can still keep the MID object alive as long as something is still using it (as it may still be used by a FTextRenderSceneProxy for a short while). This array of weak pointers is purged of unreferenced instances during the normal cache purge cycle.
#jira UE-37519
Change 3170784 on 2016/10/21 by Mitchell.Wilson
Changing a material in TM-Reflections level
#jira UE-29618
Change 3170668 on 2016/10/21 by Mitchell.Wilson
Updated defaulteditor.ini to resolve cook failure for UBlueprint.
#jira UE-37648
Change 3170595 on 2016/10/21 by Chris.Wood
Added "Vanilla" Editor detection and reporting it to analytics, MTBF and Crash Reporter.
[UE-37132] - Detect "Vanilla" Editor and report it to MTBF analytics and Crash Reporter
#jira UE-37132
Change 3170395 on 2016/10/21 by Robert.Manuszewski
UBT will now respect -remoteini command line param when looking for ini files for build settings. Fixes a crash when launching BP-only project from the Editor with EDL enabled.
#jira UE-37617
Change 3170367 on 2016/10/21 by Allan.Bentham
Prevent overflow of bright pixels during DoF calc.
#jira UE-31755
Change 3170363 on 2016/10/21 by Robert.Manuszewski
Fixing crashes when cancelling async loading
#jira UE-37634
Change 3170362 on 2016/10/21 by Robert.Manuszewski
Fixing MallocBinned2 crashes on 32-bit platforms.
#jira UE-37326
Change 3170280 on 2016/10/21 by Jack.Porter
Fix for landscape not rendering in Player Collision view mode after toggling G.
#jira UE-37576
Change 3170202 on 2016/10/21 by Dmitriy.Dyomin
Fixed: CustomDepth is incorrect when used in Custom PostProcess after Tonemapping
#jira UE-37628
Change 3170160 on 2016/10/20 by Aaron.McLeran
#jira UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features
Implementing CL 3169422 in 4.14
Change 3170029 on 2016/10/20 by Aaron.McLeran
#jira UE-37004
#jira UE-37005
Fixing stat soundwaves
Implementing 3154264 from Dev-Framework
Change 3170024 on 2016/10/20 by Aaron.McLeran
#jira UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions
Implementing the CL from Dev-Framework
Change 3169869 on 2016/10/20 by Arne.Schober
duplicated:
CL 3169845
#jira UE-35937
Change 3169810 on 2016/10/20 by Steve.Cano
Moving change from CL 3169642 to 4.14 - fix a library issue that was causing Kindle Fire 1st edition to crash when trying to run QA game, may be causing issues on other devices as well
#ue4
#android
#jira UE-22440
Change 3169635 on 2016/10/20 by Mike.Beach
Mirroring CL 3169443 from Dev-BP
Deprecating the [EditoronlyBP] config settings (which are super old, and support legacy functionality, allowing users to export editor-only UBlueprint objects on cook). This is in support of the new event-driven loader (EDL), which is incompatible with these exports. We will be removing support for these settings promptly in 4.15 (hence the choice to deprecate them for 4.14).
#jira UE-37605
Change 3169618 on 2016/10/20 by Mitchell.Wilson
rebuilt lighting for all levels in Content Examples
#jira UE-37570
Change 3169447 on 2016/10/20 by Peter.Sauerbrei
fix for double quotes causing arguments to not be sent correctly to rsync
#jira UE-37018
Change 3169362 on 2016/10/20 by tim.gautier
Updated TM-UMG Level Blueprint - mouse-clicks outside of UMG assets no longer take focus from the set Display Widget
#jira abc-123
Change 3169244 on 2016/10/20 by Chris.Babcock
Update to new CodeWorks for Android 1R5
#jira UE-37554
#ue4
#android
Change 3169240 on 2016/10/20 by Jon.Nabozny
#rn Fixup GameModeClassAliases in Engine.ini files. These must be prefixed with either /Game/ or /Script/ otherwise the asset may fail to resolve and an empty name will be used instead (and cause weird behavior).
#jira UE-37488
Change 3169155 on 2016/10/20 by Peter.Sauerbrei
fix for incorrect characters in bundle id when project has underscores in the name
#jira UE-36436
Change 3169127 on 2016/10/20 by Allan.Bentham
Fix android vulkan compile error with dev builds
#jira abc-123
Change 3169058 on 2016/10/20 by Allan.Bentham
Flush command buffer during init to fix vulkan crash when rendering thread is enabled.
Fix FDeferredDeletionQueue's resource handle storage on 32 bit platforms.
#jira UE-36452
Change 3169049 on 2016/10/20 by Peter.Sauerbrei
fix for minimum ios version in base ini file
#jira UE-37034
Change 3168910 on 2016/10/20 by Jack.Porter
Fix occasional race condition crash in FTcpMessageTransportConnection on editor shutdown
#jira UE-36944
Change 3168906 on 2016/10/20 by Dmitriy.Dyomin
Fixed: Black rendering on Galaxy S4 PowerVR
#jira UE-37567
Change 3168858 on 2016/10/20 by Richard.TalbotWatkin
Made BSP rendering more robust so that out-of-range array accesses trigger an 'ensure' rather than a crash (with a view to identifying the cause of this issue). Also fixed non-editor builds.
#jira UE-37267 - [CrashReport] UE4Editor_Engine!FModelSceneProxy::GetDynamicMeshElements() [modelrender.cpp:322]
Change 3168826 on 2016/10/20 by Richard.TalbotWatkin
Duplicated from //UE4/Dev-Editor, CL 3156473
Attempt to make geometry render / rebuild more robust in the hope of catching UE-36265.
#jira UE-36265 - [CrashReport] UE4Editor_Engine!FModelSceneProxy::HasSelectedSurfaces() [modelrender.cpp:538]
Change 3168335 on 2016/10/19 by Michael.Trepka
Restored previous version of FMacWindow::IsPointInWindow function to solve issues with window dragging.
#jira UE-37418
Change 3168307 on 2016/10/19 by Rolando.Caloca
UE4.14 - Integrate changes from 3051720 and 3057522
[RENDERING] [!]
Revert fix in GPU skin cache (original CL 2722034)
- Waiting on shader compilation with the GPU skin update will destroy/recreate render state, causing a crash in the GPU skin cache.
#jira UE-37545
Change 3168201 on 2016/10/19 by Peter.Sauerbrei
fix for urls with queries not working correctly
#jira UE-35090
Change 3168200 on 2016/10/19 by Mitchell.Wilson
Re-saved multiple cloth assets to resolve building adjacency information warnings.
Replaced deprecated SetText and GrabComponent blueprint nodes with new SetText and GrabComponentAtLocation.
Re-saved multiple assets to resolve empty engine version warnings.
#jira UE-37537
Change 3168174 on 2016/10/19 by Alan.Noon
#jira UE-37534
deleted unnecessary files from Photorealistic Character project
Change 3168160 on 2016/10/19 by Arne.Schober
duplicated:
fixes for velocity render pass
CL 3166370
CL 3166799
#jira UE-37362
Change 3168136 on 2016/10/19 by Alan.Noon
#jira UE-37534
Initial add of Photorealistic Character Sample project
Change 3168127 on 2016/10/19 by Peter.Sauerbrei
fix for IOS_7 not being found
#jira UE-37034
Change 3167886 on 2016/10/19 by patrickr.donovan
#jira UE-37242
TLDR; Test content updates.
Bug entered due to finicky hardware returning noise values that weren't accounted for in test contet. Fortified test content against this edge case, no code change necessary.
Change 3167882 on 2016/10/19 by samuel.proctor
Updating asset for Profiler Heatmap testing
#jira UE-29618
Change 3167868 on 2016/10/19 by Dmitry.Rekman
Linux: disable XGE on Windows (UE-37446).
- XGE does not seem to handle new clang 3.9.0 toolchain well, with very reproducible crashes.
Also fix build breakage with clang 3.8.1.
- always_inline was still applied to debug builds and as such was ignored.
#jira UE-37446
(Edigrating CL 3166330, 3166456 from Dev-Platform to Release-4.14)
Change 3167832 on 2016/10/19 by Mitchell.Wilson
Reconnected 'TopMaterial' in multiple materials to resolve warnings.
Rebuilt lighting and saved levels.
#jira UE-37529 UE-37535
Change 3167688 on 2016/10/19 by Mitchell.Wilson
Removing preview mesh from multiple materials to resolve warnings.
Rebuilt lighting and saved all levels.
#jira UE-29678 UE-37526
Change 3167616 on 2016/10/19 by Marc.Audy
Fix reversed logic checking for an Actor after a cast was supposed to have failed, broken in CL 2695656.
#jira UE-37517
Change 3167585 on 2016/10/19 by Jamie.Dale
Re-enabled all-cultures upload to OneSky so we prime translations correctly
#jira UE-37518
Change 3167579 on 2016/10/19 by Jamie.Dale
Fixed text render component regression with custom MIDs
#jira UE-37305
Change 3167501 on 2016/10/19 by Matt.Kuhlenschmidt
Fixed realtime rendering in editor viewport being disabled when simulating in editor
#jira UE-37466
Change 3167498 on 2016/10/19 by Mitchell.Wilson
Re-saving multiple blueprints with nodeguid warnings.
Cleared preview mesh for materials with string asset reference warnings.
Rebuilt lighting and added _BuildData to resolve lighting rebuild warnings.
#jira UE-30840
Change 3167492 on 2016/10/19 by Matt.Kuhlenschmidt
Fix for disappearing menus in lastest windows 10 build
#jira UE-36752
Change 3167311 on 2016/10/19 by Mieszko.Zielinski
Fixed EQS template cache issues with multiple query run modes #UE4
#jira UE-37496
Change 3167206 on 2016/10/19 by Matthew.Griffin
Moved Github promotion earlier in build script and added 'After' dependencies so that we can guarantee the order of the nightly build/prevent unimportant jobs from running before binary build is completed
Change 3167205 on 2016/10/19 by Matthew.Griffin
Changed CommandUtils.UnzipFiles to use system unzip tool when running on mono, as there has been issues with Ionic not being able to decompress those created by the zip tool
Change 3167010 on 2016/10/19 by Dmitriy.Dyomin
Fix for LevelStreaming getting stuck, and World->PersistentLevel null assert
Contributed by Funcom: https://udn.unrealengine.com/questions/312900/fix-for-levelstreaming-getting-stuck-and-world-per.html
#jira UE-36397
[CL 3189774 by Matthew Griffin in Main branch]
2016-11-08 02:45:19 -05:00
FString CommandLine = FString : : Printf ( TEXT ( " \" %s \" \" %s \" Install Engine -project \" %s \" -certificate \" %s \" -bundlename \" %s \" " ) , * ScriptPath , * IPPPath , * ProjectPath , * CertPath , * BundleIdentifier ) ;
2014-11-07 15:46:06 -05:00
# else
2017-06-30 12:21:06 -04:00
FString CmdExe = FPaths : : ConvertRelativePathToFull ( FPaths : : EngineDir ( ) / TEXT ( " Binaries/DotNET/IOS/IPhonePackager.exe " ) ) ;
Copying //UE4/Release-Staging-4.14 to //UE4/Dev-Main (Source: //UE4/Release-4.14 @ 3182951)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3182951 on 2016/11/02 by Luke.Thatcher
[RELEASE] [PS4] [!] Fix "play together" invitations handling in PS4 OSS.
- Wrong condition in GetUserWebApiContext. Web API contexts can be created for local users (i.e. FUniqueNetIdPS4 instances with a valid SceUserServiceUserId).
#jira UE-38017
Change 3182892 on 2016/11/02 by Luke.Thatcher
[RELEASE] [PS4] [!] Fix incorrect identity API implementation in PS4 OSS.
- System events directly drive the login state of a user. This also removes the blocking call to sceNpGetState().
- GetAuthToken is only called if the engine calls IOnlineIdentity::Login().
#jira UE-38017
Change 3182767 on 2016/11/02 by Luke.Thatcher
[RELEASE] [PS4] [!] Fix PS4 session invitations.
- Was calling old Web API with SceNpOnlineId where SceNpAccountId is needed.
- Replaced with NpToolkit2's session invitation API.
#jira UE-38020
Change 3182766 on 2016/11/02 by Luke.Thatcher
[RELEASE] [PS4] [!] Fix assert in FUniqueNetIdPS4::FindOrCreate. We were assuming an online-only ID could never become a local ID. This isn't the case in the following scenario:
- Two users join a session on two separate PS4s.
- One user signs into the other user's PS4 with the same account, with a second controller. PSN logs him out of the first PS4.
- That user's Net ID has now migrated from being online-only, to local-with-online. This is a case that was not handled.
#jira UE-38017 UE-38020
Change 3182765 on 2016/11/02 by Luke.Thatcher
[RELEASE] [PS4] [~] Additional logging for PS4 OSS "Play Together".
#jira UE-38017 UE-38020
Change 3182633 on 2016/11/01 by Jack.Porter
Fix crash sculpting a landscape with grass that uses the landscape's lightmap, when lighting has not been built
#jira UE-38042
Change 3182332 on 2016/11/01 by Mieszko.Zielinski
Added a sanity check to UNavigationSystem::AddElementToNavOctree to guard agains DirtyElement.NavInterface being null #UE4
#jira UE-37588
Change 3182321 on 2016/11/01 by Dmitry.Rekman
Updated READMEs for 4.14 (UE-38059).
#jira UE-38059
Change 3182231 on 2016/11/01 by Mitchell.Wilson
Adding Is Valid node in Retargeting_WorldInteractionBP to resolve warning.
#jira UE-38079
Change 3182164 on 2016/11/01 by Matt.Kuhlenschmidt
Fix alll collision being disabled if you dont auto-generate a simple hull when importing an FBX
#jira UE-38091
Change 3182017 on 2016/11/01 by Chris.Babcock
Disable glVertexAttribIPointer on PowerVR Rogue
#jira UE-38074
#ue4
#android
Change 3181942 on 2016/11/01 by Mitchell.Wilson
Resolving multiple warnings in CIS for Elemental Demo.
#jira UE-38075
Change 3181941 on 2016/11/01 by Nick.Shin
PhysX Bulid Automation script update
#jira UE-37329 'Compile UE4Game HTML5' - 300 Warnings
Change 3181939 on 2016/11/01 by Ryan.Vance
#jira UE-38072
We need to add a hook that can be called after native present has finished for SteamVR.
PostPresentHandoff should be called when using the interleaved compositor immediately after we've submitted our eye buffers and called present for the mirror window. This unblocks the compositor process so it can do it's re-projection work. Otherwise it will block until we call WaitGetPoses which is a ways into the next frame.
Change 3181849 on 2016/11/01 by Nick.Shin
jukka's (Mozilla) fixes to SSE2 and GL issues for HTML5
jukka's (Mozilla) python scripts to build ThirdParty HTML5 libs
the python scripts will need tweaking - they were moved from their original locations from:
https://github.com/Mozilla-Games/UnrealEngine/commit/fd48bc0e4a5f0278a1c036d2b81036ab1270ad68
the CMakeLists.txt (and one configure.ac) files are defiinitely used from the (bash) shell build script (to build thirdparty libs for HTML5)...
update existing (bash shell script and UE4 c#) build files to use the new "incoming" emsdk
#jira UE-37329 -'Compile UE4Game HTML5' - 300 Warnings
Change 3181848 on 2016/11/01 by Nick.Shin
update compiled ThirdParty HTML5 libs using new emscripten tool chain (CL:#3180924)
#jira UE-37329 - //UE4/Main: Step 'Compile UE4Game HTML5' - 300 Warnings
Change 3181838 on 2016/11/01 by Nick.Shin
new emscripten tool chain configured by jukka from Mozilla
see Engine/Extras/ThirdPartyNotUE/emsdk/emscripten/incoming/EPIC_VERSION for details on where did this version come from
#jira UE-37329 - //UE4/Main: Step 'Compile UE4Game HTML5' - 300 Warnings
Change 3181611 on 2016/11/01 by Allan.Bentham
Recreate vulkan swapchain after a pause/resume on android.
#jira UE-36454
Change 3181451 on 2016/11/01 by Chris.Wood
CrashReportClient no longer attempts to restart Launcher-run Editors via IPC with the Launcher. They are now restarted directly.
[UE-37794] - Send and Restart from Crash Reporter Opens Project Browser
Launcher can't accept command line args when restarting an application so it can't restart the editor with the right project.
Also fixes broken SlateReflector in CRC (switched off in checked in version)
#jira UE-37794
Change 3181117 on 2016/11/01 by Dmitriy.Dyomin
Fixed: Text Actors not Rendering on Mobile
PowerVR based devices were rendring opaque objects twice
#jira UE-37949
Change 3181102 on 2016/11/01 by Jack.Porter
Fix for editor crash during Landscape sculpting on pressing Ctrl+z (Subdivision enabled in material)
#jira UE-36050
Change 3180851 on 2016/10/31 by Daniel.Wright
Ray Traced Distance Field shadows must be projected last, since they overlap the depth range as Far CSM. Fixes Kite demo medium-distance shadowing.
#jira UE-37793
Change 3180844 on 2016/10/31 by Michael.Trepka
Disabled high-DPI in Mac CrashReportClient
#jira UE-37697
Change 3180803 on 2016/10/31 by Michael.Trepka
Setup Mac Metal layer on the main thread to solve issues with empty game window when showing a separate log window.
#jira UE-37998
Change 3180764 on 2016/10/31 by zachary.wilson
Checkking in content for Lighting scenarios test, currently incomplete but needed for bug repro
#jira UE-29618
Change 3180666 on 2016/10/31 by Dmitry.Rekman
Fix Linux client & server hang when decoding voice chat (UE-36108).
- break out of voice channel while loop if unable to serialize the voice packet data.
- fixed by JoshM
#jira UE-36108
Change 3180428 on 2016/10/31 by Mitchell.Wilson
Rebuilt lighting in all Content Examples levels and saved to resolve warnings.
#jira UE-37880
Change 3180399 on 2016/10/31 by Dmitry.Rekman
Linux: revert to old commandline switch -binnedmalloc (UE-38001).
#jira UE-38001
Change 3180298 on 2016/10/31 by Steve.Robb
Extra information about which class has failed to have its CppStructOps initialized.
#jira UE-37921
Change 3180289 on 2016/10/31 by John.Pollard
Fix crash in FCurlHttpRequest::DebugCallback
+ Specify the string length to FString's constructor as the result from StringCast is not null terminated if the string's length is specified (instead of assuming null termination).
#jira UE-36658
Change 3180200 on 2016/10/31 by Benjamin.Hyder
Updating QA-Materials to include BuiltData
#jira UE-29618
Change 3180173 on 2016/10/31 by Nick.Whiting
Fixing up static analysis warning about array size in GoogleVRHMD code
#jira UE-38007
Change 3180123 on 2016/10/31 by ryan.brucks
#jira UE-35977
hooked up missing transform node inside of newly added function so that it works with variable rotations.
Change 3180108 on 2016/10/31 by Benjamin.Hyder
Updating QA-Effects map to include BuiltData
#jira UE-29618
Change 3180104 on 2016/10/31 by Marc.Audy
Don't recreate the render state if the component got unregistered in the interim.
#jira UE-37968
Change 3180084 on 2016/10/31 by Allan.Bentham
Use glVertexAttribIPointer for ES3.
Enable SupportsTextureMaxLevel for ES3.
ensure GL_HALF_FLOAT is used for vertex half float format on ES3 (instead of GL_HALF_FLOAT_OES)
Fix assert when previewing ES3.1 with PC OpenGL.
#jira UE-37472
Change 3180082 on 2016/10/31 by Luke.Thatcher
[RELEASE] [PS4] [-] Back out PS4 OSS warnings filter in UBT output (original CL 3150360).
- We weren't relying on this anyway, since the build machines are filtering based on a perl script (See CL 3151027)
#jira UEPLAT-1424
Change 3180044 on 2016/10/31 by Michael.Trepka
Don't create additional autorelease pool for Metal context on the game thread.
#jira UE-37894
Change 3180023 on 2016/10/31 by Luke.Thatcher
[RELEASE] [PS4] [^] Merge (as edit) PlayStation 4 Online Subsystem refactor for Sony SDK 4.008.061 (CL 3178249) from //UE4/Dev-Platform to OrionGame in //UE4/Release-4.14
Original CL description:
[~] Upgrade PlayStation 4 Online Subsystem to be compliant with Sony's new APIs in SDK 4.008.061.
- Replaced deprecated APIs with new ones.
- Replaced NpToolkit with NpToolkit2.
- Refactor of FUniqueNetIdPS4 and related code. FUniqueNetIdPS4 is now immutable and immovable.
- Added online ID cache system, which calls out to Sony's new ID Mapper Web API.
Contains a breaking change in FUniqueNetId
- FUniqueNetId::ToString() now returns the SceNpAccountId string of a user, rather than the SceNpOnlineId string.
- Custom backends which rely on this string to identify users will need to support SceNpAccountIds, and map them to existing accounts.
#jira UEPLAT-1424
Change 3179973 on 2016/10/31 by Sam.Deiter
#Jira UEDOC - 3957
#UE4 Docs: Fixing typos in the landscape tutorials for bug UEDOC - 3957
#Code_Review lauren.ridge, jeff.wilson, ian.shadden, wes.bunn, chase.mcallister, robert.gervais
Change 3179930 on 2016/10/31 by Luke.Thatcher
[RELEASE] [PS4] [^] Merge (as edit) PlayStation 4 Online Subsystem refactor for Sony SDK 4.008.061 (CL 3178249) from //UE4/Dev-Platform to //UE4/Release-4.14
Original CL description:
[~] Upgrade PlayStation 4 Online Subsystem to be compliant with Sony's new APIs in SDK 4.008.061.
- Replaced deprecated APIs with new ones.
- Replaced NpToolkit with NpToolkit2.
- Refactor of FUniqueNetIdPS4 and related code. FUniqueNetIdPS4 is now immutable and immovable.
- Added online ID cache system, which calls out to Sony's new ID Mapper Web API.
Contains a breaking change in FUniqueNetId
- FUniqueNetId::ToString() now returns the SceNpAccountId string of a user, rather than the SceNpOnlineId string.
- Custom backends which rely on this string to identify users will need to support SceNpAccountIds, and map them to existing accounts.
#jira UEPLAT-1424
Change 3179539 on 2016/10/31 by Jack.Porter
Fix crash when Toggling Landscape Mode with Hidden Sub-Level containing a Landscape
#jira UE-37954
Change 3179309 on 2016/10/29 by Benjamin.Hyder
Re-Saving Foliage asset in Tm-DistanceFields
#jira UE-29618
Change 3179308 on 2016/10/29 by Benjamin.Hyder
updating AutoLOD settings for foliage example in TM-Shadermodels
#jira UE-29618
Change 3179135 on 2016/10/28 by Chris.Babcock
Only use alternative event flow for Daydream packaged applications
#jira UE-37847
#ue4
#android
Change 3178995 on 2016/10/28 by JohnHenry.Carawon
Adding test content for the World Origin Rebasing feature
#jira UE-29618
Change 3178994 on 2016/10/28 by Chris.Babcock
Disable ARM64 Google Play Games - need new library to fix crash
#jira UE-37972
#ue4
#android
Change 3178955 on 2016/10/28 by Marc.Audy
Don't worry about clearing from world's end of frame update frame if being GC'd
#jira UE-37928
Change 3178921 on 2016/10/28 by Daniel.Wright
[Copy] Scene captures and planar reflections force a scene color alpha channel to be used when they are capturing (does not affect the scene color format for the main views). Fixes planar reflections with r.SceneColorFormat=3.
Setup scissor for scene depth resolves, helps with passes using screenpercentage to reduce resolution. Planar reflection depth resolves .8ms -> .2ms on 970
#jira UE-37970
Change 3178919 on 2016/10/28 by Daniel.Wright
[Copy] Fixed planar reflections in forward shading. The change to disable checkerboard SSS caused scene color alpha to be non-zero for opaque / masked pixels in forward, but there's no SSS pass run later to correct it, since this is the forward rendering path.
#jira UE-37970
Change 3178905 on 2016/10/28 by Max.Chen
Sequencer: Fix fade track instance compile
#jira UE-37939
Change 3178808 on 2016/10/28 by Dmitry.Rekman
Linux: fix crash on exit (UE-37536).
- Base virtual function (PostRun()) was called due to thread being stopped at the moment when the subclass destructor has already run.
#jira UE-37536
(Edigrating 3175651 from Dev-Platform to Release-4.14)
Change 3178707 on 2016/10/28 by Marc.Audy
Fix inverted null check that caused load game from slot to fail if using a BP generated class
#jira UE-37774
Change 3178664 on 2016/10/28 by Alexis.Matte
Fix the fbx automation tests
#jira UE-37960
Change 3178617 on 2016/10/28 by Bart.Hawthorne
Fix issue where changing the world origin in a single player game would try to access the FNetworkPredictionData_Client_Character on character movement components
#jira UE-37692
#tests ran QA game and tested that assert no longer fired in debug
Change 3178615 on 2016/10/28 by Max.Chen
Matinee to Level Sequence: Added interface to extend the matinee to level sequence converter
Copy from Dev-Sequencer
#jira UE-37328
#2864
Change 3178553 on 2016/10/28 by Michael.Trepka
Don't wait for the main thread in FMacWindow::Show()
#jira UE-37915
Change 3178526 on 2016/10/28 by Alexis.Matte
Clean unused material when importing a skeletal mesh. Its possible to have a material reference in a fbx node and not have any face referencing this material.
#jira UE-37923
Change 3178451 on 2016/10/28 by Mitchell.Wilson
Limit the max angle the cannon tower can be rotated when manually aiming.
When max rotation is reached, debug line turns red to be consistent with the arrow tower.
#jira UE-36512
Change 3178420 on 2016/10/28 by Lina.Halper
Fix build issue
#jira: UE-37911
Change 3178390 on 2016/10/28 by mason.seay
Enabling follow on certain notifies to help catch issues
#jira UE-29618
Change 3178325 on 2016/10/28 by Zak.Middleton
#ue4 - (4.14) - Fix crash when player is destroyed and server PlayerController checks to see if it needs to force a network update. Also fix crash when calling ACharacter::SetReplicateMovement when not on the server.
Mirror CL 3178247 and CL 3178256 in Dev-Framework.
#jira UE-37902
Change 3178312 on 2016/10/28 by Max.Chen
Sequencer: Fade only oin the current player context, not on all worlds.
#jira UE-37939
Change 3178267 on 2016/10/28 by Lina.Halper
Fix issue with anim editor sound play notify doesn't work with follow option
#jira: UE-37946
Change 3178146 on 2016/10/28 by Lina.Halper
#fix crash with thumbnail update when there is no animation, and so on.
#code review: Benn.Gallagher
#jira: UE-37911
Change 3178145 on 2016/10/28 by Matthew.Griffin
Fixed Clean process during a Hot Reload
Prevent engine build products, intermediates and exe/dlls from being deleted during Hot Reload and make sure Hot Reload state is preserved
#jira UE-37616
Change 3178143 on 2016/10/28 by Mitchell.Wilson
Updating BP_Spinning_Logo to stop spinning when disabled instead of finishing the rotation.
#jira UE-36269
Change 3178110 on 2016/10/28 by Mitchell.Wilson
Rebuilt lighting and saved levels.
#jira UE-36913
Change 3178070 on 2016/10/28 by Mitchell.Wilson
Adjusted trigger ragdoll time in shooter character so the character does not appear to float while in death animation.
#jira UE-37124
Change 3178034 on 2016/10/28 by Jon.Nabozny
Add missing Super::Tick call to ATP_TopDownCharacter::Tick.
#jira UE-37914
Change 3178021 on 2016/10/28 by Max.Chen
Sequence Recorder: Disable auto possess player for recorded pawns. This fixes a bug where if you record a third person template character, when you open the sequence, the recorded character will possess the viewport.
Copy from Dev-Sequencer
#jira UE-35342
Change 3177992 on 2016/10/28 by Matt.Kuhlenschmidt
Fix outlined text accumulating error due to measuring the outlines for each text run rather than the entire string
#jira UE-37935
Change 3177981 on 2016/10/28 by Nick.Darnell
UMG - Fixing how the virtual window calculates desired size. It was including scale again, which is fine for SWindow, but isn't what we want on the SVirtualWindow, should probably consider making a new SWindowBase class they can both share in the future.
#jira UE-36861
Change 3177888 on 2016/10/28 by Matthew.Griffin
Back out revision 4 from //UE4/Release-4.14/Engine/Source/Runtime/Engine/Private/InheritableComponentHandler.cpp
Change 3177881 on 2016/10/28 by Matthew.Griffin
Added guards to WITH_EDITOR only static initialisation
Change 3177871 on 2016/10/28 by Matt.Kuhlenschmidt
Fix crash import fbx scenes if objects contain procedural textures (not supported)
#jira UE-37917
Change 3177856 on 2016/10/28 by Matthew.Griffin
Adding THIRD_PARTY_INCLUDES macros around Google VR includes to fix static analysis warnings
Change 3177815 on 2016/10/28 by Graeme.Thornton
Non-editor build fix
#jira UE-37929
Change 3177812 on 2016/10/28 by Graeme.Thornton
Fix for COTF crash with EDL. Manually copied from CL 3174743 in Dev-Core
#jira UE-37810
Change 3177737 on 2016/10/28 by Guillaume.Abadie
Brings over 3141695 and 3173310 from //Odin/Main: Fixes particle collision in the forward renderer.
#jira UE-37927
Change 3177703 on 2016/10/28 by Phillip.Kavan
[UE-37852] Ensure that we create a unique template object in a child class's ICH when overriding an inherited SCS default scene root node.
change summary:
- added UInheritableComponentHandler::SCSDefaultSceneRootOverrideNamePrefix
- modified UInheritableComponentHandler::CreateOverridenComponentTemplate() to special-case SCS default scene root node overrides when determining the new template name
- modified UInheritableComponentHandler::PostLoad() to special-case SCS default scene root node overrides during template name fixup
- modified SSCSEditor::RemoveComponentNode() to skip renaming the component template away from the variable name for the default scene root node, since we don't actually recreate it when it gets re-added
#jira UE-37852
Change 3177600 on 2016/10/27 by Chris.Babcock
Pass through the intent action from splash screen
#jira UE-37925
#ue4
#android
Change 3177436 on 2016/10/27 by Mike.Beach
Guarding against a top crash that could occur when pasting a select node (unknown how) - now using an unchecked accessor to get a specific pin, and guarding again a null (instead of asserting).
#jira UE-37910
Change 3177365 on 2016/10/27 by Daniel.Wright
Fixed access of FPrecomputedLightVolumeData after it has been deleted (causes crash on exit with USE_MALLOC_STOMP enabled)
#jira UE-37903
Change 3177236 on 2016/10/27 by Mitchell.Wilson
Updated UVs on M_FloorTiles1 to resolve precision issues with the material's normal on mobile devices.
Fixed reflection captures in the level and rebuilt lighting.
#jira UE-36624
Change 3177235 on 2016/10/27 by mason.seay
Vehicle Assets
#jira UE-29618
Change 3177036 on 2016/10/27 by Mitchell.Wilson
Inverted throttle control for controller Right Joystick Up, Down, Y-Axis to be consistent with the info from our template wiki
#jira UE-37881
Change 3176996 on 2016/10/27 by mason.seay
Missed node link
#jira UE-29618
Change 3176993 on 2016/10/27 by mason.seay
Test AnimBP for crash
#jira UE-29618
Change 3176992 on 2016/10/27 by Mitchell.Wilson
Adding [EditoronlyBP] to DefaultEditor.ini of projects that were missing it.
#jira UE-37846
Change 3176946 on 2016/10/27 by Alexis.Matte
We recompile the material only if there is a material expression node that ask for a shader recompile when the texture is change with no specified property.
#jira UE-37705
Change 3176939 on 2016/10/27 by Alexis.Matte
Check the pointer before using it
#jira UE-37853
Change 3176927 on 2016/10/27 by mason.seay
Rebuilt Lighting
#jira UE-29618
Change 3176883 on 2016/10/27 by Steve.Robb
Fix for crash when an array property changes while instancing subobjects.
Fix for StrStr running off the end of a non-null-terminated string and a tidy up with TUniquePtr.
Fix for accessing a deleted StaticClass() in FInputBindingEditorModule::ShutdownModule.
#fyi matt.kuhlenschmidt, alex.fennell
#jira UE-37752
Change 3176811 on 2016/10/27 by Chris.Bunner
Rework of previous commit to avoid potential confusion moving forward.
#jira UE-37424
Change 3176783 on 2016/10/27 by Chris.Bunner
Default scalability settings to Epic, not Cinematic.
Duplicated default render resolution scale fix (CL 3170020).
#jira UE-37424
Change 3176692 on 2016/10/27 by Mike.Beach
Fixing up a mistake where we weren't reading all [EditoronlyBP] settings (which are now deprecated). Was causing certain settings to default to off, and caused an inaccurate deprecation warning.
#jira UE-37848
Change 3176635 on 2016/10/27 by mason.seay
Setting up skeleton for retargeting testing
#jira UE-29618
Change 3176586 on 2016/10/27 by Marcus.Wassmer
Fix crash on D3D12 editor when selecting objects
#jira UE-37861
Change 3176479 on 2016/10/27 by Robert.Manuszewski
Fix for a rare crash when loading into Orion match. Made sure the Skeleton asset is loaded before PostLoad is called on it.
#jira UE-37297
#jira UE-37711
Change 3176107 on 2016/10/27 by Phillip.Kavan
[UE-37690] AddComponent node template names now use a counter to avoid a potential component data cache mismatch with an existing instance of an old AddComponent node template.
change summary:
- added UBlueprint::ComponentTemplateNameIndex as a way to to map component class names to an incremental counter (saved).
- UK2Node_AddComponent::MakeNewComponentTemplateName() is now public, non-static, and uses an internal index map to generate unique component template names.
#jira UE-37690
Change 3176105 on 2016/10/27 by Phillip.Kavan
[UE-37686] Fix naming for archetype objects associated with new AddComponent nodes.
change summary:
- switched UK2Node_AddComponent::MakeNewComponentTemplateName() to be a public API.
- modified UBlueprintComponentNodeSpawner::Invoke() to call UK2Node_AddComponent::MakeNewComponentTemplateName() in place of MakeUniqueObjectName().
- modified UBlueprintGeneratedClass::FindArchetype() to better handle old AddComponent node template names. These were based on the UClass display name, and thus it was possible for the non-index form of that FName to collide with SCS variable names after the initial switch to use the non-indexed (base) FName for archetype matching in all cases. As a result I've reverted back to using the given ArchetypeName value for the SCS variable case.
#jira UE-37686
Change 3176009 on 2016/10/26 by Dmitriy.Dyomin
Fixed: Editor crash on changing sub-level visbility under certain conditions
#jira UE-34740
Change 3175807 on 2016/10/26 by Daniel.Wright
Fixed the editor thinking a lighting build is still active after you discard the results from one
#jira UE-37834
Change 3175777 on 2016/10/26 by Jon.Nabozny
#jira UT-6263
Fix crash when running ServerTravel on a client
Dupe of CL #3175731 on UT, checked in on behalf of ben.zeigler
Change 3175695 on 2016/10/26 by Ryan.Gerleve
Don't clear level collections in UWorld::CleanupWorld unless bCleanupResources is true.
#jira UE-37336
Change 3175628 on 2016/10/26 by Chad.Garyet
Added -Build vstream from 4-14 to allow checkins from physx
altered build script and json to reflect new changes
#JIRA UE-37085
Change 3175612 on 2016/10/26 by Martin.Wilson
Fix crash when running an in-editor cook on the fly server with unsaved virtual bone changes
#jira UE-37785
Change 3175552 on 2016/10/26 by Brian.Karis
Twinblast bust changes
#jira UE-0
Change 3175543 on 2016/10/26 by Marc.Audy
Allow audio thread on PS4 to use 7th core as opposed to being pinned to it
#jira OR-30447
Change 3175538 on 2016/10/26 by Matt.Kuhlenschmidt
Fixed a crash when clicking Apply when using the Brush Clip tool
#jira UE-37838
Change 3175502 on 2016/10/26 by Mitchell.Wilson
Enabled modulated shadows on lights in rolling template levels.
#jira UE-37047
Change 3175485 on 2016/10/26 by mason.seay
Test Map for virtual bones
#jira UE-29618
Change 3175469 on 2016/10/26 by mason.seay
Test assets for Virtual Bones testing
#jira UE-29618
Change 3175428 on 2016/10/26 by Marc.Audy
Possibly fix crash in Autosave due to dereferencing a world pointer which is freed memory
#jira UE-37590
Change 3175414 on 2016/10/26 by Michael.Trepka
Fixed mouse position calculations for secondary monitors on Mac
#jira UE-37822
Change 3175382 on 2016/10/26 by Yannick.Lange
VR Editor: - Fix: Landscape UI Elements are not visible #jira UE-36843
- Fix: First-time switch to Landscape tab in VREditor causes UI Errors #jira UE-37410
- Fix: Enabling Foilage Mode in VR Editor breaks the pointer #jira UE-37214
- Fix: Landscape sculpting when attempting to move menu panels in VREditor #jira UE-37581
#jira UE-36843 #jira UE-37410 #jira UE-37214 #jira UE-37581
Change 3175349 on 2016/10/26 by Chad.Garyet
Changing physx build agents to compile workspaces instead of full ones
#JIRA UE-37085
Change 3175267 on 2016/10/26 by Martin.Wilson
Fix retarget crash
#jira UE-37781
Change 3175205 on 2016/10/26 by Rolando.Caloca
UE4.14 - Remove erroneus assert
#jira UE-37584
Change 3175188 on 2016/10/26 by Chris.Babcock
Fix out of spec GLSL operations (contributed by JeffRous)
#jira UE-37800
#PR #2886
#ue4
#android
Change 3175156 on 2016/10/26 by Mitchell.Wilson
Adding missing iOS app icons to SunTemple project
#jira UE-36991
Change 3175095 on 2016/10/26 by Daniel.Wright
Fixed stationary skylight reflections using an inverted mask on materials without high quality reflections with Forward Shading
#jira UE-37783
Change 3175075 on 2016/10/26 by Daniel.Wright
[Copy] Support directional light dynamic shadows in any channel with forward shading, which can happen with multiple shadow casting stationary directional lights (even though only the lighting of one will appear)
#jira UE-36497
Change 3175050 on 2016/10/26 by Jamie.Dale
FTextRenderComponentMIDCache now marks MIDs as stale when the font parameters available in the parent material changes
#jira UE-37819
Change 3175039 on 2016/10/26 by Daniel.Wright
Fixed Duplication mode
#jira UE-37231
Change 3174996 on 2016/10/26 by Mitchell.Wilson
Removing [EditoronlyBP] changes made to DefaultEditor.ini. EDL is now disabled by default in ShooterGame.
#jira UE-37648
Change 3174987 on 2016/10/26 by Jon.Nabozny
Fix crash when moving InstancedStaticMeshComponent in editor when it had no mesh set, but had instances.
#jira UE-37594
Change 3174803 on 2016/10/26 by Ori.Cohen
Fix world origin shifting causing a crash inside physx.
#JIRA UE-37745
Change 3174776 on 2016/10/26 by Allan.Bentham
Work around broken depth reads on Galaxy S4.
#jira UE-35481
Change 3174723 on 2016/10/26 by Robert.Manuszewski
Changing the criteria for UBL to ignore the event driven loader flag to IsEngineInstalled() just like at runtime.
#jira UE-37617
Change 3174650 on 2016/10/26 by Matthew.Griffin
Ensured that Online Subsystem Oculus plugin is precompiled successfully for Android
Change 3174644 on 2016/10/26 by Matthew.Griffin
Fixing GoogleVR compile issues
Change 3174352 on 2016/10/25 by Daniel.Wright
Rename map build data along with the world - fixes lighting lost on map rename / save as.
Duplicate map build data along with the world - fixes lighting lost on map duplicate in the content browser, or save as when the source already exists.
Save map build data packages in SaveWorld - fixes lighting being lost on save as.
#jira UE-37231
Change 3174335 on 2016/10/25 by Chris.Babcock
Corrected Proguard issue with Codeworks for Android 1R5 installers
#jira UE-37680
#ue4
#android
Change 3174318 on 2016/10/25 by Marcus.Wassmer
Duplicate 3174187
#jira UE-37020
Change 3174263 on 2016/10/25 by patrickr.donovan
Test content updates and additions. Lighting Channel map added to TM-VRLoader.
#jira UE-29618
Change 3174120 on 2016/10/25 by Daniel.Wright
UObject::PostDuplicate with DuplicateMode
* Allows differentiating between being duplicated as part of a world duplication vs duplication within a level
* This is needed when generating a guid that needs to be unique within a level, but constant across instances of that level, like a light component
#jira UE-37231
Change 3174113 on 2016/10/25 by Daniel.Wright
Fixed log spam
#jira UE-37522
Change 3174010 on 2016/10/25 by Jamie.Dale
Fixed several crashes in the Session Frontend when viewing profiles
- SFiltersAndPresets wasn't being cleared when the profile data was changed back to a live instance.
- SFiltersAndPresets could crash if it was updated when no profile was selected.
- SDataGraph could cause a crash if you clicked on it when there was no data (passed a range of -1, 0).
- A session update message would clobber any loaded profile data, resetting to the current instance.
#jira UE-37597
Change 3173982 on 2016/10/25 by mason.seay
Deleting unneeded asset
#jira UE-29618
Change 3173912 on 2016/10/25 by Ori.Cohen
Fix divide by 0 crash when torque curve is 0
#JIRA UE-37737
Change 3173866 on 2016/10/25 by Ben.Marsh
Remove setting forcing UnrealCEFSubProcess to compile using Visual Studio 2013.
#jira UE-37678
Change 3173824 on 2016/10/25 by Ben.Marsh
Fix trying to recompile UBT in Rocket builds when cleaning a build target.
#jira UE-37616
Change 3173812 on 2016/10/25 by Nick.Darnell
XBoxOne - The Vertex and Index buffers are now allocated with the right nextwriteoffset to prevent stomping old data on future writes.
#jira UE-37757
Change 3173808 on 2016/10/25 by Ben.Marsh
Fix batch files detecting MSBuild install locations for Visual Studio "15" preview 5.
#jira UE-37627
Change 3173711 on 2016/10/25 by Ori.Cohen
Fix linux compiler issues for physx
#JIRA UE-37085, UE-37114, UE-37116
Change 3173704 on 2016/10/25 by James.Cobbett
Import test assets for Alembic Conversion test
#jira UE-29618
Change 3173694 on 2016/10/25 by Matt.Kuhlenschmidt
Fixed Zip project not working in binary builds
#jira UE-37655
Change 3173692 on 2016/10/25 by James.Cobbett
Test content for Alembic Conversion options
#jira UE-29618
Change 3173666 on 2016/10/25 by Matt.Kuhlenschmidt
Fixed array refreshing in the details panel not functioning properly for sub-object properties
#jira UE-37652
Change 3173619 on 2016/10/25 by Robert.Manuszewski
Making the cooker ignore EDL ini setting in binary engine build.
#jira UE-37617
Change 3173616 on 2016/10/25 by Nick.Whiting
Merging update to Google VR 1.01 SDK, which fixes multiple initialization errors
#jira UE-37440, UE-37236
Change 3173606 on 2016/10/25 by Jamie.Dale
Removed invalid assert
We're already passed the collection to modify, so the assert isn't needed.
#jira UE-37761
Change 3173604 on 2016/10/25 by Keli.Hlodversson
Work around an issue where the SteamVR plugin will fail to initialize if SteamVR was not already running before launching.
#jira UE-37623
Change 3173502 on 2016/10/25 by Matt.Kuhlenschmidt
Fixed more cases of undoing causing selections to become out of sync
#jira UE-37300
Change 3173475 on 2016/10/25 by Ori.Cohen
Critical 4.14 physx fixes
#JIRA UE-37085, UE-37114, UE-37116
Change 3173445 on 2016/10/25 by Robert.Manuszewski
Disabling the Event Driven Loader in ShooterGame. Making sure the EDL can't be enabled in binary engine distributions.
#jira UE-37394
Change 3173401 on 2016/10/25 by Matt.Kuhlenschmidt
Guard against crashes when textures or materials are explicitly marked as pending kill and then passed to slate for rendering
#jira UE-36261
Change 3173245 on 2016/10/25 by Allan.Bentham
Remove incorrect assert.
#jira UE-37699, UE-37707
Change 3173232 on 2016/10/25 by Jurre.deBaare
Post Processing Settings do not update in Persona when the values are changed in Preview Scene Settings
#fix make sure we also pick up vector4 fields
#jira UE-37656
Change 3173183 on 2016/10/25 by Matthew.Griffin
Added Shipping configs to BootstrapPackagedGame (Duplicating CL#3150210 from Main)
Change 3173065 on 2016/10/25 by Dmitriy.Dyomin
Fixed: Disabling 'Use Landscape Lightmap' option Skewing Procedural Foliage Instances
#jira UE-37736
Change 3172929 on 2016/10/24 by Ryan.Vance
#jira UE-37742
Adding SceneViewExtension hooks that are called right after init views completes. It might be advantageous to do the work we're currently doing in PreRenderViewFamily_RenderThread and PreRenderView_RenderThread after init views is called with the way SteamVR's running start is implemented.
Change 3172915 on 2016/10/24 by Rolando.Caloca
UE4.14 - Fix compile issues on CCT
#jira UE-37722
Change 3172762 on 2016/10/24 by Brian.Karis
#jira UE-37369
Change 3172742 on 2016/10/24 by Daniel.Lamb
Fixed issue with file-> cook error when you haven't built the exe which you are trying to cook for.
#jira UE-36796
#test Cook shootergame
Change 3172690 on 2016/10/24 by Maciej.Mroz
DynamicClass gives now, as componet-archetype, objects with non-exact name.
Manually merged cl#3171563
#jira UE-37480
Change 3172663 on 2016/10/24 by Daniel.Lamb
Stopped cooker from handling modification requests when they are PIE requests.
#test PIE shootergame
#jira UE-21572
Change 3172629 on 2016/10/24 by Mitchell.Wilson
Reconnected some material functions to resolve warnings which caused characters to render with default materials, and resolving 'Top Material' warnings.
Reimported SM_GodRay_Plane to resolve PhysX warning
Rebuilt lighting for the level.
#jira UE-37728
Change 3172523 on 2016/10/24 by Nick.Shin
update physx cmakefiles and automation build scripts for release-414 stream (as per request)
#jira UEFW-106 Add HTML5 support to PhysX CMake & automation scripts
Change 3172515 on 2016/10/24 by Nick.Shin
remove old emsdk (1.35.0)
#jira UEPLAT-1324 Update HTML5 PhysX to CMake
Change 3172511 on 2016/10/24 by Mark.Satterthwaite
Don't set Metal resource option fields on texture descriptors when running on an OS that doesn't support them.
#jira UE-37481
Change 3172461 on 2016/10/24 by Cody.Albert
Added check for pointer validity to prevent crash in ShooterGame
#jira UE-37433
Change 3172329 on 2016/10/24 by Peter.Sauerbrei
fix for remote notification method misspelling
#jira ue-37720
Change 3172322 on 2016/10/24 by Marc.Audy
Fix unreferenced variable the brute force to unblock QA
#jira UE-37718
Change 3172191 on 2016/10/24 by Mitchell.Wilson
Clearing preivew meshes on some materials to resolve warnings.
#jira UE-37713
Change 3172186 on 2016/10/24 by Matt.Kuhlenschmidt
Fix non-editor compile error
#jira UE-37695
Change 3172159 on 2016/10/24 by Dmitry.Rekman
Update GitDependencies.exe (UE-37530).
- Binary needs to be updated to support LINUX_MULTIARCH_ROOT variable.
#jira UE-37530
Change 3172132 on 2016/10/24 by Keith.Judge
Xbox One - Fix corrupted screenshots. Needed a GPU/CPU sync point, which legacy D3D11.x used to do for us, but now we have to do manually. Copied from Dev-Platform CL 3156872
#jira UE-37038
Change 3172131 on 2016/10/24 by Keith.Judge
Xbox One - Disable engine analytics on XB1 shipping games, as per XRs. Verified http requests from devkit with Fiddler. Copied from CL 3153176 in Dev-Platform.
#jira UE-36364
Change 3172106 on 2016/10/24 by Mitchell.Wilson
Updated reference to a material in VehicleMenu.umap to resolve warning
#jira UE-29748
Change 3172036 on 2016/10/24 by Steve.Robb
TEnumAsByte can be switchably deprecated for enum classes, and is currently not deprecated (reverting a change in behavior).
#jira UE-37706
Change 3172020 on 2016/10/24 by Marc.Audy
Child Actor should be created at registration, not creation. Otherwise attachment hierarchies can not be set up and thus, world positions incorrect
#jira UE-37615
Change 3171966 on 2016/10/24 by Dmitry.Rekman
Linux: fix Setup.sh on Ubuntu 16.10 (UE-37621)
#jira UE-37621
(Edigrating 3171266 from Dev-Platform to Release-4.14)
Change 3171964 on 2016/10/24 by Dmitry.Rekman
Linux: fix always rebuilding FixDeps (UE-37625).
#jira UE-37625
(Edigrating 3153471 from Dev-Platform to Release-4.14)
Change 3171957 on 2016/10/24 by Matt.Kuhlenschmidt
Guard against property editor crash happening when focused is lost on an object which has been GC'd due to PIE running
#jira UE-37636
Change 3171943 on 2016/10/24 by Matt.Kuhlenschmidt
Added mesh simplifcation plugin picker to the project settings under Editor - Mesh Simplification
The menu to pick simplification plugins also contains a link to find other plugins in the launcher marketplace. The launcher navigates to "/ue/marketplace/content-cat/assets/codeplugins" for now
#jira UE-37695
Change 3171928 on 2016/10/24 by Max.Chen
Sequencer: Revert CL#3162724. Fix time dilation in level sequence player because it's causing a regression. Will revisit the fix for UE-37277.
#jira UE-37589
Change 3171924 on 2016/10/24 by James.Cobbett
Test content 'preroll.abc'. Has empty frames at the start of animation. For alembic importer testing.
#jira UE-29618
Change 3171867 on 2016/10/24 by Lina.Halper
- Back out revision 2 from //UE4/Release-4.14/Engine/Source/Runtime/Engine/Private/Components/SkeletalMeshComponent.cpp
- Empties override materials before setting preview mesh in animation editor
#jira: UE-37610
#code review: Thomas.Sarkanen
Change 3171789 on 2016/10/24 by Allan.Bentham
Resolve depth on appropriate mobile devices when the view contains materials that read from the depth.
#jira UE-35023
Change 3171776 on 2016/10/24 by Robert.Manuszewski
Increasing the initial memory allocation size for FLargeMemoryWriter to reduce the number of allocations when saving or cooking
#jira UE-37599
Change 3171728 on 2016/10/24 by Dmitriy.Dyomin
Fix origin rebasing to work with precomputed lighting data stored in separate package
#jira UE-37693
Change 3171634 on 2016/10/24 by Dmitriy.Dyomin
Added commenets to 3171621
#jira UE-36449
Change 3171621 on 2016/10/23 by Dmitriy.Dyomin
Fixed: Editor crash when compiling the character blueprint after a PIE session with World Composition enabled
Actually disabled use of world composition with multiplayer PIE using separate processes
#jira UE-36449
Change 3171424 on 2016/10/22 by Jack.Porter
Remove unused exec command causing logspam
#jira UE-37661
Change 3171259 on 2016/10/21 by Ryan.Vance
Mobile multi-view update
#jira UE-37603
Removed dependence on shader name for determining if we need to enable multi-view, now relies on the presence of gl_ViewID_OVR
Worked around unsigned/signed integer driver issues. Some shader compilers were choking on the unsigned postfix
Attempted to clean up some of the code duplication in MobileBasePassRendering.cpp
Made a few design concessions which allows the feature to run on Mali devices in the wild right now:
Allow the feature to be enabled with ES2 rather than just ES3.1. Mali drivers have a bug preventing shader io blocks and multi-view from working together
Passing the view id from the vertex shader. Mali devices don't allow referencing gl_ViewID_OVR in a pixel shader
Change 3171165 on 2016/10/21 by Peter.Sauerbrei
revert out the memory changes for platform file cache for mobile
#jira UE-36835
Change 3171112 on 2016/10/21 by Matt.Barnes
Updating TM-Material_BP_Nodes to facilitate test UEQATC-2969.
#jira UEQATC-2969
Change 3171111 on 2016/10/21 by Mike.Beach
Mirroring CL 3171084 form Dev-BP
Guarding against a unrepro'able top-10 crash in SGraphPin. Making sure we're not operating on a null/pending-kill/transient pin.
#jira UE-37642
Change 3170980 on 2016/10/21 by patrickr.donovan
Motion controller test content update - further updates to combat thumbstick noise.
#jira UE-29618
Change 3170965 on 2016/10/21 by Mitchell.Wilson
Moved panner in M_Frame3_BG material to Custom UV0 to resolve issue with material rendering white on tvOS
#jira UE-37105
Change 3170905 on 2016/10/21 by Marc.Audy
Fix AActor::Serialize crash if a null in the owned components array
#jira UE-37641
Change 3170838 on 2016/10/21 by Ben.Woodhouse
Integrate crash fix from main CL3162008
Fix for crash in GPU profiler. This was caused by the RHIThread getting too far behind the renderthread. This change adds a fence wait on the renderthread in RHIEndDrawingViewport to ensure that the renderthread is never more than a frame ahead.
#jira UE-37216
Change 3170815 on 2016/10/21 by Jamie.Dale
Fixed a potential race-condition in FTextRenderComponentMIDCache, and updated it to detect "stale" MIDs
FMIDData was shared between the game and render threads, but used non-thread-safe shared pointers.
This also marks MIDs as "stale" if the number of MIDs no longer matches the number of pages in the font (which may happen if the font is edited). These "stale" MIDs are kept as a weak pointer in a separate array so that we can still keep the MID object alive as long as something is still using it (as it may still be used by a FTextRenderSceneProxy for a short while). This array of weak pointers is purged of unreferenced instances during the normal cache purge cycle.
#jira UE-37519
Change 3170784 on 2016/10/21 by Mitchell.Wilson
Changing a material in TM-Reflections level
#jira UE-29618
Change 3170668 on 2016/10/21 by Mitchell.Wilson
Updated defaulteditor.ini to resolve cook failure for UBlueprint.
#jira UE-37648
Change 3170595 on 2016/10/21 by Chris.Wood
Added "Vanilla" Editor detection and reporting it to analytics, MTBF and Crash Reporter.
[UE-37132] - Detect "Vanilla" Editor and report it to MTBF analytics and Crash Reporter
#jira UE-37132
Change 3170395 on 2016/10/21 by Robert.Manuszewski
UBT will now respect -remoteini command line param when looking for ini files for build settings. Fixes a crash when launching BP-only project from the Editor with EDL enabled.
#jira UE-37617
Change 3170367 on 2016/10/21 by Allan.Bentham
Prevent overflow of bright pixels during DoF calc.
#jira UE-31755
Change 3170363 on 2016/10/21 by Robert.Manuszewski
Fixing crashes when cancelling async loading
#jira UE-37634
Change 3170362 on 2016/10/21 by Robert.Manuszewski
Fixing MallocBinned2 crashes on 32-bit platforms.
#jira UE-37326
Change 3170280 on 2016/10/21 by Jack.Porter
Fix for landscape not rendering in Player Collision view mode after toggling G.
#jira UE-37576
Change 3170202 on 2016/10/21 by Dmitriy.Dyomin
Fixed: CustomDepth is incorrect when used in Custom PostProcess after Tonemapping
#jira UE-37628
Change 3170160 on 2016/10/20 by Aaron.McLeran
#jira UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features
Implementing CL 3169422 in 4.14
Change 3170029 on 2016/10/20 by Aaron.McLeran
#jira UE-37004
#jira UE-37005
Fixing stat soundwaves
Implementing 3154264 from Dev-Framework
Change 3170024 on 2016/10/20 by Aaron.McLeran
#jira UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions
Implementing the CL from Dev-Framework
Change 3169869 on 2016/10/20 by Arne.Schober
duplicated:
CL 3169845
#jira UE-35937
Change 3169810 on 2016/10/20 by Steve.Cano
Moving change from CL 3169642 to 4.14 - fix a library issue that was causing Kindle Fire 1st edition to crash when trying to run QA game, may be causing issues on other devices as well
#ue4
#android
#jira UE-22440
Change 3169635 on 2016/10/20 by Mike.Beach
Mirroring CL 3169443 from Dev-BP
Deprecating the [EditoronlyBP] config settings (which are super old, and support legacy functionality, allowing users to export editor-only UBlueprint objects on cook). This is in support of the new event-driven loader (EDL), which is incompatible with these exports. We will be removing support for these settings promptly in 4.15 (hence the choice to deprecate them for 4.14).
#jira UE-37605
Change 3169618 on 2016/10/20 by Mitchell.Wilson
rebuilt lighting for all levels in Content Examples
#jira UE-37570
Change 3169447 on 2016/10/20 by Peter.Sauerbrei
fix for double quotes causing arguments to not be sent correctly to rsync
#jira UE-37018
Change 3169362 on 2016/10/20 by tim.gautier
Updated TM-UMG Level Blueprint - mouse-clicks outside of UMG assets no longer take focus from the set Display Widget
#jira abc-123
Change 3169244 on 2016/10/20 by Chris.Babcock
Update to new CodeWorks for Android 1R5
#jira UE-37554
#ue4
#android
Change 3169240 on 2016/10/20 by Jon.Nabozny
#rn Fixup GameModeClassAliases in Engine.ini files. These must be prefixed with either /Game/ or /Script/ otherwise the asset may fail to resolve and an empty name will be used instead (and cause weird behavior).
#jira UE-37488
Change 3169155 on 2016/10/20 by Peter.Sauerbrei
fix for incorrect characters in bundle id when project has underscores in the name
#jira UE-36436
Change 3169127 on 2016/10/20 by Allan.Bentham
Fix android vulkan compile error with dev builds
#jira abc-123
Change 3169058 on 2016/10/20 by Allan.Bentham
Flush command buffer during init to fix vulkan crash when rendering thread is enabled.
Fix FDeferredDeletionQueue's resource handle storage on 32 bit platforms.
#jira UE-36452
Change 3169049 on 2016/10/20 by Peter.Sauerbrei
fix for minimum ios version in base ini file
#jira UE-37034
Change 3168910 on 2016/10/20 by Jack.Porter
Fix occasional race condition crash in FTcpMessageTransportConnection on editor shutdown
#jira UE-36944
Change 3168906 on 2016/10/20 by Dmitriy.Dyomin
Fixed: Black rendering on Galaxy S4 PowerVR
#jira UE-37567
Change 3168858 on 2016/10/20 by Richard.TalbotWatkin
Made BSP rendering more robust so that out-of-range array accesses trigger an 'ensure' rather than a crash (with a view to identifying the cause of this issue). Also fixed non-editor builds.
#jira UE-37267 - [CrashReport] UE4Editor_Engine!FModelSceneProxy::GetDynamicMeshElements() [modelrender.cpp:322]
Change 3168826 on 2016/10/20 by Richard.TalbotWatkin
Duplicated from //UE4/Dev-Editor, CL 3156473
Attempt to make geometry render / rebuild more robust in the hope of catching UE-36265.
#jira UE-36265 - [CrashReport] UE4Editor_Engine!FModelSceneProxy::HasSelectedSurfaces() [modelrender.cpp:538]
Change 3168335 on 2016/10/19 by Michael.Trepka
Restored previous version of FMacWindow::IsPointInWindow function to solve issues with window dragging.
#jira UE-37418
Change 3168307 on 2016/10/19 by Rolando.Caloca
UE4.14 - Integrate changes from 3051720 and 3057522
[RENDERING] [!]
Revert fix in GPU skin cache (original CL 2722034)
- Waiting on shader compilation with the GPU skin update will destroy/recreate render state, causing a crash in the GPU skin cache.
#jira UE-37545
Change 3168201 on 2016/10/19 by Peter.Sauerbrei
fix for urls with queries not working correctly
#jira UE-35090
Change 3168200 on 2016/10/19 by Mitchell.Wilson
Re-saved multiple cloth assets to resolve building adjacency information warnings.
Replaced deprecated SetText and GrabComponent blueprint nodes with new SetText and GrabComponentAtLocation.
Re-saved multiple assets to resolve empty engine version warnings.
#jira UE-37537
Change 3168174 on 2016/10/19 by Alan.Noon
#jira UE-37534
deleted unnecessary files from Photorealistic Character project
Change 3168160 on 2016/10/19 by Arne.Schober
duplicated:
fixes for velocity render pass
CL 3166370
CL 3166799
#jira UE-37362
Change 3168136 on 2016/10/19 by Alan.Noon
#jira UE-37534
Initial add of Photorealistic Character Sample project
Change 3168127 on 2016/10/19 by Peter.Sauerbrei
fix for IOS_7 not being found
#jira UE-37034
Change 3167886 on 2016/10/19 by patrickr.donovan
#jira UE-37242
TLDR; Test content updates.
Bug entered due to finicky hardware returning noise values that weren't accounted for in test contet. Fortified test content against this edge case, no code change necessary.
Change 3167882 on 2016/10/19 by samuel.proctor
Updating asset for Profiler Heatmap testing
#jira UE-29618
Change 3167868 on 2016/10/19 by Dmitry.Rekman
Linux: disable XGE on Windows (UE-37446).
- XGE does not seem to handle new clang 3.9.0 toolchain well, with very reproducible crashes.
Also fix build breakage with clang 3.8.1.
- always_inline was still applied to debug builds and as such was ignored.
#jira UE-37446
(Edigrating CL 3166330, 3166456 from Dev-Platform to Release-4.14)
Change 3167832 on 2016/10/19 by Mitchell.Wilson
Reconnected 'TopMaterial' in multiple materials to resolve warnings.
Rebuilt lighting and saved levels.
#jira UE-37529 UE-37535
Change 3167688 on 2016/10/19 by Mitchell.Wilson
Removing preview mesh from multiple materials to resolve warnings.
Rebuilt lighting and saved all levels.
#jira UE-29678 UE-37526
Change 3167616 on 2016/10/19 by Marc.Audy
Fix reversed logic checking for an Actor after a cast was supposed to have failed, broken in CL 2695656.
#jira UE-37517
Change 3167585 on 2016/10/19 by Jamie.Dale
Re-enabled all-cultures upload to OneSky so we prime translations correctly
#jira UE-37518
Change 3167579 on 2016/10/19 by Jamie.Dale
Fixed text render component regression with custom MIDs
#jira UE-37305
Change 3167501 on 2016/10/19 by Matt.Kuhlenschmidt
Fixed realtime rendering in editor viewport being disabled when simulating in editor
#jira UE-37466
Change 3167498 on 2016/10/19 by Mitchell.Wilson
Re-saving multiple blueprints with nodeguid warnings.
Cleared preview mesh for materials with string asset reference warnings.
Rebuilt lighting and added _BuildData to resolve lighting rebuild warnings.
#jira UE-30840
Change 3167492 on 2016/10/19 by Matt.Kuhlenschmidt
Fix for disappearing menus in lastest windows 10 build
#jira UE-36752
Change 3167311 on 2016/10/19 by Mieszko.Zielinski
Fixed EQS template cache issues with multiple query run modes #UE4
#jira UE-37496
Change 3167206 on 2016/10/19 by Matthew.Griffin
Moved Github promotion earlier in build script and added 'After' dependencies so that we can guarantee the order of the nightly build/prevent unimportant jobs from running before binary build is completed
Change 3167205 on 2016/10/19 by Matthew.Griffin
Changed CommandUtils.UnzipFiles to use system unzip tool when running on mono, as there has been issues with Ionic not being able to decompress those created by the zip tool
Change 3167010 on 2016/10/19 by Dmitriy.Dyomin
Fix for LevelStreaming getting stuck, and World->PersistentLevel null assert
Contributed by Funcom: https://udn.unrealengine.com/questions/312900/fix-for-levelstreaming-getting-stuck-and-world-per.html
#jira UE-36397
[CL 3189774 by Matthew Griffin in Main branch]
2016-11-08 02:45:19 -05:00
FString CommandLine = FString : : Printf ( TEXT ( " Install Engine -project \" %s \" -certificate \" %s \" -bundlename \" %s \" " ) , * ProjectPath , * CertPath , * BundleIdentifier ) ;
2014-11-07 15:46:06 -05:00
# endif
2017-09-11 10:43:35 -04:00
IPPProcess = MakeShareable ( new FMonitoredProcess ( CmdExe , CommandLine , false ) ) ;
2014-11-07 15:46:06 -05:00
OutputMessage = TEXT ( " " ) ;
IPPProcess - > OnOutput ( ) . BindStatic ( & OnOutput ) ;
IPPProcess - > Launch ( ) ;
2015-01-12 18:30:08 -05:00
TickerHandle = FTicker : : GetCoreTicker ( ) . AddTicker ( FTickerDelegate : : CreateRaw ( this , & FIOSTargetSettingsCustomization : : UpdateStatusDelegate ) , 10.0f ) ;
2015-02-06 10:52:09 -05:00
if ( CertificateInfoSwitcher . IsValid ( ) )
{
CertificateInfoSwitcher - > SetActiveWidgetIndex ( 1 ) ;
}
RunningIPPProcess = true ;
2014-11-07 15:46:06 -05:00
}
2014-10-30 17:05:10 -04:00
return FReply : : Handled ( ) ;
}
FReply FIOSTargetSettingsCustomization : : OnCertificateRequestClicked ( )
{
// TODO: bring up an open file dialog and then install the provision
return FReply : : Handled ( ) ;
}
2015-03-16 10:01:04 -04:00
FReply FIOSTargetSettingsCustomization : : OnGenerateSSHKey ( )
{
// see if the key is already generated
const UIOSRuntimeSettings & Settings = * GetDefault < UIOSRuntimeSettings > ( ) ;
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3120366)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2714591 on 2015/10/02 by Ben.Marsh
Initial branch of files from Engine-Main (//UE4/Engine-Main) to Dev-Platform (//UE4/Dev-Platform)
Change 2916715 on 2016/03/21 by Daniel.Lamb
First pass at splitting out build cook run into into seperate scripts.
Change 2948322 on 2016/04/19 by Nick.Shin
update libwebsockets to v1.7.4
part 4 of 4 - doing this in stages for tracking purposes
#jira UEPLAT-1246 - Update libWebsockets
#jira UEPLAT-1221 - update websocket library
#jira UEPLAT-1204 - Rebuild libwebsockets with SSL
Change 2970016 on 2016/05/07 by Nick.Shin
undo all of the following upgrades:
- zlib
- openssl
- libcurl
- libwebsockets
and reset webrtc
#jira UE-30298 - Fortnite and Orion crash on login
Change 3059693 on 2016/07/21 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3061151 on 2016/07/22 by Niklas.Smedberg
Fast ASTC texture compression, using ISPC.
#jira UE-32308
Change 3061428 on 2016/07/22 by Peter.Sauerbrei
Back out changelist 3061151 as it wasn't approved for submission
Change 3061970 on 2016/07/22 by Steve.Cano
Adding AdMob interstitital ad support for Android, including Blueprint functions
#jira UE-33286
#ue4
#android
Change 3062160 on 2016/07/22 by Mark.Satterthwaite
Fix the fix for handling RHISetStreamSource overriding stride on Metal - not all MTLVertexDescriptors are equally hashable so do this ourselves.
#jira UE-33355
Change 3062770 on 2016/07/24 by Brent.Pease
UE-32397 Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows
Change 3063227 on 2016/07/25 by Dmitry.Rekman
Update hlslcc cross-compile after libc++ change.
Change 3063314 on 2016/07/25 by Jeff.Campeau
Xbox One DLL loading
Receipts can be read back by request for target info
Change 3063329 on 2016/07/25 by Mark.Satterthwaite
CL #3046743 was breaking other samples in unexpected ways after a recent Main merge, so make a Metal-specific change to the shader instead and amend the MetalBackend to better match HLSL's handling of NaN/inf with common single-precision float intrinsics. This is sufficient to fix the AtmosphericFog and the recent regressions.
#jira UE-33600
#jira UE-33028
#jira UE-27879
#jira UE-25802
Change 3063492 on 2016/07/25 by Brent.Pease
UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16
UE-33200 - A movie isn't played on iOS occasionally.
Change 3063729 on 2016/07/25 by Dmitry.Rekman
Linux: enable XGE on all platforms.
#tests Cross-compiled a number of Linux targets on Windows.
Change 3063732 on 2016/07/25 by Dmitry.Rekman
Fixed formatting (spaces->tabs) in previous change.
Change 3063750 on 2016/07/25 by Daniel.Lamb
Added code to dump the cook modification delegate loads to log.
Fixed the memory usage output log.
#test cook paragon.
Change 3063804 on 2016/07/25 by Daniel.Lamb
Added cookpartialgc additional commandline option to uat.
#test UFE
Change 3064008 on 2016/07/25 by Mark.Satterthwaite
For non-shipping builds conditionally bind a default uniform buffer in Metal and report an error if the slot was unbound, if our validation layer is enabled attempt to report the shader source in question. This relies on the shader compiler providing accurate information about uniform buffer bindings and won't fix all occurances of bad uniform usage (if a buffer is bound but too short the result will be GPU restarts or an error in Apple's validation layer - we can't detect this case) but will help debug the typical error of leaving an active slot unbound.
#jira FORT-27685
Change 3064141 on 2016/07/25 by Jeff.Campeau
Rebuild vpxmd.lib with delayed codegen disabled (fixes linker warning building Win64).
Change 3065024 on 2016/07/26 by Nick.Shin
Change filetype
remove exclusive check out bit
requested by or.coheni & nick.penwarden
Change 3065274 on 2016/07/26 by Jonathan.Fitzpatrick
DirectoriesToAlwaysStageAsUFS now properly filters out *.uasset and *.umap files
This prevents the bug where cooked assets get trampled by staging their uncooked version on top of them during the UFS step
Added a file filter to DirectoriesToAlwaysStageAsUFS for uasset and umap.
Change 3066338 on 2016/07/27 by Mark.Satterthwaite
Handle releasing an SRV/UAV & the source object within a single Metal command-buffer.
#jira UE-33779
Change 3066789 on 2016/07/27 by Daniel.Lamb
Realtime mode does not save any packages anymore unless they are ready.
#test cookontheside, cookbythebook shooter game
Change 3066847 on 2016/07/27 by Jeff.Campeau
Fix define
#2634
#jira UE-33813
Change 3068868 on 2016/07/28 by Mark.Satterthwaite
Extend hlslcc's handling of switch-statements to allow implict casts from scalar bool, half & float as HLSL itself permits while also making sure it errors if the expression input is not scalar. This fixes shader compile errors in UT.
Change 3070040 on 2016/07/29 by Dmitry.Rekman
Delete Nadzorca.
Change 3070947 on 2016/07/29 by Jeff.Campeau
Perforce C++ API 2015.2 (includes debug libraries)
Change 3073707 on 2016/08/02 by Daniel.Lamb
Derived data cache commandlet runs resolve string asset references to load any string asset refereced packages from the map.
Also process async results from shaders being compiled so they can have their memory resources released.
#test DerivedDataCache commandlet shootergame.
Change 3076613 on 2016/08/03 by Brent.Pease
+ UnrealTargetConfiguration is now passed into deploy and package methods
+ The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development)
Change 3076668 on 2016/08/03 by Brent.Pease
Back out changelist 3076613
Change 3077157 on 2016/08/04 by Daniel.Lamb
Fixed up DLC staging so that it stages to the proper mount point.
Fixes up include engine content in DLC staging paths.
#test Made up shooter game DLC
Change 3077191 on 2016/08/04 by Daniel.Lamb
More smartly process async shader compilation if we are waiting for it.
#test cook on the side shooter game cook by the book shooter game.
Change 3077412 on 2016/08/04 by Mark.Satterthwaite
Fix "iOS Metal-based build crashes at launch with sub-levels":
- Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything.
- To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects.
- Fix validation error of texture reallocation on loading template projects under Metal.
#jira UE-30847
Change 3077958 on 2016/08/04 by Brent.Pease
+ UnrealTargetConfiguration is now passed into deploy and package methods
+ The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development)
Change 3079503 on 2016/08/05 by Mark.Satterthwaite
Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised.
#jira UE-33856
Change 3079737 on 2016/08/05 by Jeff.Campeau
Add support for delay load DLLs on Xbox One
Turn off warnging for missing PDBs to match VCToolchain.cs
Change 3081005 on 2016/08/08 by Mark.Satterthwaite
Fix-up Metal device name on AMD for macOS 10.12 which reports it correctly and enable tiled reflections on Intel from macOS 10.12 too as they now work.
Change 3081557 on 2016/08/08 by Daniel.Lamb
File-> Package saves all packages before starting packaging.
#test File package first person template
Change 3082215 on 2016/08/09 by Lee.Clark
PS4 - Added 4k profile
Change 3082412 on 2016/08/09 by Daniel.Lamb
Fixed cook on the fly server not handling cook requests.
#test Cook on the fly shooter game.
Change 3082955 on 2016/08/09 by Dmitry.Rekman
Linux: convert existing Strcat() uses to Strncat().
- Strcat() does not check destination size so can silently corrupt memory. While this was not observed, this conversion removes this concern altogether.
Change 3083772 on 2016/08/10 by Luke.Thatcher
[PLATFORM] [PS4] [+]
Checking in PS4CrashHandler files so we have a copy in Perforce rather than just on the server.
- Taken from \\devweb-02 and removed all the unused files/dependencies.
- Created a publish profile pointing to \\devweb-02\Sites\PS4Services\PS4CrashHandlerDev so I'm not writing over the existing deployed crash handler.
- Moved all code in the Page_Load event to inside the check for the HTTP method (POST) otherwise GET'ing the page from a browser will generate crash folders that hang around forever.
Change 3085450 on 2016/08/11 by Lee.Clark
PS4 - Fix mediaplayer pipeline allocation
Change 3086360 on 2016/08/11 by Michael.Trepka
Fixed a non-unity build error in Mac UnrealFrontend
Change 3087224 on 2016/08/12 by Luke.Thatcher
[PLATFORM] [PS4] [~]
Refactor PS4 Crash Handler site
- Removed CoreDumpHandler. Processing dump files is handled directly by an async thread within the aspx process.
- Separated configuration values into their own class. Currently set to output to a testing directory, rather than the actual crash reporter landing zone.
- Added a debug upload page to allow manual submission of .orbisdmp/.txt settings files, accessible by GET'ing Default.aspx.
- Added logging. Logs self-delete after 30 days.
Testing required before we switch to the new system.
#jira UE-34504
#jira OR-26886
Change 3087626 on 2016/08/12 by Dmitry.Rekman
PR #2689: Fix copying/duplicating failing on Linux (UE-34586).
- Contributed by Web-eWorks.
Change 3087991 on 2016/08/12 by Mark.Satterthwaite
Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS.
- Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial.
- Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there.
- OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time.
- Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output.
- On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching.
- On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code.
- AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format.
- Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled.
#jira UE-34315
Change 3088790 on 2016/08/15 by Luke.Thatcher
[PLATFORM] [PS4] [~]
Hook new PS4 crash handler up to the crash reporter website.
- Removed indentation from generated crash context XML file. The crash reporter process does manual XML parsing which doesn't correctly handle whitespace at the start of lines.
- Switched the final output folder to match the one the crash reporter process is watching.
- Hide upload form on a config variable.
#jira UE-34504
#jira OR-26886
Change 3089060 on 2016/08/15 by Luke.Thatcher
[PLATFORM] [PS4] [!]
Change PS4 crash handler log file extension to ".ps4chlog", otherwise the crash reporter site attaches the wrong log file to the crash report.
Allowed showing of debug upload form via "Default.aspx?showform=1" query string.
#jira UE-34504
#jira OR-26886
Change 3089089 on 2016/08/15 by Mark.Satterthwaite
Duplicated changes to AppleMovieStreamer from CL #3088149.
#jira UE-34315
Change 3089460 on 2016/08/15 by Mark.Satterthwaite
Duplicate CL #3080971:
Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared.
#jira UE-34355
Change 3089465 on 2016/08/15 by Mark.Satterthwaite
For Metal shader translation retain more precision for float constants -1.0f >< 1.0f by emitting them in scientific notation - prevents Hammersley constant amongst others from being flushed to 0.
Change 3089902 on 2016/08/15 by Daniel.Lamb
Changed the next compiling ID to the correct compiling ID.
#test Cook
Change 3089903 on 2016/08/15 by Daniel.Lamb
Cooker monitors config useage during cook and uses those settings to invalidate cooked content instead of all config settings.
Change 3090114 on 2016/08/16 by Luke.Thatcher
[PLATFORM] [PS4] [~]
Minor change to PS4 settings text on crash handler site.
Change 3090949 on 2016/08/16 by Nick.Shin
WebSocketNetDriver crash fix
filled in missing chunk of code that calls PacketHandler's "packet modifiers"
#jira UE-25492 HTML5 Client cannot connect to Windows Server
#jira UE-30880 WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket
#code.review john.pollard john.barrett
Change 3091265 on 2016/08/16 by Brent.Pease
Add IOS support to HarfBuzz
Change 3091267 on 2016/08/16 by Brent.Pease
Add references to fix mono build
Change 3091291 on 2016/08/16 by Nick.Shin
CIS warning fix
#jira UE-25492 HTML5 Client cannot connect to Windows Server
#jira UE-30880 WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket
Change 3091781 on 2016/08/17 by Joe.Barnes
UE-33640: Exposed UPrimitiveComponent::IsAnyRigidBodyAwake() to Blueprints.
Change 3092687 on 2016/08/17 by Daniel.Lamb
Added support for using binned allocator in cooker instead of tbb.
#test Cook shootergame.
Change 3093867 on 2016/08/18 by Mark.Satterthwaite
Use a read/write mutex to protect access to Metal's internal shader pipeline caches so that parallel threads can progress in the common case where new shaders are not being compiled.
Change 3093950 on 2016/08/18 by Mark.Satterthwaite
Change the Mac GPU identification code to cope with AMD's new naming scheme on 10.12.
Change 3093951 on 2016/08/18 by Mark.Satterthwaite
More SCW threads on Mac - they work now.
Change 3093960 on 2016/08/18 by Mark.Satterthwaite
Increase the default number of command-buffers on Mac because bigger games overflow the current limit of 64 per queue.
Change 3096493 on 2016/08/22 by Jeff.Campeau
Use Xbox version of DirectX include.
Change 3097509 on 2016/08/23 by Luke.Thatcher
[PLATFORM] [PS4] [+]
Refactor PS4 Symbol Publish
- Moved the SymStore task from Win.Automation to BuildGraph.Automation, and made it more generic.
- The specifics of uploading symbols are now implemented in the platform tool chain, alongside StripSymbols().
- Re-generated the build graph schema file.
- Removed the old PS4 symbols upload path in the package step.
Modified OrionBuild.xml to publish symbols for all PS4 dev, test and shipping config builds of OrionClient.
Change 3097635 on 2016/08/23 by Luke.Thatcher
[PLATFORM] [PS4] [+]
Refactor Age Symbols task in UAT.
- Moved the AgeStore task from Win.Automation to BuildGraph.Automation and made it more generic.
- Symbol server directory structure is now defined by the platform tool chain, which the common task uses to clean out old symbols.
- Added a "filter" parameter to prevent age tasks deleting symbols from unrelated builds in shared symbol servers.
Modified OrionBuild.xml to age both the Windows and PS4 symbol stores.
Change 3097713 on 2016/08/23 by Luke.Thatcher
[PLATFORM] [PS4] [+]
Enable new PS4 crash handler server
- Created live deployment profile and applied the required config file changes.
Change 3099214 on 2016/08/24 by Luke.Thatcher
[PLATFORM] [PS4] [!]
Fix compile error in PS4 tool chain. For some reason, this only breaks ocassionally. Maybe we're alternating between the 2013 and 2015 C# compilers depending on what initiates the build (e.g. Visual Studio vs GenerateProjectFiles)?
Change 3099222 on 2016/08/24 by Luke.Thatcher
[PLATFORM] [PS4] [+]
Added PS4 support for FPlatformMisc::MessageBoxExt using the MsgDialog library.
- Note, only one and two button message dialogs are supported (limitation of MsgDialog).
Change 3099260 on 2016/08/24 by Luke.Thatcher
[PLATFORM] [PS4] [~]
Better PS4 exit function. Calls quick_exit instead of abort when we've not asserted. Allows for a "cleaner" forced exit without generating a crash dump.
Change 3101192 on 2016/08/25 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3101944 on 2016/08/25 by Daniel.Lamb
Ask to save the current level when we are using launch on.
Change 3102036 on 2016/08/25 by Nick.Shin
check for minimum expected size upon data received from network
#jira UE-13657 - HTML5 plugin OnRawRecieve overflow
Change 3102115 on 2016/08/25 by Brent.Pease
- Fix small errors that probably only show up in the mac mono build
#code.review peter.sauerbrei
Change 3102747 on 2016/08/26 by Jeremiah.Waldron
Re-submitting OnlineSubsystemGameCircle with TPS permission for Amazon SDK
- Also fixed the plugin to remove any related files from the final package when IAP is disabled or GameCircle support itself is disabled with the plugin still enabled
- Added support for new AlreadyOwned IAP response code as well which is already used for GooglePlay and IOS
Change 3102900 on 2016/08/26 by Nick.Shin
since last checkin (CL: 2981945) - prints are crashing the browser - this change will allow browser to print the details via console.log()
#jira UE-26047 - HTML5 HTTP Response Headers not implemented
Change 3103130 on 2016/08/26 by Brent.Pease
UE-24679 - Enable the ability to change ports for a firewall to pass them through rsync
Change 3103225 on 2016/08/26 by Daniel.Lamb
Fixed issue with warning which would cause crash.
Change 3103425 on 2016/08/26 by Dmitry.Rekman
Enable offscreen GL rendering without X.
- Added new video subsystem to SDL that is uses EGL to initialize the context.
- Most windoing functions stubbed.
- Also added a new test case to TestPAL for easier debugging.
Change 3104743 on 2016/08/29 by Brent.Pease
Support remote offline metal shader compilation
Change 3105051 on 2016/08/29 by Brent.Pease
UE-2382 - TASK: MobleMVP: iOS: Add ability to view iOS device console output in the editor UFE
- IOS Automation will now create a thread to collect the console logs from the device and send them to C# Console output while the app is running on device
- Made ProcessResult an interface (IProcessResult) which ProcessResult implements. This allows platforms to provide their own implementation if needed.
- Moved the RunLoop related parts of CoreFoundation into MobileDevice.cs
Change 3105053 on 2016/08/29 by Brent.Pease
- IOS dll's as part of the last check-in
Change 3106853 on 2016/08/30 by Jeff.Campeau
Implement FD3D11DynamicRHI::RHICreateComputeFence to prevent memory overwrite
Change 3107361 on 2016/08/30 by Dmitry.Rekman
Renderer: changes to allow postproc delegates.
Change 3107362 on 2016/08/30 by Dmitry.Rekman
Plugin with a CUDA postproc example.
- Linux version only. Runs under a headless GL too (without X).
- Disabled during cross-compilation, can be compiled natively only.
- CUDA kernel should be compiled separately, CMakefile with compilation attached (can be used to generate VStudio projects as well).
- To test the output, run under the debugger, interrupt and set global variable GSaveTheOutput to 50 (this will write out kernel output buffer 50 times as .bmp files into working directory).
Change 3107913 on 2016/08/31 by Daniel.Lamb
Fixed loading of cooked content in the editor.
Change 3107916 on 2016/08/31 by Daniel.Lamb
Added error case when shader compilation fails to notify shader.
#test Cook shooter game.
Change 3108080 on 2016/08/31 by Josh.Adams
- Fixed PS4Automation compile errors
Change 3109077 on 2016/08/31 by Brent.Pease
Fix C# debug builds by specifying x64 and add reference to MobileDeviceInterface
Change 3110086 on 2016/09/01 by Dmitry.Rekman
Fix race condition in PThread runnable (UE-35074).
- Instead of relying on busy-wait, join the threads. This prevents race between PostRun() (executed in the context of the thread) and FPThreadRunnableThread() destructor (see UE-34909).
- Do not use an invalid value for pthread_t, since there's none.
Change 3110172 on 2016/09/01 by Dmitry.Rekman
Fixed a crash exiting VR Preview on Windows GL4 (UE-28708).
- PR #2188 submitted by ardneran.
Change 3110313 on 2016/09/01 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3111134 on 2016/09/01 by Dmitry.Rekman
UBT: prevent mono from hanging on Ctrl-C.
- Sometimes Ctrl-C can cause thread creation to fail. Without this change, UBT would lock up.
Change 3111171 on 2016/09/01 by Brent.Pease
Move all C# projects to use the x64 Platform for consistency with other changes made to move to the x64 Platform
Change 3111177 on 2016/09/01 by Dmitry.Rekman
Fix Linux build on systems without CUDA (UE-35460).
Change 3111548 on 2016/09/02 by Luke.Thatcher
[PLATFORM] [PS4] [!]
Fix for PS4 iterative deployment.
- Changes in Dev-Mobile broke the deployment manifests, as PS4 was now using the wrong filename when creating delta and obsolete file lists.
Change 3111863 on 2016/09/02 by Dmitry.Rekman
Better fix for build without CUDA (UE-35460).
Change 3112738 on 2016/09/02 by Mark.Satterthwaite
Fix the pausing particles on Metal - one line bug in the Metal query implementation meant that the first query wouldn't return the correct result for no good reason.
#jira UE-34989
Change 3114579 on 2016/09/06 by Chris.Babcock
Fix Vulkan include path in NDK check (contributed by geediiiiky)
#jira UE-35490
#github #2758
#ue4
#android
Change 3115115 on 2016/09/06 by Jeff.Campeau
Calculate buffer size for paks using the bitwindow override as needed
Change 3115600 on 2016/09/07 by Luke.Thatcher
[PLATFORM] [PS4] [~]
Make the crash dump handler registration much earlier, to catch crashes in early engine init.
- Fixed up places in FGenericCrashContext::SerializeContentToBuffer which used the command line. If we crash early, the command line may not have been initialized yet.
- Added a GetNoInit function to FThreadHeartBeat to avoid creating the heart beat thread if we crash early, and the thread doesn't exist yet.
Tested by calling abort() immediately inside int main(), and we get a valid crash dump that the crash handler service can consume.
Change 3115676 on 2016/09/07 by Luke.Thatcher
[PLATFORM] [~]
Dev-Platform integration fix for original CL 3064888 in //Orion/Release-29.1
Add .exe and .dll to windows symbol upload file filters.
Change 3115811 on 2016/09/07 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3115944 on 2016/09/07 by Michael.Trepka
Implemented IsGamepadAttached() for Mac
Change 3115948 on 2016/09/07 by Michael.Trepka
Don't try to restore Help menu item on Mac if MenuBlock does not contain it
Change 3116200 on 2016/09/07 by Jeff.Campeau
Fix parameter ordering
Change 3117660 on 2016/09/08 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3117728 on 2016/09/08 by Michael.Trepka
Copy of CL 3117698 by Mike.Fricker
Fixed regression with editor's Simulate mode where cursor would teleport back to the center of the viewport after every click
- This bug was introduced in CL 3075932 from a borderless window cursor handling fix that was needed for games that capture the cursor
Change 3117797 on 2016/09/08 by Peter.Sauerbrei
Shader Resource compression
Change 3117988 on 2016/09/08 by Brent.Pease
- Solutiion generator will now pick x64 instead of AnyCPU for the default platform configuration
- Fix what I think was a merge error in BuildGraph.cs
Change 3118296 on 2016/09/08 by Daniel.Lamb
Fixed crash with launch on. Couldnt' correctly detect previous generated ini settings.
#test launch on QA game
#jira UE-35741
Change 3118438 on 2016/09/08 by JohnHenry.Carawon
Fix UAT compilation on Linux
#UE-35745
Change 3118934 on 2016/09/08 by Jeff.Campeau
Shader compression setting based on target platform instead of cooking host platform.
#jira UE-35753
Change 3120190 on 2016/09/09 by Ben.Marsh
Add missing Platform attribute to build script for Dev-Platform.
[CL 3120378 by Josh Adams in Main branch]
2016-09-09 20:13:41 -04:00
FString RemoteServerAddress ;
FString RemoteServerPort ;
int32 colonIndex ;
if ( Settings . RemoteServerName . FindChar ( ' : ' , colonIndex ) )
{
RemoteServerAddress = Settings . RemoteServerName . Left ( colonIndex ) ;
RemoteServerPort = Settings . RemoteServerName . RightChop ( colonIndex + 1 ) ;
}
else
{
RemoteServerAddress = Settings . RemoteServerName ;
RemoteServerPort = " 22 " ;
}
2015-03-16 10:01:04 -04:00
TCHAR Path [ 4096 ] ;
FPlatformMisc : : GetEnvironmentVariable ( TEXT ( " APPDATA " ) , Path , ARRAY_COUNT ( Path ) ) ;
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3120366)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2714591 on 2015/10/02 by Ben.Marsh
Initial branch of files from Engine-Main (//UE4/Engine-Main) to Dev-Platform (//UE4/Dev-Platform)
Change 2916715 on 2016/03/21 by Daniel.Lamb
First pass at splitting out build cook run into into seperate scripts.
Change 2948322 on 2016/04/19 by Nick.Shin
update libwebsockets to v1.7.4
part 4 of 4 - doing this in stages for tracking purposes
#jira UEPLAT-1246 - Update libWebsockets
#jira UEPLAT-1221 - update websocket library
#jira UEPLAT-1204 - Rebuild libwebsockets with SSL
Change 2970016 on 2016/05/07 by Nick.Shin
undo all of the following upgrades:
- zlib
- openssl
- libcurl
- libwebsockets
and reset webrtc
#jira UE-30298 - Fortnite and Orion crash on login
Change 3059693 on 2016/07/21 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3061151 on 2016/07/22 by Niklas.Smedberg
Fast ASTC texture compression, using ISPC.
#jira UE-32308
Change 3061428 on 2016/07/22 by Peter.Sauerbrei
Back out changelist 3061151 as it wasn't approved for submission
Change 3061970 on 2016/07/22 by Steve.Cano
Adding AdMob interstitital ad support for Android, including Blueprint functions
#jira UE-33286
#ue4
#android
Change 3062160 on 2016/07/22 by Mark.Satterthwaite
Fix the fix for handling RHISetStreamSource overriding stride on Metal - not all MTLVertexDescriptors are equally hashable so do this ourselves.
#jira UE-33355
Change 3062770 on 2016/07/24 by Brent.Pease
UE-32397 Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows
Change 3063227 on 2016/07/25 by Dmitry.Rekman
Update hlslcc cross-compile after libc++ change.
Change 3063314 on 2016/07/25 by Jeff.Campeau
Xbox One DLL loading
Receipts can be read back by request for target info
Change 3063329 on 2016/07/25 by Mark.Satterthwaite
CL #3046743 was breaking other samples in unexpected ways after a recent Main merge, so make a Metal-specific change to the shader instead and amend the MetalBackend to better match HLSL's handling of NaN/inf with common single-precision float intrinsics. This is sufficient to fix the AtmosphericFog and the recent regressions.
#jira UE-33600
#jira UE-33028
#jira UE-27879
#jira UE-25802
Change 3063492 on 2016/07/25 by Brent.Pease
UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16
UE-33200 - A movie isn't played on iOS occasionally.
Change 3063729 on 2016/07/25 by Dmitry.Rekman
Linux: enable XGE on all platforms.
#tests Cross-compiled a number of Linux targets on Windows.
Change 3063732 on 2016/07/25 by Dmitry.Rekman
Fixed formatting (spaces->tabs) in previous change.
Change 3063750 on 2016/07/25 by Daniel.Lamb
Added code to dump the cook modification delegate loads to log.
Fixed the memory usage output log.
#test cook paragon.
Change 3063804 on 2016/07/25 by Daniel.Lamb
Added cookpartialgc additional commandline option to uat.
#test UFE
Change 3064008 on 2016/07/25 by Mark.Satterthwaite
For non-shipping builds conditionally bind a default uniform buffer in Metal and report an error if the slot was unbound, if our validation layer is enabled attempt to report the shader source in question. This relies on the shader compiler providing accurate information about uniform buffer bindings and won't fix all occurances of bad uniform usage (if a buffer is bound but too short the result will be GPU restarts or an error in Apple's validation layer - we can't detect this case) but will help debug the typical error of leaving an active slot unbound.
#jira FORT-27685
Change 3064141 on 2016/07/25 by Jeff.Campeau
Rebuild vpxmd.lib with delayed codegen disabled (fixes linker warning building Win64).
Change 3065024 on 2016/07/26 by Nick.Shin
Change filetype
remove exclusive check out bit
requested by or.coheni & nick.penwarden
Change 3065274 on 2016/07/26 by Jonathan.Fitzpatrick
DirectoriesToAlwaysStageAsUFS now properly filters out *.uasset and *.umap files
This prevents the bug where cooked assets get trampled by staging their uncooked version on top of them during the UFS step
Added a file filter to DirectoriesToAlwaysStageAsUFS for uasset and umap.
Change 3066338 on 2016/07/27 by Mark.Satterthwaite
Handle releasing an SRV/UAV & the source object within a single Metal command-buffer.
#jira UE-33779
Change 3066789 on 2016/07/27 by Daniel.Lamb
Realtime mode does not save any packages anymore unless they are ready.
#test cookontheside, cookbythebook shooter game
Change 3066847 on 2016/07/27 by Jeff.Campeau
Fix define
#2634
#jira UE-33813
Change 3068868 on 2016/07/28 by Mark.Satterthwaite
Extend hlslcc's handling of switch-statements to allow implict casts from scalar bool, half & float as HLSL itself permits while also making sure it errors if the expression input is not scalar. This fixes shader compile errors in UT.
Change 3070040 on 2016/07/29 by Dmitry.Rekman
Delete Nadzorca.
Change 3070947 on 2016/07/29 by Jeff.Campeau
Perforce C++ API 2015.2 (includes debug libraries)
Change 3073707 on 2016/08/02 by Daniel.Lamb
Derived data cache commandlet runs resolve string asset references to load any string asset refereced packages from the map.
Also process async results from shaders being compiled so they can have their memory resources released.
#test DerivedDataCache commandlet shootergame.
Change 3076613 on 2016/08/03 by Brent.Pease
+ UnrealTargetConfiguration is now passed into deploy and package methods
+ The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development)
Change 3076668 on 2016/08/03 by Brent.Pease
Back out changelist 3076613
Change 3077157 on 2016/08/04 by Daniel.Lamb
Fixed up DLC staging so that it stages to the proper mount point.
Fixes up include engine content in DLC staging paths.
#test Made up shooter game DLC
Change 3077191 on 2016/08/04 by Daniel.Lamb
More smartly process async shader compilation if we are waiting for it.
#test cook on the side shooter game cook by the book shooter game.
Change 3077412 on 2016/08/04 by Mark.Satterthwaite
Fix "iOS Metal-based build crashes at launch with sub-levels":
- Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything.
- To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects.
- Fix validation error of texture reallocation on loading template projects under Metal.
#jira UE-30847
Change 3077958 on 2016/08/04 by Brent.Pease
+ UnrealTargetConfiguration is now passed into deploy and package methods
+ The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development)
Change 3079503 on 2016/08/05 by Mark.Satterthwaite
Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised.
#jira UE-33856
Change 3079737 on 2016/08/05 by Jeff.Campeau
Add support for delay load DLLs on Xbox One
Turn off warnging for missing PDBs to match VCToolchain.cs
Change 3081005 on 2016/08/08 by Mark.Satterthwaite
Fix-up Metal device name on AMD for macOS 10.12 which reports it correctly and enable tiled reflections on Intel from macOS 10.12 too as they now work.
Change 3081557 on 2016/08/08 by Daniel.Lamb
File-> Package saves all packages before starting packaging.
#test File package first person template
Change 3082215 on 2016/08/09 by Lee.Clark
PS4 - Added 4k profile
Change 3082412 on 2016/08/09 by Daniel.Lamb
Fixed cook on the fly server not handling cook requests.
#test Cook on the fly shooter game.
Change 3082955 on 2016/08/09 by Dmitry.Rekman
Linux: convert existing Strcat() uses to Strncat().
- Strcat() does not check destination size so can silently corrupt memory. While this was not observed, this conversion removes this concern altogether.
Change 3083772 on 2016/08/10 by Luke.Thatcher
[PLATFORM] [PS4] [+]
Checking in PS4CrashHandler files so we have a copy in Perforce rather than just on the server.
- Taken from \\devweb-02 and removed all the unused files/dependencies.
- Created a publish profile pointing to \\devweb-02\Sites\PS4Services\PS4CrashHandlerDev so I'm not writing over the existing deployed crash handler.
- Moved all code in the Page_Load event to inside the check for the HTTP method (POST) otherwise GET'ing the page from a browser will generate crash folders that hang around forever.
Change 3085450 on 2016/08/11 by Lee.Clark
PS4 - Fix mediaplayer pipeline allocation
Change 3086360 on 2016/08/11 by Michael.Trepka
Fixed a non-unity build error in Mac UnrealFrontend
Change 3087224 on 2016/08/12 by Luke.Thatcher
[PLATFORM] [PS4] [~]
Refactor PS4 Crash Handler site
- Removed CoreDumpHandler. Processing dump files is handled directly by an async thread within the aspx process.
- Separated configuration values into their own class. Currently set to output to a testing directory, rather than the actual crash reporter landing zone.
- Added a debug upload page to allow manual submission of .orbisdmp/.txt settings files, accessible by GET'ing Default.aspx.
- Added logging. Logs self-delete after 30 days.
Testing required before we switch to the new system.
#jira UE-34504
#jira OR-26886
Change 3087626 on 2016/08/12 by Dmitry.Rekman
PR #2689: Fix copying/duplicating failing on Linux (UE-34586).
- Contributed by Web-eWorks.
Change 3087991 on 2016/08/12 by Mark.Satterthwaite
Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS.
- Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial.
- Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there.
- OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time.
- Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output.
- On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching.
- On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code.
- AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format.
- Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled.
#jira UE-34315
Change 3088790 on 2016/08/15 by Luke.Thatcher
[PLATFORM] [PS4] [~]
Hook new PS4 crash handler up to the crash reporter website.
- Removed indentation from generated crash context XML file. The crash reporter process does manual XML parsing which doesn't correctly handle whitespace at the start of lines.
- Switched the final output folder to match the one the crash reporter process is watching.
- Hide upload form on a config variable.
#jira UE-34504
#jira OR-26886
Change 3089060 on 2016/08/15 by Luke.Thatcher
[PLATFORM] [PS4] [!]
Change PS4 crash handler log file extension to ".ps4chlog", otherwise the crash reporter site attaches the wrong log file to the crash report.
Allowed showing of debug upload form via "Default.aspx?showform=1" query string.
#jira UE-34504
#jira OR-26886
Change 3089089 on 2016/08/15 by Mark.Satterthwaite
Duplicated changes to AppleMovieStreamer from CL #3088149.
#jira UE-34315
Change 3089460 on 2016/08/15 by Mark.Satterthwaite
Duplicate CL #3080971:
Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared.
#jira UE-34355
Change 3089465 on 2016/08/15 by Mark.Satterthwaite
For Metal shader translation retain more precision for float constants -1.0f >< 1.0f by emitting them in scientific notation - prevents Hammersley constant amongst others from being flushed to 0.
Change 3089902 on 2016/08/15 by Daniel.Lamb
Changed the next compiling ID to the correct compiling ID.
#test Cook
Change 3089903 on 2016/08/15 by Daniel.Lamb
Cooker monitors config useage during cook and uses those settings to invalidate cooked content instead of all config settings.
Change 3090114 on 2016/08/16 by Luke.Thatcher
[PLATFORM] [PS4] [~]
Minor change to PS4 settings text on crash handler site.
Change 3090949 on 2016/08/16 by Nick.Shin
WebSocketNetDriver crash fix
filled in missing chunk of code that calls PacketHandler's "packet modifiers"
#jira UE-25492 HTML5 Client cannot connect to Windows Server
#jira UE-30880 WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket
#code.review john.pollard john.barrett
Change 3091265 on 2016/08/16 by Brent.Pease
Add IOS support to HarfBuzz
Change 3091267 on 2016/08/16 by Brent.Pease
Add references to fix mono build
Change 3091291 on 2016/08/16 by Nick.Shin
CIS warning fix
#jira UE-25492 HTML5 Client cannot connect to Windows Server
#jira UE-30880 WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket
Change 3091781 on 2016/08/17 by Joe.Barnes
UE-33640: Exposed UPrimitiveComponent::IsAnyRigidBodyAwake() to Blueprints.
Change 3092687 on 2016/08/17 by Daniel.Lamb
Added support for using binned allocator in cooker instead of tbb.
#test Cook shootergame.
Change 3093867 on 2016/08/18 by Mark.Satterthwaite
Use a read/write mutex to protect access to Metal's internal shader pipeline caches so that parallel threads can progress in the common case where new shaders are not being compiled.
Change 3093950 on 2016/08/18 by Mark.Satterthwaite
Change the Mac GPU identification code to cope with AMD's new naming scheme on 10.12.
Change 3093951 on 2016/08/18 by Mark.Satterthwaite
More SCW threads on Mac - they work now.
Change 3093960 on 2016/08/18 by Mark.Satterthwaite
Increase the default number of command-buffers on Mac because bigger games overflow the current limit of 64 per queue.
Change 3096493 on 2016/08/22 by Jeff.Campeau
Use Xbox version of DirectX include.
Change 3097509 on 2016/08/23 by Luke.Thatcher
[PLATFORM] [PS4] [+]
Refactor PS4 Symbol Publish
- Moved the SymStore task from Win.Automation to BuildGraph.Automation, and made it more generic.
- The specifics of uploading symbols are now implemented in the platform tool chain, alongside StripSymbols().
- Re-generated the build graph schema file.
- Removed the old PS4 symbols upload path in the package step.
Modified OrionBuild.xml to publish symbols for all PS4 dev, test and shipping config builds of OrionClient.
Change 3097635 on 2016/08/23 by Luke.Thatcher
[PLATFORM] [PS4] [+]
Refactor Age Symbols task in UAT.
- Moved the AgeStore task from Win.Automation to BuildGraph.Automation and made it more generic.
- Symbol server directory structure is now defined by the platform tool chain, which the common task uses to clean out old symbols.
- Added a "filter" parameter to prevent age tasks deleting symbols from unrelated builds in shared symbol servers.
Modified OrionBuild.xml to age both the Windows and PS4 symbol stores.
Change 3097713 on 2016/08/23 by Luke.Thatcher
[PLATFORM] [PS4] [+]
Enable new PS4 crash handler server
- Created live deployment profile and applied the required config file changes.
Change 3099214 on 2016/08/24 by Luke.Thatcher
[PLATFORM] [PS4] [!]
Fix compile error in PS4 tool chain. For some reason, this only breaks ocassionally. Maybe we're alternating between the 2013 and 2015 C# compilers depending on what initiates the build (e.g. Visual Studio vs GenerateProjectFiles)?
Change 3099222 on 2016/08/24 by Luke.Thatcher
[PLATFORM] [PS4] [+]
Added PS4 support for FPlatformMisc::MessageBoxExt using the MsgDialog library.
- Note, only one and two button message dialogs are supported (limitation of MsgDialog).
Change 3099260 on 2016/08/24 by Luke.Thatcher
[PLATFORM] [PS4] [~]
Better PS4 exit function. Calls quick_exit instead of abort when we've not asserted. Allows for a "cleaner" forced exit without generating a crash dump.
Change 3101192 on 2016/08/25 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3101944 on 2016/08/25 by Daniel.Lamb
Ask to save the current level when we are using launch on.
Change 3102036 on 2016/08/25 by Nick.Shin
check for minimum expected size upon data received from network
#jira UE-13657 - HTML5 plugin OnRawRecieve overflow
Change 3102115 on 2016/08/25 by Brent.Pease
- Fix small errors that probably only show up in the mac mono build
#code.review peter.sauerbrei
Change 3102747 on 2016/08/26 by Jeremiah.Waldron
Re-submitting OnlineSubsystemGameCircle with TPS permission for Amazon SDK
- Also fixed the plugin to remove any related files from the final package when IAP is disabled or GameCircle support itself is disabled with the plugin still enabled
- Added support for new AlreadyOwned IAP response code as well which is already used for GooglePlay and IOS
Change 3102900 on 2016/08/26 by Nick.Shin
since last checkin (CL: 2981945) - prints are crashing the browser - this change will allow browser to print the details via console.log()
#jira UE-26047 - HTML5 HTTP Response Headers not implemented
Change 3103130 on 2016/08/26 by Brent.Pease
UE-24679 - Enable the ability to change ports for a firewall to pass them through rsync
Change 3103225 on 2016/08/26 by Daniel.Lamb
Fixed issue with warning which would cause crash.
Change 3103425 on 2016/08/26 by Dmitry.Rekman
Enable offscreen GL rendering without X.
- Added new video subsystem to SDL that is uses EGL to initialize the context.
- Most windoing functions stubbed.
- Also added a new test case to TestPAL for easier debugging.
Change 3104743 on 2016/08/29 by Brent.Pease
Support remote offline metal shader compilation
Change 3105051 on 2016/08/29 by Brent.Pease
UE-2382 - TASK: MobleMVP: iOS: Add ability to view iOS device console output in the editor UFE
- IOS Automation will now create a thread to collect the console logs from the device and send them to C# Console output while the app is running on device
- Made ProcessResult an interface (IProcessResult) which ProcessResult implements. This allows platforms to provide their own implementation if needed.
- Moved the RunLoop related parts of CoreFoundation into MobileDevice.cs
Change 3105053 on 2016/08/29 by Brent.Pease
- IOS dll's as part of the last check-in
Change 3106853 on 2016/08/30 by Jeff.Campeau
Implement FD3D11DynamicRHI::RHICreateComputeFence to prevent memory overwrite
Change 3107361 on 2016/08/30 by Dmitry.Rekman
Renderer: changes to allow postproc delegates.
Change 3107362 on 2016/08/30 by Dmitry.Rekman
Plugin with a CUDA postproc example.
- Linux version only. Runs under a headless GL too (without X).
- Disabled during cross-compilation, can be compiled natively only.
- CUDA kernel should be compiled separately, CMakefile with compilation attached (can be used to generate VStudio projects as well).
- To test the output, run under the debugger, interrupt and set global variable GSaveTheOutput to 50 (this will write out kernel output buffer 50 times as .bmp files into working directory).
Change 3107913 on 2016/08/31 by Daniel.Lamb
Fixed loading of cooked content in the editor.
Change 3107916 on 2016/08/31 by Daniel.Lamb
Added error case when shader compilation fails to notify shader.
#test Cook shooter game.
Change 3108080 on 2016/08/31 by Josh.Adams
- Fixed PS4Automation compile errors
Change 3109077 on 2016/08/31 by Brent.Pease
Fix C# debug builds by specifying x64 and add reference to MobileDeviceInterface
Change 3110086 on 2016/09/01 by Dmitry.Rekman
Fix race condition in PThread runnable (UE-35074).
- Instead of relying on busy-wait, join the threads. This prevents race between PostRun() (executed in the context of the thread) and FPThreadRunnableThread() destructor (see UE-34909).
- Do not use an invalid value for pthread_t, since there's none.
Change 3110172 on 2016/09/01 by Dmitry.Rekman
Fixed a crash exiting VR Preview on Windows GL4 (UE-28708).
- PR #2188 submitted by ardneran.
Change 3110313 on 2016/09/01 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3111134 on 2016/09/01 by Dmitry.Rekman
UBT: prevent mono from hanging on Ctrl-C.
- Sometimes Ctrl-C can cause thread creation to fail. Without this change, UBT would lock up.
Change 3111171 on 2016/09/01 by Brent.Pease
Move all C# projects to use the x64 Platform for consistency with other changes made to move to the x64 Platform
Change 3111177 on 2016/09/01 by Dmitry.Rekman
Fix Linux build on systems without CUDA (UE-35460).
Change 3111548 on 2016/09/02 by Luke.Thatcher
[PLATFORM] [PS4] [!]
Fix for PS4 iterative deployment.
- Changes in Dev-Mobile broke the deployment manifests, as PS4 was now using the wrong filename when creating delta and obsolete file lists.
Change 3111863 on 2016/09/02 by Dmitry.Rekman
Better fix for build without CUDA (UE-35460).
Change 3112738 on 2016/09/02 by Mark.Satterthwaite
Fix the pausing particles on Metal - one line bug in the Metal query implementation meant that the first query wouldn't return the correct result for no good reason.
#jira UE-34989
Change 3114579 on 2016/09/06 by Chris.Babcock
Fix Vulkan include path in NDK check (contributed by geediiiiky)
#jira UE-35490
#github #2758
#ue4
#android
Change 3115115 on 2016/09/06 by Jeff.Campeau
Calculate buffer size for paks using the bitwindow override as needed
Change 3115600 on 2016/09/07 by Luke.Thatcher
[PLATFORM] [PS4] [~]
Make the crash dump handler registration much earlier, to catch crashes in early engine init.
- Fixed up places in FGenericCrashContext::SerializeContentToBuffer which used the command line. If we crash early, the command line may not have been initialized yet.
- Added a GetNoInit function to FThreadHeartBeat to avoid creating the heart beat thread if we crash early, and the thread doesn't exist yet.
Tested by calling abort() immediately inside int main(), and we get a valid crash dump that the crash handler service can consume.
Change 3115676 on 2016/09/07 by Luke.Thatcher
[PLATFORM] [~]
Dev-Platform integration fix for original CL 3064888 in //Orion/Release-29.1
Add .exe and .dll to windows symbol upload file filters.
Change 3115811 on 2016/09/07 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3115944 on 2016/09/07 by Michael.Trepka
Implemented IsGamepadAttached() for Mac
Change 3115948 on 2016/09/07 by Michael.Trepka
Don't try to restore Help menu item on Mac if MenuBlock does not contain it
Change 3116200 on 2016/09/07 by Jeff.Campeau
Fix parameter ordering
Change 3117660 on 2016/09/08 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3117728 on 2016/09/08 by Michael.Trepka
Copy of CL 3117698 by Mike.Fricker
Fixed regression with editor's Simulate mode where cursor would teleport back to the center of the viewport after every click
- This bug was introduced in CL 3075932 from a borderless window cursor handling fix that was needed for games that capture the cursor
Change 3117797 on 2016/09/08 by Peter.Sauerbrei
Shader Resource compression
Change 3117988 on 2016/09/08 by Brent.Pease
- Solutiion generator will now pick x64 instead of AnyCPU for the default platform configuration
- Fix what I think was a merge error in BuildGraph.cs
Change 3118296 on 2016/09/08 by Daniel.Lamb
Fixed crash with launch on. Couldnt' correctly detect previous generated ini settings.
#test launch on QA game
#jira UE-35741
Change 3118438 on 2016/09/08 by JohnHenry.Carawon
Fix UAT compilation on Linux
#UE-35745
Change 3118934 on 2016/09/08 by Jeff.Campeau
Shader compression setting based on target platform instead of cooking host platform.
#jira UE-35753
Change 3120190 on 2016/09/09 by Ben.Marsh
Add missing Platform attribute to build script for Dev-Platform.
[CL 3120378 by Josh Adams in Main branch]
2016-09-09 20:13:41 -04:00
FString Destination = FString : : Printf ( TEXT ( " %s \\ Unreal Engine \\ UnrealBuildTool \\ SSHKeys \\ %s \\ %s \\ RemoteToolChainPrivate.key " ) , Path , * RemoteServerAddress , * ( Settings . RSyncUsername ) ) ;
2015-03-16 10:01:04 -04:00
if ( FPaths : : FileExists ( Destination ) )
{
FString MessagePrompt = FString : : Printf ( TEXT ( " An SSH Key already exists. Do you want to replace this key? " ) ) ;
if ( FPlatformMisc : : MessageBoxExt ( EAppMsgType : : OkCancel , * MessagePrompt , TEXT ( " Key Exists " ) ) = = EAppReturnType : : Cancel )
{
return FReply : : Handled ( ) ;
}
}
FString CmdExe = FPaths : : ConvertRelativePathToFull ( FPaths : : EngineDir ( ) / TEXT ( " Build/BatchFiles/MakeAndInstallSSHKey.bat " ) ) ;
2015-04-30 08:18:31 -04:00
FString DeltaCopyPath = Settings . DeltaCopyInstallPath . Path ;
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3046626)
#rb none
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2948322 on 2016/04/19 by Nick.Shin
update libwebsockets to v1.7.4
part 4 of 4 - doing this in stages for tracking purposes
#jira UEPLAT-1246 - Update libWebsockets
#jira UEPLAT-1221 - update websocket library
#jira UEPLAT-1204 - Rebuild libwebsockets with SSL
Change 2970016 on 2016/05/07 by Nick.Shin
undo all of the following upgrades:
- zlib
- openssl
- libcurl
- libwebsockets
and reset webrtc
#jira UE-30298 - Fortnite and Orion crash on login
Change 3020547 on 2016/06/20 by Jeff.Campeau
Support for applocal deployment of binaries
-applocaldir added to UAT to specify a per project directory to gather packages for applocal deployment
Added ApplocalPrerequisitesDirectory property to packaging settings to set -applocaldir for packages built from the editor.
Change 3020552 on 2016/06/20 by Jeff.Campeau
Add switch to disable debug symbol cache creation
Change 3020567 on 2016/06/20 by Jeff.Campeau
constexpr enabled for Xbox One
Change 3020568 on 2016/06/20 by Jeff.Campeau
Separate setting for debug
#jira UEPLAT-1348
Change 3020628 on 2016/06/20 by Jeff.Campeau
Use global view instead of relying on current thread (fixes issues if pump message is called from a different thread).
Change 3020629 on 2016/06/20 by Jeff.Campeau
Use Slate tick to drive message processing during blocking loads (improves PLM).
Change 3020633 on 2016/06/20 by Jeff.Campeau
Fix Xbox One toolchain pathing to work for environment variables with and without trailing slashes.
Pass requested XDK edition to VCVars batch file (fixes issues in building with a newer XDK installed SxS than the engine is configured for).
Change 3020873 on 2016/06/21 by Lee.Clark
PS4 - Fix missing audio when using A3D.
Change 3021225 on 2016/06/21 by Keith.Judge
Optimized away a bunch of GetVertexShader() calls in FSplineMeshVertexFactoryShaderParameters::SetMesh(). Saves about 0.9ms across a 100ms capture.
Change 3021286 on 2016/06/21 by Dmitry.Rekman
Linux: symbolication for memory profiler.
- Also repaired/improved finding function name from debug info and overall callstack parsing.
#tests Ran Linux editor and TestPAL, crashed multiple times
Change 3021512 on 2016/06/21 by Mark.Satterthwaite
Compile fixes for new clang version.
Change 3021521 on 2016/06/21 by Mark.Satterthwaite
Duplicate Fortnite CL #3013418: Don't release Metal buffers directly into the buffer pool, instead defer this until the command-buffer is known to have finished. This prevents the CPU from trying to modify the buffer while the GPU is still reading it if the GPU has fallen so far behind the CPU and therefore eliminates one possible cause of invalid access on the GPU.
Change 3021528 on 2016/06/21 by Mark.Satterthwaite
Make the Metal buffer pool cull after 30 frames - this will better match Apple's GART which unwires unused allocations after 1sec of idle, making them as expensive to use allocating a new buffer.
Change 3021595 on 2016/06/21 by Mark.Satterthwaite
Consolidate the way in which optional Metal features are exposed across macOS, iOS & tvOS devices & expose all the available features, unifying more of the code across all three platforms.
- Implement Metal Depth-16 and stencil-texture-view support where available.
- Use counting queries in Metal when available and expected (i.e. Metal_SM4+ or Metal_MRT+).
- On latest iOS devices running Metal export support for GRHISupportsBaseVertexIndex & GRHISupportsFirstInstance when available.
- On latest iOS devices running Metal export support for indirect buffer draw and dispatch calls.
- Specify Metal layered rendering like any other and change the code so that there aren't preprocessor defines in the code. This lets the Metal MRT path assert if anyone ever tries to issue a layered draw call as its only supported on Mac.
- Add support to Metal for setting UAVs from a uniform buffer.
- Remove unused GlobalUniform header from MetalRHI.
- Remove unnecessary FrameCount delay from Metal resource free lists.
Change 3021702 on 2016/06/21 by Mark.Satterthwaite
Fix mis-use of FreeListMutex instead of PoolMutex in MetalContext.
Change 3022152 on 2016/06/21 by Nick.Shin
Back out revision 5 from //UE4/Dev-Platform/Engine/Source/Runtime/NetworkFileSystem/Private/NetworkFileServerHttp.cpp
forgot to un-do this when the giant revert (CL: #2970016) was done
#jira UE-22166 HTML5 Cook on the fly will launch and then close browser
Change 3022409 on 2016/06/21 by Dmitry.Rekman
Fixed inability to run Setup.sh on Ubuntu 14.04 (UE-29289).
- Contains PR #2258 (contributed by wshearn).
Change 3022541 on 2016/06/22 by Lee.Clark
PS4 - Make sure the render target masks are set correctly for disabled render targets.
Fixes a validation check for shaders expecting to write to NULL render targets.
Change 3022973 on 2016/06/22 by Michael.Trepka
Fixed a problem in MacToolChain where both BuildConfiguration.bGeneratedSYMFile and BuildConfiguration.bUsePDBFiles set to false would not disable dSYM generation.
Change 3023106 on 2016/06/22 by Dmitry.Rekman
Linux: enable code to catch memory stomps during async loading.
- Changed FLinuxPlatformMemory::BinnedAllocFrom/FreeToOS() to use mmap()/munmap(). Updated platform function signature accordingly.
#tests Ran OrionServer on Linux (and OrionClient on Windows as a zero probe), tested also with running Linux editor with binned malloc.
Change 3023256 on 2016/06/22 by Mark.Satterthwaite
Fix compile errors from latest Metal changes that broke iOS.
Change 3023268 on 2016/06/22 by Mark.Satterthwaite
Use the Linux mmap/munmap/mprotect code to implement BinnedAllocFromOS/BinnedFreeToOS/PageProtect on Apple platforms as they are all equivalent.
Change 3023651 on 2016/06/22 by Mark.Satterthwaite
Make Metal SM5 the default for 10.11.5 or later, this time most of the features should be working on AMD & Nvidia, though tiled-reflections and distance-field AO/Shadows must still be forcibly disabled on Intel.
Change 3023777 on 2016/06/22 by Brent.Pease
+ Update config for Android and iOS
Change 3023781 on 2016/06/22 by Chris.Babcock
Use mmap/munmap for Android BinnedAllocFromOS
#ue4
#android
Change 3023947 on 2016/06/22 by Mark.Satterthwaite
Added a command-line switch for Mac "-RedirectNSLog" that will capture the output of NSLog using an NSPipe and write it into our log instead when not running under the debugger, thereby capturing output from underlying libraries that would otherwise be lost when outside a debugger.
Change 3024434 on 2016/06/23 by Lee.Clark
PS4 - Remove Delta Color Compression support
Change 3024735 on 2016/06/23 by Mark.Satterthwaite
Changes to MetalStatistics module initialisation.
Change 3024741 on 2016/06/23 by Mark.Satterthwaite
Change the way we test for Metal GPU support to avoid instantiating any MTLDevice's until MetalRHI is loaded so we can properly instantiate optional modules.
Change 3025477 on 2016/06/23 by Brent.Pease
+ Added UnrealPluginLanguage.cs based on AndroidPluginLanguage.cs
+ Change UEDeployAndroid.cs to use UnrealPluginLanguage
Change 3026085 on 2016/06/23 by Jeff.Campeau
Separate Xbox One target settings for editor only values
Move values that need to be loaded by the editor into the default inis (editor won't load target specific inis)
Eliminate circular dependency on Xbox One settings (causing settings to either not load or memory corruption on shutdown)
Clean up cached ini sections for UBT/UAT
Change 3026093 on 2016/06/23 by Jeff.Campeau
Cleanup unused files
Change 3026745 on 2016/06/24 by Mark.Satterthwaite
+ Implemented rudimentary runtime debugging of MetalRHI with several different levels of complexity controlled by the new console-variable "rhi.Metal.RuntimeDebugLevel".
+ The MetalStateCache must also correctly set the render-pass descriptor when the previous render-target load action was 'Clear' as we will need to switch render targets or we'll mistakenly clear again.
+ Queries must not reset the MetalStateCache when they overflow the available buffer space, they simply break the encoder.
- By default "rhi.Metal.RuntimeDebugLevel" is off & it is compiled out for Shipping - when enabled each higher level collects more data or changes the MetalRHI behaviour to make a command-buffer failure mode debuggable at the expense of performance. In order for this to work the number of command-buffers that may be allocated from the command-queue is also controllable via a console-variable "rhi.Metal.CommandQueueSize" which must be set prior to startup.
Change 3026831 on 2016/06/24 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3026940 on 2016/06/24 by Brent.Pease
PR #2458: added GetGameBundleId blueprint function (Contributed by derekvanvliet)
Change 3027396 on 2016/06/24 by Brent.Pease
Add BuildGraph.csproj to get Xamarin .sln builds working again
Change 3029211 on 2016/06/27 by Michael.Trepka
Added a setting (on by default) to make the game window preserve its content's aspect ratio while being resized by user
Change 3029518 on 2016/06/27 by Josh.Adams
Rollback //UE4/Dev-Platform/Engine/Build/BatchFiles/Mac/xcodeunlock.sh to revision 1
Change 3030385 on 2016/06/28 by Keith.Judge
Fix XB1 deployment issues with AppXManifest for Paragon.
Change 3030416 on 2016/06/28 by Lee.Clark
PS4 - Fix Mediaplayer IsPlaying
Change 3030922 on 2016/06/28 by Keith.Judge
XB1 - Add pass through _RenderThread resource creation functions to D3D11.x RHI. Stops the render/RHI threads from stalling so much.
Change 3030948 on 2016/06/28 by Jeff.Campeau
Revert to using constant chunk indexes instead of polling the OS.
(OS API has a bug that will not be fixed.)
Change 3031016 on 2016/06/28 by Brent.Pease
UEPLAT-1244 - Archive dSYM file
UEPLAT-1359 - Support creating dSYM bundle
Changes:
+ Added ios settings flag for dsym bundle
+ Added ios setting for creating xcode archive
+ xcode archive is now only put in the mac host or build machine's ~/Library/Developer/Xcode/Archives folder, it is not copied into the -archive folder like the ipa is
Change 3031352 on 2016/06/28 by Bob.Tellez
Added tps file for xcodeunlock
Change 3031604 on 2016/06/28 by Mark.Satterthwaite
Add an additional cast to flush-to-zero in the Metal shader translator bounds-checking code to avoid an internal GPU compiler error.
Change 3031879 on 2016/06/28 by Brent.Pease
+ PhysX libraries for bitcode support on tvOS.
Change 3032374 on 2016/06/29 by Keith.Judge
Enable Oodle Handler Component on Xbox One
Change 3032407 on 2016/06/29 by Keith.Judge
Xbox One - Disable UpdateBufferStats when STATS is 0. Small perf gain.
Change 3032432 on 2016/06/29 by Keith.Judge
XB1 CPU Perf - Make CreateVertexDeclaration_RenderThread much faster by implementing a pass through to the RHI function rather than stalling the RHI thread.
Change 3033474 on 2016/06/29 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3033603 on 2016/06/29 by Brent.Pease
+ Support UnrealPluginLanguage for IOS and TVOS builds
+ Allow ios/tvos UPL files an opportunity to modify a package's info.plist file
Change 3034004 on 2016/06/30 by Lee.Clark
PS4 - Use SDK 3.508.101
Change 3034007 on 2016/06/30 by Lee.Clark
PS4 - VRTracker now uses SCE_VR_TRACKER_ROBUSTNESS_LEVEL_HIGH
Change 3034173 on 2016/06/30 by Lee.Clark
PS4 - Make sure depth target is null when eliminating fast clears. Fixes a GNM Validation failure
Change 3034498 on 2016/06/30 by Jeff.Campeau
Use MSBuild version 14 when generating project files.
Change 3034943 on 2016/06/30 by Mark.Satterthwaite
For Metal modify the MTLVertexDescriptor when calls to SetStreamSource provide different strides than the initial vertex-declaration which then requires compiling a different MTLRenderPipelineState. This silences errors reported by the Metal debug layer where the larger stride would see the shader read beyond the end of the buffer, but the smaller stride provided by SetStreamSource would work correctly. This may eliminate some more causes of Page-Fault GPU restarts.
Change 3035416 on 2016/07/01 by Lee.Clark
PS4 - Replace export vertex shader check with a CFLAG
Change 3036093 on 2016/07/01 by Brent.Pease
+ Fix dSYM bundle path on Windows ios builds
+ Search for DeltaCopy directory if its not found from the user settings
+ Do not build an XCArchive file when building for ios on non-mac platforms
Change 3036726 on 2016/07/02 by Brent.Pease
+ Add missing tvOS bitcode library
Change 3037455 on 2016/07/05 by Lee.Clark
PS4 - Default SmoothFrameRate to false
Change 3037470 on 2016/07/05 by Keith.Judge
Xbox One - Allow framerate smoothing, but default to off for consistency with PS4.
Change 3038322 on 2016/07/05 by Jeremiah.Waldron
Fix for asset packages with Unicode characters in their name not being loaded on Android.
Fixing AndroidString's WIDECHAR* Strstr(WIDECHAR*, WIDECHAR*) function
- Using an implementation of wcsstr, with a fix integrated for the incorrect implementation in Android ndk master branch, instead of converting the incoming WIDECHAR strings to ANSI strings just to be able to use strstr on them.
The previous method was prone to causing the FString's Find and Contains functions to return false positives because when we convert wide to ansi, any character over the value of 255 is just set to '?'
This in turn caused any package path strings with one of those characters in it to fail to load since they would be interpreted as having a question mark in their path, which is an invalid path character.
#jira UE-18643
#android
Change 3038693 on 2016/07/05 by Mark.Satterthwaite
Change the way we store debug info for Metal shaders - the KeepDebugInfo flag now does precisely that, storing the shader code into the Metal header along with the path it was generated from. That means if KeepDebugInfo is enabled and Optimise is disabled then we can still access the shader code from within the Metal tools. On iOS/tvOS the shader code will be runtime compiled so that it shows up in the tooling but on Macs it will prefer to load the optimised version and simply unpack the shader code to the path from which it was compiled. This only works if we change the Metal shader compiler to emit temporary Metal files to the OS temporary directory so that the tools can read the file directly.
Change 3039880 on 2016/07/06 by Mark.Satterthwaite
Implement point-light shadow caching for RHI's that support specifying the render target layer from the vertex shader in lieu of geometry shaders. This requires changing FScreenVSForGS to TScreenVSForGS so that there can be a vertex-shader-layer variant (only compiled on RHI's that use it) whose output matches FCopyShadowMapsCubePS input. This alternative rendering path also requires adding the instance count to DrawRectangle so that we can render to all faces of the cubemap from a single draw call.
Change 3040407 on 2016/07/06 by Michael.Trepka
Added View->Enter Full Screen menu item for games on Mac
Change 3040550 on 2016/07/06 by Mark.Satterthwaite
Intel Metal compiler requires bool expressions be cast to 'int' rather than 'uint'.
Change 3041098 on 2016/07/07 by Peter.Sauerbrei
initial changes to get IOS builds from PC in launcher release of engine
Change 3041310 on 2016/07/07 by Keith.Judge
Xbox One - Optimize away GetDesc() and checks for D3D11_USAGE_DYNAMIC deep in the state cache as it's impossible for any buffer to have that flag set.
Change 3041327 on 2016/07/07 by Keith.Judge
Xbox One - Remove pointless memory barrier call in D3D11Query
Change 3041352 on 2016/07/07 by Keith.Judge
Xbox One - Add _RenderThread version of UpdateTexture2D() that just passes through to the RHI one. Saves a fairly significant chunk of time on the render/RHI thread when this is called a lot.
Change 3041419 on 2016/07/07 by Jeff.Campeau
Xbox One toolchain fix for VS2015 Update 3
Change 3041635 on 2016/07/07 by Jeff.Campeau
Don't change game render resolution in response to WM_SIZE messages when in fullscreen (the game will restore the correct video mode when the window is restored).
#jira OR-15578
Change 3041735 on 2016/07/07 by Peter.Sauerbrei
re-enabled the build parameters for launcher release builds in IOS
Change 3041783 on 2016/07/07 by Joe.Graf
Changed bAutpApplyFailed to bAutoApplyFailed (typo)
Change 3041784 on 2016/07/07 by Joe.Graf
Fixed missing %s from a log message in UResavePackagesCommandlet
Change 3042434 on 2016/07/08 by Lee.Clark
PS4 - Fix compilation failure when Unsafe Command Buffers are enabled.
Change 3042658 on 2016/07/08 by Lee.Clark
PS4 - Use SDK 3.508.201
Change 3042970 on 2016/07/08 by Josh.Adams
Redoing CL in 3040890 in Dev-Platform
Change 3043243 on 2016/07/08 by Chris.Babcock
clamped allowed slot range for gameplay debugger's categories
copy of CL# 3040313 from //UE4/Dev-Framework
#jira UE-32866
Change 3043500 on 2016/07/08 by Mark.Satterthwaite
Downgrade "-Wdelete-non-virtual-dtor " to a warning again for Xcode 8 on iOS/tvOS to match macOS.
Change 3044628 on 2016/07/11 by Mark.Satterthwaite
Disable ShaderCache by default - it was implemented prior to RHI-thread/parallel-execution so it isn't thread-safe and can't be enabled by default on Mac now that Metal supports these features.
#jira UE-32989
Change 3044948 on 2016/07/11 by Dmitry.Rekman
Fix editor crash (happened on Linux, but not really specific to it) (UE-32973)
- We can pass flags with shadows enabled when rendering asset thumbnails; thus disable shadows always when r.ShadowQuality is 0. (Redoing CL 3029574 by Bob).
- Also fix mismatched 'noperspective' qualifier that caused NVidia drivers to refuse to link GL shaders.
#jira UE-32973
Change 3045322 on 2016/07/11 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3046028 on 2016/07/12 by Lee.Clark
PS4 - Check for correct SDK installation
Allow use of 7th core when Morpheus is enabled
Change 3046339 on 2016/07/12 by Peter.Sauerbrei
fix for incorrect error message when iPhone Plus icon is the correct size
[CL 3046645 by Josh Adams in Main branch]
2016-07-12 15:06:08 -04:00
if ( DeltaCopyPath . IsEmpty ( ) | | ! FPaths : : DirectoryExists ( DeltaCopyPath ) )
2015-04-30 08:18:31 -04:00
{
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3046626)
#rb none
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2948322 on 2016/04/19 by Nick.Shin
update libwebsockets to v1.7.4
part 4 of 4 - doing this in stages for tracking purposes
#jira UEPLAT-1246 - Update libWebsockets
#jira UEPLAT-1221 - update websocket library
#jira UEPLAT-1204 - Rebuild libwebsockets with SSL
Change 2970016 on 2016/05/07 by Nick.Shin
undo all of the following upgrades:
- zlib
- openssl
- libcurl
- libwebsockets
and reset webrtc
#jira UE-30298 - Fortnite and Orion crash on login
Change 3020547 on 2016/06/20 by Jeff.Campeau
Support for applocal deployment of binaries
-applocaldir added to UAT to specify a per project directory to gather packages for applocal deployment
Added ApplocalPrerequisitesDirectory property to packaging settings to set -applocaldir for packages built from the editor.
Change 3020552 on 2016/06/20 by Jeff.Campeau
Add switch to disable debug symbol cache creation
Change 3020567 on 2016/06/20 by Jeff.Campeau
constexpr enabled for Xbox One
Change 3020568 on 2016/06/20 by Jeff.Campeau
Separate setting for debug
#jira UEPLAT-1348
Change 3020628 on 2016/06/20 by Jeff.Campeau
Use global view instead of relying on current thread (fixes issues if pump message is called from a different thread).
Change 3020629 on 2016/06/20 by Jeff.Campeau
Use Slate tick to drive message processing during blocking loads (improves PLM).
Change 3020633 on 2016/06/20 by Jeff.Campeau
Fix Xbox One toolchain pathing to work for environment variables with and without trailing slashes.
Pass requested XDK edition to VCVars batch file (fixes issues in building with a newer XDK installed SxS than the engine is configured for).
Change 3020873 on 2016/06/21 by Lee.Clark
PS4 - Fix missing audio when using A3D.
Change 3021225 on 2016/06/21 by Keith.Judge
Optimized away a bunch of GetVertexShader() calls in FSplineMeshVertexFactoryShaderParameters::SetMesh(). Saves about 0.9ms across a 100ms capture.
Change 3021286 on 2016/06/21 by Dmitry.Rekman
Linux: symbolication for memory profiler.
- Also repaired/improved finding function name from debug info and overall callstack parsing.
#tests Ran Linux editor and TestPAL, crashed multiple times
Change 3021512 on 2016/06/21 by Mark.Satterthwaite
Compile fixes for new clang version.
Change 3021521 on 2016/06/21 by Mark.Satterthwaite
Duplicate Fortnite CL #3013418: Don't release Metal buffers directly into the buffer pool, instead defer this until the command-buffer is known to have finished. This prevents the CPU from trying to modify the buffer while the GPU is still reading it if the GPU has fallen so far behind the CPU and therefore eliminates one possible cause of invalid access on the GPU.
Change 3021528 on 2016/06/21 by Mark.Satterthwaite
Make the Metal buffer pool cull after 30 frames - this will better match Apple's GART which unwires unused allocations after 1sec of idle, making them as expensive to use allocating a new buffer.
Change 3021595 on 2016/06/21 by Mark.Satterthwaite
Consolidate the way in which optional Metal features are exposed across macOS, iOS & tvOS devices & expose all the available features, unifying more of the code across all three platforms.
- Implement Metal Depth-16 and stencil-texture-view support where available.
- Use counting queries in Metal when available and expected (i.e. Metal_SM4+ or Metal_MRT+).
- On latest iOS devices running Metal export support for GRHISupportsBaseVertexIndex & GRHISupportsFirstInstance when available.
- On latest iOS devices running Metal export support for indirect buffer draw and dispatch calls.
- Specify Metal layered rendering like any other and change the code so that there aren't preprocessor defines in the code. This lets the Metal MRT path assert if anyone ever tries to issue a layered draw call as its only supported on Mac.
- Add support to Metal for setting UAVs from a uniform buffer.
- Remove unused GlobalUniform header from MetalRHI.
- Remove unnecessary FrameCount delay from Metal resource free lists.
Change 3021702 on 2016/06/21 by Mark.Satterthwaite
Fix mis-use of FreeListMutex instead of PoolMutex in MetalContext.
Change 3022152 on 2016/06/21 by Nick.Shin
Back out revision 5 from //UE4/Dev-Platform/Engine/Source/Runtime/NetworkFileSystem/Private/NetworkFileServerHttp.cpp
forgot to un-do this when the giant revert (CL: #2970016) was done
#jira UE-22166 HTML5 Cook on the fly will launch and then close browser
Change 3022409 on 2016/06/21 by Dmitry.Rekman
Fixed inability to run Setup.sh on Ubuntu 14.04 (UE-29289).
- Contains PR #2258 (contributed by wshearn).
Change 3022541 on 2016/06/22 by Lee.Clark
PS4 - Make sure the render target masks are set correctly for disabled render targets.
Fixes a validation check for shaders expecting to write to NULL render targets.
Change 3022973 on 2016/06/22 by Michael.Trepka
Fixed a problem in MacToolChain where both BuildConfiguration.bGeneratedSYMFile and BuildConfiguration.bUsePDBFiles set to false would not disable dSYM generation.
Change 3023106 on 2016/06/22 by Dmitry.Rekman
Linux: enable code to catch memory stomps during async loading.
- Changed FLinuxPlatformMemory::BinnedAllocFrom/FreeToOS() to use mmap()/munmap(). Updated platform function signature accordingly.
#tests Ran OrionServer on Linux (and OrionClient on Windows as a zero probe), tested also with running Linux editor with binned malloc.
Change 3023256 on 2016/06/22 by Mark.Satterthwaite
Fix compile errors from latest Metal changes that broke iOS.
Change 3023268 on 2016/06/22 by Mark.Satterthwaite
Use the Linux mmap/munmap/mprotect code to implement BinnedAllocFromOS/BinnedFreeToOS/PageProtect on Apple platforms as they are all equivalent.
Change 3023651 on 2016/06/22 by Mark.Satterthwaite
Make Metal SM5 the default for 10.11.5 or later, this time most of the features should be working on AMD & Nvidia, though tiled-reflections and distance-field AO/Shadows must still be forcibly disabled on Intel.
Change 3023777 on 2016/06/22 by Brent.Pease
+ Update config for Android and iOS
Change 3023781 on 2016/06/22 by Chris.Babcock
Use mmap/munmap for Android BinnedAllocFromOS
#ue4
#android
Change 3023947 on 2016/06/22 by Mark.Satterthwaite
Added a command-line switch for Mac "-RedirectNSLog" that will capture the output of NSLog using an NSPipe and write it into our log instead when not running under the debugger, thereby capturing output from underlying libraries that would otherwise be lost when outside a debugger.
Change 3024434 on 2016/06/23 by Lee.Clark
PS4 - Remove Delta Color Compression support
Change 3024735 on 2016/06/23 by Mark.Satterthwaite
Changes to MetalStatistics module initialisation.
Change 3024741 on 2016/06/23 by Mark.Satterthwaite
Change the way we test for Metal GPU support to avoid instantiating any MTLDevice's until MetalRHI is loaded so we can properly instantiate optional modules.
Change 3025477 on 2016/06/23 by Brent.Pease
+ Added UnrealPluginLanguage.cs based on AndroidPluginLanguage.cs
+ Change UEDeployAndroid.cs to use UnrealPluginLanguage
Change 3026085 on 2016/06/23 by Jeff.Campeau
Separate Xbox One target settings for editor only values
Move values that need to be loaded by the editor into the default inis (editor won't load target specific inis)
Eliminate circular dependency on Xbox One settings (causing settings to either not load or memory corruption on shutdown)
Clean up cached ini sections for UBT/UAT
Change 3026093 on 2016/06/23 by Jeff.Campeau
Cleanup unused files
Change 3026745 on 2016/06/24 by Mark.Satterthwaite
+ Implemented rudimentary runtime debugging of MetalRHI with several different levels of complexity controlled by the new console-variable "rhi.Metal.RuntimeDebugLevel".
+ The MetalStateCache must also correctly set the render-pass descriptor when the previous render-target load action was 'Clear' as we will need to switch render targets or we'll mistakenly clear again.
+ Queries must not reset the MetalStateCache when they overflow the available buffer space, they simply break the encoder.
- By default "rhi.Metal.RuntimeDebugLevel" is off & it is compiled out for Shipping - when enabled each higher level collects more data or changes the MetalRHI behaviour to make a command-buffer failure mode debuggable at the expense of performance. In order for this to work the number of command-buffers that may be allocated from the command-queue is also controllable via a console-variable "rhi.Metal.CommandQueueSize" which must be set prior to startup.
Change 3026831 on 2016/06/24 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3026940 on 2016/06/24 by Brent.Pease
PR #2458: added GetGameBundleId blueprint function (Contributed by derekvanvliet)
Change 3027396 on 2016/06/24 by Brent.Pease
Add BuildGraph.csproj to get Xamarin .sln builds working again
Change 3029211 on 2016/06/27 by Michael.Trepka
Added a setting (on by default) to make the game window preserve its content's aspect ratio while being resized by user
Change 3029518 on 2016/06/27 by Josh.Adams
Rollback //UE4/Dev-Platform/Engine/Build/BatchFiles/Mac/xcodeunlock.sh to revision 1
Change 3030385 on 2016/06/28 by Keith.Judge
Fix XB1 deployment issues with AppXManifest for Paragon.
Change 3030416 on 2016/06/28 by Lee.Clark
PS4 - Fix Mediaplayer IsPlaying
Change 3030922 on 2016/06/28 by Keith.Judge
XB1 - Add pass through _RenderThread resource creation functions to D3D11.x RHI. Stops the render/RHI threads from stalling so much.
Change 3030948 on 2016/06/28 by Jeff.Campeau
Revert to using constant chunk indexes instead of polling the OS.
(OS API has a bug that will not be fixed.)
Change 3031016 on 2016/06/28 by Brent.Pease
UEPLAT-1244 - Archive dSYM file
UEPLAT-1359 - Support creating dSYM bundle
Changes:
+ Added ios settings flag for dsym bundle
+ Added ios setting for creating xcode archive
+ xcode archive is now only put in the mac host or build machine's ~/Library/Developer/Xcode/Archives folder, it is not copied into the -archive folder like the ipa is
Change 3031352 on 2016/06/28 by Bob.Tellez
Added tps file for xcodeunlock
Change 3031604 on 2016/06/28 by Mark.Satterthwaite
Add an additional cast to flush-to-zero in the Metal shader translator bounds-checking code to avoid an internal GPU compiler error.
Change 3031879 on 2016/06/28 by Brent.Pease
+ PhysX libraries for bitcode support on tvOS.
Change 3032374 on 2016/06/29 by Keith.Judge
Enable Oodle Handler Component on Xbox One
Change 3032407 on 2016/06/29 by Keith.Judge
Xbox One - Disable UpdateBufferStats when STATS is 0. Small perf gain.
Change 3032432 on 2016/06/29 by Keith.Judge
XB1 CPU Perf - Make CreateVertexDeclaration_RenderThread much faster by implementing a pass through to the RHI function rather than stalling the RHI thread.
Change 3033474 on 2016/06/29 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3033603 on 2016/06/29 by Brent.Pease
+ Support UnrealPluginLanguage for IOS and TVOS builds
+ Allow ios/tvos UPL files an opportunity to modify a package's info.plist file
Change 3034004 on 2016/06/30 by Lee.Clark
PS4 - Use SDK 3.508.101
Change 3034007 on 2016/06/30 by Lee.Clark
PS4 - VRTracker now uses SCE_VR_TRACKER_ROBUSTNESS_LEVEL_HIGH
Change 3034173 on 2016/06/30 by Lee.Clark
PS4 - Make sure depth target is null when eliminating fast clears. Fixes a GNM Validation failure
Change 3034498 on 2016/06/30 by Jeff.Campeau
Use MSBuild version 14 when generating project files.
Change 3034943 on 2016/06/30 by Mark.Satterthwaite
For Metal modify the MTLVertexDescriptor when calls to SetStreamSource provide different strides than the initial vertex-declaration which then requires compiling a different MTLRenderPipelineState. This silences errors reported by the Metal debug layer where the larger stride would see the shader read beyond the end of the buffer, but the smaller stride provided by SetStreamSource would work correctly. This may eliminate some more causes of Page-Fault GPU restarts.
Change 3035416 on 2016/07/01 by Lee.Clark
PS4 - Replace export vertex shader check with a CFLAG
Change 3036093 on 2016/07/01 by Brent.Pease
+ Fix dSYM bundle path on Windows ios builds
+ Search for DeltaCopy directory if its not found from the user settings
+ Do not build an XCArchive file when building for ios on non-mac platforms
Change 3036726 on 2016/07/02 by Brent.Pease
+ Add missing tvOS bitcode library
Change 3037455 on 2016/07/05 by Lee.Clark
PS4 - Default SmoothFrameRate to false
Change 3037470 on 2016/07/05 by Keith.Judge
Xbox One - Allow framerate smoothing, but default to off for consistency with PS4.
Change 3038322 on 2016/07/05 by Jeremiah.Waldron
Fix for asset packages with Unicode characters in their name not being loaded on Android.
Fixing AndroidString's WIDECHAR* Strstr(WIDECHAR*, WIDECHAR*) function
- Using an implementation of wcsstr, with a fix integrated for the incorrect implementation in Android ndk master branch, instead of converting the incoming WIDECHAR strings to ANSI strings just to be able to use strstr on them.
The previous method was prone to causing the FString's Find and Contains functions to return false positives because when we convert wide to ansi, any character over the value of 255 is just set to '?'
This in turn caused any package path strings with one of those characters in it to fail to load since they would be interpreted as having a question mark in their path, which is an invalid path character.
#jira UE-18643
#android
Change 3038693 on 2016/07/05 by Mark.Satterthwaite
Change the way we store debug info for Metal shaders - the KeepDebugInfo flag now does precisely that, storing the shader code into the Metal header along with the path it was generated from. That means if KeepDebugInfo is enabled and Optimise is disabled then we can still access the shader code from within the Metal tools. On iOS/tvOS the shader code will be runtime compiled so that it shows up in the tooling but on Macs it will prefer to load the optimised version and simply unpack the shader code to the path from which it was compiled. This only works if we change the Metal shader compiler to emit temporary Metal files to the OS temporary directory so that the tools can read the file directly.
Change 3039880 on 2016/07/06 by Mark.Satterthwaite
Implement point-light shadow caching for RHI's that support specifying the render target layer from the vertex shader in lieu of geometry shaders. This requires changing FScreenVSForGS to TScreenVSForGS so that there can be a vertex-shader-layer variant (only compiled on RHI's that use it) whose output matches FCopyShadowMapsCubePS input. This alternative rendering path also requires adding the instance count to DrawRectangle so that we can render to all faces of the cubemap from a single draw call.
Change 3040407 on 2016/07/06 by Michael.Trepka
Added View->Enter Full Screen menu item for games on Mac
Change 3040550 on 2016/07/06 by Mark.Satterthwaite
Intel Metal compiler requires bool expressions be cast to 'int' rather than 'uint'.
Change 3041098 on 2016/07/07 by Peter.Sauerbrei
initial changes to get IOS builds from PC in launcher release of engine
Change 3041310 on 2016/07/07 by Keith.Judge
Xbox One - Optimize away GetDesc() and checks for D3D11_USAGE_DYNAMIC deep in the state cache as it's impossible for any buffer to have that flag set.
Change 3041327 on 2016/07/07 by Keith.Judge
Xbox One - Remove pointless memory barrier call in D3D11Query
Change 3041352 on 2016/07/07 by Keith.Judge
Xbox One - Add _RenderThread version of UpdateTexture2D() that just passes through to the RHI one. Saves a fairly significant chunk of time on the render/RHI thread when this is called a lot.
Change 3041419 on 2016/07/07 by Jeff.Campeau
Xbox One toolchain fix for VS2015 Update 3
Change 3041635 on 2016/07/07 by Jeff.Campeau
Don't change game render resolution in response to WM_SIZE messages when in fullscreen (the game will restore the correct video mode when the window is restored).
#jira OR-15578
Change 3041735 on 2016/07/07 by Peter.Sauerbrei
re-enabled the build parameters for launcher release builds in IOS
Change 3041783 on 2016/07/07 by Joe.Graf
Changed bAutpApplyFailed to bAutoApplyFailed (typo)
Change 3041784 on 2016/07/07 by Joe.Graf
Fixed missing %s from a log message in UResavePackagesCommandlet
Change 3042434 on 2016/07/08 by Lee.Clark
PS4 - Fix compilation failure when Unsafe Command Buffers are enabled.
Change 3042658 on 2016/07/08 by Lee.Clark
PS4 - Use SDK 3.508.201
Change 3042970 on 2016/07/08 by Josh.Adams
Redoing CL in 3040890 in Dev-Platform
Change 3043243 on 2016/07/08 by Chris.Babcock
clamped allowed slot range for gameplay debugger's categories
copy of CL# 3040313 from //UE4/Dev-Framework
#jira UE-32866
Change 3043500 on 2016/07/08 by Mark.Satterthwaite
Downgrade "-Wdelete-non-virtual-dtor " to a warning again for Xcode 8 on iOS/tvOS to match macOS.
Change 3044628 on 2016/07/11 by Mark.Satterthwaite
Disable ShaderCache by default - it was implemented prior to RHI-thread/parallel-execution so it isn't thread-safe and can't be enabled by default on Mac now that Metal supports these features.
#jira UE-32989
Change 3044948 on 2016/07/11 by Dmitry.Rekman
Fix editor crash (happened on Linux, but not really specific to it) (UE-32973)
- We can pass flags with shadows enabled when rendering asset thumbnails; thus disable shadows always when r.ShadowQuality is 0. (Redoing CL 3029574 by Bob).
- Also fix mismatched 'noperspective' qualifier that caused NVidia drivers to refuse to link GL shaders.
#jira UE-32973
Change 3045322 on 2016/07/11 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3046028 on 2016/07/12 by Lee.Clark
PS4 - Check for correct SDK installation
Allow use of 7th core when Morpheus is enabled
Change 3046339 on 2016/07/12 by Peter.Sauerbrei
fix for incorrect error message when iPhone Plus icon is the correct size
[CL 3046645 by Josh Adams in Main branch]
2016-07-12 15:06:08 -04:00
// If no user specified directory try the UE4 bundled directory
DeltaCopyPath = FPaths : : ConvertRelativePathToFull ( FPaths : : EngineDir ( ) / TEXT ( " Extras \\ ThirdPartyNotUE \\ DeltaCopy \\ Binaries " ) ) ;
}
if ( ! FPaths : : DirectoryExists ( DeltaCopyPath ) )
{
// if no UE4 bundled version of DeltaCopy, try and use the default install location
2015-04-30 08:18:31 -04:00
TCHAR ProgramPath [ 4096 ] ;
FPlatformMisc : : GetEnvironmentVariable ( TEXT ( " PROGRAMFILES(X86) " ) , ProgramPath , ARRAY_COUNT ( ProgramPath ) ) ;
DeltaCopyPath = FPaths : : Combine ( ProgramPath , TEXT ( " DeltaCopy " ) ) ;
}
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3046626)
#rb none
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2948322 on 2016/04/19 by Nick.Shin
update libwebsockets to v1.7.4
part 4 of 4 - doing this in stages for tracking purposes
#jira UEPLAT-1246 - Update libWebsockets
#jira UEPLAT-1221 - update websocket library
#jira UEPLAT-1204 - Rebuild libwebsockets with SSL
Change 2970016 on 2016/05/07 by Nick.Shin
undo all of the following upgrades:
- zlib
- openssl
- libcurl
- libwebsockets
and reset webrtc
#jira UE-30298 - Fortnite and Orion crash on login
Change 3020547 on 2016/06/20 by Jeff.Campeau
Support for applocal deployment of binaries
-applocaldir added to UAT to specify a per project directory to gather packages for applocal deployment
Added ApplocalPrerequisitesDirectory property to packaging settings to set -applocaldir for packages built from the editor.
Change 3020552 on 2016/06/20 by Jeff.Campeau
Add switch to disable debug symbol cache creation
Change 3020567 on 2016/06/20 by Jeff.Campeau
constexpr enabled for Xbox One
Change 3020568 on 2016/06/20 by Jeff.Campeau
Separate setting for debug
#jira UEPLAT-1348
Change 3020628 on 2016/06/20 by Jeff.Campeau
Use global view instead of relying on current thread (fixes issues if pump message is called from a different thread).
Change 3020629 on 2016/06/20 by Jeff.Campeau
Use Slate tick to drive message processing during blocking loads (improves PLM).
Change 3020633 on 2016/06/20 by Jeff.Campeau
Fix Xbox One toolchain pathing to work for environment variables with and without trailing slashes.
Pass requested XDK edition to VCVars batch file (fixes issues in building with a newer XDK installed SxS than the engine is configured for).
Change 3020873 on 2016/06/21 by Lee.Clark
PS4 - Fix missing audio when using A3D.
Change 3021225 on 2016/06/21 by Keith.Judge
Optimized away a bunch of GetVertexShader() calls in FSplineMeshVertexFactoryShaderParameters::SetMesh(). Saves about 0.9ms across a 100ms capture.
Change 3021286 on 2016/06/21 by Dmitry.Rekman
Linux: symbolication for memory profiler.
- Also repaired/improved finding function name from debug info and overall callstack parsing.
#tests Ran Linux editor and TestPAL, crashed multiple times
Change 3021512 on 2016/06/21 by Mark.Satterthwaite
Compile fixes for new clang version.
Change 3021521 on 2016/06/21 by Mark.Satterthwaite
Duplicate Fortnite CL #3013418: Don't release Metal buffers directly into the buffer pool, instead defer this until the command-buffer is known to have finished. This prevents the CPU from trying to modify the buffer while the GPU is still reading it if the GPU has fallen so far behind the CPU and therefore eliminates one possible cause of invalid access on the GPU.
Change 3021528 on 2016/06/21 by Mark.Satterthwaite
Make the Metal buffer pool cull after 30 frames - this will better match Apple's GART which unwires unused allocations after 1sec of idle, making them as expensive to use allocating a new buffer.
Change 3021595 on 2016/06/21 by Mark.Satterthwaite
Consolidate the way in which optional Metal features are exposed across macOS, iOS & tvOS devices & expose all the available features, unifying more of the code across all three platforms.
- Implement Metal Depth-16 and stencil-texture-view support where available.
- Use counting queries in Metal when available and expected (i.e. Metal_SM4+ or Metal_MRT+).
- On latest iOS devices running Metal export support for GRHISupportsBaseVertexIndex & GRHISupportsFirstInstance when available.
- On latest iOS devices running Metal export support for indirect buffer draw and dispatch calls.
- Specify Metal layered rendering like any other and change the code so that there aren't preprocessor defines in the code. This lets the Metal MRT path assert if anyone ever tries to issue a layered draw call as its only supported on Mac.
- Add support to Metal for setting UAVs from a uniform buffer.
- Remove unused GlobalUniform header from MetalRHI.
- Remove unnecessary FrameCount delay from Metal resource free lists.
Change 3021702 on 2016/06/21 by Mark.Satterthwaite
Fix mis-use of FreeListMutex instead of PoolMutex in MetalContext.
Change 3022152 on 2016/06/21 by Nick.Shin
Back out revision 5 from //UE4/Dev-Platform/Engine/Source/Runtime/NetworkFileSystem/Private/NetworkFileServerHttp.cpp
forgot to un-do this when the giant revert (CL: #2970016) was done
#jira UE-22166 HTML5 Cook on the fly will launch and then close browser
Change 3022409 on 2016/06/21 by Dmitry.Rekman
Fixed inability to run Setup.sh on Ubuntu 14.04 (UE-29289).
- Contains PR #2258 (contributed by wshearn).
Change 3022541 on 2016/06/22 by Lee.Clark
PS4 - Make sure the render target masks are set correctly for disabled render targets.
Fixes a validation check for shaders expecting to write to NULL render targets.
Change 3022973 on 2016/06/22 by Michael.Trepka
Fixed a problem in MacToolChain where both BuildConfiguration.bGeneratedSYMFile and BuildConfiguration.bUsePDBFiles set to false would not disable dSYM generation.
Change 3023106 on 2016/06/22 by Dmitry.Rekman
Linux: enable code to catch memory stomps during async loading.
- Changed FLinuxPlatformMemory::BinnedAllocFrom/FreeToOS() to use mmap()/munmap(). Updated platform function signature accordingly.
#tests Ran OrionServer on Linux (and OrionClient on Windows as a zero probe), tested also with running Linux editor with binned malloc.
Change 3023256 on 2016/06/22 by Mark.Satterthwaite
Fix compile errors from latest Metal changes that broke iOS.
Change 3023268 on 2016/06/22 by Mark.Satterthwaite
Use the Linux mmap/munmap/mprotect code to implement BinnedAllocFromOS/BinnedFreeToOS/PageProtect on Apple platforms as they are all equivalent.
Change 3023651 on 2016/06/22 by Mark.Satterthwaite
Make Metal SM5 the default for 10.11.5 or later, this time most of the features should be working on AMD & Nvidia, though tiled-reflections and distance-field AO/Shadows must still be forcibly disabled on Intel.
Change 3023777 on 2016/06/22 by Brent.Pease
+ Update config for Android and iOS
Change 3023781 on 2016/06/22 by Chris.Babcock
Use mmap/munmap for Android BinnedAllocFromOS
#ue4
#android
Change 3023947 on 2016/06/22 by Mark.Satterthwaite
Added a command-line switch for Mac "-RedirectNSLog" that will capture the output of NSLog using an NSPipe and write it into our log instead when not running under the debugger, thereby capturing output from underlying libraries that would otherwise be lost when outside a debugger.
Change 3024434 on 2016/06/23 by Lee.Clark
PS4 - Remove Delta Color Compression support
Change 3024735 on 2016/06/23 by Mark.Satterthwaite
Changes to MetalStatistics module initialisation.
Change 3024741 on 2016/06/23 by Mark.Satterthwaite
Change the way we test for Metal GPU support to avoid instantiating any MTLDevice's until MetalRHI is loaded so we can properly instantiate optional modules.
Change 3025477 on 2016/06/23 by Brent.Pease
+ Added UnrealPluginLanguage.cs based on AndroidPluginLanguage.cs
+ Change UEDeployAndroid.cs to use UnrealPluginLanguage
Change 3026085 on 2016/06/23 by Jeff.Campeau
Separate Xbox One target settings for editor only values
Move values that need to be loaded by the editor into the default inis (editor won't load target specific inis)
Eliminate circular dependency on Xbox One settings (causing settings to either not load or memory corruption on shutdown)
Clean up cached ini sections for UBT/UAT
Change 3026093 on 2016/06/23 by Jeff.Campeau
Cleanup unused files
Change 3026745 on 2016/06/24 by Mark.Satterthwaite
+ Implemented rudimentary runtime debugging of MetalRHI with several different levels of complexity controlled by the new console-variable "rhi.Metal.RuntimeDebugLevel".
+ The MetalStateCache must also correctly set the render-pass descriptor when the previous render-target load action was 'Clear' as we will need to switch render targets or we'll mistakenly clear again.
+ Queries must not reset the MetalStateCache when they overflow the available buffer space, they simply break the encoder.
- By default "rhi.Metal.RuntimeDebugLevel" is off & it is compiled out for Shipping - when enabled each higher level collects more data or changes the MetalRHI behaviour to make a command-buffer failure mode debuggable at the expense of performance. In order for this to work the number of command-buffers that may be allocated from the command-queue is also controllable via a console-variable "rhi.Metal.CommandQueueSize" which must be set prior to startup.
Change 3026831 on 2016/06/24 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3026940 on 2016/06/24 by Brent.Pease
PR #2458: added GetGameBundleId blueprint function (Contributed by derekvanvliet)
Change 3027396 on 2016/06/24 by Brent.Pease
Add BuildGraph.csproj to get Xamarin .sln builds working again
Change 3029211 on 2016/06/27 by Michael.Trepka
Added a setting (on by default) to make the game window preserve its content's aspect ratio while being resized by user
Change 3029518 on 2016/06/27 by Josh.Adams
Rollback //UE4/Dev-Platform/Engine/Build/BatchFiles/Mac/xcodeunlock.sh to revision 1
Change 3030385 on 2016/06/28 by Keith.Judge
Fix XB1 deployment issues with AppXManifest for Paragon.
Change 3030416 on 2016/06/28 by Lee.Clark
PS4 - Fix Mediaplayer IsPlaying
Change 3030922 on 2016/06/28 by Keith.Judge
XB1 - Add pass through _RenderThread resource creation functions to D3D11.x RHI. Stops the render/RHI threads from stalling so much.
Change 3030948 on 2016/06/28 by Jeff.Campeau
Revert to using constant chunk indexes instead of polling the OS.
(OS API has a bug that will not be fixed.)
Change 3031016 on 2016/06/28 by Brent.Pease
UEPLAT-1244 - Archive dSYM file
UEPLAT-1359 - Support creating dSYM bundle
Changes:
+ Added ios settings flag for dsym bundle
+ Added ios setting for creating xcode archive
+ xcode archive is now only put in the mac host or build machine's ~/Library/Developer/Xcode/Archives folder, it is not copied into the -archive folder like the ipa is
Change 3031352 on 2016/06/28 by Bob.Tellez
Added tps file for xcodeunlock
Change 3031604 on 2016/06/28 by Mark.Satterthwaite
Add an additional cast to flush-to-zero in the Metal shader translator bounds-checking code to avoid an internal GPU compiler error.
Change 3031879 on 2016/06/28 by Brent.Pease
+ PhysX libraries for bitcode support on tvOS.
Change 3032374 on 2016/06/29 by Keith.Judge
Enable Oodle Handler Component on Xbox One
Change 3032407 on 2016/06/29 by Keith.Judge
Xbox One - Disable UpdateBufferStats when STATS is 0. Small perf gain.
Change 3032432 on 2016/06/29 by Keith.Judge
XB1 CPU Perf - Make CreateVertexDeclaration_RenderThread much faster by implementing a pass through to the RHI function rather than stalling the RHI thread.
Change 3033474 on 2016/06/29 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3033603 on 2016/06/29 by Brent.Pease
+ Support UnrealPluginLanguage for IOS and TVOS builds
+ Allow ios/tvos UPL files an opportunity to modify a package's info.plist file
Change 3034004 on 2016/06/30 by Lee.Clark
PS4 - Use SDK 3.508.101
Change 3034007 on 2016/06/30 by Lee.Clark
PS4 - VRTracker now uses SCE_VR_TRACKER_ROBUSTNESS_LEVEL_HIGH
Change 3034173 on 2016/06/30 by Lee.Clark
PS4 - Make sure depth target is null when eliminating fast clears. Fixes a GNM Validation failure
Change 3034498 on 2016/06/30 by Jeff.Campeau
Use MSBuild version 14 when generating project files.
Change 3034943 on 2016/06/30 by Mark.Satterthwaite
For Metal modify the MTLVertexDescriptor when calls to SetStreamSource provide different strides than the initial vertex-declaration which then requires compiling a different MTLRenderPipelineState. This silences errors reported by the Metal debug layer where the larger stride would see the shader read beyond the end of the buffer, but the smaller stride provided by SetStreamSource would work correctly. This may eliminate some more causes of Page-Fault GPU restarts.
Change 3035416 on 2016/07/01 by Lee.Clark
PS4 - Replace export vertex shader check with a CFLAG
Change 3036093 on 2016/07/01 by Brent.Pease
+ Fix dSYM bundle path on Windows ios builds
+ Search for DeltaCopy directory if its not found from the user settings
+ Do not build an XCArchive file when building for ios on non-mac platforms
Change 3036726 on 2016/07/02 by Brent.Pease
+ Add missing tvOS bitcode library
Change 3037455 on 2016/07/05 by Lee.Clark
PS4 - Default SmoothFrameRate to false
Change 3037470 on 2016/07/05 by Keith.Judge
Xbox One - Allow framerate smoothing, but default to off for consistency with PS4.
Change 3038322 on 2016/07/05 by Jeremiah.Waldron
Fix for asset packages with Unicode characters in their name not being loaded on Android.
Fixing AndroidString's WIDECHAR* Strstr(WIDECHAR*, WIDECHAR*) function
- Using an implementation of wcsstr, with a fix integrated for the incorrect implementation in Android ndk master branch, instead of converting the incoming WIDECHAR strings to ANSI strings just to be able to use strstr on them.
The previous method was prone to causing the FString's Find and Contains functions to return false positives because when we convert wide to ansi, any character over the value of 255 is just set to '?'
This in turn caused any package path strings with one of those characters in it to fail to load since they would be interpreted as having a question mark in their path, which is an invalid path character.
#jira UE-18643
#android
Change 3038693 on 2016/07/05 by Mark.Satterthwaite
Change the way we store debug info for Metal shaders - the KeepDebugInfo flag now does precisely that, storing the shader code into the Metal header along with the path it was generated from. That means if KeepDebugInfo is enabled and Optimise is disabled then we can still access the shader code from within the Metal tools. On iOS/tvOS the shader code will be runtime compiled so that it shows up in the tooling but on Macs it will prefer to load the optimised version and simply unpack the shader code to the path from which it was compiled. This only works if we change the Metal shader compiler to emit temporary Metal files to the OS temporary directory so that the tools can read the file directly.
Change 3039880 on 2016/07/06 by Mark.Satterthwaite
Implement point-light shadow caching for RHI's that support specifying the render target layer from the vertex shader in lieu of geometry shaders. This requires changing FScreenVSForGS to TScreenVSForGS so that there can be a vertex-shader-layer variant (only compiled on RHI's that use it) whose output matches FCopyShadowMapsCubePS input. This alternative rendering path also requires adding the instance count to DrawRectangle so that we can render to all faces of the cubemap from a single draw call.
Change 3040407 on 2016/07/06 by Michael.Trepka
Added View->Enter Full Screen menu item for games on Mac
Change 3040550 on 2016/07/06 by Mark.Satterthwaite
Intel Metal compiler requires bool expressions be cast to 'int' rather than 'uint'.
Change 3041098 on 2016/07/07 by Peter.Sauerbrei
initial changes to get IOS builds from PC in launcher release of engine
Change 3041310 on 2016/07/07 by Keith.Judge
Xbox One - Optimize away GetDesc() and checks for D3D11_USAGE_DYNAMIC deep in the state cache as it's impossible for any buffer to have that flag set.
Change 3041327 on 2016/07/07 by Keith.Judge
Xbox One - Remove pointless memory barrier call in D3D11Query
Change 3041352 on 2016/07/07 by Keith.Judge
Xbox One - Add _RenderThread version of UpdateTexture2D() that just passes through to the RHI one. Saves a fairly significant chunk of time on the render/RHI thread when this is called a lot.
Change 3041419 on 2016/07/07 by Jeff.Campeau
Xbox One toolchain fix for VS2015 Update 3
Change 3041635 on 2016/07/07 by Jeff.Campeau
Don't change game render resolution in response to WM_SIZE messages when in fullscreen (the game will restore the correct video mode when the window is restored).
#jira OR-15578
Change 3041735 on 2016/07/07 by Peter.Sauerbrei
re-enabled the build parameters for launcher release builds in IOS
Change 3041783 on 2016/07/07 by Joe.Graf
Changed bAutpApplyFailed to bAutoApplyFailed (typo)
Change 3041784 on 2016/07/07 by Joe.Graf
Fixed missing %s from a log message in UResavePackagesCommandlet
Change 3042434 on 2016/07/08 by Lee.Clark
PS4 - Fix compilation failure when Unsafe Command Buffers are enabled.
Change 3042658 on 2016/07/08 by Lee.Clark
PS4 - Use SDK 3.508.201
Change 3042970 on 2016/07/08 by Josh.Adams
Redoing CL in 3040890 in Dev-Platform
Change 3043243 on 2016/07/08 by Chris.Babcock
clamped allowed slot range for gameplay debugger's categories
copy of CL# 3040313 from //UE4/Dev-Framework
#jira UE-32866
Change 3043500 on 2016/07/08 by Mark.Satterthwaite
Downgrade "-Wdelete-non-virtual-dtor " to a warning again for Xcode 8 on iOS/tvOS to match macOS.
Change 3044628 on 2016/07/11 by Mark.Satterthwaite
Disable ShaderCache by default - it was implemented prior to RHI-thread/parallel-execution so it isn't thread-safe and can't be enabled by default on Mac now that Metal supports these features.
#jira UE-32989
Change 3044948 on 2016/07/11 by Dmitry.Rekman
Fix editor crash (happened on Linux, but not really specific to it) (UE-32973)
- We can pass flags with shadows enabled when rendering asset thumbnails; thus disable shadows always when r.ShadowQuality is 0. (Redoing CL 3029574 by Bob).
- Also fix mismatched 'noperspective' qualifier that caused NVidia drivers to refuse to link GL shaders.
#jira UE-32973
Change 3045322 on 2016/07/11 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3046028 on 2016/07/12 by Lee.Clark
PS4 - Check for correct SDK installation
Allow use of 7th core when Morpheus is enabled
Change 3046339 on 2016/07/12 by Peter.Sauerbrei
fix for incorrect error message when iPhone Plus icon is the correct size
[CL 3046645 by Josh Adams in Main branch]
2016-07-12 15:06:08 -04:00
if ( ! FPaths : : DirectoryExists ( DeltaCopyPath ) )
{
UE_LOG ( LogIOSTargetSettings , Error , TEXT ( " DeltaCopy is not installed correctly " ) ) ;
}
2015-03-16 10:01:04 -04:00
FString CygwinPath = TEXT ( " /cygdrive/ " ) + FString ( Path ) . Replace ( TEXT ( " : " ) , TEXT ( " " ) ) . Replace ( TEXT ( " \\ " ) , TEXT ( " / " ) ) ;
FString EnginePath = FPaths : : EngineDir ( ) ;
2018-02-14 14:13:42 -05:00
FString CommandLine = FString : : Printf ( TEXT ( " \" %s/ssh.exe \" %s \" %s \\ rsync.exe \" \" %s \" %s \" %s \" \" %s \" \" %s \" " ) ,
2015-04-30 08:18:31 -04:00
* DeltaCopyPath ,
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3120366)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2714591 on 2015/10/02 by Ben.Marsh
Initial branch of files from Engine-Main (//UE4/Engine-Main) to Dev-Platform (//UE4/Dev-Platform)
Change 2916715 on 2016/03/21 by Daniel.Lamb
First pass at splitting out build cook run into into seperate scripts.
Change 2948322 on 2016/04/19 by Nick.Shin
update libwebsockets to v1.7.4
part 4 of 4 - doing this in stages for tracking purposes
#jira UEPLAT-1246 - Update libWebsockets
#jira UEPLAT-1221 - update websocket library
#jira UEPLAT-1204 - Rebuild libwebsockets with SSL
Change 2970016 on 2016/05/07 by Nick.Shin
undo all of the following upgrades:
- zlib
- openssl
- libcurl
- libwebsockets
and reset webrtc
#jira UE-30298 - Fortnite and Orion crash on login
Change 3059693 on 2016/07/21 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3061151 on 2016/07/22 by Niklas.Smedberg
Fast ASTC texture compression, using ISPC.
#jira UE-32308
Change 3061428 on 2016/07/22 by Peter.Sauerbrei
Back out changelist 3061151 as it wasn't approved for submission
Change 3061970 on 2016/07/22 by Steve.Cano
Adding AdMob interstitital ad support for Android, including Blueprint functions
#jira UE-33286
#ue4
#android
Change 3062160 on 2016/07/22 by Mark.Satterthwaite
Fix the fix for handling RHISetStreamSource overriding stride on Metal - not all MTLVertexDescriptors are equally hashable so do this ourselves.
#jira UE-33355
Change 3062770 on 2016/07/24 by Brent.Pease
UE-32397 Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows
Change 3063227 on 2016/07/25 by Dmitry.Rekman
Update hlslcc cross-compile after libc++ change.
Change 3063314 on 2016/07/25 by Jeff.Campeau
Xbox One DLL loading
Receipts can be read back by request for target info
Change 3063329 on 2016/07/25 by Mark.Satterthwaite
CL #3046743 was breaking other samples in unexpected ways after a recent Main merge, so make a Metal-specific change to the shader instead and amend the MetalBackend to better match HLSL's handling of NaN/inf with common single-precision float intrinsics. This is sufficient to fix the AtmosphericFog and the recent regressions.
#jira UE-33600
#jira UE-33028
#jira UE-27879
#jira UE-25802
Change 3063492 on 2016/07/25 by Brent.Pease
UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16
UE-33200 - A movie isn't played on iOS occasionally.
Change 3063729 on 2016/07/25 by Dmitry.Rekman
Linux: enable XGE on all platforms.
#tests Cross-compiled a number of Linux targets on Windows.
Change 3063732 on 2016/07/25 by Dmitry.Rekman
Fixed formatting (spaces->tabs) in previous change.
Change 3063750 on 2016/07/25 by Daniel.Lamb
Added code to dump the cook modification delegate loads to log.
Fixed the memory usage output log.
#test cook paragon.
Change 3063804 on 2016/07/25 by Daniel.Lamb
Added cookpartialgc additional commandline option to uat.
#test UFE
Change 3064008 on 2016/07/25 by Mark.Satterthwaite
For non-shipping builds conditionally bind a default uniform buffer in Metal and report an error if the slot was unbound, if our validation layer is enabled attempt to report the shader source in question. This relies on the shader compiler providing accurate information about uniform buffer bindings and won't fix all occurances of bad uniform usage (if a buffer is bound but too short the result will be GPU restarts or an error in Apple's validation layer - we can't detect this case) but will help debug the typical error of leaving an active slot unbound.
#jira FORT-27685
Change 3064141 on 2016/07/25 by Jeff.Campeau
Rebuild vpxmd.lib with delayed codegen disabled (fixes linker warning building Win64).
Change 3065024 on 2016/07/26 by Nick.Shin
Change filetype
remove exclusive check out bit
requested by or.coheni & nick.penwarden
Change 3065274 on 2016/07/26 by Jonathan.Fitzpatrick
DirectoriesToAlwaysStageAsUFS now properly filters out *.uasset and *.umap files
This prevents the bug where cooked assets get trampled by staging their uncooked version on top of them during the UFS step
Added a file filter to DirectoriesToAlwaysStageAsUFS for uasset and umap.
Change 3066338 on 2016/07/27 by Mark.Satterthwaite
Handle releasing an SRV/UAV & the source object within a single Metal command-buffer.
#jira UE-33779
Change 3066789 on 2016/07/27 by Daniel.Lamb
Realtime mode does not save any packages anymore unless they are ready.
#test cookontheside, cookbythebook shooter game
Change 3066847 on 2016/07/27 by Jeff.Campeau
Fix define
#2634
#jira UE-33813
Change 3068868 on 2016/07/28 by Mark.Satterthwaite
Extend hlslcc's handling of switch-statements to allow implict casts from scalar bool, half & float as HLSL itself permits while also making sure it errors if the expression input is not scalar. This fixes shader compile errors in UT.
Change 3070040 on 2016/07/29 by Dmitry.Rekman
Delete Nadzorca.
Change 3070947 on 2016/07/29 by Jeff.Campeau
Perforce C++ API 2015.2 (includes debug libraries)
Change 3073707 on 2016/08/02 by Daniel.Lamb
Derived data cache commandlet runs resolve string asset references to load any string asset refereced packages from the map.
Also process async results from shaders being compiled so they can have their memory resources released.
#test DerivedDataCache commandlet shootergame.
Change 3076613 on 2016/08/03 by Brent.Pease
+ UnrealTargetConfiguration is now passed into deploy and package methods
+ The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development)
Change 3076668 on 2016/08/03 by Brent.Pease
Back out changelist 3076613
Change 3077157 on 2016/08/04 by Daniel.Lamb
Fixed up DLC staging so that it stages to the proper mount point.
Fixes up include engine content in DLC staging paths.
#test Made up shooter game DLC
Change 3077191 on 2016/08/04 by Daniel.Lamb
More smartly process async shader compilation if we are waiting for it.
#test cook on the side shooter game cook by the book shooter game.
Change 3077412 on 2016/08/04 by Mark.Satterthwaite
Fix "iOS Metal-based build crashes at launch with sub-levels":
- Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything.
- To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects.
- Fix validation error of texture reallocation on loading template projects under Metal.
#jira UE-30847
Change 3077958 on 2016/08/04 by Brent.Pease
+ UnrealTargetConfiguration is now passed into deploy and package methods
+ The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development)
Change 3079503 on 2016/08/05 by Mark.Satterthwaite
Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised.
#jira UE-33856
Change 3079737 on 2016/08/05 by Jeff.Campeau
Add support for delay load DLLs on Xbox One
Turn off warnging for missing PDBs to match VCToolchain.cs
Change 3081005 on 2016/08/08 by Mark.Satterthwaite
Fix-up Metal device name on AMD for macOS 10.12 which reports it correctly and enable tiled reflections on Intel from macOS 10.12 too as they now work.
Change 3081557 on 2016/08/08 by Daniel.Lamb
File-> Package saves all packages before starting packaging.
#test File package first person template
Change 3082215 on 2016/08/09 by Lee.Clark
PS4 - Added 4k profile
Change 3082412 on 2016/08/09 by Daniel.Lamb
Fixed cook on the fly server not handling cook requests.
#test Cook on the fly shooter game.
Change 3082955 on 2016/08/09 by Dmitry.Rekman
Linux: convert existing Strcat() uses to Strncat().
- Strcat() does not check destination size so can silently corrupt memory. While this was not observed, this conversion removes this concern altogether.
Change 3083772 on 2016/08/10 by Luke.Thatcher
[PLATFORM] [PS4] [+]
Checking in PS4CrashHandler files so we have a copy in Perforce rather than just on the server.
- Taken from \\devweb-02 and removed all the unused files/dependencies.
- Created a publish profile pointing to \\devweb-02\Sites\PS4Services\PS4CrashHandlerDev so I'm not writing over the existing deployed crash handler.
- Moved all code in the Page_Load event to inside the check for the HTTP method (POST) otherwise GET'ing the page from a browser will generate crash folders that hang around forever.
Change 3085450 on 2016/08/11 by Lee.Clark
PS4 - Fix mediaplayer pipeline allocation
Change 3086360 on 2016/08/11 by Michael.Trepka
Fixed a non-unity build error in Mac UnrealFrontend
Change 3087224 on 2016/08/12 by Luke.Thatcher
[PLATFORM] [PS4] [~]
Refactor PS4 Crash Handler site
- Removed CoreDumpHandler. Processing dump files is handled directly by an async thread within the aspx process.
- Separated configuration values into their own class. Currently set to output to a testing directory, rather than the actual crash reporter landing zone.
- Added a debug upload page to allow manual submission of .orbisdmp/.txt settings files, accessible by GET'ing Default.aspx.
- Added logging. Logs self-delete after 30 days.
Testing required before we switch to the new system.
#jira UE-34504
#jira OR-26886
Change 3087626 on 2016/08/12 by Dmitry.Rekman
PR #2689: Fix copying/duplicating failing on Linux (UE-34586).
- Contributed by Web-eWorks.
Change 3087991 on 2016/08/12 by Mark.Satterthwaite
Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS.
- Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial.
- Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there.
- OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time.
- Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output.
- On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching.
- On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code.
- AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format.
- Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled.
#jira UE-34315
Change 3088790 on 2016/08/15 by Luke.Thatcher
[PLATFORM] [PS4] [~]
Hook new PS4 crash handler up to the crash reporter website.
- Removed indentation from generated crash context XML file. The crash reporter process does manual XML parsing which doesn't correctly handle whitespace at the start of lines.
- Switched the final output folder to match the one the crash reporter process is watching.
- Hide upload form on a config variable.
#jira UE-34504
#jira OR-26886
Change 3089060 on 2016/08/15 by Luke.Thatcher
[PLATFORM] [PS4] [!]
Change PS4 crash handler log file extension to ".ps4chlog", otherwise the crash reporter site attaches the wrong log file to the crash report.
Allowed showing of debug upload form via "Default.aspx?showform=1" query string.
#jira UE-34504
#jira OR-26886
Change 3089089 on 2016/08/15 by Mark.Satterthwaite
Duplicated changes to AppleMovieStreamer from CL #3088149.
#jira UE-34315
Change 3089460 on 2016/08/15 by Mark.Satterthwaite
Duplicate CL #3080971:
Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared.
#jira UE-34355
Change 3089465 on 2016/08/15 by Mark.Satterthwaite
For Metal shader translation retain more precision for float constants -1.0f >< 1.0f by emitting them in scientific notation - prevents Hammersley constant amongst others from being flushed to 0.
Change 3089902 on 2016/08/15 by Daniel.Lamb
Changed the next compiling ID to the correct compiling ID.
#test Cook
Change 3089903 on 2016/08/15 by Daniel.Lamb
Cooker monitors config useage during cook and uses those settings to invalidate cooked content instead of all config settings.
Change 3090114 on 2016/08/16 by Luke.Thatcher
[PLATFORM] [PS4] [~]
Minor change to PS4 settings text on crash handler site.
Change 3090949 on 2016/08/16 by Nick.Shin
WebSocketNetDriver crash fix
filled in missing chunk of code that calls PacketHandler's "packet modifiers"
#jira UE-25492 HTML5 Client cannot connect to Windows Server
#jira UE-30880 WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket
#code.review john.pollard john.barrett
Change 3091265 on 2016/08/16 by Brent.Pease
Add IOS support to HarfBuzz
Change 3091267 on 2016/08/16 by Brent.Pease
Add references to fix mono build
Change 3091291 on 2016/08/16 by Nick.Shin
CIS warning fix
#jira UE-25492 HTML5 Client cannot connect to Windows Server
#jira UE-30880 WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket
Change 3091781 on 2016/08/17 by Joe.Barnes
UE-33640: Exposed UPrimitiveComponent::IsAnyRigidBodyAwake() to Blueprints.
Change 3092687 on 2016/08/17 by Daniel.Lamb
Added support for using binned allocator in cooker instead of tbb.
#test Cook shootergame.
Change 3093867 on 2016/08/18 by Mark.Satterthwaite
Use a read/write mutex to protect access to Metal's internal shader pipeline caches so that parallel threads can progress in the common case where new shaders are not being compiled.
Change 3093950 on 2016/08/18 by Mark.Satterthwaite
Change the Mac GPU identification code to cope with AMD's new naming scheme on 10.12.
Change 3093951 on 2016/08/18 by Mark.Satterthwaite
More SCW threads on Mac - they work now.
Change 3093960 on 2016/08/18 by Mark.Satterthwaite
Increase the default number of command-buffers on Mac because bigger games overflow the current limit of 64 per queue.
Change 3096493 on 2016/08/22 by Jeff.Campeau
Use Xbox version of DirectX include.
Change 3097509 on 2016/08/23 by Luke.Thatcher
[PLATFORM] [PS4] [+]
Refactor PS4 Symbol Publish
- Moved the SymStore task from Win.Automation to BuildGraph.Automation, and made it more generic.
- The specifics of uploading symbols are now implemented in the platform tool chain, alongside StripSymbols().
- Re-generated the build graph schema file.
- Removed the old PS4 symbols upload path in the package step.
Modified OrionBuild.xml to publish symbols for all PS4 dev, test and shipping config builds of OrionClient.
Change 3097635 on 2016/08/23 by Luke.Thatcher
[PLATFORM] [PS4] [+]
Refactor Age Symbols task in UAT.
- Moved the AgeStore task from Win.Automation to BuildGraph.Automation and made it more generic.
- Symbol server directory structure is now defined by the platform tool chain, which the common task uses to clean out old symbols.
- Added a "filter" parameter to prevent age tasks deleting symbols from unrelated builds in shared symbol servers.
Modified OrionBuild.xml to age both the Windows and PS4 symbol stores.
Change 3097713 on 2016/08/23 by Luke.Thatcher
[PLATFORM] [PS4] [+]
Enable new PS4 crash handler server
- Created live deployment profile and applied the required config file changes.
Change 3099214 on 2016/08/24 by Luke.Thatcher
[PLATFORM] [PS4] [!]
Fix compile error in PS4 tool chain. For some reason, this only breaks ocassionally. Maybe we're alternating between the 2013 and 2015 C# compilers depending on what initiates the build (e.g. Visual Studio vs GenerateProjectFiles)?
Change 3099222 on 2016/08/24 by Luke.Thatcher
[PLATFORM] [PS4] [+]
Added PS4 support for FPlatformMisc::MessageBoxExt using the MsgDialog library.
- Note, only one and two button message dialogs are supported (limitation of MsgDialog).
Change 3099260 on 2016/08/24 by Luke.Thatcher
[PLATFORM] [PS4] [~]
Better PS4 exit function. Calls quick_exit instead of abort when we've not asserted. Allows for a "cleaner" forced exit without generating a crash dump.
Change 3101192 on 2016/08/25 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3101944 on 2016/08/25 by Daniel.Lamb
Ask to save the current level when we are using launch on.
Change 3102036 on 2016/08/25 by Nick.Shin
check for minimum expected size upon data received from network
#jira UE-13657 - HTML5 plugin OnRawRecieve overflow
Change 3102115 on 2016/08/25 by Brent.Pease
- Fix small errors that probably only show up in the mac mono build
#code.review peter.sauerbrei
Change 3102747 on 2016/08/26 by Jeremiah.Waldron
Re-submitting OnlineSubsystemGameCircle with TPS permission for Amazon SDK
- Also fixed the plugin to remove any related files from the final package when IAP is disabled or GameCircle support itself is disabled with the plugin still enabled
- Added support for new AlreadyOwned IAP response code as well which is already used for GooglePlay and IOS
Change 3102900 on 2016/08/26 by Nick.Shin
since last checkin (CL: 2981945) - prints are crashing the browser - this change will allow browser to print the details via console.log()
#jira UE-26047 - HTML5 HTTP Response Headers not implemented
Change 3103130 on 2016/08/26 by Brent.Pease
UE-24679 - Enable the ability to change ports for a firewall to pass them through rsync
Change 3103225 on 2016/08/26 by Daniel.Lamb
Fixed issue with warning which would cause crash.
Change 3103425 on 2016/08/26 by Dmitry.Rekman
Enable offscreen GL rendering without X.
- Added new video subsystem to SDL that is uses EGL to initialize the context.
- Most windoing functions stubbed.
- Also added a new test case to TestPAL for easier debugging.
Change 3104743 on 2016/08/29 by Brent.Pease
Support remote offline metal shader compilation
Change 3105051 on 2016/08/29 by Brent.Pease
UE-2382 - TASK: MobleMVP: iOS: Add ability to view iOS device console output in the editor UFE
- IOS Automation will now create a thread to collect the console logs from the device and send them to C# Console output while the app is running on device
- Made ProcessResult an interface (IProcessResult) which ProcessResult implements. This allows platforms to provide their own implementation if needed.
- Moved the RunLoop related parts of CoreFoundation into MobileDevice.cs
Change 3105053 on 2016/08/29 by Brent.Pease
- IOS dll's as part of the last check-in
Change 3106853 on 2016/08/30 by Jeff.Campeau
Implement FD3D11DynamicRHI::RHICreateComputeFence to prevent memory overwrite
Change 3107361 on 2016/08/30 by Dmitry.Rekman
Renderer: changes to allow postproc delegates.
Change 3107362 on 2016/08/30 by Dmitry.Rekman
Plugin with a CUDA postproc example.
- Linux version only. Runs under a headless GL too (without X).
- Disabled during cross-compilation, can be compiled natively only.
- CUDA kernel should be compiled separately, CMakefile with compilation attached (can be used to generate VStudio projects as well).
- To test the output, run under the debugger, interrupt and set global variable GSaveTheOutput to 50 (this will write out kernel output buffer 50 times as .bmp files into working directory).
Change 3107913 on 2016/08/31 by Daniel.Lamb
Fixed loading of cooked content in the editor.
Change 3107916 on 2016/08/31 by Daniel.Lamb
Added error case when shader compilation fails to notify shader.
#test Cook shooter game.
Change 3108080 on 2016/08/31 by Josh.Adams
- Fixed PS4Automation compile errors
Change 3109077 on 2016/08/31 by Brent.Pease
Fix C# debug builds by specifying x64 and add reference to MobileDeviceInterface
Change 3110086 on 2016/09/01 by Dmitry.Rekman
Fix race condition in PThread runnable (UE-35074).
- Instead of relying on busy-wait, join the threads. This prevents race between PostRun() (executed in the context of the thread) and FPThreadRunnableThread() destructor (see UE-34909).
- Do not use an invalid value for pthread_t, since there's none.
Change 3110172 on 2016/09/01 by Dmitry.Rekman
Fixed a crash exiting VR Preview on Windows GL4 (UE-28708).
- PR #2188 submitted by ardneran.
Change 3110313 on 2016/09/01 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3111134 on 2016/09/01 by Dmitry.Rekman
UBT: prevent mono from hanging on Ctrl-C.
- Sometimes Ctrl-C can cause thread creation to fail. Without this change, UBT would lock up.
Change 3111171 on 2016/09/01 by Brent.Pease
Move all C# projects to use the x64 Platform for consistency with other changes made to move to the x64 Platform
Change 3111177 on 2016/09/01 by Dmitry.Rekman
Fix Linux build on systems without CUDA (UE-35460).
Change 3111548 on 2016/09/02 by Luke.Thatcher
[PLATFORM] [PS4] [!]
Fix for PS4 iterative deployment.
- Changes in Dev-Mobile broke the deployment manifests, as PS4 was now using the wrong filename when creating delta and obsolete file lists.
Change 3111863 on 2016/09/02 by Dmitry.Rekman
Better fix for build without CUDA (UE-35460).
Change 3112738 on 2016/09/02 by Mark.Satterthwaite
Fix the pausing particles on Metal - one line bug in the Metal query implementation meant that the first query wouldn't return the correct result for no good reason.
#jira UE-34989
Change 3114579 on 2016/09/06 by Chris.Babcock
Fix Vulkan include path in NDK check (contributed by geediiiiky)
#jira UE-35490
#github #2758
#ue4
#android
Change 3115115 on 2016/09/06 by Jeff.Campeau
Calculate buffer size for paks using the bitwindow override as needed
Change 3115600 on 2016/09/07 by Luke.Thatcher
[PLATFORM] [PS4] [~]
Make the crash dump handler registration much earlier, to catch crashes in early engine init.
- Fixed up places in FGenericCrashContext::SerializeContentToBuffer which used the command line. If we crash early, the command line may not have been initialized yet.
- Added a GetNoInit function to FThreadHeartBeat to avoid creating the heart beat thread if we crash early, and the thread doesn't exist yet.
Tested by calling abort() immediately inside int main(), and we get a valid crash dump that the crash handler service can consume.
Change 3115676 on 2016/09/07 by Luke.Thatcher
[PLATFORM] [~]
Dev-Platform integration fix for original CL 3064888 in //Orion/Release-29.1
Add .exe and .dll to windows symbol upload file filters.
Change 3115811 on 2016/09/07 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3115944 on 2016/09/07 by Michael.Trepka
Implemented IsGamepadAttached() for Mac
Change 3115948 on 2016/09/07 by Michael.Trepka
Don't try to restore Help menu item on Mac if MenuBlock does not contain it
Change 3116200 on 2016/09/07 by Jeff.Campeau
Fix parameter ordering
Change 3117660 on 2016/09/08 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3117728 on 2016/09/08 by Michael.Trepka
Copy of CL 3117698 by Mike.Fricker
Fixed regression with editor's Simulate mode where cursor would teleport back to the center of the viewport after every click
- This bug was introduced in CL 3075932 from a borderless window cursor handling fix that was needed for games that capture the cursor
Change 3117797 on 2016/09/08 by Peter.Sauerbrei
Shader Resource compression
Change 3117988 on 2016/09/08 by Brent.Pease
- Solutiion generator will now pick x64 instead of AnyCPU for the default platform configuration
- Fix what I think was a merge error in BuildGraph.cs
Change 3118296 on 2016/09/08 by Daniel.Lamb
Fixed crash with launch on. Couldnt' correctly detect previous generated ini settings.
#test launch on QA game
#jira UE-35741
Change 3118438 on 2016/09/08 by JohnHenry.Carawon
Fix UAT compilation on Linux
#UE-35745
Change 3118934 on 2016/09/08 by Jeff.Campeau
Shader compression setting based on target platform instead of cooking host platform.
#jira UE-35753
Change 3120190 on 2016/09/09 by Ben.Marsh
Add missing Platform attribute to build script for Dev-Platform.
[CL 3120378 by Josh Adams in Main branch]
2016-09-09 20:13:41 -04:00
* RemoteServerPort ,
2015-04-30 08:18:31 -04:00
* DeltaCopyPath ,
2015-03-16 10:01:04 -04:00
* ( Settings . RSyncUsername ) ,
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3120366)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2714591 on 2015/10/02 by Ben.Marsh
Initial branch of files from Engine-Main (//UE4/Engine-Main) to Dev-Platform (//UE4/Dev-Platform)
Change 2916715 on 2016/03/21 by Daniel.Lamb
First pass at splitting out build cook run into into seperate scripts.
Change 2948322 on 2016/04/19 by Nick.Shin
update libwebsockets to v1.7.4
part 4 of 4 - doing this in stages for tracking purposes
#jira UEPLAT-1246 - Update libWebsockets
#jira UEPLAT-1221 - update websocket library
#jira UEPLAT-1204 - Rebuild libwebsockets with SSL
Change 2970016 on 2016/05/07 by Nick.Shin
undo all of the following upgrades:
- zlib
- openssl
- libcurl
- libwebsockets
and reset webrtc
#jira UE-30298 - Fortnite and Orion crash on login
Change 3059693 on 2016/07/21 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3061151 on 2016/07/22 by Niklas.Smedberg
Fast ASTC texture compression, using ISPC.
#jira UE-32308
Change 3061428 on 2016/07/22 by Peter.Sauerbrei
Back out changelist 3061151 as it wasn't approved for submission
Change 3061970 on 2016/07/22 by Steve.Cano
Adding AdMob interstitital ad support for Android, including Blueprint functions
#jira UE-33286
#ue4
#android
Change 3062160 on 2016/07/22 by Mark.Satterthwaite
Fix the fix for handling RHISetStreamSource overriding stride on Metal - not all MTLVertexDescriptors are equally hashable so do this ourselves.
#jira UE-33355
Change 3062770 on 2016/07/24 by Brent.Pease
UE-32397 Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows
Change 3063227 on 2016/07/25 by Dmitry.Rekman
Update hlslcc cross-compile after libc++ change.
Change 3063314 on 2016/07/25 by Jeff.Campeau
Xbox One DLL loading
Receipts can be read back by request for target info
Change 3063329 on 2016/07/25 by Mark.Satterthwaite
CL #3046743 was breaking other samples in unexpected ways after a recent Main merge, so make a Metal-specific change to the shader instead and amend the MetalBackend to better match HLSL's handling of NaN/inf with common single-precision float intrinsics. This is sufficient to fix the AtmosphericFog and the recent regressions.
#jira UE-33600
#jira UE-33028
#jira UE-27879
#jira UE-25802
Change 3063492 on 2016/07/25 by Brent.Pease
UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16
UE-33200 - A movie isn't played on iOS occasionally.
Change 3063729 on 2016/07/25 by Dmitry.Rekman
Linux: enable XGE on all platforms.
#tests Cross-compiled a number of Linux targets on Windows.
Change 3063732 on 2016/07/25 by Dmitry.Rekman
Fixed formatting (spaces->tabs) in previous change.
Change 3063750 on 2016/07/25 by Daniel.Lamb
Added code to dump the cook modification delegate loads to log.
Fixed the memory usage output log.
#test cook paragon.
Change 3063804 on 2016/07/25 by Daniel.Lamb
Added cookpartialgc additional commandline option to uat.
#test UFE
Change 3064008 on 2016/07/25 by Mark.Satterthwaite
For non-shipping builds conditionally bind a default uniform buffer in Metal and report an error if the slot was unbound, if our validation layer is enabled attempt to report the shader source in question. This relies on the shader compiler providing accurate information about uniform buffer bindings and won't fix all occurances of bad uniform usage (if a buffer is bound but too short the result will be GPU restarts or an error in Apple's validation layer - we can't detect this case) but will help debug the typical error of leaving an active slot unbound.
#jira FORT-27685
Change 3064141 on 2016/07/25 by Jeff.Campeau
Rebuild vpxmd.lib with delayed codegen disabled (fixes linker warning building Win64).
Change 3065024 on 2016/07/26 by Nick.Shin
Change filetype
remove exclusive check out bit
requested by or.coheni & nick.penwarden
Change 3065274 on 2016/07/26 by Jonathan.Fitzpatrick
DirectoriesToAlwaysStageAsUFS now properly filters out *.uasset and *.umap files
This prevents the bug where cooked assets get trampled by staging their uncooked version on top of them during the UFS step
Added a file filter to DirectoriesToAlwaysStageAsUFS for uasset and umap.
Change 3066338 on 2016/07/27 by Mark.Satterthwaite
Handle releasing an SRV/UAV & the source object within a single Metal command-buffer.
#jira UE-33779
Change 3066789 on 2016/07/27 by Daniel.Lamb
Realtime mode does not save any packages anymore unless they are ready.
#test cookontheside, cookbythebook shooter game
Change 3066847 on 2016/07/27 by Jeff.Campeau
Fix define
#2634
#jira UE-33813
Change 3068868 on 2016/07/28 by Mark.Satterthwaite
Extend hlslcc's handling of switch-statements to allow implict casts from scalar bool, half & float as HLSL itself permits while also making sure it errors if the expression input is not scalar. This fixes shader compile errors in UT.
Change 3070040 on 2016/07/29 by Dmitry.Rekman
Delete Nadzorca.
Change 3070947 on 2016/07/29 by Jeff.Campeau
Perforce C++ API 2015.2 (includes debug libraries)
Change 3073707 on 2016/08/02 by Daniel.Lamb
Derived data cache commandlet runs resolve string asset references to load any string asset refereced packages from the map.
Also process async results from shaders being compiled so they can have their memory resources released.
#test DerivedDataCache commandlet shootergame.
Change 3076613 on 2016/08/03 by Brent.Pease
+ UnrealTargetConfiguration is now passed into deploy and package methods
+ The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development)
Change 3076668 on 2016/08/03 by Brent.Pease
Back out changelist 3076613
Change 3077157 on 2016/08/04 by Daniel.Lamb
Fixed up DLC staging so that it stages to the proper mount point.
Fixes up include engine content in DLC staging paths.
#test Made up shooter game DLC
Change 3077191 on 2016/08/04 by Daniel.Lamb
More smartly process async shader compilation if we are waiting for it.
#test cook on the side shooter game cook by the book shooter game.
Change 3077412 on 2016/08/04 by Mark.Satterthwaite
Fix "iOS Metal-based build crashes at launch with sub-levels":
- Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything.
- To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects.
- Fix validation error of texture reallocation on loading template projects under Metal.
#jira UE-30847
Change 3077958 on 2016/08/04 by Brent.Pease
+ UnrealTargetConfiguration is now passed into deploy and package methods
+ The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development)
Change 3079503 on 2016/08/05 by Mark.Satterthwaite
Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised.
#jira UE-33856
Change 3079737 on 2016/08/05 by Jeff.Campeau
Add support for delay load DLLs on Xbox One
Turn off warnging for missing PDBs to match VCToolchain.cs
Change 3081005 on 2016/08/08 by Mark.Satterthwaite
Fix-up Metal device name on AMD for macOS 10.12 which reports it correctly and enable tiled reflections on Intel from macOS 10.12 too as they now work.
Change 3081557 on 2016/08/08 by Daniel.Lamb
File-> Package saves all packages before starting packaging.
#test File package first person template
Change 3082215 on 2016/08/09 by Lee.Clark
PS4 - Added 4k profile
Change 3082412 on 2016/08/09 by Daniel.Lamb
Fixed cook on the fly server not handling cook requests.
#test Cook on the fly shooter game.
Change 3082955 on 2016/08/09 by Dmitry.Rekman
Linux: convert existing Strcat() uses to Strncat().
- Strcat() does not check destination size so can silently corrupt memory. While this was not observed, this conversion removes this concern altogether.
Change 3083772 on 2016/08/10 by Luke.Thatcher
[PLATFORM] [PS4] [+]
Checking in PS4CrashHandler files so we have a copy in Perforce rather than just on the server.
- Taken from \\devweb-02 and removed all the unused files/dependencies.
- Created a publish profile pointing to \\devweb-02\Sites\PS4Services\PS4CrashHandlerDev so I'm not writing over the existing deployed crash handler.
- Moved all code in the Page_Load event to inside the check for the HTTP method (POST) otherwise GET'ing the page from a browser will generate crash folders that hang around forever.
Change 3085450 on 2016/08/11 by Lee.Clark
PS4 - Fix mediaplayer pipeline allocation
Change 3086360 on 2016/08/11 by Michael.Trepka
Fixed a non-unity build error in Mac UnrealFrontend
Change 3087224 on 2016/08/12 by Luke.Thatcher
[PLATFORM] [PS4] [~]
Refactor PS4 Crash Handler site
- Removed CoreDumpHandler. Processing dump files is handled directly by an async thread within the aspx process.
- Separated configuration values into their own class. Currently set to output to a testing directory, rather than the actual crash reporter landing zone.
- Added a debug upload page to allow manual submission of .orbisdmp/.txt settings files, accessible by GET'ing Default.aspx.
- Added logging. Logs self-delete after 30 days.
Testing required before we switch to the new system.
#jira UE-34504
#jira OR-26886
Change 3087626 on 2016/08/12 by Dmitry.Rekman
PR #2689: Fix copying/duplicating failing on Linux (UE-34586).
- Contributed by Web-eWorks.
Change 3087991 on 2016/08/12 by Mark.Satterthwaite
Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS.
- Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial.
- Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there.
- OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time.
- Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output.
- On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching.
- On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code.
- AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format.
- Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled.
#jira UE-34315
Change 3088790 on 2016/08/15 by Luke.Thatcher
[PLATFORM] [PS4] [~]
Hook new PS4 crash handler up to the crash reporter website.
- Removed indentation from generated crash context XML file. The crash reporter process does manual XML parsing which doesn't correctly handle whitespace at the start of lines.
- Switched the final output folder to match the one the crash reporter process is watching.
- Hide upload form on a config variable.
#jira UE-34504
#jira OR-26886
Change 3089060 on 2016/08/15 by Luke.Thatcher
[PLATFORM] [PS4] [!]
Change PS4 crash handler log file extension to ".ps4chlog", otherwise the crash reporter site attaches the wrong log file to the crash report.
Allowed showing of debug upload form via "Default.aspx?showform=1" query string.
#jira UE-34504
#jira OR-26886
Change 3089089 on 2016/08/15 by Mark.Satterthwaite
Duplicated changes to AppleMovieStreamer from CL #3088149.
#jira UE-34315
Change 3089460 on 2016/08/15 by Mark.Satterthwaite
Duplicate CL #3080971:
Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared.
#jira UE-34355
Change 3089465 on 2016/08/15 by Mark.Satterthwaite
For Metal shader translation retain more precision for float constants -1.0f >< 1.0f by emitting them in scientific notation - prevents Hammersley constant amongst others from being flushed to 0.
Change 3089902 on 2016/08/15 by Daniel.Lamb
Changed the next compiling ID to the correct compiling ID.
#test Cook
Change 3089903 on 2016/08/15 by Daniel.Lamb
Cooker monitors config useage during cook and uses those settings to invalidate cooked content instead of all config settings.
Change 3090114 on 2016/08/16 by Luke.Thatcher
[PLATFORM] [PS4] [~]
Minor change to PS4 settings text on crash handler site.
Change 3090949 on 2016/08/16 by Nick.Shin
WebSocketNetDriver crash fix
filled in missing chunk of code that calls PacketHandler's "packet modifiers"
#jira UE-25492 HTML5 Client cannot connect to Windows Server
#jira UE-30880 WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket
#code.review john.pollard john.barrett
Change 3091265 on 2016/08/16 by Brent.Pease
Add IOS support to HarfBuzz
Change 3091267 on 2016/08/16 by Brent.Pease
Add references to fix mono build
Change 3091291 on 2016/08/16 by Nick.Shin
CIS warning fix
#jira UE-25492 HTML5 Client cannot connect to Windows Server
#jira UE-30880 WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket
Change 3091781 on 2016/08/17 by Joe.Barnes
UE-33640: Exposed UPrimitiveComponent::IsAnyRigidBodyAwake() to Blueprints.
Change 3092687 on 2016/08/17 by Daniel.Lamb
Added support for using binned allocator in cooker instead of tbb.
#test Cook shootergame.
Change 3093867 on 2016/08/18 by Mark.Satterthwaite
Use a read/write mutex to protect access to Metal's internal shader pipeline caches so that parallel threads can progress in the common case where new shaders are not being compiled.
Change 3093950 on 2016/08/18 by Mark.Satterthwaite
Change the Mac GPU identification code to cope with AMD's new naming scheme on 10.12.
Change 3093951 on 2016/08/18 by Mark.Satterthwaite
More SCW threads on Mac - they work now.
Change 3093960 on 2016/08/18 by Mark.Satterthwaite
Increase the default number of command-buffers on Mac because bigger games overflow the current limit of 64 per queue.
Change 3096493 on 2016/08/22 by Jeff.Campeau
Use Xbox version of DirectX include.
Change 3097509 on 2016/08/23 by Luke.Thatcher
[PLATFORM] [PS4] [+]
Refactor PS4 Symbol Publish
- Moved the SymStore task from Win.Automation to BuildGraph.Automation, and made it more generic.
- The specifics of uploading symbols are now implemented in the platform tool chain, alongside StripSymbols().
- Re-generated the build graph schema file.
- Removed the old PS4 symbols upload path in the package step.
Modified OrionBuild.xml to publish symbols for all PS4 dev, test and shipping config builds of OrionClient.
Change 3097635 on 2016/08/23 by Luke.Thatcher
[PLATFORM] [PS4] [+]
Refactor Age Symbols task in UAT.
- Moved the AgeStore task from Win.Automation to BuildGraph.Automation and made it more generic.
- Symbol server directory structure is now defined by the platform tool chain, which the common task uses to clean out old symbols.
- Added a "filter" parameter to prevent age tasks deleting symbols from unrelated builds in shared symbol servers.
Modified OrionBuild.xml to age both the Windows and PS4 symbol stores.
Change 3097713 on 2016/08/23 by Luke.Thatcher
[PLATFORM] [PS4] [+]
Enable new PS4 crash handler server
- Created live deployment profile and applied the required config file changes.
Change 3099214 on 2016/08/24 by Luke.Thatcher
[PLATFORM] [PS4] [!]
Fix compile error in PS4 tool chain. For some reason, this only breaks ocassionally. Maybe we're alternating between the 2013 and 2015 C# compilers depending on what initiates the build (e.g. Visual Studio vs GenerateProjectFiles)?
Change 3099222 on 2016/08/24 by Luke.Thatcher
[PLATFORM] [PS4] [+]
Added PS4 support for FPlatformMisc::MessageBoxExt using the MsgDialog library.
- Note, only one and two button message dialogs are supported (limitation of MsgDialog).
Change 3099260 on 2016/08/24 by Luke.Thatcher
[PLATFORM] [PS4] [~]
Better PS4 exit function. Calls quick_exit instead of abort when we've not asserted. Allows for a "cleaner" forced exit without generating a crash dump.
Change 3101192 on 2016/08/25 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3101944 on 2016/08/25 by Daniel.Lamb
Ask to save the current level when we are using launch on.
Change 3102036 on 2016/08/25 by Nick.Shin
check for minimum expected size upon data received from network
#jira UE-13657 - HTML5 plugin OnRawRecieve overflow
Change 3102115 on 2016/08/25 by Brent.Pease
- Fix small errors that probably only show up in the mac mono build
#code.review peter.sauerbrei
Change 3102747 on 2016/08/26 by Jeremiah.Waldron
Re-submitting OnlineSubsystemGameCircle with TPS permission for Amazon SDK
- Also fixed the plugin to remove any related files from the final package when IAP is disabled or GameCircle support itself is disabled with the plugin still enabled
- Added support for new AlreadyOwned IAP response code as well which is already used for GooglePlay and IOS
Change 3102900 on 2016/08/26 by Nick.Shin
since last checkin (CL: 2981945) - prints are crashing the browser - this change will allow browser to print the details via console.log()
#jira UE-26047 - HTML5 HTTP Response Headers not implemented
Change 3103130 on 2016/08/26 by Brent.Pease
UE-24679 - Enable the ability to change ports for a firewall to pass them through rsync
Change 3103225 on 2016/08/26 by Daniel.Lamb
Fixed issue with warning which would cause crash.
Change 3103425 on 2016/08/26 by Dmitry.Rekman
Enable offscreen GL rendering without X.
- Added new video subsystem to SDL that is uses EGL to initialize the context.
- Most windoing functions stubbed.
- Also added a new test case to TestPAL for easier debugging.
Change 3104743 on 2016/08/29 by Brent.Pease
Support remote offline metal shader compilation
Change 3105051 on 2016/08/29 by Brent.Pease
UE-2382 - TASK: MobleMVP: iOS: Add ability to view iOS device console output in the editor UFE
- IOS Automation will now create a thread to collect the console logs from the device and send them to C# Console output while the app is running on device
- Made ProcessResult an interface (IProcessResult) which ProcessResult implements. This allows platforms to provide their own implementation if needed.
- Moved the RunLoop related parts of CoreFoundation into MobileDevice.cs
Change 3105053 on 2016/08/29 by Brent.Pease
- IOS dll's as part of the last check-in
Change 3106853 on 2016/08/30 by Jeff.Campeau
Implement FD3D11DynamicRHI::RHICreateComputeFence to prevent memory overwrite
Change 3107361 on 2016/08/30 by Dmitry.Rekman
Renderer: changes to allow postproc delegates.
Change 3107362 on 2016/08/30 by Dmitry.Rekman
Plugin with a CUDA postproc example.
- Linux version only. Runs under a headless GL too (without X).
- Disabled during cross-compilation, can be compiled natively only.
- CUDA kernel should be compiled separately, CMakefile with compilation attached (can be used to generate VStudio projects as well).
- To test the output, run under the debugger, interrupt and set global variable GSaveTheOutput to 50 (this will write out kernel output buffer 50 times as .bmp files into working directory).
Change 3107913 on 2016/08/31 by Daniel.Lamb
Fixed loading of cooked content in the editor.
Change 3107916 on 2016/08/31 by Daniel.Lamb
Added error case when shader compilation fails to notify shader.
#test Cook shooter game.
Change 3108080 on 2016/08/31 by Josh.Adams
- Fixed PS4Automation compile errors
Change 3109077 on 2016/08/31 by Brent.Pease
Fix C# debug builds by specifying x64 and add reference to MobileDeviceInterface
Change 3110086 on 2016/09/01 by Dmitry.Rekman
Fix race condition in PThread runnable (UE-35074).
- Instead of relying on busy-wait, join the threads. This prevents race between PostRun() (executed in the context of the thread) and FPThreadRunnableThread() destructor (see UE-34909).
- Do not use an invalid value for pthread_t, since there's none.
Change 3110172 on 2016/09/01 by Dmitry.Rekman
Fixed a crash exiting VR Preview on Windows GL4 (UE-28708).
- PR #2188 submitted by ardneran.
Change 3110313 on 2016/09/01 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3111134 on 2016/09/01 by Dmitry.Rekman
UBT: prevent mono from hanging on Ctrl-C.
- Sometimes Ctrl-C can cause thread creation to fail. Without this change, UBT would lock up.
Change 3111171 on 2016/09/01 by Brent.Pease
Move all C# projects to use the x64 Platform for consistency with other changes made to move to the x64 Platform
Change 3111177 on 2016/09/01 by Dmitry.Rekman
Fix Linux build on systems without CUDA (UE-35460).
Change 3111548 on 2016/09/02 by Luke.Thatcher
[PLATFORM] [PS4] [!]
Fix for PS4 iterative deployment.
- Changes in Dev-Mobile broke the deployment manifests, as PS4 was now using the wrong filename when creating delta and obsolete file lists.
Change 3111863 on 2016/09/02 by Dmitry.Rekman
Better fix for build without CUDA (UE-35460).
Change 3112738 on 2016/09/02 by Mark.Satterthwaite
Fix the pausing particles on Metal - one line bug in the Metal query implementation meant that the first query wouldn't return the correct result for no good reason.
#jira UE-34989
Change 3114579 on 2016/09/06 by Chris.Babcock
Fix Vulkan include path in NDK check (contributed by geediiiiky)
#jira UE-35490
#github #2758
#ue4
#android
Change 3115115 on 2016/09/06 by Jeff.Campeau
Calculate buffer size for paks using the bitwindow override as needed
Change 3115600 on 2016/09/07 by Luke.Thatcher
[PLATFORM] [PS4] [~]
Make the crash dump handler registration much earlier, to catch crashes in early engine init.
- Fixed up places in FGenericCrashContext::SerializeContentToBuffer which used the command line. If we crash early, the command line may not have been initialized yet.
- Added a GetNoInit function to FThreadHeartBeat to avoid creating the heart beat thread if we crash early, and the thread doesn't exist yet.
Tested by calling abort() immediately inside int main(), and we get a valid crash dump that the crash handler service can consume.
Change 3115676 on 2016/09/07 by Luke.Thatcher
[PLATFORM] [~]
Dev-Platform integration fix for original CL 3064888 in //Orion/Release-29.1
Add .exe and .dll to windows symbol upload file filters.
Change 3115811 on 2016/09/07 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3115944 on 2016/09/07 by Michael.Trepka
Implemented IsGamepadAttached() for Mac
Change 3115948 on 2016/09/07 by Michael.Trepka
Don't try to restore Help menu item on Mac if MenuBlock does not contain it
Change 3116200 on 2016/09/07 by Jeff.Campeau
Fix parameter ordering
Change 3117660 on 2016/09/08 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3117728 on 2016/09/08 by Michael.Trepka
Copy of CL 3117698 by Mike.Fricker
Fixed regression with editor's Simulate mode where cursor would teleport back to the center of the viewport after every click
- This bug was introduced in CL 3075932 from a borderless window cursor handling fix that was needed for games that capture the cursor
Change 3117797 on 2016/09/08 by Peter.Sauerbrei
Shader Resource compression
Change 3117988 on 2016/09/08 by Brent.Pease
- Solutiion generator will now pick x64 instead of AnyCPU for the default platform configuration
- Fix what I think was a merge error in BuildGraph.cs
Change 3118296 on 2016/09/08 by Daniel.Lamb
Fixed crash with launch on. Couldnt' correctly detect previous generated ini settings.
#test launch on QA game
#jira UE-35741
Change 3118438 on 2016/09/08 by JohnHenry.Carawon
Fix UAT compilation on Linux
#UE-35745
Change 3118934 on 2016/09/08 by Jeff.Campeau
Shader compression setting based on target platform instead of cooking host platform.
#jira UE-35753
Change 3120190 on 2016/09/09 by Ben.Marsh
Add missing Platform attribute to build script for Dev-Platform.
[CL 3120378 by Josh Adams in Main branch]
2016-09-09 20:13:41 -04:00
* RemoteServerAddress ,
2015-03-16 10:01:04 -04:00
Path ,
* CygwinPath ,
* EnginePath ) ;
OutputMessage = TEXT ( " " ) ;
IPPProcess = MakeShareable ( new FMonitoredProcess ( CmdExe , CommandLine , false , false ) ) ;
IPPProcess - > Launch ( ) ;
TickerHandle = FTicker : : GetCoreTicker ( ) . AddTicker ( FTickerDelegate : : CreateRaw ( this , & FIOSTargetSettingsCustomization : : UpdateStatusDelegate ) , 10.0f ) ;
RunningIPPProcess = true ;
return FReply : : Handled ( ) ;
}
2014-10-30 17:05:10 -04:00
const FSlateBrush * FIOSTargetSettingsCustomization : : GetProvisionStatus ( ) const
{
if ( bProvisionInstalled )
{
return FEditorStyle : : GetBrush ( " Automation.Success " ) ;
}
else
{
return FEditorStyle : : GetBrush ( " Automation.Fail " ) ;
}
}
const FSlateBrush * FIOSTargetSettingsCustomization : : GetCertificateStatus ( ) const
{
if ( bCertificateInstalled )
{
return FEditorStyle : : GetBrush ( " Automation.Success " ) ;
}
else
{
return FEditorStyle : : GetBrush ( " Automation.Fail " ) ;
}
}
2014-11-13 17:30:33 -05:00
bool FIOSTargetSettingsCustomization : : UpdateStatusDelegate ( float DeltaTime )
{
2015-02-06 10:52:09 -05:00
if ( IPPProcess . IsValid ( ) )
2014-11-13 17:30:33 -05:00
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3274304)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3250856 on 2017/01/09 by Daniel.Wright
Only showing instruction count for 'Base pass shader' now
Change 3250943 on 2017/01/09 by Rolando.Caloca
DR - Async Compute PSO creation
Change 3251036 on 2017/01/09 by Rolando.Caloca
DR - Add r.AsyncPipelineCompile
- Dispatch on any thread
- Wait for completion event
Change 3251058 on 2017/01/09 by Ben.Woodhouse
Fix for PSO creation D3D error with NumRenderTargets. Add code to compute the correct number of valid rendertargets to prevent an issue during PSO creation when NumRenderTargets is >0, but none of the formats are valid (all formats are DXGI_UNKNOWN)
#jira UE-40332
Change 3251141 on 2017/01/09 by Ben.Woodhouse
Duplicated from Fortnite CL 3243458:
D3D12 memory optimization - The d3d12 buddy suballocator is very wasteful for allocations above 4KB, but the vast majority of allocations are smaller . In the default buffer allocator this was causing 149MB of waste in 340MB of allocations. Moving the max allocation size threshold down to 4KB from 512KB saved 100MB of memory wastage memory.
On PC, buffers are 64KB aligned, so we need the threshold to be higher to avoid additional wastage.
Add PIX memory tracking instrumentation for buddy allocators so we can track the memory properly in PIX
Change 3251142 on 2017/01/09 by Ben.Woodhouse
Duplicated from Fortnite 3243496
memory optimisation: use NULL-terminated ansi strings instead of unicode FStrings for symbols, saving 118MB. Previously the strings were loaded from disk as ansi and then converted to FStrings (slowly), before finally being converted them back to ansi strings before being used. In addition to reducing memory overhead, this change reduces complexity and improves startup time.
Change 3252323 on 2017/01/10 by Rolando.Caloca
DR - Gfx async PSO creation prep
Change 3252474 on 2017/01/10 by Daniel.Wright
Added 'Compile Unreal Lightmass' to error message
Change 3252589 on 2017/01/10 by Daniel.Wright
Back out bulk data for distance fields from cl 3241990 which causes distance fields to be corrupt in Fortnite
Change 3252790 on 2017/01/10 by Daniel.Wright
Added InscatteringColorCubemapAngle to exponential height fog
Change 3252843 on 2017/01/10 by Uriel.Doyon
Propper fix for UE-40211, where texture streaming bound defrag and async tasks could interact in coherent ways.
The bound defrag is now done outside of the async work logic.
Change 3252866 on 2017/01/10 by Mark.Satterthwaite
Fix Metal shader pipeline hash collisions caused by deferring MTLFunction construction until PrepareToDraw so that we may use Function-Constants to specialise the shader source without generating additional permutations. This is required to generate proper tessellation shaders which are specialised against the index-buffer usage & type (none, uint16, uint32). While we're here amend the hash functions to make better use of the existing hash functions to improve the distribution and hopefully reduce the possibility of collisions in future.
#jira UE-40357
Change 3254511 on 2017/01/11 by Rolando.Caloca
DR - PSO stats
Change 3255958 on 2017/01/12 by Mark.Satterthwaite
Reimplement RQT_AbsoluteTime for Metal - pretty sure I did this before, but somehow it got lost. When a RQT_AbsoluteTime is inserted into the command-stream, insert a command-buffer completion handler to record the time of completion & submit the command-buffer immediately. This breaks command-buffers so is noticeably slower and if inserted in a pass that can't be restarted will fail but is currently the only option available. This is sufficient to support the GPUBenchmark used by Scalability. To make this more efficient I've refactored the FMetalCommandBufferFence implementation so that we use a single shared-ptr object containing the command-buffer and a dispatch semaphore, rather than allocating one for each query. The semaphore allows for timed-waits where previously we'd block until completion, unlike the other APIs that report failure after a fixed interval (2s for RQT_AbsoluteTime, otherwise 0.5s). Sadly not all drivers support this abuse of the Metal API, so replace the GL-based workaround for not having time queries with one that just guesses based on RHI device details. Radars will be filed.
#jira UE-40554
Change 3256329 on 2017/01/12 by Olaf.Piesche
#jira UE-38615
Assert shouldn't be necessary; in fact, it causes a crash when exporting emitters, since in that case we're changing the template at runtime.
Change 3256371 on 2017/01/12 by Uriel.Doyon
Reenabled texture streaming bound defrag as the fix is in CL 3252843
Change 3257032 on 2017/01/13 by Daniel.Wright
Added fastClamp to fastmath.usf
Change 3257111 on 2017/01/13 by Daniel.Wright
Disabled bAffectDistanceFieldLighting on DefaultPawn, fixes VisualizeMeshDistanceFields in game
Change 3257112 on 2017/01/13 by Daniel.Wright
DFAO optimizations
* Changed the culling algorithm to produce a list of intersecting screen tiles for each object, instead of the other way around. Each tile / object intersection gets its own cone tracing thread group so wavefronts are much smaller and scheduled better. 3.63ms -> 3.48ms (.15ms)
* Replace slow instructions in inner loop with fast approximations (exp2 -> sqr + 1, rcpFast, lengthFast) 3.25ms -> 3.09ms (.16ms)
* Moved transform from world to local space out of the inner loop (sample position constructed from local space position + direction) 3.09ms -> 3.04ms
* Compute shader for ClearUAV 3.04ms -> 2.62ms (.42ms)
Change 3257113 on 2017/01/13 by Daniel.Wright
Better distance field memory stats
Change 3257326 on 2017/01/13 by Uriel.Doyon
Workaround to support cases where several textures have the same lighting GUID.
Change 3257448 on 2017/01/13 by Daniel.Wright
Removed legacy features Distance Field Specular Occlusion, Distance Field Surface Cache AO, PreCullTriangles
Change 3257616 on 2017/01/13 by Daniel.Wright
Distance field mesh visualization now uses a cone containing the entire tile to cull objects with, making the results stable
Change 3257657 on 2017/01/13 by Daniel.Wright
Mesh distance fields are stored zlib compressed in memory until needed for uploading to GPU
* 81Mb of backing memory -> 32Mb in GPUPerfTest, atlas upload time 29ms -> 893ms
Change 3258063 on 2017/01/14 by Rolando.Caloca
DR - vk - Refactor descriptor set reuse in prep for more changes
Change 3258715 on 2017/01/16 by Daniel.Wright
Added VisualizeGlobalDistanceField show flag
Change 3258827 on 2017/01/16 by Daniel.Wright
Global distance field update regions are clipped against others to reduce redundant updates.
Change 3258959 on 2017/01/16 by Benjamin.Hyder
Updating Planar Reflection example material in TM-Shadermodels
Change 3259270 on 2017/01/16 by Daniel.Wright
[Copy] 'r.MSAACount 1' now produces no MSAA or TAA. 'r.MSAACount 0' can be used to toggle TAA on for comparisons.
Change 3259652 on 2017/01/16 by Uriel.Doyon
Better support for static primitive becoming dynamic.
Change 3260107 on 2017/01/17 by Ben.Woodhouse
Fix FMonitoredProcess to prevent infinite loop in -nothreading mode
#jira UE-40717
Change 3260594 on 2017/01/17 by Daniel.Wright
Added a new global distance field (4x 128^3 clipmaps) which caches mostly static primitives (Mobility set to Static or Stationary)
* The full global distance field inherits from the mostly static cache, so when a Movable primitive is modified, only other movable primitives in the vicinity need to be re-composited into the global distance field
* Global distance field update cost with one large rotating object went from 2.5ms -> .2ms on 970GTX and 4.6ms -> .3ms. Worst case full volume update is mostly the same.
* Adds 12Mb for the new volume textures
Change 3260956 on 2017/01/17 by Daniel.Wright
Structured buffers for DF object data
* Full global distance field clipmap composite 3.0ms -> 2.0ms due to scalarized loads
Change 3261296 on 2017/01/17 by Daniel.Wright
Exposed MaxObjectsPerTile with 'r.AOMaxObjectsPerCullTile' and lowered the default from 512 to 256, saves 17Mb of object tile culling data structures
Removed unnecessary UAV transitions preventing object and global cone tracing from overlapping, saves ~.1ms
Change 3262036 on 2017/01/18 by Ben.Salem
V0 of Perf monitor plugin for easily consumable stat csvs. With plugin enabled, enter PerformanceMonitor help into the console to get usage details.
Change 3262056 on 2017/01/18 by Chris.Bunner
Remove inverse tonemapping when rendering HDR output.
#jira UE-40728
Change 3262661 on 2017/01/18 by Rolando.Caloca
DR - Add missing SetStencilRef() and SetBlendFactor() on most RHIs
- Fix hash for PSOs
Change 3263674 on 2017/01/19 by Chris.Bunner
PR #3144: Improved error messages (Contributed by DarkSlot)
#jira UE-40835
Change 3264150 on 2017/01/19 by Ben.Woodhouse
Add support for single threaded in FMonitoredProcess. Deprecated IsRunning() in favour of a new Update() method because polling IsRunning is not compatible with -nothreading mode
#jira UE-40841
Change 3264153 on 2017/01/19 by Ben.Woodhouse
Integrate latest changes from MS-DX12 CLs 3231395-3262526
- Added WinPixEventRuntime.tps
- Includes PIX support, various optimizations (saved 1.3ms in testbed scene)
CL 3262343:
Fix depth testing on translucency not working correctly after cl 3231395. This change reapplies the D3D12RHI changes from CL 3231395 because those changes were lost when integrating from //Dev-Rendering/ but also includes the depth fixes:
- Fix depth state not being in DEPTH_READ for use as depth read. The issue was HasDepthBits and HasStencilBits wern't intended for SRV formats and always returned false in the SRV case.
CL 3231395:
Update D3D12 RHI:
- Fix deferred MSAA path in RHI
- Add Pix3.h support
- Cleanup SetName usage and remove it from shipping builds.
- Fix fence reuse bug. We were signaling MAX UINT (-1) and then waiting for 0, which was always signaled. This change also removes the fence value reset code, there is no need to reset a fence to a previous value.
- Use FPlatformAtomics::InterlockedIncrement instead of InterlockedIncrement64
- Use InterlockedIncrement() instead of _InterlockedIncrement() and use the FPlatformAtomics:: version.
- Fix possible readback heap being evicted while in use. GetQueryData happens on the render thread and isn't tied to a command list so we should always have readback heaps resident.
Change 3264251 on 2017/01/19 by Mark.Satterthwaite
Modify some asserts in MetalRHI - technically using a store-action of ENoAction on Stencil buffers should make it invalid to restart a render-pass but on Mac it will work because ENoAction won't invalidate anything written. In future we need to use deferred store-actions in Metal so that we can "restart" passes while enforcing correct Load/Store actions.
#jira UE-40803
Change 3264642 on 2017/01/19 by Daniel.Wright
Raised GMaxShadowDepthBufferSizeX to max texture resolution on most platforms, was previously 4096.
Change 3265330 on 2017/01/20 by Ben.Salem
Stop performance plugin from building in Win32.
#tests recompiled and preflighted
Change 3265678 on 2017/01/20 by Marcus.Wassmer
Fix bad declaration.
#3055
Change 3266656 on 2017/01/20 by Mark.Satterthwaite
Changes to the FShaderCache to restore it and extend it to optionally report on shader de-duplication when generating a binary shader cache (Console Variable: r.BinaryShaderCacheLogging).
Duplicate & amend CL #3266053 from Trepka:
Fixed issues with shader cache not working properly with Mac Metal (but it still requires -norhithread to work at all). Enabled the shader cache by default if RHI thread is disabled.
Amend & integrate RCO's CL #3197085.
Change 3267741 on 2017/01/23 by Rolando.Caloca
DR - Detect duplicated shader and pipeline types
Change 3268600 on 2017/01/23 by Uriel.Doyon
Added missing r.Streaming.MaxEffectiveScreenSize config to base texture scability settings.
Integrated CL 3227368 from Orion stream
Enabled r.Streaming.UsePerTextureBias by default as this has been tested in Orion for several months.
Fixed issue with the InvestigateTexture command which could return invalid reference depending on the timing,
Added th MaxEffectiveScreenSize settings in the investigate texture command.
Change 3269512 on 2017/01/24 by Richard.Wallis
Fix for shader binary cache uncompress data size during internal shader log.
Change 3271237 on 2017/01/25 by Ben.Woodhouse
D3D12 updateTexture2D crash fix
#jira UE-41059
Change 3271564 on 2017/01/25 by Olaf.Piesche
#jira UE-40980
#udn 325525
Fix uniform buffers for mesh particles; these should really be on the mesh collector, so allocating them as a one frame resource is safe
Change 3271594 on 2017/01/25 by Ben.Woodhouse
ESRAM support stage 1:
Implemented noncontiguous ESRAM page allocator replacing XgMemoryLayout API. The allocator allocates non-contiguous ranges of pages and maps them onto a contiguous virtual address range.
Unlike the previous implementation, this allocator frees pages for reuse when resources are destroyed
Note: issues with deferred deallocation may prevent reuse in many cases - that will be addressed in the next stage
Support for the old allocator is still available (for now) via the define NEW_ESRAM_ALLOCATOR
#fyi rolando.caloca
Change 3272616 on 2017/01/25 by Rolando.Caloca
DR - Update shader version
Change 3273138 on 2017/01/26 by Ben.Woodhouse
Fix merge issue with MonitoredProcess.cpp (this arose from an integration made as an edit in dev-rendering, which confused perforce when the change was subsequently integrated from main)
[CL 3274498 by Rolando Caloca in Main branch]
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if ( IPPProcess - > Update ( ) )
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{
return true ;
}
int RetCode = IPPProcess - > GetReturnCode ( ) ;
IPPProcess = NULL ;
UpdateStatus ( ) ;
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UpdateSSHStatus ( ) ;
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}
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RunningIPPProcess = false ;
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return false ;
}
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TSharedRef < ITableRow > FIOSTargetSettingsCustomization : : HandleProvisionListGenerateRow ( ProvisionPtr InProvision , const TSharedRef < STableViewBase > & OwnerTable )
{
return SNew ( SProvisionListRow , OwnerTable )
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. Provision ( InProvision )
. ProvisionList ( ProvisionList )
. OnProvisionChanged ( this , & FIOSTargetSettingsCustomization : : HandleProvisionChanged ) ;
}
void FIOSTargetSettingsCustomization : : HandleProvisionChanged ( FString Provision )
{
FText OutText ;
MobileProvisionProperty - > GetValueAsFormattedText ( OutText ) ;
if ( OutText . ToString ( ) ! = Provision )
{
MobileProvisionProperty - > SetValueFromFormattedString ( Provision ) ;
}
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SignCertificateProperty - > GetValueAsFormattedText ( OutText ) ;
if ( Provision = = TEXT ( " " ) & & OutText . ToString ( ) = = TEXT ( " " ) )
{
bManuallySelected = false ;
FilterLists ( ) ;
}
else if ( ! bManuallySelected )
{
bManuallySelected = true ;
FilterLists ( ) ;
}
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}
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void FIOSTargetSettingsCustomization : : HandleCertificateChanged ( FString Certificate )
{
FText OutText ;
SignCertificateProperty - > GetValueAsFormattedText ( OutText ) ;
if ( OutText . ToString ( ) ! = Certificate )
{
SignCertificateProperty - > SetValueFromFormattedString ( Certificate ) ;
}
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MobileProvisionProperty - > GetValueAsFormattedText ( OutText ) ;
if ( Certificate = = TEXT ( " " ) & & OutText . ToString ( ) = = TEXT ( " " ) )
{
bManuallySelected = false ;
FilterLists ( ) ;
}
else if ( ! bManuallySelected )
{
bManuallySelected = true ;
FilterLists ( ) ;
}
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}
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TSharedRef < ITableRow > FIOSTargetSettingsCustomization : : HandleCertificateListGenerateRow ( CertificatePtr InCertificate , const TSharedRef < STableViewBase > & OwnerTable )
{
return SNew ( SCertificateListRow , OwnerTable )
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. Certificate ( InCertificate )
. CertificateList ( CertificateList )
. OnCertificateChanged ( this , & FIOSTargetSettingsCustomization : : HandleCertificateChanged ) ;
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}
void FIOSTargetSettingsCustomization : : HandleAllProvisionsHyperlinkNavigate ( bool AllProvisions )
{
bShowAllProvisions = AllProvisions ;
FilterLists ( ) ;
}
void FIOSTargetSettingsCustomization : : HandleAllCertificatesHyperlinkNavigate ( bool AllCertificates )
{
bShowAllCertificates = AllCertificates ;
FilterLists ( ) ;
}
void FIOSTargetSettingsCustomization : : FilterLists ( )
{
FilteredProvisionList . Reset ( ) ;
FilteredCertificateList . Reset ( ) ;
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for ( int Index = 0 ; Index < ProvisionList - > Num ( ) ; + + Index )
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{
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if ( SelectedProvision . Contains ( ( * ProvisionList ) [ Index ] - > Name ) & & SelectedFile . Contains ( ( * ProvisionList ) [ Index ] - > FileName ) & & ! bManuallySelected )
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{
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( * ProvisionList ) [ Index ] - > bSelected = true ;
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}
else
{
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( * ProvisionList ) [ Index ] - > bSelected = false ;
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}
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if ( bShowAllProvisions | | ( * ProvisionList ) [ Index ] - > Status . Contains ( " VALID " ) )
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{
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FilteredProvisionList . Add ( ( * ProvisionList ) [ Index ] ) ;
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}
}
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if ( ProvisionList - > Num ( ) > 0 )
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{
if ( ProvisionInfoSwitcher . IsValid ( ) )
{
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ProvisionInfoSwitcher - > SetActiveWidgetIndex ( 3 ) ;
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}
if ( FilteredProvisionList . Num ( ) = = 0 & & ! bShowAllProvisions )
{
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FilteredProvisionList . Append ( * ProvisionList ) ;
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}
}
else
{
if ( ProvisionInfoSwitcher . IsValid ( ) )
{
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ProvisionInfoSwitcher - > SetActiveWidgetIndex ( 2 ) ;
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}
}
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for ( int Index = 0 ; Index < CertificateList - > Num ( ) ; + + Index )
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{
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if ( SelectedCert . Contains ( ( * CertificateList ) [ Index ] - > Name ) & & ! bManuallySelected )
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{
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( * CertificateList ) [ Index ] - > bSelected = true ;
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}
else
{
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( * CertificateList ) [ Index ] - > bSelected = false ;
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}
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if ( bShowAllCertificates | | ( * CertificateList ) [ Index ] - > Status . Contains ( " VALID " ) )
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{
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FilteredCertificateList . Add ( ( * CertificateList ) [ Index ] ) ;
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}
}
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if ( CertificateList - > Num ( ) > 0 )
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{
if ( CertificateInfoSwitcher . IsValid ( ) )
{
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CertificateInfoSwitcher - > SetActiveWidgetIndex ( 3 ) ;
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}
if ( FilteredCertificateList . Num ( ) = = 0 & & ! bShowAllCertificates )
{
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FilteredCertificateList . Append ( * CertificateList ) ;
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}
}
else
{
if ( CertificateInfoSwitcher . IsValid ( ) )
{
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CertificateInfoSwitcher - > SetActiveWidgetIndex ( 2 ) ;
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}
}
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CertificateListView - > RequestListRefresh ( ) ;
ProvisionListView - > RequestListRefresh ( ) ;
}
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bool FIOSTargetSettingsCustomization : : IsImportEnabled ( ) const
{
return ! RunningIPPProcess . Get ( ) ;
}
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bool FIOSTargetSettingsCustomization : : IsAutomaticSigningEnabled ( ) const
{
bool bAutomaticSigning = false ;
AutomaticSigningProperty - > GetValue ( bAutomaticSigning ) ;
return bAutomaticSigning ;
}
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void FIOSTargetSettingsCustomization : : OnBundleIdentifierChanged ( const FText & NewText , ETextCommit : : Type CommitType , TSharedRef < IPropertyHandle > InPropertyHandle )
{
Copying //UE4/Dev-Platform to //UE4/Main (Source: //UE4/Dev-Platform @ 3008177)
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2948322 on 2016/04/19 by Nick.Shin
update libwebsockets to v1.7.4
part 4 of 4 - doing this in stages for tracking purposes
#jira UEPLAT-1246 - Update libWebsockets
#jira UEPLAT-1221 - update websocket library
#jira UEPLAT-1204 - Rebuild libwebsockets with SSL
Change 2970016 on 2016/05/07 by Nick.Shin
undo all of the following upgrades:
- zlib
- openssl
- libcurl
- libwebsockets
and reset webrtc
#jira UE-30298 - Fortnite and Orion crash on login
#lockdown josh.adams
Change 2970373 on 2016/05/09 by Lee.Clark
PS4 - Fix NumInstances not getting reset after DrawIndirect calls
Change 2972873 on 2016/05/10 by Michael.Trepka
Correct initial position for SlateViewer windows on Mac
Change 2974363 on 2016/05/11 by Mark.Satterthwaite
Fix invoking buils using distcc from UFE - the command-line executed to access the number of parallel tasks was incorrect.
Change 2975921 on 2016/05/12 by Michael.Trepka
Removed unused AdjustWindowRegion declaration from LinuxWindow.h
#codereview Dmitry.Rekman
Change 2977002 on 2016/05/13 by Michael.Trepka
Make sure dSYM generation action in UBT on Mac does not start before the source dylib is ready
#codereview Ben.Marsh
Change 2977337 on 2016/05/13 by Brent.Pease
UE-27805 - Adding special characters into the BundleDisplayName or BundleName causes packaging error
+ Prevent illegal characters from being entered in the packaging UI
+ Report an error from iPhonePackager if a illegal bundle id is specified
+ Convert special characters to XML equivalents
- Correctly check for the presence of iTunes 12 when packaging iOS games on Windows
- Improve ios certificate and provision message in package settings UI
#codereview peter.sauerbrei
Change 2977509 on 2016/05/13 by Brent.Pease
+ Fix mac compile error
Change 2978036 on 2016/05/14 by Mark.Satterthwaite
One-line tweak that resolves incorrect rendering of the colour LUT because float imprecision allows -ve values to be passed into a call to pow which then generates NaN.
#jira UE-30777
Change 2978037 on 2016/05/14 by Mark.Satterthwaite
Fix a heap-use-after-free bug spotted by AddressSanitizer - you can't assume that the UObject system will be available in ShutdownModule() - on OS X it may have been killed a long time ago.
Change 2978333 on 2016/05/16 by Lee.Clark
Fix packaging of non-code projects when plugins are enabled
#codereview Peter.Sauerbrei
Change 2978780 on 2016/05/16 by Mark.Satterthwaite
Reduce temporary allocations required to set uniform parameters in Metal.
Change 2979680 on 2016/05/16 by Nick.Shin
editor's HTML5 platform settings was missing due to the emscripten SDK move
should have been included with CL: #2946251
Change 2979681 on 2016/05/16 by Nick.Shin
cleaned up websocket processing for HTML5
#jira UE-13657 - HTML5 plugin OnRawRecieve overflow
Change 2979701 on 2016/05/16 by Brent.Pease
UE-28421 - Message box cannot be closed after accessing the home screen on iOS
+ Implement a timeout when waiting for a reply after sending background/foreground/suspend events from the main thread to the game thread. This solves the immediate problem presented in the jira bug report, however, there are deeper issues with the consequences of blocking the game thread that are not addressed. Perhaps structuring the game thread loop to know about modal dialogs so that it can receive these events even when a modal dialog is up could be a better longer term solution
Change 2980766 on 2016/05/17 by Jeremiah.Waldron
Adding Android build support for HarfBuzz
- using a combination of android-cmake (from https://github.com/taka-no-me/android-cmake) to create the build files and Visual Studio 2015 to compile them
- Adding Debug and RelWithDebInfo compiled binaries to harfbuzz-1.2.4/Android/<arch>/<config>
Tested armv7 with TextShapingTest project on a GalaxyNote3 and text showed up correctly
#jira UE-28586
#codereview chris.babcock
Change 2980953 on 2016/05/17 by Jeremiah.Waldron
Changing HarfBuzz build script and libs to use Release instead of RelWithDebInfo
#jira UE-28586
Change 2981039 on 2016/05/17 by Jeff.Campeau
ICMP support disabled for Xbox One and basic address processing wrappers provided (needed for Oodle support)
Change 2981054 on 2016/05/17 by Jeff.Campeau
Enable Live OSS for Orion on Xbox One
Change 2981553 on 2016/05/18 by Jeff.Campeau
Enable Oodle for Xbox One
Change 2981555 on 2016/05/18 by Jeff.Campeau
Scalability settings for Xbox One
Change 2981774 on 2016/05/18 by Keith.Judge
Xbox One - Duplicating Movie Player fix from 4.12.
Change 2981789 on 2016/05/18 by Keith.Judge
Xbox One - Duplicate fast semantics rendertarget unbind/clear/rebind fix from 4.12.
Change 2981802 on 2016/05/18 by Keith.Judge
Xbox One - Duplicate of distance field AO/Shadow fixes from 4.12.
Change 2981875 on 2016/05/18 by Keith.Judge
Xbox One - Dynamic VB/IB refactor. Duplicated from 4.12.
Change 2981900 on 2016/05/18 by Keith.Judge
Xbox One - D3D11Query refactor. Duplicated from 4.12
Change 2981945 on 2016/05/18 by Nick.Shin
filled out response headers for HTML5 platform
#jira UE-26047 - HTML5 HTTP Response Headers not implemented
Change 2981981 on 2016/05/18 by Lee.Clark
PS4 - Fix COTF not updating files
#codereview Daniel.Lamb
Change 2982246 on 2016/05/18 by Michael.Trepka
Fixed Mono compile errors in UT build scripts
Change 2983869 on 2016/05/19 by Mark.Satterthwaite
Explicitly retain/release all the MTLTexture objects in FMetalSurface without the assumptions about them being the same object - the recent stencil & SRV related changes make those assumptions invalid and could lead to over-releasing some textures.
#jira UE-29557
Change 2983871 on 2016/05/19 by Mark.Satterthwaite
Pool Metal texture update buffers to reduce churn.
Change 2983892 on 2016/05/19 by Mark.Satterthwaite
Duplicate 4.12 CL #2972885: Enable Metal resource lifetime delay on all platforms, not just iOS to try and address intermittent invalid resource errors.
Change 2983898 on 2016/05/19 by Mark.Satterthwaite
Duplicate 4.12 CL #2982825: Correctly wait for the dispatch semaphore when clearing the Metal resource free lists.
Change 2983911 on 2016/05/19 by Mark.Satterthwaite
Change Metal SubmitCommandsHint to use an enum of flags rather than boolean variables to control behaviour so that its clearer to the reader what is going to happen.
Change 2983916 on 2016/05/19 by Mark.Satterthwaite
Duplicate 4.12 CL #2974765: Workaround for UE-30069 - on Nvidia Macs we are breaking the GMux swap the second time we run the engine and it isn't clear why, so instead explicitly select the Metal device ourselves and don't allow the OS to swap the GPU driving the display. This will potentially reduce performance a little if the discrete GPU isn't already driving the display but until we know how we are clobbering the GMux/driver it is all we can do. This only applies to 10.11.5 with the default OS X drivers where there is more than one GPU in the system, earlier versions of OS X and the Nvidia WebDrivers are unaffected.
Change 2984874 on 2016/05/20 by Keith.Judge
Xbox One - Re-enable shader DXBC intermediate bytecode stripping, except for geometry and hull shaders where there's a possibility of runtime recompilation in certain combinations. Saves ~2MB in TM-ShaderModels, will save more in larger maps.
#jira UEPLAT-1295
Change 2985446 on 2016/05/20 by Mark.Satterthwaite
Remove the non-functional -metaldebug option from MetalRHI.
Change 2985827 on 2016/05/20 by Nick.Shin
call EndSession() onbeforeunload()
note: API CHANGE
- HTML5JavaScripteFx.{js,h}
- UE_MakeHTTPDataRequest()
#jira UE-22285 - Session End events are not generated for HTML5
Change 2986013 on 2016/05/20 by Jeremiah.Waldron
PR #2387: In-App Purchases - parameters needed for Receipt Validation (Contributed by gameDNAstudio)
Also touches IOS because of added RawPrice member in FInAppPurchaseProductInfo
Pulled from Release-4.12 CL
#jira UE-30782
#codereview chris.babcock, Peter.Sauerbrei
Change 2986057 on 2016/05/20 by Mark.Satterthwaite
Further changes to ensure that UE-30710 really is fixed while also not live-leaking memory in MetalRHI.
Change 2986059 on 2016/05/20 by Mark.Satterthwaite
Move the Metal uniform buffers into the same resource pool as all the other buffers and add stats for how many buffers are in the pool, how much memory is in use, free and wasted (due to aligned-buffer sizes).
Change 2986060 on 2016/05/20 by Mark.Satterthwaite
Disable tiled-reflections on Nvidia & Intel Metal until they sort out the sample command on cube-arrays ignoring the lod level.
Change 2986063 on 2016/05/20 by Mark.Satterthwaite
Missing change from previous CL.
Change 2986066 on 2016/05/20 by Mark.Satterthwaite
More Metal stats tracking the number & memory size of id<MTLBuffer>'s allocated/released each frame.
Change 2986455 on 2016/05/23 by Keith.Judge
Xbox One - Fix precompile promise in shader compiler to not stop subsequent defines from being parsed by D3DCompiler.
Change 2986886 on 2016/05/23 by Mark.Satterthwaite
Duplicate 4.12 CL #2986880: Fix UE-31124 due to bad array iteration logic - amazing that this hadn't been seen earlier.
Change 2986955 on 2016/05/23 by Brent.Pease
+ Do not error out if "[PROJECT_NAME]" is in the bundle ID
#codereview peter.sauerbrei
Change 2987304 on 2016/05/23 by Chris.Babcock
Remove old Android platforms
#ue4
#android
#codeview Josh.Adams
Change 2987571 on 2016/05/23 by Mark.Satterthwaite
Duplicate CL #2967998: Integrate - MaterialParameterCollections now create default resources (uniform buffers) which are used when no valid FScene is present (eg DrawTile while exporting materials to lightmass)
#jira UE-31111
Change 2987591 on 2016/05/23 by Mark.Satterthwaite
Remove usage of MTLRender/ComputeEncoder setSamplerState/s calls that take Min & Max Lod overrides - they currently don't work as expected on some GPU drivers and as we don't use them anywhere and I can't see that we will removing them costs us nothing and fixes tiled reflections on Nvidia with Metal SM5.
Change 2987679 on 2016/05/23 by Mark.Satterthwaite
Re-enable tiled reflections on Nvidia by default now that they work.
Change 2987799 on 2016/05/24 by Mark.Satterthwaite
Add a shader compile option "r.Shaders.ZeroInitialise" that we can turn on to force explicit zero-initialisation of local & temporary variables in hlslcc - so far only implemented for Metal. The default behaviour remains to omit zero-initialisation but the option is helpful to eliminate or track down uninitialised access in shaders that are causing real bugs (e.g. POM material relying on zero-initialised loop counters causing hangs/bad rendering on Mac).
Change 2989395 on 2016/05/25 by Lee.Clark
PS4 - Fix shader output / render target format mismatch for sparse MRT.
Change 2990003 on 2016/05/25 by Jeremiah.Waldron
When creating our own ConfigCacheIni in GetConfigCacheIni_APL, do not assume that the Engine ini was requested. Instead use the baseIniName passed to the function.
Change 2990393 on 2016/05/25 by Mark.Satterthwaite
Back out changelist 2961310 - causes more problems than it solves. DistanceField rendering will still work on Intel Metal SM5 and may work on AMD but will be broken on Nvidia due to a bad access within the compute shader - there's no bounds checking in Metal...
Change 2990516 on 2016/05/25 by Brent.Pease
+ UEPLAT-1294 - Support for local notifications
+ UEPLAT-1254 - Add BP event for device orientation change
+ Added a new class based on UGameInstance for mobile device callbacks
+ Ensured IOSAppDelegate.cpp follows convention for lambda functions
Change 2991361 on 2016/05/26 by Jeremiah.Waldron
Move InAppPurchase class to StoreHelper.java so GooglePlay and Amazon store helpers can use it
Change 2992450 on 2016/05/27 by Mark.Satterthwaite
Optional r.Shaders.BoundsChecking flag to control whether shader platforms should manually enforce buffer access bounds - HLSL returns zero or ignores invalid reads & writes but Metal leaves the behaviour undefined and some drivers then fail. By default this is off and its whatever the native platform behaviour is, enabling it will cost some amount of performance as the shader translator inserts additional instructions to try and match D3D as accurately as possible. This is required to fix GPU restart errors on some Metal drivers when using SM5 rendering features including DistanceField shaders.
Change 2993027 on 2016/05/27 by Mark.Satterthwaite
Fix typo for new CFLAG_BoundsChecking enumeration value.
Change 2993594 on 2016/05/27 by Mark.Satterthwaite
Build fix - check not assert...
Change 2993595 on 2016/05/27 by Mark.Satterthwaite
Fix typo from Xcode hang...
Change 2993614 on 2016/05/28 by Mark.Satterthwaite
At least for now enable shader zero-initialisation and bounds-checking on Mac to ensure that Metal shaders are compiled with semantics that approximate those HLSL assumes. This may cost some performance but will avoid a few GPU restarts on some vendor drivers.
Change 2993747 on 2016/05/28 by Mark.Satterthwaite
Separate texture & buffer references in the Metal backend as they bind to separate arrays in the runtime to avoid giving the side-table buffer an innaccessible binding index. Also the side-table doesn't need to be emitted if no buffer SRV or UAV is used.
Change 2994256 on 2016/05/31 by Lee.Clark
PS4 - Fix unitialized Head Position from HMD tracker when tracking fails. Fixes a problem with A3D audio not working.
#codereview Chad.Taylor,Aaron.McLeran
Change 2994281 on 2016/05/31 by Rolando.Caloca
DP - Allow hlslcc to process type casts containing the 'const' keyword
- it isn't strictly complete as it will simply omit the type qualifier from the cast in the AST but it is sufficient for FortniteFoliage_MasterMaterial to compile.
#codereview Mark.Satterthwaite, Dmitry.Rekman
#jira UE-31411
Change 2994467 on 2016/05/31 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 2994493 on 2016/05/31 by Daniel.Lamb
Fixed issue with DDC commandlet not caching things from the startup packages list.
Change 2994644 on 2016/05/31 by Mark.Satterthwaite
Updated hlslcc Mac binaries with fix for UE-31411 which RCO accepted and submitted + script for building parsers on POSIX OSes hooked up to an Xcode scheme in the project.
Change 2996074 on 2016/06/01 by Lee.Clark
PS4 - Fix GS mode not getting disabled when using parallel contexts.
#codereview Marcus.Wassmer
Change 2996129 on 2016/06/01 by Brent.Pease
Manual merge of Pete's dsym generation fix (CL#2996089) from the 4.12 branch.
Change 2996130 on 2016/06/01 by Jeremiah.Waldron
PR #2387 part 2 (Contributed by gameDNAstudio)
Adding ability to consume purchases during GooglePlay RestorePurchases
This also touches IOS due to changes to base classes and function signatures
#codereview chris.babcock, Peter.Sauerbrei
Change 2996441 on 2016/06/01 by Jeremiah.Waldron
Relates to PR #2387: Adding ability to consume purchases during GooglePlay RestorePurchases (Contributed by gameDNAstudio)
Missing changes from part 2 reworked so that there is still only one RestorePurchases function which takes the product IDs and consumable flags. I reflected this in StoreHelper so no casting is necessary in GameActivity and the soon-to-be-added AmazonStoreHelper in the GameCircle plugin will still work dynamically with GameActivity since it will call StoreHelper functionality rather than a GooglePlayStoreHelper specific function.
#codereview chris.babcock
Change 2996514 on 2016/06/01 by Jeff.Campeau
Fix merge issue from main
#jira UE-31502
Change 2996740 on 2016/06/01 by Jonathan.Fitzpatrick
https://jira.ol.epicgames.net/browse/UE-31446
Two PS4 source files fail during unity builds due to name conflict with handleReserveFailed.
Renamed handleReserveFailed to handleReserveFailedLightweight
Change 2997235 on 2016/06/01 by Jeremiah.Waldron
RestorePurchases fix up in Match3 since the new Restore consumable stuff adds an additional pin to the Restore node.
The IAP product in Match3 is non-consumable so just passing an empty array where necessary
Change 2997241 on 2016/06/01 by Jeremiah.Waldron
OnlineSubsystemGameCircle Plugin
- Leaderboards
- Achievements
- Friends
- IAP
- External UI Interface
- Runtime Settings in Project Settings Plugin section when plugin is enabled
- Disabled by default
#jira UEPLAT-105
#codereview chris.babcock
Change 2997618 on 2016/06/02 by Lee.Clark
#UE4Docs: Removed PS4MapFileUtil info
Change 2997840 on 2016/06/02 by Jeremiah.Waldron
Removing trace logging from OnlineSubsystemGameCircle_APL
Change 2998754 on 2016/06/02 by Brent.Pease
Change BlueprintMobileLibrary to BlueprintPlatformLibrary
Change 3000762 on 2016/06/03 by Jeff.Campeau
Add example rating info to ShooterGame
Change 3001037 on 2016/06/04 by Brent.Pease
+ Add ui screens for delegate test, local notification test, and iap test
+ Implement delegate test
Change 3001250 on 2016/06/05 by Brent.Pease
+ Initial pass at IAP test screen
Change 3001639 on 2016/06/06 by Jeff.Campeau
Fix Xbox One build issue with DX12
#codereview Zabir.Hoque
Change 3002574 on 2016/06/06 by Jeremiah.Waldron
Adding Android Install Location to Android platform runtime settings and manifest generation
Change 3002780 on 2016/06/06 by Brent.Pease
+ Initial implementation of local notification test
Change 3003005 on 2016/06/06 by Jeremiah.Waldron
OnlineSubsystemGameCircle plugin - adding setting for Fire TV support. Using that specification in the APL to Add/Update android.hardware.touchscreen feature required attribute
Change 3004392 on 2016/06/07 by Jeremiah.Waldron
Fixing typo in APL comment :)
Change 3005768 on 2016/06/08 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3005929 on 2016/06/08 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3006151 on 2016/06/08 by Peter.Sauerbrei
fix for LocalNotifications not available on TVOS
#lockdown josh.adams
Change 3006183 on 2016/06/08 by Brent.Pease
Manual merge CL#3000242 from Release-4.12 into Dev-Platform
#lockdown josh.adams
Change 3006296 on 2016/06/08 by Peter.Sauerbrei
submit an updated iPhonePackager and support DLLs
#lockdown josh.adams
Change 3006378 on 2016/06/08 by Peter.Sauerbrei
fix for API update to RestorePurchases
#codereview brent.pease
#lockdown josh.adams
#lockdown nick.penwarden
[CL 3008183 by Josh Adams in Main branch]
2016-06-09 17:45:44 -04:00
if ( ! IsBundleIdentifierValid ( NewText . ToString ( ) ) )
2015-02-06 10:52:09 -05:00
{
Copying //UE4/Dev-Platform to //UE4/Main (Source: //UE4/Dev-Platform @ 3008177)
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2948322 on 2016/04/19 by Nick.Shin
update libwebsockets to v1.7.4
part 4 of 4 - doing this in stages for tracking purposes
#jira UEPLAT-1246 - Update libWebsockets
#jira UEPLAT-1221 - update websocket library
#jira UEPLAT-1204 - Rebuild libwebsockets with SSL
Change 2970016 on 2016/05/07 by Nick.Shin
undo all of the following upgrades:
- zlib
- openssl
- libcurl
- libwebsockets
and reset webrtc
#jira UE-30298 - Fortnite and Orion crash on login
#lockdown josh.adams
Change 2970373 on 2016/05/09 by Lee.Clark
PS4 - Fix NumInstances not getting reset after DrawIndirect calls
Change 2972873 on 2016/05/10 by Michael.Trepka
Correct initial position for SlateViewer windows on Mac
Change 2974363 on 2016/05/11 by Mark.Satterthwaite
Fix invoking buils using distcc from UFE - the command-line executed to access the number of parallel tasks was incorrect.
Change 2975921 on 2016/05/12 by Michael.Trepka
Removed unused AdjustWindowRegion declaration from LinuxWindow.h
#codereview Dmitry.Rekman
Change 2977002 on 2016/05/13 by Michael.Trepka
Make sure dSYM generation action in UBT on Mac does not start before the source dylib is ready
#codereview Ben.Marsh
Change 2977337 on 2016/05/13 by Brent.Pease
UE-27805 - Adding special characters into the BundleDisplayName or BundleName causes packaging error
+ Prevent illegal characters from being entered in the packaging UI
+ Report an error from iPhonePackager if a illegal bundle id is specified
+ Convert special characters to XML equivalents
- Correctly check for the presence of iTunes 12 when packaging iOS games on Windows
- Improve ios certificate and provision message in package settings UI
#codereview peter.sauerbrei
Change 2977509 on 2016/05/13 by Brent.Pease
+ Fix mac compile error
Change 2978036 on 2016/05/14 by Mark.Satterthwaite
One-line tweak that resolves incorrect rendering of the colour LUT because float imprecision allows -ve values to be passed into a call to pow which then generates NaN.
#jira UE-30777
Change 2978037 on 2016/05/14 by Mark.Satterthwaite
Fix a heap-use-after-free bug spotted by AddressSanitizer - you can't assume that the UObject system will be available in ShutdownModule() - on OS X it may have been killed a long time ago.
Change 2978333 on 2016/05/16 by Lee.Clark
Fix packaging of non-code projects when plugins are enabled
#codereview Peter.Sauerbrei
Change 2978780 on 2016/05/16 by Mark.Satterthwaite
Reduce temporary allocations required to set uniform parameters in Metal.
Change 2979680 on 2016/05/16 by Nick.Shin
editor's HTML5 platform settings was missing due to the emscripten SDK move
should have been included with CL: #2946251
Change 2979681 on 2016/05/16 by Nick.Shin
cleaned up websocket processing for HTML5
#jira UE-13657 - HTML5 plugin OnRawRecieve overflow
Change 2979701 on 2016/05/16 by Brent.Pease
UE-28421 - Message box cannot be closed after accessing the home screen on iOS
+ Implement a timeout when waiting for a reply after sending background/foreground/suspend events from the main thread to the game thread. This solves the immediate problem presented in the jira bug report, however, there are deeper issues with the consequences of blocking the game thread that are not addressed. Perhaps structuring the game thread loop to know about modal dialogs so that it can receive these events even when a modal dialog is up could be a better longer term solution
Change 2980766 on 2016/05/17 by Jeremiah.Waldron
Adding Android build support for HarfBuzz
- using a combination of android-cmake (from https://github.com/taka-no-me/android-cmake) to create the build files and Visual Studio 2015 to compile them
- Adding Debug and RelWithDebInfo compiled binaries to harfbuzz-1.2.4/Android/<arch>/<config>
Tested armv7 with TextShapingTest project on a GalaxyNote3 and text showed up correctly
#jira UE-28586
#codereview chris.babcock
Change 2980953 on 2016/05/17 by Jeremiah.Waldron
Changing HarfBuzz build script and libs to use Release instead of RelWithDebInfo
#jira UE-28586
Change 2981039 on 2016/05/17 by Jeff.Campeau
ICMP support disabled for Xbox One and basic address processing wrappers provided (needed for Oodle support)
Change 2981054 on 2016/05/17 by Jeff.Campeau
Enable Live OSS for Orion on Xbox One
Change 2981553 on 2016/05/18 by Jeff.Campeau
Enable Oodle for Xbox One
Change 2981555 on 2016/05/18 by Jeff.Campeau
Scalability settings for Xbox One
Change 2981774 on 2016/05/18 by Keith.Judge
Xbox One - Duplicating Movie Player fix from 4.12.
Change 2981789 on 2016/05/18 by Keith.Judge
Xbox One - Duplicate fast semantics rendertarget unbind/clear/rebind fix from 4.12.
Change 2981802 on 2016/05/18 by Keith.Judge
Xbox One - Duplicate of distance field AO/Shadow fixes from 4.12.
Change 2981875 on 2016/05/18 by Keith.Judge
Xbox One - Dynamic VB/IB refactor. Duplicated from 4.12.
Change 2981900 on 2016/05/18 by Keith.Judge
Xbox One - D3D11Query refactor. Duplicated from 4.12
Change 2981945 on 2016/05/18 by Nick.Shin
filled out response headers for HTML5 platform
#jira UE-26047 - HTML5 HTTP Response Headers not implemented
Change 2981981 on 2016/05/18 by Lee.Clark
PS4 - Fix COTF not updating files
#codereview Daniel.Lamb
Change 2982246 on 2016/05/18 by Michael.Trepka
Fixed Mono compile errors in UT build scripts
Change 2983869 on 2016/05/19 by Mark.Satterthwaite
Explicitly retain/release all the MTLTexture objects in FMetalSurface without the assumptions about them being the same object - the recent stencil & SRV related changes make those assumptions invalid and could lead to over-releasing some textures.
#jira UE-29557
Change 2983871 on 2016/05/19 by Mark.Satterthwaite
Pool Metal texture update buffers to reduce churn.
Change 2983892 on 2016/05/19 by Mark.Satterthwaite
Duplicate 4.12 CL #2972885: Enable Metal resource lifetime delay on all platforms, not just iOS to try and address intermittent invalid resource errors.
Change 2983898 on 2016/05/19 by Mark.Satterthwaite
Duplicate 4.12 CL #2982825: Correctly wait for the dispatch semaphore when clearing the Metal resource free lists.
Change 2983911 on 2016/05/19 by Mark.Satterthwaite
Change Metal SubmitCommandsHint to use an enum of flags rather than boolean variables to control behaviour so that its clearer to the reader what is going to happen.
Change 2983916 on 2016/05/19 by Mark.Satterthwaite
Duplicate 4.12 CL #2974765: Workaround for UE-30069 - on Nvidia Macs we are breaking the GMux swap the second time we run the engine and it isn't clear why, so instead explicitly select the Metal device ourselves and don't allow the OS to swap the GPU driving the display. This will potentially reduce performance a little if the discrete GPU isn't already driving the display but until we know how we are clobbering the GMux/driver it is all we can do. This only applies to 10.11.5 with the default OS X drivers where there is more than one GPU in the system, earlier versions of OS X and the Nvidia WebDrivers are unaffected.
Change 2984874 on 2016/05/20 by Keith.Judge
Xbox One - Re-enable shader DXBC intermediate bytecode stripping, except for geometry and hull shaders where there's a possibility of runtime recompilation in certain combinations. Saves ~2MB in TM-ShaderModels, will save more in larger maps.
#jira UEPLAT-1295
Change 2985446 on 2016/05/20 by Mark.Satterthwaite
Remove the non-functional -metaldebug option from MetalRHI.
Change 2985827 on 2016/05/20 by Nick.Shin
call EndSession() onbeforeunload()
note: API CHANGE
- HTML5JavaScripteFx.{js,h}
- UE_MakeHTTPDataRequest()
#jira UE-22285 - Session End events are not generated for HTML5
Change 2986013 on 2016/05/20 by Jeremiah.Waldron
PR #2387: In-App Purchases - parameters needed for Receipt Validation (Contributed by gameDNAstudio)
Also touches IOS because of added RawPrice member in FInAppPurchaseProductInfo
Pulled from Release-4.12 CL
#jira UE-30782
#codereview chris.babcock, Peter.Sauerbrei
Change 2986057 on 2016/05/20 by Mark.Satterthwaite
Further changes to ensure that UE-30710 really is fixed while also not live-leaking memory in MetalRHI.
Change 2986059 on 2016/05/20 by Mark.Satterthwaite
Move the Metal uniform buffers into the same resource pool as all the other buffers and add stats for how many buffers are in the pool, how much memory is in use, free and wasted (due to aligned-buffer sizes).
Change 2986060 on 2016/05/20 by Mark.Satterthwaite
Disable tiled-reflections on Nvidia & Intel Metal until they sort out the sample command on cube-arrays ignoring the lod level.
Change 2986063 on 2016/05/20 by Mark.Satterthwaite
Missing change from previous CL.
Change 2986066 on 2016/05/20 by Mark.Satterthwaite
More Metal stats tracking the number & memory size of id<MTLBuffer>'s allocated/released each frame.
Change 2986455 on 2016/05/23 by Keith.Judge
Xbox One - Fix precompile promise in shader compiler to not stop subsequent defines from being parsed by D3DCompiler.
Change 2986886 on 2016/05/23 by Mark.Satterthwaite
Duplicate 4.12 CL #2986880: Fix UE-31124 due to bad array iteration logic - amazing that this hadn't been seen earlier.
Change 2986955 on 2016/05/23 by Brent.Pease
+ Do not error out if "[PROJECT_NAME]" is in the bundle ID
#codereview peter.sauerbrei
Change 2987304 on 2016/05/23 by Chris.Babcock
Remove old Android platforms
#ue4
#android
#codeview Josh.Adams
Change 2987571 on 2016/05/23 by Mark.Satterthwaite
Duplicate CL #2967998: Integrate - MaterialParameterCollections now create default resources (uniform buffers) which are used when no valid FScene is present (eg DrawTile while exporting materials to lightmass)
#jira UE-31111
Change 2987591 on 2016/05/23 by Mark.Satterthwaite
Remove usage of MTLRender/ComputeEncoder setSamplerState/s calls that take Min & Max Lod overrides - they currently don't work as expected on some GPU drivers and as we don't use them anywhere and I can't see that we will removing them costs us nothing and fixes tiled reflections on Nvidia with Metal SM5.
Change 2987679 on 2016/05/23 by Mark.Satterthwaite
Re-enable tiled reflections on Nvidia by default now that they work.
Change 2987799 on 2016/05/24 by Mark.Satterthwaite
Add a shader compile option "r.Shaders.ZeroInitialise" that we can turn on to force explicit zero-initialisation of local & temporary variables in hlslcc - so far only implemented for Metal. The default behaviour remains to omit zero-initialisation but the option is helpful to eliminate or track down uninitialised access in shaders that are causing real bugs (e.g. POM material relying on zero-initialised loop counters causing hangs/bad rendering on Mac).
Change 2989395 on 2016/05/25 by Lee.Clark
PS4 - Fix shader output / render target format mismatch for sparse MRT.
Change 2990003 on 2016/05/25 by Jeremiah.Waldron
When creating our own ConfigCacheIni in GetConfigCacheIni_APL, do not assume that the Engine ini was requested. Instead use the baseIniName passed to the function.
Change 2990393 on 2016/05/25 by Mark.Satterthwaite
Back out changelist 2961310 - causes more problems than it solves. DistanceField rendering will still work on Intel Metal SM5 and may work on AMD but will be broken on Nvidia due to a bad access within the compute shader - there's no bounds checking in Metal...
Change 2990516 on 2016/05/25 by Brent.Pease
+ UEPLAT-1294 - Support for local notifications
+ UEPLAT-1254 - Add BP event for device orientation change
+ Added a new class based on UGameInstance for mobile device callbacks
+ Ensured IOSAppDelegate.cpp follows convention for lambda functions
Change 2991361 on 2016/05/26 by Jeremiah.Waldron
Move InAppPurchase class to StoreHelper.java so GooglePlay and Amazon store helpers can use it
Change 2992450 on 2016/05/27 by Mark.Satterthwaite
Optional r.Shaders.BoundsChecking flag to control whether shader platforms should manually enforce buffer access bounds - HLSL returns zero or ignores invalid reads & writes but Metal leaves the behaviour undefined and some drivers then fail. By default this is off and its whatever the native platform behaviour is, enabling it will cost some amount of performance as the shader translator inserts additional instructions to try and match D3D as accurately as possible. This is required to fix GPU restart errors on some Metal drivers when using SM5 rendering features including DistanceField shaders.
Change 2993027 on 2016/05/27 by Mark.Satterthwaite
Fix typo for new CFLAG_BoundsChecking enumeration value.
Change 2993594 on 2016/05/27 by Mark.Satterthwaite
Build fix - check not assert...
Change 2993595 on 2016/05/27 by Mark.Satterthwaite
Fix typo from Xcode hang...
Change 2993614 on 2016/05/28 by Mark.Satterthwaite
At least for now enable shader zero-initialisation and bounds-checking on Mac to ensure that Metal shaders are compiled with semantics that approximate those HLSL assumes. This may cost some performance but will avoid a few GPU restarts on some vendor drivers.
Change 2993747 on 2016/05/28 by Mark.Satterthwaite
Separate texture & buffer references in the Metal backend as they bind to separate arrays in the runtime to avoid giving the side-table buffer an innaccessible binding index. Also the side-table doesn't need to be emitted if no buffer SRV or UAV is used.
Change 2994256 on 2016/05/31 by Lee.Clark
PS4 - Fix unitialized Head Position from HMD tracker when tracking fails. Fixes a problem with A3D audio not working.
#codereview Chad.Taylor,Aaron.McLeran
Change 2994281 on 2016/05/31 by Rolando.Caloca
DP - Allow hlslcc to process type casts containing the 'const' keyword
- it isn't strictly complete as it will simply omit the type qualifier from the cast in the AST but it is sufficient for FortniteFoliage_MasterMaterial to compile.
#codereview Mark.Satterthwaite, Dmitry.Rekman
#jira UE-31411
Change 2994467 on 2016/05/31 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 2994493 on 2016/05/31 by Daniel.Lamb
Fixed issue with DDC commandlet not caching things from the startup packages list.
Change 2994644 on 2016/05/31 by Mark.Satterthwaite
Updated hlslcc Mac binaries with fix for UE-31411 which RCO accepted and submitted + script for building parsers on POSIX OSes hooked up to an Xcode scheme in the project.
Change 2996074 on 2016/06/01 by Lee.Clark
PS4 - Fix GS mode not getting disabled when using parallel contexts.
#codereview Marcus.Wassmer
Change 2996129 on 2016/06/01 by Brent.Pease
Manual merge of Pete's dsym generation fix (CL#2996089) from the 4.12 branch.
Change 2996130 on 2016/06/01 by Jeremiah.Waldron
PR #2387 part 2 (Contributed by gameDNAstudio)
Adding ability to consume purchases during GooglePlay RestorePurchases
This also touches IOS due to changes to base classes and function signatures
#codereview chris.babcock, Peter.Sauerbrei
Change 2996441 on 2016/06/01 by Jeremiah.Waldron
Relates to PR #2387: Adding ability to consume purchases during GooglePlay RestorePurchases (Contributed by gameDNAstudio)
Missing changes from part 2 reworked so that there is still only one RestorePurchases function which takes the product IDs and consumable flags. I reflected this in StoreHelper so no casting is necessary in GameActivity and the soon-to-be-added AmazonStoreHelper in the GameCircle plugin will still work dynamically with GameActivity since it will call StoreHelper functionality rather than a GooglePlayStoreHelper specific function.
#codereview chris.babcock
Change 2996514 on 2016/06/01 by Jeff.Campeau
Fix merge issue from main
#jira UE-31502
Change 2996740 on 2016/06/01 by Jonathan.Fitzpatrick
https://jira.ol.epicgames.net/browse/UE-31446
Two PS4 source files fail during unity builds due to name conflict with handleReserveFailed.
Renamed handleReserveFailed to handleReserveFailedLightweight
Change 2997235 on 2016/06/01 by Jeremiah.Waldron
RestorePurchases fix up in Match3 since the new Restore consumable stuff adds an additional pin to the Restore node.
The IAP product in Match3 is non-consumable so just passing an empty array where necessary
Change 2997241 on 2016/06/01 by Jeremiah.Waldron
OnlineSubsystemGameCircle Plugin
- Leaderboards
- Achievements
- Friends
- IAP
- External UI Interface
- Runtime Settings in Project Settings Plugin section when plugin is enabled
- Disabled by default
#jira UEPLAT-105
#codereview chris.babcock
Change 2997618 on 2016/06/02 by Lee.Clark
#UE4Docs: Removed PS4MapFileUtil info
Change 2997840 on 2016/06/02 by Jeremiah.Waldron
Removing trace logging from OnlineSubsystemGameCircle_APL
Change 2998754 on 2016/06/02 by Brent.Pease
Change BlueprintMobileLibrary to BlueprintPlatformLibrary
Change 3000762 on 2016/06/03 by Jeff.Campeau
Add example rating info to ShooterGame
Change 3001037 on 2016/06/04 by Brent.Pease
+ Add ui screens for delegate test, local notification test, and iap test
+ Implement delegate test
Change 3001250 on 2016/06/05 by Brent.Pease
+ Initial pass at IAP test screen
Change 3001639 on 2016/06/06 by Jeff.Campeau
Fix Xbox One build issue with DX12
#codereview Zabir.Hoque
Change 3002574 on 2016/06/06 by Jeremiah.Waldron
Adding Android Install Location to Android platform runtime settings and manifest generation
Change 3002780 on 2016/06/06 by Brent.Pease
+ Initial implementation of local notification test
Change 3003005 on 2016/06/06 by Jeremiah.Waldron
OnlineSubsystemGameCircle plugin - adding setting for Fire TV support. Using that specification in the APL to Add/Update android.hardware.touchscreen feature required attribute
Change 3004392 on 2016/06/07 by Jeremiah.Waldron
Fixing typo in APL comment :)
Change 3005768 on 2016/06/08 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3005929 on 2016/06/08 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3006151 on 2016/06/08 by Peter.Sauerbrei
fix for LocalNotifications not available on TVOS
#lockdown josh.adams
Change 3006183 on 2016/06/08 by Brent.Pease
Manual merge CL#3000242 from Release-4.12 into Dev-Platform
#lockdown josh.adams
Change 3006296 on 2016/06/08 by Peter.Sauerbrei
submit an updated iPhonePackager and support DLLs
#lockdown josh.adams
Change 3006378 on 2016/06/08 by Peter.Sauerbrei
fix for API update to RestorePurchases
#codereview brent.pease
#lockdown josh.adams
#lockdown nick.penwarden
[CL 3008183 by Josh Adams in Main branch]
2016-06-09 17:45:44 -04:00
BundleIdTextBox - > SetError ( LOCTEXT ( " NameContainsInvalidCharacters " , " Identifier may only contain the characters 0-9, A-Z, a-z, period, hyphen, or [PROJECT_NAME] " ) ) ;
2015-02-06 10:52:09 -05:00
}
Copying //UE4/Dev-Platform to //UE4/Main (Source: //UE4/Dev-Platform @ 3008177)
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2948322 on 2016/04/19 by Nick.Shin
update libwebsockets to v1.7.4
part 4 of 4 - doing this in stages for tracking purposes
#jira UEPLAT-1246 - Update libWebsockets
#jira UEPLAT-1221 - update websocket library
#jira UEPLAT-1204 - Rebuild libwebsockets with SSL
Change 2970016 on 2016/05/07 by Nick.Shin
undo all of the following upgrades:
- zlib
- openssl
- libcurl
- libwebsockets
and reset webrtc
#jira UE-30298 - Fortnite and Orion crash on login
#lockdown josh.adams
Change 2970373 on 2016/05/09 by Lee.Clark
PS4 - Fix NumInstances not getting reset after DrawIndirect calls
Change 2972873 on 2016/05/10 by Michael.Trepka
Correct initial position for SlateViewer windows on Mac
Change 2974363 on 2016/05/11 by Mark.Satterthwaite
Fix invoking buils using distcc from UFE - the command-line executed to access the number of parallel tasks was incorrect.
Change 2975921 on 2016/05/12 by Michael.Trepka
Removed unused AdjustWindowRegion declaration from LinuxWindow.h
#codereview Dmitry.Rekman
Change 2977002 on 2016/05/13 by Michael.Trepka
Make sure dSYM generation action in UBT on Mac does not start before the source dylib is ready
#codereview Ben.Marsh
Change 2977337 on 2016/05/13 by Brent.Pease
UE-27805 - Adding special characters into the BundleDisplayName or BundleName causes packaging error
+ Prevent illegal characters from being entered in the packaging UI
+ Report an error from iPhonePackager if a illegal bundle id is specified
+ Convert special characters to XML equivalents
- Correctly check for the presence of iTunes 12 when packaging iOS games on Windows
- Improve ios certificate and provision message in package settings UI
#codereview peter.sauerbrei
Change 2977509 on 2016/05/13 by Brent.Pease
+ Fix mac compile error
Change 2978036 on 2016/05/14 by Mark.Satterthwaite
One-line tweak that resolves incorrect rendering of the colour LUT because float imprecision allows -ve values to be passed into a call to pow which then generates NaN.
#jira UE-30777
Change 2978037 on 2016/05/14 by Mark.Satterthwaite
Fix a heap-use-after-free bug spotted by AddressSanitizer - you can't assume that the UObject system will be available in ShutdownModule() - on OS X it may have been killed a long time ago.
Change 2978333 on 2016/05/16 by Lee.Clark
Fix packaging of non-code projects when plugins are enabled
#codereview Peter.Sauerbrei
Change 2978780 on 2016/05/16 by Mark.Satterthwaite
Reduce temporary allocations required to set uniform parameters in Metal.
Change 2979680 on 2016/05/16 by Nick.Shin
editor's HTML5 platform settings was missing due to the emscripten SDK move
should have been included with CL: #2946251
Change 2979681 on 2016/05/16 by Nick.Shin
cleaned up websocket processing for HTML5
#jira UE-13657 - HTML5 plugin OnRawRecieve overflow
Change 2979701 on 2016/05/16 by Brent.Pease
UE-28421 - Message box cannot be closed after accessing the home screen on iOS
+ Implement a timeout when waiting for a reply after sending background/foreground/suspend events from the main thread to the game thread. This solves the immediate problem presented in the jira bug report, however, there are deeper issues with the consequences of blocking the game thread that are not addressed. Perhaps structuring the game thread loop to know about modal dialogs so that it can receive these events even when a modal dialog is up could be a better longer term solution
Change 2980766 on 2016/05/17 by Jeremiah.Waldron
Adding Android build support for HarfBuzz
- using a combination of android-cmake (from https://github.com/taka-no-me/android-cmake) to create the build files and Visual Studio 2015 to compile them
- Adding Debug and RelWithDebInfo compiled binaries to harfbuzz-1.2.4/Android/<arch>/<config>
Tested armv7 with TextShapingTest project on a GalaxyNote3 and text showed up correctly
#jira UE-28586
#codereview chris.babcock
Change 2980953 on 2016/05/17 by Jeremiah.Waldron
Changing HarfBuzz build script and libs to use Release instead of RelWithDebInfo
#jira UE-28586
Change 2981039 on 2016/05/17 by Jeff.Campeau
ICMP support disabled for Xbox One and basic address processing wrappers provided (needed for Oodle support)
Change 2981054 on 2016/05/17 by Jeff.Campeau
Enable Live OSS for Orion on Xbox One
Change 2981553 on 2016/05/18 by Jeff.Campeau
Enable Oodle for Xbox One
Change 2981555 on 2016/05/18 by Jeff.Campeau
Scalability settings for Xbox One
Change 2981774 on 2016/05/18 by Keith.Judge
Xbox One - Duplicating Movie Player fix from 4.12.
Change 2981789 on 2016/05/18 by Keith.Judge
Xbox One - Duplicate fast semantics rendertarget unbind/clear/rebind fix from 4.12.
Change 2981802 on 2016/05/18 by Keith.Judge
Xbox One - Duplicate of distance field AO/Shadow fixes from 4.12.
Change 2981875 on 2016/05/18 by Keith.Judge
Xbox One - Dynamic VB/IB refactor. Duplicated from 4.12.
Change 2981900 on 2016/05/18 by Keith.Judge
Xbox One - D3D11Query refactor. Duplicated from 4.12
Change 2981945 on 2016/05/18 by Nick.Shin
filled out response headers for HTML5 platform
#jira UE-26047 - HTML5 HTTP Response Headers not implemented
Change 2981981 on 2016/05/18 by Lee.Clark
PS4 - Fix COTF not updating files
#codereview Daniel.Lamb
Change 2982246 on 2016/05/18 by Michael.Trepka
Fixed Mono compile errors in UT build scripts
Change 2983869 on 2016/05/19 by Mark.Satterthwaite
Explicitly retain/release all the MTLTexture objects in FMetalSurface without the assumptions about them being the same object - the recent stencil & SRV related changes make those assumptions invalid and could lead to over-releasing some textures.
#jira UE-29557
Change 2983871 on 2016/05/19 by Mark.Satterthwaite
Pool Metal texture update buffers to reduce churn.
Change 2983892 on 2016/05/19 by Mark.Satterthwaite
Duplicate 4.12 CL #2972885: Enable Metal resource lifetime delay on all platforms, not just iOS to try and address intermittent invalid resource errors.
Change 2983898 on 2016/05/19 by Mark.Satterthwaite
Duplicate 4.12 CL #2982825: Correctly wait for the dispatch semaphore when clearing the Metal resource free lists.
Change 2983911 on 2016/05/19 by Mark.Satterthwaite
Change Metal SubmitCommandsHint to use an enum of flags rather than boolean variables to control behaviour so that its clearer to the reader what is going to happen.
Change 2983916 on 2016/05/19 by Mark.Satterthwaite
Duplicate 4.12 CL #2974765: Workaround for UE-30069 - on Nvidia Macs we are breaking the GMux swap the second time we run the engine and it isn't clear why, so instead explicitly select the Metal device ourselves and don't allow the OS to swap the GPU driving the display. This will potentially reduce performance a little if the discrete GPU isn't already driving the display but until we know how we are clobbering the GMux/driver it is all we can do. This only applies to 10.11.5 with the default OS X drivers where there is more than one GPU in the system, earlier versions of OS X and the Nvidia WebDrivers are unaffected.
Change 2984874 on 2016/05/20 by Keith.Judge
Xbox One - Re-enable shader DXBC intermediate bytecode stripping, except for geometry and hull shaders where there's a possibility of runtime recompilation in certain combinations. Saves ~2MB in TM-ShaderModels, will save more in larger maps.
#jira UEPLAT-1295
Change 2985446 on 2016/05/20 by Mark.Satterthwaite
Remove the non-functional -metaldebug option from MetalRHI.
Change 2985827 on 2016/05/20 by Nick.Shin
call EndSession() onbeforeunload()
note: API CHANGE
- HTML5JavaScripteFx.{js,h}
- UE_MakeHTTPDataRequest()
#jira UE-22285 - Session End events are not generated for HTML5
Change 2986013 on 2016/05/20 by Jeremiah.Waldron
PR #2387: In-App Purchases - parameters needed for Receipt Validation (Contributed by gameDNAstudio)
Also touches IOS because of added RawPrice member in FInAppPurchaseProductInfo
Pulled from Release-4.12 CL
#jira UE-30782
#codereview chris.babcock, Peter.Sauerbrei
Change 2986057 on 2016/05/20 by Mark.Satterthwaite
Further changes to ensure that UE-30710 really is fixed while also not live-leaking memory in MetalRHI.
Change 2986059 on 2016/05/20 by Mark.Satterthwaite
Move the Metal uniform buffers into the same resource pool as all the other buffers and add stats for how many buffers are in the pool, how much memory is in use, free and wasted (due to aligned-buffer sizes).
Change 2986060 on 2016/05/20 by Mark.Satterthwaite
Disable tiled-reflections on Nvidia & Intel Metal until they sort out the sample command on cube-arrays ignoring the lod level.
Change 2986063 on 2016/05/20 by Mark.Satterthwaite
Missing change from previous CL.
Change 2986066 on 2016/05/20 by Mark.Satterthwaite
More Metal stats tracking the number & memory size of id<MTLBuffer>'s allocated/released each frame.
Change 2986455 on 2016/05/23 by Keith.Judge
Xbox One - Fix precompile promise in shader compiler to not stop subsequent defines from being parsed by D3DCompiler.
Change 2986886 on 2016/05/23 by Mark.Satterthwaite
Duplicate 4.12 CL #2986880: Fix UE-31124 due to bad array iteration logic - amazing that this hadn't been seen earlier.
Change 2986955 on 2016/05/23 by Brent.Pease
+ Do not error out if "[PROJECT_NAME]" is in the bundle ID
#codereview peter.sauerbrei
Change 2987304 on 2016/05/23 by Chris.Babcock
Remove old Android platforms
#ue4
#android
#codeview Josh.Adams
Change 2987571 on 2016/05/23 by Mark.Satterthwaite
Duplicate CL #2967998: Integrate - MaterialParameterCollections now create default resources (uniform buffers) which are used when no valid FScene is present (eg DrawTile while exporting materials to lightmass)
#jira UE-31111
Change 2987591 on 2016/05/23 by Mark.Satterthwaite
Remove usage of MTLRender/ComputeEncoder setSamplerState/s calls that take Min & Max Lod overrides - they currently don't work as expected on some GPU drivers and as we don't use them anywhere and I can't see that we will removing them costs us nothing and fixes tiled reflections on Nvidia with Metal SM5.
Change 2987679 on 2016/05/23 by Mark.Satterthwaite
Re-enable tiled reflections on Nvidia by default now that they work.
Change 2987799 on 2016/05/24 by Mark.Satterthwaite
Add a shader compile option "r.Shaders.ZeroInitialise" that we can turn on to force explicit zero-initialisation of local & temporary variables in hlslcc - so far only implemented for Metal. The default behaviour remains to omit zero-initialisation but the option is helpful to eliminate or track down uninitialised access in shaders that are causing real bugs (e.g. POM material relying on zero-initialised loop counters causing hangs/bad rendering on Mac).
Change 2989395 on 2016/05/25 by Lee.Clark
PS4 - Fix shader output / render target format mismatch for sparse MRT.
Change 2990003 on 2016/05/25 by Jeremiah.Waldron
When creating our own ConfigCacheIni in GetConfigCacheIni_APL, do not assume that the Engine ini was requested. Instead use the baseIniName passed to the function.
Change 2990393 on 2016/05/25 by Mark.Satterthwaite
Back out changelist 2961310 - causes more problems than it solves. DistanceField rendering will still work on Intel Metal SM5 and may work on AMD but will be broken on Nvidia due to a bad access within the compute shader - there's no bounds checking in Metal...
Change 2990516 on 2016/05/25 by Brent.Pease
+ UEPLAT-1294 - Support for local notifications
+ UEPLAT-1254 - Add BP event for device orientation change
+ Added a new class based on UGameInstance for mobile device callbacks
+ Ensured IOSAppDelegate.cpp follows convention for lambda functions
Change 2991361 on 2016/05/26 by Jeremiah.Waldron
Move InAppPurchase class to StoreHelper.java so GooglePlay and Amazon store helpers can use it
Change 2992450 on 2016/05/27 by Mark.Satterthwaite
Optional r.Shaders.BoundsChecking flag to control whether shader platforms should manually enforce buffer access bounds - HLSL returns zero or ignores invalid reads & writes but Metal leaves the behaviour undefined and some drivers then fail. By default this is off and its whatever the native platform behaviour is, enabling it will cost some amount of performance as the shader translator inserts additional instructions to try and match D3D as accurately as possible. This is required to fix GPU restart errors on some Metal drivers when using SM5 rendering features including DistanceField shaders.
Change 2993027 on 2016/05/27 by Mark.Satterthwaite
Fix typo for new CFLAG_BoundsChecking enumeration value.
Change 2993594 on 2016/05/27 by Mark.Satterthwaite
Build fix - check not assert...
Change 2993595 on 2016/05/27 by Mark.Satterthwaite
Fix typo from Xcode hang...
Change 2993614 on 2016/05/28 by Mark.Satterthwaite
At least for now enable shader zero-initialisation and bounds-checking on Mac to ensure that Metal shaders are compiled with semantics that approximate those HLSL assumes. This may cost some performance but will avoid a few GPU restarts on some vendor drivers.
Change 2993747 on 2016/05/28 by Mark.Satterthwaite
Separate texture & buffer references in the Metal backend as they bind to separate arrays in the runtime to avoid giving the side-table buffer an innaccessible binding index. Also the side-table doesn't need to be emitted if no buffer SRV or UAV is used.
Change 2994256 on 2016/05/31 by Lee.Clark
PS4 - Fix unitialized Head Position from HMD tracker when tracking fails. Fixes a problem with A3D audio not working.
#codereview Chad.Taylor,Aaron.McLeran
Change 2994281 on 2016/05/31 by Rolando.Caloca
DP - Allow hlslcc to process type casts containing the 'const' keyword
- it isn't strictly complete as it will simply omit the type qualifier from the cast in the AST but it is sufficient for FortniteFoliage_MasterMaterial to compile.
#codereview Mark.Satterthwaite, Dmitry.Rekman
#jira UE-31411
Change 2994467 on 2016/05/31 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 2994493 on 2016/05/31 by Daniel.Lamb
Fixed issue with DDC commandlet not caching things from the startup packages list.
Change 2994644 on 2016/05/31 by Mark.Satterthwaite
Updated hlslcc Mac binaries with fix for UE-31411 which RCO accepted and submitted + script for building parsers on POSIX OSes hooked up to an Xcode scheme in the project.
Change 2996074 on 2016/06/01 by Lee.Clark
PS4 - Fix GS mode not getting disabled when using parallel contexts.
#codereview Marcus.Wassmer
Change 2996129 on 2016/06/01 by Brent.Pease
Manual merge of Pete's dsym generation fix (CL#2996089) from the 4.12 branch.
Change 2996130 on 2016/06/01 by Jeremiah.Waldron
PR #2387 part 2 (Contributed by gameDNAstudio)
Adding ability to consume purchases during GooglePlay RestorePurchases
This also touches IOS due to changes to base classes and function signatures
#codereview chris.babcock, Peter.Sauerbrei
Change 2996441 on 2016/06/01 by Jeremiah.Waldron
Relates to PR #2387: Adding ability to consume purchases during GooglePlay RestorePurchases (Contributed by gameDNAstudio)
Missing changes from part 2 reworked so that there is still only one RestorePurchases function which takes the product IDs and consumable flags. I reflected this in StoreHelper so no casting is necessary in GameActivity and the soon-to-be-added AmazonStoreHelper in the GameCircle plugin will still work dynamically with GameActivity since it will call StoreHelper functionality rather than a GooglePlayStoreHelper specific function.
#codereview chris.babcock
Change 2996514 on 2016/06/01 by Jeff.Campeau
Fix merge issue from main
#jira UE-31502
Change 2996740 on 2016/06/01 by Jonathan.Fitzpatrick
https://jira.ol.epicgames.net/browse/UE-31446
Two PS4 source files fail during unity builds due to name conflict with handleReserveFailed.
Renamed handleReserveFailed to handleReserveFailedLightweight
Change 2997235 on 2016/06/01 by Jeremiah.Waldron
RestorePurchases fix up in Match3 since the new Restore consumable stuff adds an additional pin to the Restore node.
The IAP product in Match3 is non-consumable so just passing an empty array where necessary
Change 2997241 on 2016/06/01 by Jeremiah.Waldron
OnlineSubsystemGameCircle Plugin
- Leaderboards
- Achievements
- Friends
- IAP
- External UI Interface
- Runtime Settings in Project Settings Plugin section when plugin is enabled
- Disabled by default
#jira UEPLAT-105
#codereview chris.babcock
Change 2997618 on 2016/06/02 by Lee.Clark
#UE4Docs: Removed PS4MapFileUtil info
Change 2997840 on 2016/06/02 by Jeremiah.Waldron
Removing trace logging from OnlineSubsystemGameCircle_APL
Change 2998754 on 2016/06/02 by Brent.Pease
Change BlueprintMobileLibrary to BlueprintPlatformLibrary
Change 3000762 on 2016/06/03 by Jeff.Campeau
Add example rating info to ShooterGame
Change 3001037 on 2016/06/04 by Brent.Pease
+ Add ui screens for delegate test, local notification test, and iap test
+ Implement delegate test
Change 3001250 on 2016/06/05 by Brent.Pease
+ Initial pass at IAP test screen
Change 3001639 on 2016/06/06 by Jeff.Campeau
Fix Xbox One build issue with DX12
#codereview Zabir.Hoque
Change 3002574 on 2016/06/06 by Jeremiah.Waldron
Adding Android Install Location to Android platform runtime settings and manifest generation
Change 3002780 on 2016/06/06 by Brent.Pease
+ Initial implementation of local notification test
Change 3003005 on 2016/06/06 by Jeremiah.Waldron
OnlineSubsystemGameCircle plugin - adding setting for Fire TV support. Using that specification in the APL to Add/Update android.hardware.touchscreen feature required attribute
Change 3004392 on 2016/06/07 by Jeremiah.Waldron
Fixing typo in APL comment :)
Change 3005768 on 2016/06/08 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3005929 on 2016/06/08 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3006151 on 2016/06/08 by Peter.Sauerbrei
fix for LocalNotifications not available on TVOS
#lockdown josh.adams
Change 3006183 on 2016/06/08 by Brent.Pease
Manual merge CL#3000242 from Release-4.12 into Dev-Platform
#lockdown josh.adams
Change 3006296 on 2016/06/08 by Peter.Sauerbrei
submit an updated iPhonePackager and support DLLs
#lockdown josh.adams
Change 3006378 on 2016/06/08 by Peter.Sauerbrei
fix for API update to RestorePurchases
#codereview brent.pease
#lockdown josh.adams
#lockdown nick.penwarden
[CL 3008183 by Josh Adams in Main branch]
2016-06-09 17:45:44 -04:00
else
{
BundleIdTextBox - > SetError ( FText : : GetEmpty ( ) ) ;
FText OutText ;
InPropertyHandle - > GetValueAsFormattedText ( OutText ) ;
if ( OutText . ToString ( ) ! = NewText . ToString ( ) )
{
InPropertyHandle - > SetValueFromFormattedString ( NewText . ToString ( ) ) ;
FindRequiredFiles ( ) ;
}
}
}
2018-03-27 16:13:55 -04:00
void FIOSTargetSettingsCustomization : : OnIOSTeamIDTextChanged ( const FText & NewText , ETextCommit : : Type CommitType , TSharedRef < IPropertyHandle > InPropertyHandle )
{
BundleIdTextBox - > SetError ( FText : : GetEmpty ( ) ) ;
FText OutText ;
InPropertyHandle - > GetValueAsFormattedText ( OutText ) ;
if ( OutText . ToString ( ) ! = NewText . ToString ( ) )
{
InPropertyHandle - > SetValueFromFormattedString ( NewText . ToString ( ) ) ;
FindRequiredFiles ( ) ;
}
}
Copying //UE4/Dev-Platform to //UE4/Main (Source: //UE4/Dev-Platform @ 3008177)
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2948322 on 2016/04/19 by Nick.Shin
update libwebsockets to v1.7.4
part 4 of 4 - doing this in stages for tracking purposes
#jira UEPLAT-1246 - Update libWebsockets
#jira UEPLAT-1221 - update websocket library
#jira UEPLAT-1204 - Rebuild libwebsockets with SSL
Change 2970016 on 2016/05/07 by Nick.Shin
undo all of the following upgrades:
- zlib
- openssl
- libcurl
- libwebsockets
and reset webrtc
#jira UE-30298 - Fortnite and Orion crash on login
#lockdown josh.adams
Change 2970373 on 2016/05/09 by Lee.Clark
PS4 - Fix NumInstances not getting reset after DrawIndirect calls
Change 2972873 on 2016/05/10 by Michael.Trepka
Correct initial position for SlateViewer windows on Mac
Change 2974363 on 2016/05/11 by Mark.Satterthwaite
Fix invoking buils using distcc from UFE - the command-line executed to access the number of parallel tasks was incorrect.
Change 2975921 on 2016/05/12 by Michael.Trepka
Removed unused AdjustWindowRegion declaration from LinuxWindow.h
#codereview Dmitry.Rekman
Change 2977002 on 2016/05/13 by Michael.Trepka
Make sure dSYM generation action in UBT on Mac does not start before the source dylib is ready
#codereview Ben.Marsh
Change 2977337 on 2016/05/13 by Brent.Pease
UE-27805 - Adding special characters into the BundleDisplayName or BundleName causes packaging error
+ Prevent illegal characters from being entered in the packaging UI
+ Report an error from iPhonePackager if a illegal bundle id is specified
+ Convert special characters to XML equivalents
- Correctly check for the presence of iTunes 12 when packaging iOS games on Windows
- Improve ios certificate and provision message in package settings UI
#codereview peter.sauerbrei
Change 2977509 on 2016/05/13 by Brent.Pease
+ Fix mac compile error
Change 2978036 on 2016/05/14 by Mark.Satterthwaite
One-line tweak that resolves incorrect rendering of the colour LUT because float imprecision allows -ve values to be passed into a call to pow which then generates NaN.
#jira UE-30777
Change 2978037 on 2016/05/14 by Mark.Satterthwaite
Fix a heap-use-after-free bug spotted by AddressSanitizer - you can't assume that the UObject system will be available in ShutdownModule() - on OS X it may have been killed a long time ago.
Change 2978333 on 2016/05/16 by Lee.Clark
Fix packaging of non-code projects when plugins are enabled
#codereview Peter.Sauerbrei
Change 2978780 on 2016/05/16 by Mark.Satterthwaite
Reduce temporary allocations required to set uniform parameters in Metal.
Change 2979680 on 2016/05/16 by Nick.Shin
editor's HTML5 platform settings was missing due to the emscripten SDK move
should have been included with CL: #2946251
Change 2979681 on 2016/05/16 by Nick.Shin
cleaned up websocket processing for HTML5
#jira UE-13657 - HTML5 plugin OnRawRecieve overflow
Change 2979701 on 2016/05/16 by Brent.Pease
UE-28421 - Message box cannot be closed after accessing the home screen on iOS
+ Implement a timeout when waiting for a reply after sending background/foreground/suspend events from the main thread to the game thread. This solves the immediate problem presented in the jira bug report, however, there are deeper issues with the consequences of blocking the game thread that are not addressed. Perhaps structuring the game thread loop to know about modal dialogs so that it can receive these events even when a modal dialog is up could be a better longer term solution
Change 2980766 on 2016/05/17 by Jeremiah.Waldron
Adding Android build support for HarfBuzz
- using a combination of android-cmake (from https://github.com/taka-no-me/android-cmake) to create the build files and Visual Studio 2015 to compile them
- Adding Debug and RelWithDebInfo compiled binaries to harfbuzz-1.2.4/Android/<arch>/<config>
Tested armv7 with TextShapingTest project on a GalaxyNote3 and text showed up correctly
#jira UE-28586
#codereview chris.babcock
Change 2980953 on 2016/05/17 by Jeremiah.Waldron
Changing HarfBuzz build script and libs to use Release instead of RelWithDebInfo
#jira UE-28586
Change 2981039 on 2016/05/17 by Jeff.Campeau
ICMP support disabled for Xbox One and basic address processing wrappers provided (needed for Oodle support)
Change 2981054 on 2016/05/17 by Jeff.Campeau
Enable Live OSS for Orion on Xbox One
Change 2981553 on 2016/05/18 by Jeff.Campeau
Enable Oodle for Xbox One
Change 2981555 on 2016/05/18 by Jeff.Campeau
Scalability settings for Xbox One
Change 2981774 on 2016/05/18 by Keith.Judge
Xbox One - Duplicating Movie Player fix from 4.12.
Change 2981789 on 2016/05/18 by Keith.Judge
Xbox One - Duplicate fast semantics rendertarget unbind/clear/rebind fix from 4.12.
Change 2981802 on 2016/05/18 by Keith.Judge
Xbox One - Duplicate of distance field AO/Shadow fixes from 4.12.
Change 2981875 on 2016/05/18 by Keith.Judge
Xbox One - Dynamic VB/IB refactor. Duplicated from 4.12.
Change 2981900 on 2016/05/18 by Keith.Judge
Xbox One - D3D11Query refactor. Duplicated from 4.12
Change 2981945 on 2016/05/18 by Nick.Shin
filled out response headers for HTML5 platform
#jira UE-26047 - HTML5 HTTP Response Headers not implemented
Change 2981981 on 2016/05/18 by Lee.Clark
PS4 - Fix COTF not updating files
#codereview Daniel.Lamb
Change 2982246 on 2016/05/18 by Michael.Trepka
Fixed Mono compile errors in UT build scripts
Change 2983869 on 2016/05/19 by Mark.Satterthwaite
Explicitly retain/release all the MTLTexture objects in FMetalSurface without the assumptions about them being the same object - the recent stencil & SRV related changes make those assumptions invalid and could lead to over-releasing some textures.
#jira UE-29557
Change 2983871 on 2016/05/19 by Mark.Satterthwaite
Pool Metal texture update buffers to reduce churn.
Change 2983892 on 2016/05/19 by Mark.Satterthwaite
Duplicate 4.12 CL #2972885: Enable Metal resource lifetime delay on all platforms, not just iOS to try and address intermittent invalid resource errors.
Change 2983898 on 2016/05/19 by Mark.Satterthwaite
Duplicate 4.12 CL #2982825: Correctly wait for the dispatch semaphore when clearing the Metal resource free lists.
Change 2983911 on 2016/05/19 by Mark.Satterthwaite
Change Metal SubmitCommandsHint to use an enum of flags rather than boolean variables to control behaviour so that its clearer to the reader what is going to happen.
Change 2983916 on 2016/05/19 by Mark.Satterthwaite
Duplicate 4.12 CL #2974765: Workaround for UE-30069 - on Nvidia Macs we are breaking the GMux swap the second time we run the engine and it isn't clear why, so instead explicitly select the Metal device ourselves and don't allow the OS to swap the GPU driving the display. This will potentially reduce performance a little if the discrete GPU isn't already driving the display but until we know how we are clobbering the GMux/driver it is all we can do. This only applies to 10.11.5 with the default OS X drivers where there is more than one GPU in the system, earlier versions of OS X and the Nvidia WebDrivers are unaffected.
Change 2984874 on 2016/05/20 by Keith.Judge
Xbox One - Re-enable shader DXBC intermediate bytecode stripping, except for geometry and hull shaders where there's a possibility of runtime recompilation in certain combinations. Saves ~2MB in TM-ShaderModels, will save more in larger maps.
#jira UEPLAT-1295
Change 2985446 on 2016/05/20 by Mark.Satterthwaite
Remove the non-functional -metaldebug option from MetalRHI.
Change 2985827 on 2016/05/20 by Nick.Shin
call EndSession() onbeforeunload()
note: API CHANGE
- HTML5JavaScripteFx.{js,h}
- UE_MakeHTTPDataRequest()
#jira UE-22285 - Session End events are not generated for HTML5
Change 2986013 on 2016/05/20 by Jeremiah.Waldron
PR #2387: In-App Purchases - parameters needed for Receipt Validation (Contributed by gameDNAstudio)
Also touches IOS because of added RawPrice member in FInAppPurchaseProductInfo
Pulled from Release-4.12 CL
#jira UE-30782
#codereview chris.babcock, Peter.Sauerbrei
Change 2986057 on 2016/05/20 by Mark.Satterthwaite
Further changes to ensure that UE-30710 really is fixed while also not live-leaking memory in MetalRHI.
Change 2986059 on 2016/05/20 by Mark.Satterthwaite
Move the Metal uniform buffers into the same resource pool as all the other buffers and add stats for how many buffers are in the pool, how much memory is in use, free and wasted (due to aligned-buffer sizes).
Change 2986060 on 2016/05/20 by Mark.Satterthwaite
Disable tiled-reflections on Nvidia & Intel Metal until they sort out the sample command on cube-arrays ignoring the lod level.
Change 2986063 on 2016/05/20 by Mark.Satterthwaite
Missing change from previous CL.
Change 2986066 on 2016/05/20 by Mark.Satterthwaite
More Metal stats tracking the number & memory size of id<MTLBuffer>'s allocated/released each frame.
Change 2986455 on 2016/05/23 by Keith.Judge
Xbox One - Fix precompile promise in shader compiler to not stop subsequent defines from being parsed by D3DCompiler.
Change 2986886 on 2016/05/23 by Mark.Satterthwaite
Duplicate 4.12 CL #2986880: Fix UE-31124 due to bad array iteration logic - amazing that this hadn't been seen earlier.
Change 2986955 on 2016/05/23 by Brent.Pease
+ Do not error out if "[PROJECT_NAME]" is in the bundle ID
#codereview peter.sauerbrei
Change 2987304 on 2016/05/23 by Chris.Babcock
Remove old Android platforms
#ue4
#android
#codeview Josh.Adams
Change 2987571 on 2016/05/23 by Mark.Satterthwaite
Duplicate CL #2967998: Integrate - MaterialParameterCollections now create default resources (uniform buffers) which are used when no valid FScene is present (eg DrawTile while exporting materials to lightmass)
#jira UE-31111
Change 2987591 on 2016/05/23 by Mark.Satterthwaite
Remove usage of MTLRender/ComputeEncoder setSamplerState/s calls that take Min & Max Lod overrides - they currently don't work as expected on some GPU drivers and as we don't use them anywhere and I can't see that we will removing them costs us nothing and fixes tiled reflections on Nvidia with Metal SM5.
Change 2987679 on 2016/05/23 by Mark.Satterthwaite
Re-enable tiled reflections on Nvidia by default now that they work.
Change 2987799 on 2016/05/24 by Mark.Satterthwaite
Add a shader compile option "r.Shaders.ZeroInitialise" that we can turn on to force explicit zero-initialisation of local & temporary variables in hlslcc - so far only implemented for Metal. The default behaviour remains to omit zero-initialisation but the option is helpful to eliminate or track down uninitialised access in shaders that are causing real bugs (e.g. POM material relying on zero-initialised loop counters causing hangs/bad rendering on Mac).
Change 2989395 on 2016/05/25 by Lee.Clark
PS4 - Fix shader output / render target format mismatch for sparse MRT.
Change 2990003 on 2016/05/25 by Jeremiah.Waldron
When creating our own ConfigCacheIni in GetConfigCacheIni_APL, do not assume that the Engine ini was requested. Instead use the baseIniName passed to the function.
Change 2990393 on 2016/05/25 by Mark.Satterthwaite
Back out changelist 2961310 - causes more problems than it solves. DistanceField rendering will still work on Intel Metal SM5 and may work on AMD but will be broken on Nvidia due to a bad access within the compute shader - there's no bounds checking in Metal...
Change 2990516 on 2016/05/25 by Brent.Pease
+ UEPLAT-1294 - Support for local notifications
+ UEPLAT-1254 - Add BP event for device orientation change
+ Added a new class based on UGameInstance for mobile device callbacks
+ Ensured IOSAppDelegate.cpp follows convention for lambda functions
Change 2991361 on 2016/05/26 by Jeremiah.Waldron
Move InAppPurchase class to StoreHelper.java so GooglePlay and Amazon store helpers can use it
Change 2992450 on 2016/05/27 by Mark.Satterthwaite
Optional r.Shaders.BoundsChecking flag to control whether shader platforms should manually enforce buffer access bounds - HLSL returns zero or ignores invalid reads & writes but Metal leaves the behaviour undefined and some drivers then fail. By default this is off and its whatever the native platform behaviour is, enabling it will cost some amount of performance as the shader translator inserts additional instructions to try and match D3D as accurately as possible. This is required to fix GPU restart errors on some Metal drivers when using SM5 rendering features including DistanceField shaders.
Change 2993027 on 2016/05/27 by Mark.Satterthwaite
Fix typo for new CFLAG_BoundsChecking enumeration value.
Change 2993594 on 2016/05/27 by Mark.Satterthwaite
Build fix - check not assert...
Change 2993595 on 2016/05/27 by Mark.Satterthwaite
Fix typo from Xcode hang...
Change 2993614 on 2016/05/28 by Mark.Satterthwaite
At least for now enable shader zero-initialisation and bounds-checking on Mac to ensure that Metal shaders are compiled with semantics that approximate those HLSL assumes. This may cost some performance but will avoid a few GPU restarts on some vendor drivers.
Change 2993747 on 2016/05/28 by Mark.Satterthwaite
Separate texture & buffer references in the Metal backend as they bind to separate arrays in the runtime to avoid giving the side-table buffer an innaccessible binding index. Also the side-table doesn't need to be emitted if no buffer SRV or UAV is used.
Change 2994256 on 2016/05/31 by Lee.Clark
PS4 - Fix unitialized Head Position from HMD tracker when tracking fails. Fixes a problem with A3D audio not working.
#codereview Chad.Taylor,Aaron.McLeran
Change 2994281 on 2016/05/31 by Rolando.Caloca
DP - Allow hlslcc to process type casts containing the 'const' keyword
- it isn't strictly complete as it will simply omit the type qualifier from the cast in the AST but it is sufficient for FortniteFoliage_MasterMaterial to compile.
#codereview Mark.Satterthwaite, Dmitry.Rekman
#jira UE-31411
Change 2994467 on 2016/05/31 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 2994493 on 2016/05/31 by Daniel.Lamb
Fixed issue with DDC commandlet not caching things from the startup packages list.
Change 2994644 on 2016/05/31 by Mark.Satterthwaite
Updated hlslcc Mac binaries with fix for UE-31411 which RCO accepted and submitted + script for building parsers on POSIX OSes hooked up to an Xcode scheme in the project.
Change 2996074 on 2016/06/01 by Lee.Clark
PS4 - Fix GS mode not getting disabled when using parallel contexts.
#codereview Marcus.Wassmer
Change 2996129 on 2016/06/01 by Brent.Pease
Manual merge of Pete's dsym generation fix (CL#2996089) from the 4.12 branch.
Change 2996130 on 2016/06/01 by Jeremiah.Waldron
PR #2387 part 2 (Contributed by gameDNAstudio)
Adding ability to consume purchases during GooglePlay RestorePurchases
This also touches IOS due to changes to base classes and function signatures
#codereview chris.babcock, Peter.Sauerbrei
Change 2996441 on 2016/06/01 by Jeremiah.Waldron
Relates to PR #2387: Adding ability to consume purchases during GooglePlay RestorePurchases (Contributed by gameDNAstudio)
Missing changes from part 2 reworked so that there is still only one RestorePurchases function which takes the product IDs and consumable flags. I reflected this in StoreHelper so no casting is necessary in GameActivity and the soon-to-be-added AmazonStoreHelper in the GameCircle plugin will still work dynamically with GameActivity since it will call StoreHelper functionality rather than a GooglePlayStoreHelper specific function.
#codereview chris.babcock
Change 2996514 on 2016/06/01 by Jeff.Campeau
Fix merge issue from main
#jira UE-31502
Change 2996740 on 2016/06/01 by Jonathan.Fitzpatrick
https://jira.ol.epicgames.net/browse/UE-31446
Two PS4 source files fail during unity builds due to name conflict with handleReserveFailed.
Renamed handleReserveFailed to handleReserveFailedLightweight
Change 2997235 on 2016/06/01 by Jeremiah.Waldron
RestorePurchases fix up in Match3 since the new Restore consumable stuff adds an additional pin to the Restore node.
The IAP product in Match3 is non-consumable so just passing an empty array where necessary
Change 2997241 on 2016/06/01 by Jeremiah.Waldron
OnlineSubsystemGameCircle Plugin
- Leaderboards
- Achievements
- Friends
- IAP
- External UI Interface
- Runtime Settings in Project Settings Plugin section when plugin is enabled
- Disabled by default
#jira UEPLAT-105
#codereview chris.babcock
Change 2997618 on 2016/06/02 by Lee.Clark
#UE4Docs: Removed PS4MapFileUtil info
Change 2997840 on 2016/06/02 by Jeremiah.Waldron
Removing trace logging from OnlineSubsystemGameCircle_APL
Change 2998754 on 2016/06/02 by Brent.Pease
Change BlueprintMobileLibrary to BlueprintPlatformLibrary
Change 3000762 on 2016/06/03 by Jeff.Campeau
Add example rating info to ShooterGame
Change 3001037 on 2016/06/04 by Brent.Pease
+ Add ui screens for delegate test, local notification test, and iap test
+ Implement delegate test
Change 3001250 on 2016/06/05 by Brent.Pease
+ Initial pass at IAP test screen
Change 3001639 on 2016/06/06 by Jeff.Campeau
Fix Xbox One build issue with DX12
#codereview Zabir.Hoque
Change 3002574 on 2016/06/06 by Jeremiah.Waldron
Adding Android Install Location to Android platform runtime settings and manifest generation
Change 3002780 on 2016/06/06 by Brent.Pease
+ Initial implementation of local notification test
Change 3003005 on 2016/06/06 by Jeremiah.Waldron
OnlineSubsystemGameCircle plugin - adding setting for Fire TV support. Using that specification in the APL to Add/Update android.hardware.touchscreen feature required attribute
Change 3004392 on 2016/06/07 by Jeremiah.Waldron
Fixing typo in APL comment :)
Change 3005768 on 2016/06/08 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3005929 on 2016/06/08 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3006151 on 2016/06/08 by Peter.Sauerbrei
fix for LocalNotifications not available on TVOS
#lockdown josh.adams
Change 3006183 on 2016/06/08 by Brent.Pease
Manual merge CL#3000242 from Release-4.12 into Dev-Platform
#lockdown josh.adams
Change 3006296 on 2016/06/08 by Peter.Sauerbrei
submit an updated iPhonePackager and support DLLs
#lockdown josh.adams
Change 3006378 on 2016/06/08 by Peter.Sauerbrei
fix for API update to RestorePurchases
#codereview brent.pease
#lockdown josh.adams
#lockdown nick.penwarden
[CL 3008183 by Josh Adams in Main branch]
2016-06-09 17:45:44 -04:00
void FIOSTargetSettingsCustomization : : OnBundleIdentifierTextChanged ( const FText & NewText , ETextCommit : : Type CommitType , TSharedRef < IPropertyHandle > InPropertyHandle )
{
if ( ! IsBundleIdentifierValid ( NewText . ToString ( ) ) )
{
BundleIdTextBox - > SetError ( LOCTEXT ( " NameContainsInvalidCharacters " , " Identifier may only contain the characters 0-9, A-Z, a-z, period, hyphen, or [PROJECT_NAME] " ) ) ;
}
else
{
BundleIdTextBox - > SetError ( FText : : GetEmpty ( ) ) ;
}
}
bool FIOSTargetSettingsCustomization : : IsBundleIdentifierValid ( const FString & inIdentifier )
{
for ( int32 i = 0 ; i < inIdentifier . Len ( ) ; + + i )
{
TCHAR c = inIdentifier [ i ] ;
if ( c = = ' [ ' )
{
if ( inIdentifier . Find ( gProjectNameText , ESearchCase : : CaseSensitive , ESearchDir : : FromStart , i ) ! = i )
{
return false ;
}
i + = gProjectNameText . Len ( ) ;
}
else if ( ( c < ' 0 ' | | c > ' 9 ' ) & & ( c < ' a ' | | c > ' z ' ) & & ( c < ' A ' | | c > ' Z ' ) & & c ! = ' . ' & & c ! = ' - ' )
{
return false ;
}
}
return true ;
2015-02-06 10:52:09 -05:00
}
2015-03-16 10:01:04 -04:00
void FIOSTargetSettingsCustomization : : OnRemoteServerChanged ( const FText & NewText , ETextCommit : : Type CommitType , TSharedRef < IPropertyHandle > InPropertyHandle )
{
FText OutText ;
InPropertyHandle - > GetValueAsFormattedText ( OutText ) ;
if ( OutText . ToString ( ) ! = NewText . ToString ( ) )
{
InPropertyHandle - > SetValueFromFormattedString ( NewText . ToString ( ) ) ;
OutputMessage = TEXT ( " " ) ;
UpdateSSHStatus ( ) ;
}
}
2015-02-06 10:52:09 -05:00
FText FIOSTargetSettingsCustomization : : GetBundleText ( TSharedRef < IPropertyHandle > InPropertyHandle ) const
{
FText OutText ;
InPropertyHandle - > GetValueAsFormattedText ( OutText ) ;
return OutText ;
}
2018-03-27 16:13:55 -04:00
FText FIOSTargetSettingsCustomization : : GetIOSTeamIDText ( TSharedRef < IPropertyHandle > InPropertyHandle ) const
{
FText OutText ;
InPropertyHandle - > GetValueAsFormattedText ( OutText ) ;
return OutText ;
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3231693)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3219796 on 2016/12/02 by Rolando.Caloca
DR - vk - Increase timeout to 60ms
Change 3219884 on 2016/12/02 by Daniel.Wright
Assert to help track down rare crash locking capsule indirect shadow vertex buffer
Change 3219885 on 2016/12/02 by Daniel.Wright
Fixed saving a package that doesn't exist on disk but exists in p4 at a newer revision when the user chooses 'Mark Writable'
Change 3219886 on 2016/12/02 by Daniel.Wright
Don't create projected shadows when r.ShadowQuality is 0
* Fixes crash in the forward path trying to render shadows
* In the deferred path, the shadowmap was still being rendered and only the projection skipped, now all cost will be skipped
Change 3219887 on 2016/12/02 by Daniel.Wright
Changed ClearRenderTarget2D default alpha to 1, which is necessary for correct compositing
Change 3219893 on 2016/12/02 by Daniel.Wright
AMD AGS library with approved TPS
Disabled DFAO on AMD pre-GCN PC video cards to workaround a driver bug which won't be fixed (Radeon 6xxx and below)
Change 3219913 on 2016/12/02 by Daniel.Wright
Level unload of a lighting scenario propagates the lighting scenario change - fixes crash when precomputed lighting volume data gets unloaded
Change 3220029 on 2016/12/02 by Daniel.Wright
Async shader compiling now recreates scene proxies which are affected by the material which was compiled. This fixes crashes which were occuring as proxies cache various material properties, but applying compiled materials would not update these cached properties (bRequiresAdjacencyInformation).
* A new ensure has been added in FMeshElementCollector::AddMesh and FBatchingSPDI::DrawMesh to catch attempts to render with a material not reported in GetUsedMaterials
* Fixed UParticleSystemComponent::GetUsedMaterials and UMaterialBillboardComponent::GetUsedMaterials
* FMaterialUpdateContext should be changed to use the same pattern, but that hasn't been done yet
Change 3220108 on 2016/12/02 by Daniel.Wright
Fixed shadowmap channel assignment for stationary lights which are not in a lighting scenario level, when a lighting scenario level is present
Change 3220504 on 2016/12/03 by Mark.Satterthwaite
Metal Desktop Tessellation support from Unicorn.
- Apple: Metal tessellation support added to MetalShaderFormat, MetalRHI and incl. changes to engine runtime/shaders for Desktop renderer and enabled in ElementalDemo by default (OS X 10.11 will run SM4).
- Epic: Support for different Metal shader standards on Mac, iOS & tvOS which required moving some RHI functions around as this is a project setting and not a compile-time constant.
- Epic: Fragment shader UAV support, which is also tied to newer Metal shader standard like Tessellation.
- Epic: Significant refactor of MetalRHI's internals to clearly separate state-caching from render-pass management and command-encoding.
- Epic: Internal MetalRHI validation code is now cleanly separated out into custom implementations of the Metal @protocol's and is on by default.
- Epic: Various fixes to Layered Rendering for Metal.
- Omits Mobile Tessellation support which needs further revision.
Change 3220881 on 2016/12/04 by Mark.Satterthwaite
Compiles fixes for iOS & static analysis fixes from Windows.
Change 3221180 on 2016/12/05 by Guillaume.Abadie
Avoid compiling PreviousFrameSwitch's both Current Frame and Previous Frame inputs every time.
Change 3221217 on 2016/12/05 by Chris.Bunner
More NVAPI warning fixups.
Change 3221219 on 2016/12/05 by Chris.Bunner
When comparing overriden properties used to force instance recompilation we need to check against the base material, not assume the immediate parent.
#jira UE-37792
Change 3221220 on 2016/12/05 by Chris.Bunner
Exported GetAllStaticSwitchParamNames and GetAllStaticComponentMaskParamNames.
#jira UE-35132
Change 3221221 on 2016/12/05 by Chris.Bunner
PR #2785: Fix comment typo in RendererInterface.h (Contributed by dustin-biser)
#jira UE-35760
Change 3221223 on 2016/12/05 by Chris.Bunner
Default to include dev-code when compiling material preview stats.
#jira UE-20321
Change 3221534 on 2016/12/05 by Rolando.Caloca
DR - Added FDynamicRHI::GetName()
Change 3221833 on 2016/12/05 by Chris.Bunner
Set correct output extent on PostProcessUpscale (allows users to extend chain correctly).
#jira UE-36989
Change 3221852 on 2016/12/05 by Chris.Bunner
32-bit/ch EXR screenshot and frame dump output.
Fixed row increment bug in 128-bit/px surface format readback.
#jira UE-37962
Change 3222059 on 2016/12/05 by Rolando.Caloca
DR - vk - Fix memory type not found
Change 3222104 on 2016/12/05 by Rolando.Caloca
DR - Lambdaize
- Added quicker method to check if system textures are initialized
Change 3222290 on 2016/12/05 by Mark.Satterthwaite
Trivial fixes to reporting Metal shader pipeline errors - need to check if Hull & Domain exist.
Change 3222864 on 2016/12/06 by Rolando.Caloca
DR - Fix mem leak when exiting
Change 3222873 on 2016/12/06 by Rolando.Caloca
DR - vk - Minor info to help track down leaks
Change 3222875 on 2016/12/06 by Rolando.Caloca
DR - Fix mem leak with VisualizeTexture
#jira UE-39360
Change 3223226 on 2016/12/06 by Chris.Bunner
Static analysis warning workaround.
Change 3223235 on 2016/12/06 by Ben.Woodhouse
Integrate from NREAL: Set a custom projection matrix on a SceneCapture2D
Change 3223343 on 2016/12/06 by Chris.Bunner
Moved HLOD persistent data to viewstate to fix per-view compatability.
#jira UE-37539
Change 3223349 on 2016/12/06 by Chris.Bunner
Fixed HLOD with FreezeRendering command.
#jira UE-29839
Change 3223371 on 2016/12/06 by Michael.Trepka
Removed obsolete check() in FMetalSurface constructor
Change 3223450 on 2016/12/06 by Chris.Bunner
Added explicit ScRGB output device selection rather than Nvidia-only hardcoded checks. Allows easier support for Mac and other devices moving forward.
Change 3223638 on 2016/12/06 by Michael.Trepka
Restored part of the check() in FMetalSurface constructor removed in CL 3223371
Change 3223642 on 2016/12/06 by Mark.Satterthwaite
Experimental Metal EDR/HDR output support for Mac (iOS/tvOS need custom formats & shaders so they are not supported yet).
- Only available on macOS Sierra (10.12) for Macs with HDR displays (e.g. Retina iMacs).
- Enable with -metaledr command-line argument as it is off-by-default.
- Sets up the CAMetalLayer & the back-buffer for RGBA_FP16 output on Mac using DCI-P3 as the color gamut and ACES 1000 nit ScRGB output encoding.
Change 3223830 on 2016/12/06 by Rolando.Caloca
DR - vk - Better error when finding an invalid Vulkan driver
#jira UE-37495
Change 3223869 on 2016/12/06 by Rolando.Caloca
DR - vk - Reuse fences
Change 3223906 on 2016/12/06 by Guillaume.Abadie
Fix alpha through TempAA artifact causing a small darker edge layouts.
Change 3224199 on 2016/12/06 by Mark.Satterthwaite
Fix a dumb copy-paste error from the HDR changes to Metal.
Change 3224220 on 2016/12/06 by Mark.Satterthwaite
Fix various errors with Metal UAV & Render-Pass Restart support so that we can use the Pixel Shader culling for DistanceField effects.
- Unfortunately Metal requires that a texture be bound to start a render-pass, so reuse the dummy depth-stencil surface from the problematic editor preview tile rendering.
Change 3224236 on 2016/12/06 by Mark.Satterthwaite
IWYU CIS compile fix for iOS.
Change 3224366 on 2016/12/06 by Mark.Satterthwaite
Simplify some of the changes from CL# 3224220 so that we don't perform unnecessary clears.
- If the RenderPass is broken to issue compute or blit operations then treat the cached RenderTargetsInfo as invalid, unless the RenderPass is restarted.
- This guarantees that we don't erroneously ignore calls to SetRenderTargets if the calling code issues a dispatch between two RenderPasses that use the same RenderTargetsInfo.
Change 3224416 on 2016/12/06 by Uriel.Doyon
New default implementation for UPrimitiveComponent::GetStreamingTextureInfo using a conservative heuristic where the textures are stretched across the bounds.
Optimized UPrimitiveComponent::GetStreamingTextureInfoWithNULLRemoval by not handling registered components with no proxy (essentially hidden game / collision primitives).
Added blueprint support for texture streaming built data through FStaticMeshComponentInstanceData.
Fix for material texture streaming data not being available on some cooked builds.
Enabled split requests on all texture load requests (first loading everything visible and then loaded everything not visible).
This is controlled by "r.Streaming.MinMipForSplitRequest" which defines the minimum mip for which to allow splitting.
Forced residency are now loaded in two steps (visible, then forced), improving reactiveness.
Updated "stat streaming" to include "UnkownRefMips" which represent texture with no known component referencing them,
and also "LastRenderTimeMips" which related to timed primitives.
Changed "Forced Mips" so that it only shows mips that are loaded become of forced residency.
"Texture Streaming Build" now updates the map check after execution.
Removed Orphaned texture logic as this has become irrelevant with the latest retention priority logic.
Updated "r.streaming.usenewmetrics" so that it shows behavior before and after 4.12 improvements.
Change 3224532 on 2016/12/07 by Uriel.Doyon
Integrated CL 3223965 :
Building texture streaming data for materials does not wait for pending shaders to finish compilation anymore.
Added more options to allow the user to cancel this build also.
Change 3224714 on 2016/12/07 by Ben.Woodhouse
Cherry pick CL 3223972 from //fortnite/main:
Disable Geometry shader onchip on XB1. This saves 4ms for a single shadow casting point light @ 512x512 (4.8ms to 1.8ms)
Change 3224715 on 2016/12/07 by Ben.Woodhouse
New version of d3dx12.h from Microsoft which incorporates my suggested static analysis fixes. This avoids us diverging from the official version
Change 3224975 on 2016/12/07 by Rolando.Caloca
DR - vk - Dump improvements
Change 3225012 on 2016/12/07 by Rolando.Caloca
DR - Show warning if trying to use num samples != (1,2,4,8,16)
Change 3225126 on 2016/12/07 by Chris.Bunner
Added 'force 128-bit rendering pipeline' to high-res screenshot tool.
#jira UE-39345
Change 3225449 on 2016/12/07 by Chris.Bunner
Updated engine rendering defaults to better match current best practices.
#jira UE-38081
Change 3225485 on 2016/12/07 by Chris.Bunner
Moved QuantizeSceneBufferSize to RenderCore and added call for PostProcess settings. Fixes screenpercentage out-of-bounds reads in some cases.
#jira UE-19394
Change 3225486 on 2016/12/07 by Chris.Bunner
Only disable TAA during HighResScreenshots if we don't have a reasonable frame-delay enabled.
Change 3225505 on 2016/12/07 by Daniel.Wright
Fixed exponential height fog disappearing with no skybox
Change 3225655 on 2016/12/07 by Benjamin.Hyder
Updating TM-Shadermodels to include Translucent lighting, Two sided, updated cloth animation, and adjusted lighting.
Change 3225668 on 2016/12/07 by Chris.Bunner
Dirty owning packages when user manually forces regeneration of all reflection captures.
#jira UE-38759
Change 3226139 on 2016/12/07 by Rolando.Caloca
DR - Fix recompute tangents disabling skin cache
- Make some macros into lambdas
#jira UE-39143
Change 3226212 on 2016/12/07 by Daniel.Wright
Features which require a full prepass use DDM_AllOpaque instead of DDM_AllOccluders, which can be skipped if the component has bUseAsOccluder=false
Change 3226213 on 2016/12/07 by Daniel.Wright
Scene Capture 2D can specify a global clip plane, which is useful for portals
* Requires the global clip plane project setting to be enabled
Change 3226214 on 2016/12/07 by Daniel.Wright
Improved deferred shadowing with MSAA by upsampling light attenuation intelligently in the base pass
* If the current fragment's depth doesn't match what was used for deferred shadowing, the neighbor (cross pattern) with the nearest depth's shadowing is used
* Edge artifacts can still occur where the upsample fails or the shadow factor was computed per-sample due to depth / stencil testing
* Indirect Occlusion from capsule shadows also uses the nearest depth neighbor UV for no extra cost
* Base pass on 970 GTX 1.69ms -> 1.85ms (.16ms) in RoboRecall
Change 3226258 on 2016/12/07 by Rolando.Caloca
DR - Typo fix
Change 3226259 on 2016/12/07 by Rolando.Caloca
DR - compile fix
#jira UE-39143
Change 3226932 on 2016/12/08 by Chris.Bunner
Re-saved Infiltrator maps to update reflection captures.
#jira UE-38759
Change 3227063 on 2016/12/08 by Mark.Satterthwaite
For Metal platforms ONLY temporarily disable USE_LIGHT_GRID_REFLECTION_CAPTURE_CULLING to avoid UE-37436 while the Nvidia driver team investigate why this doesn't work for them but does for the others. This won't affect non-Metal platforms and the intent is to revert this prior to 4.16 provided we can work through the problem with Nvidia.
#jira UE-37436
Change 3227120 on 2016/12/08 by Gil.Gribb
Merging //UE4/Dev-Main@3226895 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3227211 on 2016/12/08 by Arne.Schober
DR - UE-38585 - Fixing crash where HierInstStaticMesh duplication fails. Also reverting the fix from UE-28189 which is redundant.
Change 3227257 on 2016/12/08 by Marc.Olano
Extension to PseudoVolumeTexture for more flexible layout
Change by ryan.brucks
Change 3227286 on 2016/12/08 by Rolando.Caloca
DR - Fix crash when using custom expressions and using reserved keywords
#jira UE-39311
Change 3227376 on 2016/12/08 by Mark.Satterthwaite
Must not include a private header inside the MenuStack public header as that causes compile errors in plugins.
Change 3227415 on 2016/12/08 by Mark.Satterthwaite
Fix shader compilation due to my disabling of USE_LIGHT_GRID_REFLECTION_CAPTURE_CULLING on Metal - InstancedCompositeTileReflectionCaptureIndices needs to be defined even though Metal doesn't support instanced-stereo rendering.
Change 3227516 on 2016/12/08 by Daniel.Wright
Implemented UWidgetComponent::GetUsedMaterials
Change 3227521 on 2016/12/08 by Guillaume.Abadie
Fixes post process volume's indirect lighting color.
#jira UE-38888
Change 3227567 on 2016/12/08 by Marc.Olano
New upscale filters: Lanczos-2 (new default), Lanczos-3 and Gaussian Unsharp Mask
Change 3227628 on 2016/12/08 by Daniel.Wright
Removed redundant ResolveSceneDepthTexture from the merge
Change 3227635 on 2016/12/08 by Daniel.Wright
Forward renderer supports shadowing from movable lights and light functions
* Only 4 shadow casting movable or stationary lights can overlap at any point in space, otherwise the movable lights will lose their shadows and an on-screen message will be displayed
* Light functions only work on shadow casting lights since they need a shadowmap channel to be assigned
Change 3227660 on 2016/12/08 by Rolando.Caloca
DR - vk - Fix r.MobileMSAA on Vulkan
- r.MobileMSAA is now read-only (to be fixed on 4.16)
- Show time for PSO creation hitches
#jira UE-39184
Change 3227704 on 2016/12/08 by Mark.Satterthwaite
Fix Mac HDR causing incorrect output color encoding being used, HDR support is now entirely off unless you pass -metaledr which will enable it regardless of whether the current display supports HDR (as we haven't written the detection code yet). Fixed the LUT/UI compositing along the way - Mac Metal wasn't using volume LUT as it should have been, RHISupportsVertexShaderLayer now correctly returns false for non-Mac Metal platforms.
Change 3227705 on 2016/12/08 by Daniel.Wright
Replaced built-in samplers in the nearest depth translucency upsample because the built-in samplers are no longer bound on PC (cl 2852426)
Change 3227787 on 2016/12/08 by Chris.Bunner
Added extent clear to motion blur pass to catch misized buffers bringing in errors.
Added early out to clear call when excluded region matches RT region.
#jira UE-39437
Change 3228177 on 2016/12/08 by Marc.Olano
Fix DCC sqrt(int) error
Change 3228285 on 2016/12/08 by Chris.Bunner
Back out changelist 3225449.
#jira UE-39528
Change 3228680 on 2016/12/09 by Gil.Gribb
Merging //UE4/Dev-Main@3228528 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3228940 on 2016/12/09 by Mark.Satterthwaite
Editor fixes for 4.15:
- PostProcessTonemap can't fail to bind a texture to the ColorLUT or the subsequent rendering will be garbage: the changes for optimising stereo rendering forgot to account for the Editor's use of Views without States for the asset preview thumbnails. Amended the CombineLUT post-processing to allocate a local output texture when there's no ViewState and read from this when this situation arises which makes everything function again.
- Don't start render-passes without a valid render-target-array in MetalRHI.
Change 3228950 on 2016/12/09 by Mark.Satterthwaite
Make GPUSkinCache run on Mac Metal - it wasn't working because it was forcibly disabled on all platforms but for Windows D3D 11.
- Fixed the Skeleton editor tree trying to access a widget before it has been constructed.
- Enable GPUSkinCache for Metal SM5: doesn't render correctly, even on AMD, so needs Radar's filing and investigation.
#jira UE-39256
Change 3229013 on 2016/12/09 by Mark.Satterthwaite
Further tidy up in SSkeletonTreeView as suggested by Nick.A.
Change 3229101 on 2016/12/09 by Chris.Bunner
Log compile error fix and updated cvar comments.
Change 3229236 on 2016/12/09 by Ben.Woodhouse
XB1 D3D11 and D3D12: Use the DXGI frame statistics to get accurate GPU time unaffected by bubbles
Change 3229430 on 2016/12/09 by Ben.Woodhouse
PR #2680: Optimized histogram generation. (Contributed by PjotrSvetachov)
Profiled on nvidia 980GTX (2x faster), and on XB1 (marginally faster)
Change 3229580 on 2016/12/09 by Marcus.Wassmer
DepthBoundsTest for AMD.
Change 3229701 on 2016/12/09 by Michael.Trepka
Changed "OS X" to "macOS" in few places where we display it and updated the code that asks users to update to latest version to check for 10.12.2
Change 3229706 on 2016/12/09 by Chris.Bunner
Added GameUserSettings controls for HDR display output.
Removed Metal commandline as this should replace the need for it.
Change 3229774 on 2016/12/09 by Michael.Trepka
Disabled OpenGL on Mac. -opengl is now ignored, we always use Metal. On old Macs that do not support Metal we show a message saying that the app requires Metal and exit.
Change 3229819 on 2016/12/09 by Chris.Bunner
Updated engine rendering defaults to better match current best practices.
#jira UE-38081
Change 3229948 on 2016/12/09 by Rolando.Caloca
DR - Fix d3d debug error
#jira UE-39589
Change 3230341 on 2016/12/11 by Mark.Satterthwaite
Don't fatally assert that the game-thread stalled waiting for the rendering thread in the Editor executable, even when running -game as the rendering thread can take a while to respond if shaders need to be compiled.
#jira UE-39613
Change 3230860 on 2016/12/12 by Marcus.Wassmer
Experimental Nvidia AFR support.
Change 3230930 on 2016/12/12 by Mark.Satterthwaite
Disable RHICmdList state-caching on Mac - Metal already does this internally and depends on receiving all state changes in order to function.
Change 3231252 on 2016/12/12 by Marcus.Wassmer
Fix NumGPU detection. (SLI only crash)
Change 3231486 on 2016/12/12 by Mark.Satterthwaite
Fix a stupid mistake in MetalStateCache::CommitResourceTable that would unnecessarily rebind samplers.
Change 3231661 on 2016/12/12 by Mark.Satterthwaite
Retain the RHI samplers in MetalRHI to guarantee lifetime.
[CL 3231696 by Gil Gribb in Main branch]
2016-12-12 17:47:42 -05:00
TSharedRef < SWidget > FIOSTargetSettingsCustomization : : OnGetShaderVersionContent ( )
{
FMenuBuilder MenuBuilder ( true , NULL ) ;
UEnum * Enum = FindObjectChecked < UEnum > ( ANY_PACKAGE , TEXT ( " EIOSMetalShaderStandard " ) , true ) ;
for ( int32 i = 0 ; i < Enum - > GetMaxEnumValue ( ) ; i + + )
{
if ( Enum - > IsValidEnumValue ( i ) )
{
FUIAction ItemAction ( FExecuteAction : : CreateSP ( this , & FIOSTargetSettingsCustomization : : SetShaderStandard , i ) ) ;
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3314870)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3284872 on 2017/02/03 by Graeme.Thornton
Seperate pak cache granularity from pak signing chunk size
Change 3285765 on 2017/02/03 by Graeme.Thornton
Fix stats warnings because each slate new loading screen thread has the same stat name, but is assigned to a different thread
#jira UE-41478
Change 3286913 on 2017/02/04 by Ben.Marsh
IncludeTool: Merging fixes.
* Don't remove existing forward declarations unless explicitly instructed to do so. Files are optimized with these declarations in place, so removing them can cause output files to fail to build. It can be a useful separate step though, so expose it as a command-line option instead.
* Add a specific option for which files should be output by the tool. Any files which are excluded from this list are treated specially when generating output files, so as to prevent them from causing files to be omitted from other files that include them. Also add an option to force this mode for all headers, for use when testing formatting/include path generation.
Change 3287100 on 2017/02/05 by Ben.Marsh
UBT: Move platform settings into platform-specific TargetRules objects.
Change 3287106 on 2017/02/05 by Ben.Marsh
Merge UEBuildPlatformContext into UEBuildPlatform. Now that targets can have platform-specific settings, there is no need to separate a platform class which contains target-specific information.
Change 3287398 on 2017/02/06 by Steve.Robb
Fix for UHT failing when -WarningsAsErrors and -Verbose are specified together.
Change 3287399 on 2017/02/06 by Steve.Robb
Log verbosities made more readable in the debugger.
Change 3287410 on 2017/02/06 by Steve.Robb
Fix for TStructOpsTypeTraits where WithCopy gives a different result between specializing the traits and not providing WithCopy and not specializing the traits at all.
#fyi marc.audy
Change 3288020 on 2017/02/06 by Ben.Marsh
Prevent forward declaration of the ITextData class. We need to include the header for the debugger visualizers to work correctly.
Change 3291817 on 2017/02/08 by Steve.Robb
New EBlueprintCompileReinstancerFlags used to construct FBlueprintCompileReinstancer, instead of lots of bools.
Change 3292090 on 2017/02/08 by Graeme.Thornton
Crash fix - don't update font engine services if it was never created
#jira UE-33953
Change 3292993 on 2017/02/08 by Ben.Marsh
Add an option to disable force-including PCHs for files in the non-unity working set. (bAdaptiveUnityDisablesPCH)
Change 3293231 on 2017/02/08 by Ben.Marsh
BuildGraph: Allow overriding the changelist that a badge should be displayed for (with the Change="" attribute on the Badge declaration in XML), so the code changelist can be used if necessary. Also link to the failed step if only one has failed.
Change 3294213 on 2017/02/09 by Ben.Marsh
EC: Allow setting a property on frequent CI jobs that allows us to exclude it from job searches for generating the dashboard. Filtering on the client side is causing dashboard pages to be almost empty.
Change 3294753 on 2017/02/09 by Ben.Zeigler
#jira UE-41151 Fix UObjectLibrary::RemoveObject to remove from the correct array, and add comment mentioning that the dynamic use of Object Library is semi-deprecated
Change 3296070 on 2017/02/09 by Ben.Zeigler
Explicitly turn off Copy for a struct that has a linked list internally. I think turning Copy on by default for all non POD Types is pretty risky and is likely to crash for other games. In this case it was being copied for network replication, and it didn't have one defined so the default C++ one copied the linked list and crashed on destruction.
Change 3296420 on 2017/02/10 by Graeme.Thornton
Remove remaining references to AES_KEY, instead using the encryption key delegates to access the key where needed
Refactored encryption and signing key access in unrealpak to make it easier to use
Change 3296609 on 2017/02/10 by Ben.Marsh
BuildGraph: Fix error running the <Copy> task with an empty "From" argument.
* FileSystemReference.IsUnderDirectory() was not correctly handling cases where the directory was a root directory (and has to end in a path separator)
* FilePattern.AsDirectoryReference() with an empty token would append a path separator to an empty string, resulting in it referencing the root directory rather than the given base directory.
Change 3297440 on 2017/02/10 by Ben.Marsh
UBT: Move the FileFilter class into UnrealBuildTool.
Change 3297725 on 2017/02/10 by Ben.Zeigler
#jira UE-39199 Fix issue with enum value redirects using the wrong short or long name, it now fully supports both.
Clean up a lot of confusingly named and broken functions on UEnum:
#jira UE-41348 Deprecate FindEnumIndex, GetEnum, GetEnumName, replace with GetIndexByName, GetNameByIndex, and GetNameStringByIndex and clean up warnings
#jira UE-38187 Deprecate GetDisplayNameText and GetEnumText, replaced both with GetDisplayNameTextAtIndex which is now callable outside the editor and has a better comment
Deprecate FindEnumRedirects and replace with GetIndexByNameString. Fix code to not check the redirects array 5 times per enum lookup
Fix GetValueAsString to actually act on a value, not an index. This matches common usage and the function's name
While fixing deprecation warnings on internal games, fixed dozens of cases where it was using Index functions when it should have been using Value functions
Delete some now redundant enum editor code and pipe everything through UEnum
Change 3297979 on 2017/02/10 by Ben.Zeigler
Fix issues parsing Enums that are literally the string "None", which is allowed but leads to some odd behavior
Change 3298299 on 2017/02/10 by Steve.Robb
TTuple improvements:
- equality comparable
- serializable
- in the correct folder
2-tuples are specialized to be syntactically compatible with both TPair and TTuple.
TPair is now an alias for a 2-tuple and is no longer bound to TPairInitializer.
#fyi robert.manuszewski,ben.marsh
Change 3298460 on 2017/02/11 by Ben.Marsh
UGS: Set the correct result from running custom tasks.
Change 3298462 on 2017/02/11 by Ben.Marsh
UBT: Fix some deprecated messages that have the wrong release version, and add a better message for how ModuleRules constructors need to be updated.
Change 3299447 on 2017/02/13 by Graeme.Thornton
Fix AES and pak signing key embedding for content only projects
- Force temp target when any keys are specified by project config
Change 3299649 on 2017/02/13 by Steve.Robb
PLATFORM_HAS_DEFAULTED_OPERATORS fixed.
Other obsolete compiler switches removed.
Change 3299787 on 2017/02/13 by Steve.Robb
IsAbstract() for testing if a reflected native type contains pure virtual functions. Needed for BP nativization.
#fyi robert.manuszewski
Change 3300576 on 2017/02/13 by Ben.Marsh
EC: Add support for starting builds on any agent type. Mapping from agent types to resource pools is stored in an EC property sheet (/Generated/<Stream>/AgentTypes), allowing EC procedures to map it to a resource pool from a parameter.
Change 3300600 on 2017/02/13 by Ben.Marsh
EC: Add the -ClearHistory argument to UAT run to export BuildGraph settings, to allow running on incremental workspaces.
Change 3300624 on 2017/02/13 by Ben.Marsh
Switch incremental builds for all streams to start up on the incremental agent.
Change 3302134 on 2017/02/14 by Steve.Robb
UnrealCodeAnalyzer removed.
#fyi ben.marsh,robert.manuszewski
Change 3302639 on 2017/02/14 by Ben.Zeigler
Fix crash cooking odin with default command line
#jira UE-41952 Delete StealthTeleport map that crashes on load, and update default cook list that gets used if nothing specified
Change 3303002 on 2017/02/14 by Ben.Zeigler
#jira UE-41061 Fix it so editor only filtering on savepackage is uniformly applied regardless of if it's at package or object level
#jira UE-41880 Rewrite editor/client/server only filtering logic in SavePackage to fix various bugs. It now does all of the filtering up front, and won't process any filtered objects for imports or exports
Rename NotForEditorGame to NotAlwaysLoadedForEditorGame and improve comments, this flag says that the asset should be loaded EVEN IF it is editor only, it does not affect loading for normal objects
Change the non-map cook flags to RF_Public instead of RF_Standalone. Blueprint classes aren't RF_Standalone so were only being cooked before due to an accident of the dependency checker
Change it so anything with a Transient outer is marked transient at save time. These objects would not save out properly anyway
Fix it so -cooksinglepackage works properly again and excludes localization and startup packages
Tested with Fortnite and Odin, Odin works but with lots of warnings with nativization on which I need to investigate
Change 3303084 on 2017/02/14 by Ben.Zeigler
Attempt to get Nativization and EDL working without warnings
Change 3305153 on 2017/02/15 by Ben.Zeigler
Fix Fortnite and Orion cook, I don't understand why this passed my local testing
Fix the CDO subobject finder to actually return things instead of doing nothing, and fix a shadow variable warning
Change 3305959 on 2017/02/16 by Gil.Gribb
UE4 - Tweaked out the EDL loader for the switch with benefits to all platforms.
Change 3306159 on 2017/02/16 by Ben.Marsh
Fix path to target binaries when building non-monolithic in a unique build environment.
Change 3306584 on 2017/02/16 by Steve.Robb
UEnum internal functions renamed from Index to Value.
GetValueAsString_Internal() parameter now takes an int64, as is expected for enum values.
#fyi ben.zeigler
Change 3307836 on 2017/02/16 by Ben.Zeigler
#jira UE-42055 Load very old redirects in cooked builds. Matinee has no way of resaving redirects, so as long as matinee exists we need to keep them around forever, or fix matinee manually
Fixes lighting in Infiltrator demo
Change 3307929 on 2017/02/16 by Ben.Zeigler
#jira UE-42055 Second half of matinee redirector fix
Change 3308840 on 2017/02/17 by Matthew.Griffin
Reimplementing CL#3305808 from 4.15
Changed QA label build process so that it only allows version with 3 components (we always add the .0 for initial releases)
Change 3309115 on 2017/02/17 by Ben.Marsh
Windows: Fix the GetModulesDirectory() function always returning the engine binaries directory. It's possible to build non-monolithic targets which output all engine binaries to the game binaries directory - a requirement to being able to set game-specific defines or build settings, because we don't want shared engine binaries to be tainted with them. The module manager needs to be able to operate early on, before many of the game settings have been initialized, so just return the directory containing the Core module instead.
Change 3309120 on 2017/02/17 by Ben.Marsh
Fix support for creating modular builds which don't use the shared build environment.
Change 3309125 on 2017/02/17 by Ben.Marsh
Require that -CookDir arguments are specified separately on the command line. '+' is a valid path character (and common in build versions), so we shouldn't treat it as an argument separator.
Change 3309128 on 2017/02/17 by Ben.Marsh
Fix UnrealPak failures when enumerating all files from a source directory, if that directory happens to contain spaces.
Change 3309131 on 2017/02/17 by Ben.Marsh
Fix list of discovered assets being cleared by second call to FindFilesRecursive() when building DDC. Disable the -cookdir parameter again.
Change 3309140 on 2017/02/17 by Ben.Marsh
UAT: Fix exception moving a file from one location to another if the target directory does not exist.
Change 3309212 on 2017/02/17 by Ben.Marsh
Fixes/improvements for mod editor and code mods:
* A separate top-level project is generated for each code mod in the Visual Studio solution.
* Plugin descriptors now have a flag to identify themselves as mod as opposed to a regular game plugin, which prevents project plugins from getting their own VS project. New mods created with the mod editor will have this set by default, as do the three existing sample mods.
* Cleaning and building code mods will never modify engine binaries. Presence of the Engine/Build/InstalledProjectBuild.txt file is used to indicate running in this environment. This flag also disables options to edit metadata for non-mod plugins in installed builds.
* Plugin browser now includes a separate category for mods.
* Mod editor now behaves as an "installed" program by default, and will use the user's home folder for storing settings.
Change 3309231 on 2017/02/17 by Steve.Robb
Fix for Ar << bSomeBool where Ar is a derived class which overrides an operator<<.
#jira UE-42052
Change 3309248 on 2017/02/17 by Ben.Marsh
Add support for hot-reloading game plugin modules from Visual Studio, as long as their module returns IsGameModule() = true.
Change 3309257 on 2017/02/17 by Ben.Marsh
Prevent game binaries from being renamed for hot reload when working with installed projects.
Change 3309355 on 2017/02/17 by Steven.Hutton
Changes to make the website compatible with the new database changes.
Change 3309371 on 2017/02/17 by Ben.Marsh
Fix exception on shutdown when running asset registry with threads disabled.
#jira UE-41951
Change 3309389 on 2017/02/17 by Ben.Zeigler
#jira UE-42051 Fix ensure and crash when loading a null asset ID via the LoadAsset BP node
Change 3309570 on 2017/02/17 by Gil.Gribb
UE4 - Switch load time performace tweaks, plus abstracted the IO tracker and handle manager for other platforms and applied it to the PS4.
Change 3310039 on 2017/02/17 by Ben.Marsh
BuildGraph: Prevent exception when trying to delete a file that does not exist.
Change 3311484 on 2017/02/20 by Chris.Wood
CrashReportProcess crash add retry logic improvements (CRP v1.2.16)
Change 3311600 on 2017/02/20 by Matthew.Griffin
Updated StripSymbols functions so that all platforms can deal with the source and target file being the same
Change 3311675 on 2017/02/20 by Steve.Robb
FNativeClassHeaderGenerator::CurrentSourceFile stack replaced with C++ stack.
Change 3311893 on 2017/02/20 by Ben.Marsh
UGS: Add support for notifying users if CIS steps fail for content changes. Badges which test content should be listed in the [Notifications] section of the project-specific INI file, through +ContentBadges= lines.
Change 3313966 on 2017/02/21 by Ben.Marsh
Fix EC parsing of error messages output by the editor in the form "LogXYZ:Error:". Greedy optional subexpression in regex was matching everything until a space, so terminate a colon too.
Change 3314398 on 2017/02/21 by Ben.Zeigler
#jira UE-42212 Fix shutdown of AnimGraph module to be safer
[CL 3315211 by Ben Marsh in Main branch]
2017-02-21 15:51:42 -05:00
MenuBuilder . AddMenuEntry ( Enum - > GetDisplayNameTextByValue ( i ) , TAttribute < FText > ( ) , FSlateIcon ( ) , ItemAction ) ;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3231693)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3219796 on 2016/12/02 by Rolando.Caloca
DR - vk - Increase timeout to 60ms
Change 3219884 on 2016/12/02 by Daniel.Wright
Assert to help track down rare crash locking capsule indirect shadow vertex buffer
Change 3219885 on 2016/12/02 by Daniel.Wright
Fixed saving a package that doesn't exist on disk but exists in p4 at a newer revision when the user chooses 'Mark Writable'
Change 3219886 on 2016/12/02 by Daniel.Wright
Don't create projected shadows when r.ShadowQuality is 0
* Fixes crash in the forward path trying to render shadows
* In the deferred path, the shadowmap was still being rendered and only the projection skipped, now all cost will be skipped
Change 3219887 on 2016/12/02 by Daniel.Wright
Changed ClearRenderTarget2D default alpha to 1, which is necessary for correct compositing
Change 3219893 on 2016/12/02 by Daniel.Wright
AMD AGS library with approved TPS
Disabled DFAO on AMD pre-GCN PC video cards to workaround a driver bug which won't be fixed (Radeon 6xxx and below)
Change 3219913 on 2016/12/02 by Daniel.Wright
Level unload of a lighting scenario propagates the lighting scenario change - fixes crash when precomputed lighting volume data gets unloaded
Change 3220029 on 2016/12/02 by Daniel.Wright
Async shader compiling now recreates scene proxies which are affected by the material which was compiled. This fixes crashes which were occuring as proxies cache various material properties, but applying compiled materials would not update these cached properties (bRequiresAdjacencyInformation).
* A new ensure has been added in FMeshElementCollector::AddMesh and FBatchingSPDI::DrawMesh to catch attempts to render with a material not reported in GetUsedMaterials
* Fixed UParticleSystemComponent::GetUsedMaterials and UMaterialBillboardComponent::GetUsedMaterials
* FMaterialUpdateContext should be changed to use the same pattern, but that hasn't been done yet
Change 3220108 on 2016/12/02 by Daniel.Wright
Fixed shadowmap channel assignment for stationary lights which are not in a lighting scenario level, when a lighting scenario level is present
Change 3220504 on 2016/12/03 by Mark.Satterthwaite
Metal Desktop Tessellation support from Unicorn.
- Apple: Metal tessellation support added to MetalShaderFormat, MetalRHI and incl. changes to engine runtime/shaders for Desktop renderer and enabled in ElementalDemo by default (OS X 10.11 will run SM4).
- Epic: Support for different Metal shader standards on Mac, iOS & tvOS which required moving some RHI functions around as this is a project setting and not a compile-time constant.
- Epic: Fragment shader UAV support, which is also tied to newer Metal shader standard like Tessellation.
- Epic: Significant refactor of MetalRHI's internals to clearly separate state-caching from render-pass management and command-encoding.
- Epic: Internal MetalRHI validation code is now cleanly separated out into custom implementations of the Metal @protocol's and is on by default.
- Epic: Various fixes to Layered Rendering for Metal.
- Omits Mobile Tessellation support which needs further revision.
Change 3220881 on 2016/12/04 by Mark.Satterthwaite
Compiles fixes for iOS & static analysis fixes from Windows.
Change 3221180 on 2016/12/05 by Guillaume.Abadie
Avoid compiling PreviousFrameSwitch's both Current Frame and Previous Frame inputs every time.
Change 3221217 on 2016/12/05 by Chris.Bunner
More NVAPI warning fixups.
Change 3221219 on 2016/12/05 by Chris.Bunner
When comparing overriden properties used to force instance recompilation we need to check against the base material, not assume the immediate parent.
#jira UE-37792
Change 3221220 on 2016/12/05 by Chris.Bunner
Exported GetAllStaticSwitchParamNames and GetAllStaticComponentMaskParamNames.
#jira UE-35132
Change 3221221 on 2016/12/05 by Chris.Bunner
PR #2785: Fix comment typo in RendererInterface.h (Contributed by dustin-biser)
#jira UE-35760
Change 3221223 on 2016/12/05 by Chris.Bunner
Default to include dev-code when compiling material preview stats.
#jira UE-20321
Change 3221534 on 2016/12/05 by Rolando.Caloca
DR - Added FDynamicRHI::GetName()
Change 3221833 on 2016/12/05 by Chris.Bunner
Set correct output extent on PostProcessUpscale (allows users to extend chain correctly).
#jira UE-36989
Change 3221852 on 2016/12/05 by Chris.Bunner
32-bit/ch EXR screenshot and frame dump output.
Fixed row increment bug in 128-bit/px surface format readback.
#jira UE-37962
Change 3222059 on 2016/12/05 by Rolando.Caloca
DR - vk - Fix memory type not found
Change 3222104 on 2016/12/05 by Rolando.Caloca
DR - Lambdaize
- Added quicker method to check if system textures are initialized
Change 3222290 on 2016/12/05 by Mark.Satterthwaite
Trivial fixes to reporting Metal shader pipeline errors - need to check if Hull & Domain exist.
Change 3222864 on 2016/12/06 by Rolando.Caloca
DR - Fix mem leak when exiting
Change 3222873 on 2016/12/06 by Rolando.Caloca
DR - vk - Minor info to help track down leaks
Change 3222875 on 2016/12/06 by Rolando.Caloca
DR - Fix mem leak with VisualizeTexture
#jira UE-39360
Change 3223226 on 2016/12/06 by Chris.Bunner
Static analysis warning workaround.
Change 3223235 on 2016/12/06 by Ben.Woodhouse
Integrate from NREAL: Set a custom projection matrix on a SceneCapture2D
Change 3223343 on 2016/12/06 by Chris.Bunner
Moved HLOD persistent data to viewstate to fix per-view compatability.
#jira UE-37539
Change 3223349 on 2016/12/06 by Chris.Bunner
Fixed HLOD with FreezeRendering command.
#jira UE-29839
Change 3223371 on 2016/12/06 by Michael.Trepka
Removed obsolete check() in FMetalSurface constructor
Change 3223450 on 2016/12/06 by Chris.Bunner
Added explicit ScRGB output device selection rather than Nvidia-only hardcoded checks. Allows easier support for Mac and other devices moving forward.
Change 3223638 on 2016/12/06 by Michael.Trepka
Restored part of the check() in FMetalSurface constructor removed in CL 3223371
Change 3223642 on 2016/12/06 by Mark.Satterthwaite
Experimental Metal EDR/HDR output support for Mac (iOS/tvOS need custom formats & shaders so they are not supported yet).
- Only available on macOS Sierra (10.12) for Macs with HDR displays (e.g. Retina iMacs).
- Enable with -metaledr command-line argument as it is off-by-default.
- Sets up the CAMetalLayer & the back-buffer for RGBA_FP16 output on Mac using DCI-P3 as the color gamut and ACES 1000 nit ScRGB output encoding.
Change 3223830 on 2016/12/06 by Rolando.Caloca
DR - vk - Better error when finding an invalid Vulkan driver
#jira UE-37495
Change 3223869 on 2016/12/06 by Rolando.Caloca
DR - vk - Reuse fences
Change 3223906 on 2016/12/06 by Guillaume.Abadie
Fix alpha through TempAA artifact causing a small darker edge layouts.
Change 3224199 on 2016/12/06 by Mark.Satterthwaite
Fix a dumb copy-paste error from the HDR changes to Metal.
Change 3224220 on 2016/12/06 by Mark.Satterthwaite
Fix various errors with Metal UAV & Render-Pass Restart support so that we can use the Pixel Shader culling for DistanceField effects.
- Unfortunately Metal requires that a texture be bound to start a render-pass, so reuse the dummy depth-stencil surface from the problematic editor preview tile rendering.
Change 3224236 on 2016/12/06 by Mark.Satterthwaite
IWYU CIS compile fix for iOS.
Change 3224366 on 2016/12/06 by Mark.Satterthwaite
Simplify some of the changes from CL# 3224220 so that we don't perform unnecessary clears.
- If the RenderPass is broken to issue compute or blit operations then treat the cached RenderTargetsInfo as invalid, unless the RenderPass is restarted.
- This guarantees that we don't erroneously ignore calls to SetRenderTargets if the calling code issues a dispatch between two RenderPasses that use the same RenderTargetsInfo.
Change 3224416 on 2016/12/06 by Uriel.Doyon
New default implementation for UPrimitiveComponent::GetStreamingTextureInfo using a conservative heuristic where the textures are stretched across the bounds.
Optimized UPrimitiveComponent::GetStreamingTextureInfoWithNULLRemoval by not handling registered components with no proxy (essentially hidden game / collision primitives).
Added blueprint support for texture streaming built data through FStaticMeshComponentInstanceData.
Fix for material texture streaming data not being available on some cooked builds.
Enabled split requests on all texture load requests (first loading everything visible and then loaded everything not visible).
This is controlled by "r.Streaming.MinMipForSplitRequest" which defines the minimum mip for which to allow splitting.
Forced residency are now loaded in two steps (visible, then forced), improving reactiveness.
Updated "stat streaming" to include "UnkownRefMips" which represent texture with no known component referencing them,
and also "LastRenderTimeMips" which related to timed primitives.
Changed "Forced Mips" so that it only shows mips that are loaded become of forced residency.
"Texture Streaming Build" now updates the map check after execution.
Removed Orphaned texture logic as this has become irrelevant with the latest retention priority logic.
Updated "r.streaming.usenewmetrics" so that it shows behavior before and after 4.12 improvements.
Change 3224532 on 2016/12/07 by Uriel.Doyon
Integrated CL 3223965 :
Building texture streaming data for materials does not wait for pending shaders to finish compilation anymore.
Added more options to allow the user to cancel this build also.
Change 3224714 on 2016/12/07 by Ben.Woodhouse
Cherry pick CL 3223972 from //fortnite/main:
Disable Geometry shader onchip on XB1. This saves 4ms for a single shadow casting point light @ 512x512 (4.8ms to 1.8ms)
Change 3224715 on 2016/12/07 by Ben.Woodhouse
New version of d3dx12.h from Microsoft which incorporates my suggested static analysis fixes. This avoids us diverging from the official version
Change 3224975 on 2016/12/07 by Rolando.Caloca
DR - vk - Dump improvements
Change 3225012 on 2016/12/07 by Rolando.Caloca
DR - Show warning if trying to use num samples != (1,2,4,8,16)
Change 3225126 on 2016/12/07 by Chris.Bunner
Added 'force 128-bit rendering pipeline' to high-res screenshot tool.
#jira UE-39345
Change 3225449 on 2016/12/07 by Chris.Bunner
Updated engine rendering defaults to better match current best practices.
#jira UE-38081
Change 3225485 on 2016/12/07 by Chris.Bunner
Moved QuantizeSceneBufferSize to RenderCore and added call for PostProcess settings. Fixes screenpercentage out-of-bounds reads in some cases.
#jira UE-19394
Change 3225486 on 2016/12/07 by Chris.Bunner
Only disable TAA during HighResScreenshots if we don't have a reasonable frame-delay enabled.
Change 3225505 on 2016/12/07 by Daniel.Wright
Fixed exponential height fog disappearing with no skybox
Change 3225655 on 2016/12/07 by Benjamin.Hyder
Updating TM-Shadermodels to include Translucent lighting, Two sided, updated cloth animation, and adjusted lighting.
Change 3225668 on 2016/12/07 by Chris.Bunner
Dirty owning packages when user manually forces regeneration of all reflection captures.
#jira UE-38759
Change 3226139 on 2016/12/07 by Rolando.Caloca
DR - Fix recompute tangents disabling skin cache
- Make some macros into lambdas
#jira UE-39143
Change 3226212 on 2016/12/07 by Daniel.Wright
Features which require a full prepass use DDM_AllOpaque instead of DDM_AllOccluders, which can be skipped if the component has bUseAsOccluder=false
Change 3226213 on 2016/12/07 by Daniel.Wright
Scene Capture 2D can specify a global clip plane, which is useful for portals
* Requires the global clip plane project setting to be enabled
Change 3226214 on 2016/12/07 by Daniel.Wright
Improved deferred shadowing with MSAA by upsampling light attenuation intelligently in the base pass
* If the current fragment's depth doesn't match what was used for deferred shadowing, the neighbor (cross pattern) with the nearest depth's shadowing is used
* Edge artifacts can still occur where the upsample fails or the shadow factor was computed per-sample due to depth / stencil testing
* Indirect Occlusion from capsule shadows also uses the nearest depth neighbor UV for no extra cost
* Base pass on 970 GTX 1.69ms -> 1.85ms (.16ms) in RoboRecall
Change 3226258 on 2016/12/07 by Rolando.Caloca
DR - Typo fix
Change 3226259 on 2016/12/07 by Rolando.Caloca
DR - compile fix
#jira UE-39143
Change 3226932 on 2016/12/08 by Chris.Bunner
Re-saved Infiltrator maps to update reflection captures.
#jira UE-38759
Change 3227063 on 2016/12/08 by Mark.Satterthwaite
For Metal platforms ONLY temporarily disable USE_LIGHT_GRID_REFLECTION_CAPTURE_CULLING to avoid UE-37436 while the Nvidia driver team investigate why this doesn't work for them but does for the others. This won't affect non-Metal platforms and the intent is to revert this prior to 4.16 provided we can work through the problem with Nvidia.
#jira UE-37436
Change 3227120 on 2016/12/08 by Gil.Gribb
Merging //UE4/Dev-Main@3226895 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3227211 on 2016/12/08 by Arne.Schober
DR - UE-38585 - Fixing crash where HierInstStaticMesh duplication fails. Also reverting the fix from UE-28189 which is redundant.
Change 3227257 on 2016/12/08 by Marc.Olano
Extension to PseudoVolumeTexture for more flexible layout
Change by ryan.brucks
Change 3227286 on 2016/12/08 by Rolando.Caloca
DR - Fix crash when using custom expressions and using reserved keywords
#jira UE-39311
Change 3227376 on 2016/12/08 by Mark.Satterthwaite
Must not include a private header inside the MenuStack public header as that causes compile errors in plugins.
Change 3227415 on 2016/12/08 by Mark.Satterthwaite
Fix shader compilation due to my disabling of USE_LIGHT_GRID_REFLECTION_CAPTURE_CULLING on Metal - InstancedCompositeTileReflectionCaptureIndices needs to be defined even though Metal doesn't support instanced-stereo rendering.
Change 3227516 on 2016/12/08 by Daniel.Wright
Implemented UWidgetComponent::GetUsedMaterials
Change 3227521 on 2016/12/08 by Guillaume.Abadie
Fixes post process volume's indirect lighting color.
#jira UE-38888
Change 3227567 on 2016/12/08 by Marc.Olano
New upscale filters: Lanczos-2 (new default), Lanczos-3 and Gaussian Unsharp Mask
Change 3227628 on 2016/12/08 by Daniel.Wright
Removed redundant ResolveSceneDepthTexture from the merge
Change 3227635 on 2016/12/08 by Daniel.Wright
Forward renderer supports shadowing from movable lights and light functions
* Only 4 shadow casting movable or stationary lights can overlap at any point in space, otherwise the movable lights will lose their shadows and an on-screen message will be displayed
* Light functions only work on shadow casting lights since they need a shadowmap channel to be assigned
Change 3227660 on 2016/12/08 by Rolando.Caloca
DR - vk - Fix r.MobileMSAA on Vulkan
- r.MobileMSAA is now read-only (to be fixed on 4.16)
- Show time for PSO creation hitches
#jira UE-39184
Change 3227704 on 2016/12/08 by Mark.Satterthwaite
Fix Mac HDR causing incorrect output color encoding being used, HDR support is now entirely off unless you pass -metaledr which will enable it regardless of whether the current display supports HDR (as we haven't written the detection code yet). Fixed the LUT/UI compositing along the way - Mac Metal wasn't using volume LUT as it should have been, RHISupportsVertexShaderLayer now correctly returns false for non-Mac Metal platforms.
Change 3227705 on 2016/12/08 by Daniel.Wright
Replaced built-in samplers in the nearest depth translucency upsample because the built-in samplers are no longer bound on PC (cl 2852426)
Change 3227787 on 2016/12/08 by Chris.Bunner
Added extent clear to motion blur pass to catch misized buffers bringing in errors.
Added early out to clear call when excluded region matches RT region.
#jira UE-39437
Change 3228177 on 2016/12/08 by Marc.Olano
Fix DCC sqrt(int) error
Change 3228285 on 2016/12/08 by Chris.Bunner
Back out changelist 3225449.
#jira UE-39528
Change 3228680 on 2016/12/09 by Gil.Gribb
Merging //UE4/Dev-Main@3228528 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3228940 on 2016/12/09 by Mark.Satterthwaite
Editor fixes for 4.15:
- PostProcessTonemap can't fail to bind a texture to the ColorLUT or the subsequent rendering will be garbage: the changes for optimising stereo rendering forgot to account for the Editor's use of Views without States for the asset preview thumbnails. Amended the CombineLUT post-processing to allocate a local output texture when there's no ViewState and read from this when this situation arises which makes everything function again.
- Don't start render-passes without a valid render-target-array in MetalRHI.
Change 3228950 on 2016/12/09 by Mark.Satterthwaite
Make GPUSkinCache run on Mac Metal - it wasn't working because it was forcibly disabled on all platforms but for Windows D3D 11.
- Fixed the Skeleton editor tree trying to access a widget before it has been constructed.
- Enable GPUSkinCache for Metal SM5: doesn't render correctly, even on AMD, so needs Radar's filing and investigation.
#jira UE-39256
Change 3229013 on 2016/12/09 by Mark.Satterthwaite
Further tidy up in SSkeletonTreeView as suggested by Nick.A.
Change 3229101 on 2016/12/09 by Chris.Bunner
Log compile error fix and updated cvar comments.
Change 3229236 on 2016/12/09 by Ben.Woodhouse
XB1 D3D11 and D3D12: Use the DXGI frame statistics to get accurate GPU time unaffected by bubbles
Change 3229430 on 2016/12/09 by Ben.Woodhouse
PR #2680: Optimized histogram generation. (Contributed by PjotrSvetachov)
Profiled on nvidia 980GTX (2x faster), and on XB1 (marginally faster)
Change 3229580 on 2016/12/09 by Marcus.Wassmer
DepthBoundsTest for AMD.
Change 3229701 on 2016/12/09 by Michael.Trepka
Changed "OS X" to "macOS" in few places where we display it and updated the code that asks users to update to latest version to check for 10.12.2
Change 3229706 on 2016/12/09 by Chris.Bunner
Added GameUserSettings controls for HDR display output.
Removed Metal commandline as this should replace the need for it.
Change 3229774 on 2016/12/09 by Michael.Trepka
Disabled OpenGL on Mac. -opengl is now ignored, we always use Metal. On old Macs that do not support Metal we show a message saying that the app requires Metal and exit.
Change 3229819 on 2016/12/09 by Chris.Bunner
Updated engine rendering defaults to better match current best practices.
#jira UE-38081
Change 3229948 on 2016/12/09 by Rolando.Caloca
DR - Fix d3d debug error
#jira UE-39589
Change 3230341 on 2016/12/11 by Mark.Satterthwaite
Don't fatally assert that the game-thread stalled waiting for the rendering thread in the Editor executable, even when running -game as the rendering thread can take a while to respond if shaders need to be compiled.
#jira UE-39613
Change 3230860 on 2016/12/12 by Marcus.Wassmer
Experimental Nvidia AFR support.
Change 3230930 on 2016/12/12 by Mark.Satterthwaite
Disable RHICmdList state-caching on Mac - Metal already does this internally and depends on receiving all state changes in order to function.
Change 3231252 on 2016/12/12 by Marcus.Wassmer
Fix NumGPU detection. (SLI only crash)
Change 3231486 on 2016/12/12 by Mark.Satterthwaite
Fix a stupid mistake in MetalStateCache::CommitResourceTable that would unnecessarily rebind samplers.
Change 3231661 on 2016/12/12 by Mark.Satterthwaite
Retain the RHI samplers in MetalRHI to guarantee lifetime.
[CL 3231696 by Gil Gribb in Main branch]
2016-12-12 17:47:42 -05:00
}
}
return MenuBuilder . MakeWidget ( ) ;
}
FText FIOSTargetSettingsCustomization : : GetShaderVersionDesc ( ) const
{
uint8 EnumValue ;
ShaderVersionPropertyHandle - > GetValue ( EnumValue ) ;
UEnum * Enum = FindObjectChecked < UEnum > ( ANY_PACKAGE , TEXT ( " EIOSMetalShaderStandard " ) , true ) ;
if ( EnumValue < Enum - > GetMaxEnumValue ( ) & & Enum - > IsValidEnumValue ( EnumValue ) )
{
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3314870)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3284872 on 2017/02/03 by Graeme.Thornton
Seperate pak cache granularity from pak signing chunk size
Change 3285765 on 2017/02/03 by Graeme.Thornton
Fix stats warnings because each slate new loading screen thread has the same stat name, but is assigned to a different thread
#jira UE-41478
Change 3286913 on 2017/02/04 by Ben.Marsh
IncludeTool: Merging fixes.
* Don't remove existing forward declarations unless explicitly instructed to do so. Files are optimized with these declarations in place, so removing them can cause output files to fail to build. It can be a useful separate step though, so expose it as a command-line option instead.
* Add a specific option for which files should be output by the tool. Any files which are excluded from this list are treated specially when generating output files, so as to prevent them from causing files to be omitted from other files that include them. Also add an option to force this mode for all headers, for use when testing formatting/include path generation.
Change 3287100 on 2017/02/05 by Ben.Marsh
UBT: Move platform settings into platform-specific TargetRules objects.
Change 3287106 on 2017/02/05 by Ben.Marsh
Merge UEBuildPlatformContext into UEBuildPlatform. Now that targets can have platform-specific settings, there is no need to separate a platform class which contains target-specific information.
Change 3287398 on 2017/02/06 by Steve.Robb
Fix for UHT failing when -WarningsAsErrors and -Verbose are specified together.
Change 3287399 on 2017/02/06 by Steve.Robb
Log verbosities made more readable in the debugger.
Change 3287410 on 2017/02/06 by Steve.Robb
Fix for TStructOpsTypeTraits where WithCopy gives a different result between specializing the traits and not providing WithCopy and not specializing the traits at all.
#fyi marc.audy
Change 3288020 on 2017/02/06 by Ben.Marsh
Prevent forward declaration of the ITextData class. We need to include the header for the debugger visualizers to work correctly.
Change 3291817 on 2017/02/08 by Steve.Robb
New EBlueprintCompileReinstancerFlags used to construct FBlueprintCompileReinstancer, instead of lots of bools.
Change 3292090 on 2017/02/08 by Graeme.Thornton
Crash fix - don't update font engine services if it was never created
#jira UE-33953
Change 3292993 on 2017/02/08 by Ben.Marsh
Add an option to disable force-including PCHs for files in the non-unity working set. (bAdaptiveUnityDisablesPCH)
Change 3293231 on 2017/02/08 by Ben.Marsh
BuildGraph: Allow overriding the changelist that a badge should be displayed for (with the Change="" attribute on the Badge declaration in XML), so the code changelist can be used if necessary. Also link to the failed step if only one has failed.
Change 3294213 on 2017/02/09 by Ben.Marsh
EC: Allow setting a property on frequent CI jobs that allows us to exclude it from job searches for generating the dashboard. Filtering on the client side is causing dashboard pages to be almost empty.
Change 3294753 on 2017/02/09 by Ben.Zeigler
#jira UE-41151 Fix UObjectLibrary::RemoveObject to remove from the correct array, and add comment mentioning that the dynamic use of Object Library is semi-deprecated
Change 3296070 on 2017/02/09 by Ben.Zeigler
Explicitly turn off Copy for a struct that has a linked list internally. I think turning Copy on by default for all non POD Types is pretty risky and is likely to crash for other games. In this case it was being copied for network replication, and it didn't have one defined so the default C++ one copied the linked list and crashed on destruction.
Change 3296420 on 2017/02/10 by Graeme.Thornton
Remove remaining references to AES_KEY, instead using the encryption key delegates to access the key where needed
Refactored encryption and signing key access in unrealpak to make it easier to use
Change 3296609 on 2017/02/10 by Ben.Marsh
BuildGraph: Fix error running the <Copy> task with an empty "From" argument.
* FileSystemReference.IsUnderDirectory() was not correctly handling cases where the directory was a root directory (and has to end in a path separator)
* FilePattern.AsDirectoryReference() with an empty token would append a path separator to an empty string, resulting in it referencing the root directory rather than the given base directory.
Change 3297440 on 2017/02/10 by Ben.Marsh
UBT: Move the FileFilter class into UnrealBuildTool.
Change 3297725 on 2017/02/10 by Ben.Zeigler
#jira UE-39199 Fix issue with enum value redirects using the wrong short or long name, it now fully supports both.
Clean up a lot of confusingly named and broken functions on UEnum:
#jira UE-41348 Deprecate FindEnumIndex, GetEnum, GetEnumName, replace with GetIndexByName, GetNameByIndex, and GetNameStringByIndex and clean up warnings
#jira UE-38187 Deprecate GetDisplayNameText and GetEnumText, replaced both with GetDisplayNameTextAtIndex which is now callable outside the editor and has a better comment
Deprecate FindEnumRedirects and replace with GetIndexByNameString. Fix code to not check the redirects array 5 times per enum lookup
Fix GetValueAsString to actually act on a value, not an index. This matches common usage and the function's name
While fixing deprecation warnings on internal games, fixed dozens of cases where it was using Index functions when it should have been using Value functions
Delete some now redundant enum editor code and pipe everything through UEnum
Change 3297979 on 2017/02/10 by Ben.Zeigler
Fix issues parsing Enums that are literally the string "None", which is allowed but leads to some odd behavior
Change 3298299 on 2017/02/10 by Steve.Robb
TTuple improvements:
- equality comparable
- serializable
- in the correct folder
2-tuples are specialized to be syntactically compatible with both TPair and TTuple.
TPair is now an alias for a 2-tuple and is no longer bound to TPairInitializer.
#fyi robert.manuszewski,ben.marsh
Change 3298460 on 2017/02/11 by Ben.Marsh
UGS: Set the correct result from running custom tasks.
Change 3298462 on 2017/02/11 by Ben.Marsh
UBT: Fix some deprecated messages that have the wrong release version, and add a better message for how ModuleRules constructors need to be updated.
Change 3299447 on 2017/02/13 by Graeme.Thornton
Fix AES and pak signing key embedding for content only projects
- Force temp target when any keys are specified by project config
Change 3299649 on 2017/02/13 by Steve.Robb
PLATFORM_HAS_DEFAULTED_OPERATORS fixed.
Other obsolete compiler switches removed.
Change 3299787 on 2017/02/13 by Steve.Robb
IsAbstract() for testing if a reflected native type contains pure virtual functions. Needed for BP nativization.
#fyi robert.manuszewski
Change 3300576 on 2017/02/13 by Ben.Marsh
EC: Add support for starting builds on any agent type. Mapping from agent types to resource pools is stored in an EC property sheet (/Generated/<Stream>/AgentTypes), allowing EC procedures to map it to a resource pool from a parameter.
Change 3300600 on 2017/02/13 by Ben.Marsh
EC: Add the -ClearHistory argument to UAT run to export BuildGraph settings, to allow running on incremental workspaces.
Change 3300624 on 2017/02/13 by Ben.Marsh
Switch incremental builds for all streams to start up on the incremental agent.
Change 3302134 on 2017/02/14 by Steve.Robb
UnrealCodeAnalyzer removed.
#fyi ben.marsh,robert.manuszewski
Change 3302639 on 2017/02/14 by Ben.Zeigler
Fix crash cooking odin with default command line
#jira UE-41952 Delete StealthTeleport map that crashes on load, and update default cook list that gets used if nothing specified
Change 3303002 on 2017/02/14 by Ben.Zeigler
#jira UE-41061 Fix it so editor only filtering on savepackage is uniformly applied regardless of if it's at package or object level
#jira UE-41880 Rewrite editor/client/server only filtering logic in SavePackage to fix various bugs. It now does all of the filtering up front, and won't process any filtered objects for imports or exports
Rename NotForEditorGame to NotAlwaysLoadedForEditorGame and improve comments, this flag says that the asset should be loaded EVEN IF it is editor only, it does not affect loading for normal objects
Change the non-map cook flags to RF_Public instead of RF_Standalone. Blueprint classes aren't RF_Standalone so were only being cooked before due to an accident of the dependency checker
Change it so anything with a Transient outer is marked transient at save time. These objects would not save out properly anyway
Fix it so -cooksinglepackage works properly again and excludes localization and startup packages
Tested with Fortnite and Odin, Odin works but with lots of warnings with nativization on which I need to investigate
Change 3303084 on 2017/02/14 by Ben.Zeigler
Attempt to get Nativization and EDL working without warnings
Change 3305153 on 2017/02/15 by Ben.Zeigler
Fix Fortnite and Orion cook, I don't understand why this passed my local testing
Fix the CDO subobject finder to actually return things instead of doing nothing, and fix a shadow variable warning
Change 3305959 on 2017/02/16 by Gil.Gribb
UE4 - Tweaked out the EDL loader for the switch with benefits to all platforms.
Change 3306159 on 2017/02/16 by Ben.Marsh
Fix path to target binaries when building non-monolithic in a unique build environment.
Change 3306584 on 2017/02/16 by Steve.Robb
UEnum internal functions renamed from Index to Value.
GetValueAsString_Internal() parameter now takes an int64, as is expected for enum values.
#fyi ben.zeigler
Change 3307836 on 2017/02/16 by Ben.Zeigler
#jira UE-42055 Load very old redirects in cooked builds. Matinee has no way of resaving redirects, so as long as matinee exists we need to keep them around forever, or fix matinee manually
Fixes lighting in Infiltrator demo
Change 3307929 on 2017/02/16 by Ben.Zeigler
#jira UE-42055 Second half of matinee redirector fix
Change 3308840 on 2017/02/17 by Matthew.Griffin
Reimplementing CL#3305808 from 4.15
Changed QA label build process so that it only allows version with 3 components (we always add the .0 for initial releases)
Change 3309115 on 2017/02/17 by Ben.Marsh
Windows: Fix the GetModulesDirectory() function always returning the engine binaries directory. It's possible to build non-monolithic targets which output all engine binaries to the game binaries directory - a requirement to being able to set game-specific defines or build settings, because we don't want shared engine binaries to be tainted with them. The module manager needs to be able to operate early on, before many of the game settings have been initialized, so just return the directory containing the Core module instead.
Change 3309120 on 2017/02/17 by Ben.Marsh
Fix support for creating modular builds which don't use the shared build environment.
Change 3309125 on 2017/02/17 by Ben.Marsh
Require that -CookDir arguments are specified separately on the command line. '+' is a valid path character (and common in build versions), so we shouldn't treat it as an argument separator.
Change 3309128 on 2017/02/17 by Ben.Marsh
Fix UnrealPak failures when enumerating all files from a source directory, if that directory happens to contain spaces.
Change 3309131 on 2017/02/17 by Ben.Marsh
Fix list of discovered assets being cleared by second call to FindFilesRecursive() when building DDC. Disable the -cookdir parameter again.
Change 3309140 on 2017/02/17 by Ben.Marsh
UAT: Fix exception moving a file from one location to another if the target directory does not exist.
Change 3309212 on 2017/02/17 by Ben.Marsh
Fixes/improvements for mod editor and code mods:
* A separate top-level project is generated for each code mod in the Visual Studio solution.
* Plugin descriptors now have a flag to identify themselves as mod as opposed to a regular game plugin, which prevents project plugins from getting their own VS project. New mods created with the mod editor will have this set by default, as do the three existing sample mods.
* Cleaning and building code mods will never modify engine binaries. Presence of the Engine/Build/InstalledProjectBuild.txt file is used to indicate running in this environment. This flag also disables options to edit metadata for non-mod plugins in installed builds.
* Plugin browser now includes a separate category for mods.
* Mod editor now behaves as an "installed" program by default, and will use the user's home folder for storing settings.
Change 3309231 on 2017/02/17 by Steve.Robb
Fix for Ar << bSomeBool where Ar is a derived class which overrides an operator<<.
#jira UE-42052
Change 3309248 on 2017/02/17 by Ben.Marsh
Add support for hot-reloading game plugin modules from Visual Studio, as long as their module returns IsGameModule() = true.
Change 3309257 on 2017/02/17 by Ben.Marsh
Prevent game binaries from being renamed for hot reload when working with installed projects.
Change 3309355 on 2017/02/17 by Steven.Hutton
Changes to make the website compatible with the new database changes.
Change 3309371 on 2017/02/17 by Ben.Marsh
Fix exception on shutdown when running asset registry with threads disabled.
#jira UE-41951
Change 3309389 on 2017/02/17 by Ben.Zeigler
#jira UE-42051 Fix ensure and crash when loading a null asset ID via the LoadAsset BP node
Change 3309570 on 2017/02/17 by Gil.Gribb
UE4 - Switch load time performace tweaks, plus abstracted the IO tracker and handle manager for other platforms and applied it to the PS4.
Change 3310039 on 2017/02/17 by Ben.Marsh
BuildGraph: Prevent exception when trying to delete a file that does not exist.
Change 3311484 on 2017/02/20 by Chris.Wood
CrashReportProcess crash add retry logic improvements (CRP v1.2.16)
Change 3311600 on 2017/02/20 by Matthew.Griffin
Updated StripSymbols functions so that all platforms can deal with the source and target file being the same
Change 3311675 on 2017/02/20 by Steve.Robb
FNativeClassHeaderGenerator::CurrentSourceFile stack replaced with C++ stack.
Change 3311893 on 2017/02/20 by Ben.Marsh
UGS: Add support for notifying users if CIS steps fail for content changes. Badges which test content should be listed in the [Notifications] section of the project-specific INI file, through +ContentBadges= lines.
Change 3313966 on 2017/02/21 by Ben.Marsh
Fix EC parsing of error messages output by the editor in the form "LogXYZ:Error:". Greedy optional subexpression in regex was matching everything until a space, so terminate a colon too.
Change 3314398 on 2017/02/21 by Ben.Zeigler
#jira UE-42212 Fix shutdown of AnimGraph module to be safer
[CL 3315211 by Ben Marsh in Main branch]
2017-02-21 15:51:42 -05:00
return Enum - > GetDisplayNameTextByValue ( EnumValue ) ;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3231693)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3219796 on 2016/12/02 by Rolando.Caloca
DR - vk - Increase timeout to 60ms
Change 3219884 on 2016/12/02 by Daniel.Wright
Assert to help track down rare crash locking capsule indirect shadow vertex buffer
Change 3219885 on 2016/12/02 by Daniel.Wright
Fixed saving a package that doesn't exist on disk but exists in p4 at a newer revision when the user chooses 'Mark Writable'
Change 3219886 on 2016/12/02 by Daniel.Wright
Don't create projected shadows when r.ShadowQuality is 0
* Fixes crash in the forward path trying to render shadows
* In the deferred path, the shadowmap was still being rendered and only the projection skipped, now all cost will be skipped
Change 3219887 on 2016/12/02 by Daniel.Wright
Changed ClearRenderTarget2D default alpha to 1, which is necessary for correct compositing
Change 3219893 on 2016/12/02 by Daniel.Wright
AMD AGS library with approved TPS
Disabled DFAO on AMD pre-GCN PC video cards to workaround a driver bug which won't be fixed (Radeon 6xxx and below)
Change 3219913 on 2016/12/02 by Daniel.Wright
Level unload of a lighting scenario propagates the lighting scenario change - fixes crash when precomputed lighting volume data gets unloaded
Change 3220029 on 2016/12/02 by Daniel.Wright
Async shader compiling now recreates scene proxies which are affected by the material which was compiled. This fixes crashes which were occuring as proxies cache various material properties, but applying compiled materials would not update these cached properties (bRequiresAdjacencyInformation).
* A new ensure has been added in FMeshElementCollector::AddMesh and FBatchingSPDI::DrawMesh to catch attempts to render with a material not reported in GetUsedMaterials
* Fixed UParticleSystemComponent::GetUsedMaterials and UMaterialBillboardComponent::GetUsedMaterials
* FMaterialUpdateContext should be changed to use the same pattern, but that hasn't been done yet
Change 3220108 on 2016/12/02 by Daniel.Wright
Fixed shadowmap channel assignment for stationary lights which are not in a lighting scenario level, when a lighting scenario level is present
Change 3220504 on 2016/12/03 by Mark.Satterthwaite
Metal Desktop Tessellation support from Unicorn.
- Apple: Metal tessellation support added to MetalShaderFormat, MetalRHI and incl. changes to engine runtime/shaders for Desktop renderer and enabled in ElementalDemo by default (OS X 10.11 will run SM4).
- Epic: Support for different Metal shader standards on Mac, iOS & tvOS which required moving some RHI functions around as this is a project setting and not a compile-time constant.
- Epic: Fragment shader UAV support, which is also tied to newer Metal shader standard like Tessellation.
- Epic: Significant refactor of MetalRHI's internals to clearly separate state-caching from render-pass management and command-encoding.
- Epic: Internal MetalRHI validation code is now cleanly separated out into custom implementations of the Metal @protocol's and is on by default.
- Epic: Various fixes to Layered Rendering for Metal.
- Omits Mobile Tessellation support which needs further revision.
Change 3220881 on 2016/12/04 by Mark.Satterthwaite
Compiles fixes for iOS & static analysis fixes from Windows.
Change 3221180 on 2016/12/05 by Guillaume.Abadie
Avoid compiling PreviousFrameSwitch's both Current Frame and Previous Frame inputs every time.
Change 3221217 on 2016/12/05 by Chris.Bunner
More NVAPI warning fixups.
Change 3221219 on 2016/12/05 by Chris.Bunner
When comparing overriden properties used to force instance recompilation we need to check against the base material, not assume the immediate parent.
#jira UE-37792
Change 3221220 on 2016/12/05 by Chris.Bunner
Exported GetAllStaticSwitchParamNames and GetAllStaticComponentMaskParamNames.
#jira UE-35132
Change 3221221 on 2016/12/05 by Chris.Bunner
PR #2785: Fix comment typo in RendererInterface.h (Contributed by dustin-biser)
#jira UE-35760
Change 3221223 on 2016/12/05 by Chris.Bunner
Default to include dev-code when compiling material preview stats.
#jira UE-20321
Change 3221534 on 2016/12/05 by Rolando.Caloca
DR - Added FDynamicRHI::GetName()
Change 3221833 on 2016/12/05 by Chris.Bunner
Set correct output extent on PostProcessUpscale (allows users to extend chain correctly).
#jira UE-36989
Change 3221852 on 2016/12/05 by Chris.Bunner
32-bit/ch EXR screenshot and frame dump output.
Fixed row increment bug in 128-bit/px surface format readback.
#jira UE-37962
Change 3222059 on 2016/12/05 by Rolando.Caloca
DR - vk - Fix memory type not found
Change 3222104 on 2016/12/05 by Rolando.Caloca
DR - Lambdaize
- Added quicker method to check if system textures are initialized
Change 3222290 on 2016/12/05 by Mark.Satterthwaite
Trivial fixes to reporting Metal shader pipeline errors - need to check if Hull & Domain exist.
Change 3222864 on 2016/12/06 by Rolando.Caloca
DR - Fix mem leak when exiting
Change 3222873 on 2016/12/06 by Rolando.Caloca
DR - vk - Minor info to help track down leaks
Change 3222875 on 2016/12/06 by Rolando.Caloca
DR - Fix mem leak with VisualizeTexture
#jira UE-39360
Change 3223226 on 2016/12/06 by Chris.Bunner
Static analysis warning workaround.
Change 3223235 on 2016/12/06 by Ben.Woodhouse
Integrate from NREAL: Set a custom projection matrix on a SceneCapture2D
Change 3223343 on 2016/12/06 by Chris.Bunner
Moved HLOD persistent data to viewstate to fix per-view compatability.
#jira UE-37539
Change 3223349 on 2016/12/06 by Chris.Bunner
Fixed HLOD with FreezeRendering command.
#jira UE-29839
Change 3223371 on 2016/12/06 by Michael.Trepka
Removed obsolete check() in FMetalSurface constructor
Change 3223450 on 2016/12/06 by Chris.Bunner
Added explicit ScRGB output device selection rather than Nvidia-only hardcoded checks. Allows easier support for Mac and other devices moving forward.
Change 3223638 on 2016/12/06 by Michael.Trepka
Restored part of the check() in FMetalSurface constructor removed in CL 3223371
Change 3223642 on 2016/12/06 by Mark.Satterthwaite
Experimental Metal EDR/HDR output support for Mac (iOS/tvOS need custom formats & shaders so they are not supported yet).
- Only available on macOS Sierra (10.12) for Macs with HDR displays (e.g. Retina iMacs).
- Enable with -metaledr command-line argument as it is off-by-default.
- Sets up the CAMetalLayer & the back-buffer for RGBA_FP16 output on Mac using DCI-P3 as the color gamut and ACES 1000 nit ScRGB output encoding.
Change 3223830 on 2016/12/06 by Rolando.Caloca
DR - vk - Better error when finding an invalid Vulkan driver
#jira UE-37495
Change 3223869 on 2016/12/06 by Rolando.Caloca
DR - vk - Reuse fences
Change 3223906 on 2016/12/06 by Guillaume.Abadie
Fix alpha through TempAA artifact causing a small darker edge layouts.
Change 3224199 on 2016/12/06 by Mark.Satterthwaite
Fix a dumb copy-paste error from the HDR changes to Metal.
Change 3224220 on 2016/12/06 by Mark.Satterthwaite
Fix various errors with Metal UAV & Render-Pass Restart support so that we can use the Pixel Shader culling for DistanceField effects.
- Unfortunately Metal requires that a texture be bound to start a render-pass, so reuse the dummy depth-stencil surface from the problematic editor preview tile rendering.
Change 3224236 on 2016/12/06 by Mark.Satterthwaite
IWYU CIS compile fix for iOS.
Change 3224366 on 2016/12/06 by Mark.Satterthwaite
Simplify some of the changes from CL# 3224220 so that we don't perform unnecessary clears.
- If the RenderPass is broken to issue compute or blit operations then treat the cached RenderTargetsInfo as invalid, unless the RenderPass is restarted.
- This guarantees that we don't erroneously ignore calls to SetRenderTargets if the calling code issues a dispatch between two RenderPasses that use the same RenderTargetsInfo.
Change 3224416 on 2016/12/06 by Uriel.Doyon
New default implementation for UPrimitiveComponent::GetStreamingTextureInfo using a conservative heuristic where the textures are stretched across the bounds.
Optimized UPrimitiveComponent::GetStreamingTextureInfoWithNULLRemoval by not handling registered components with no proxy (essentially hidden game / collision primitives).
Added blueprint support for texture streaming built data through FStaticMeshComponentInstanceData.
Fix for material texture streaming data not being available on some cooked builds.
Enabled split requests on all texture load requests (first loading everything visible and then loaded everything not visible).
This is controlled by "r.Streaming.MinMipForSplitRequest" which defines the minimum mip for which to allow splitting.
Forced residency are now loaded in two steps (visible, then forced), improving reactiveness.
Updated "stat streaming" to include "UnkownRefMips" which represent texture with no known component referencing them,
and also "LastRenderTimeMips" which related to timed primitives.
Changed "Forced Mips" so that it only shows mips that are loaded become of forced residency.
"Texture Streaming Build" now updates the map check after execution.
Removed Orphaned texture logic as this has become irrelevant with the latest retention priority logic.
Updated "r.streaming.usenewmetrics" so that it shows behavior before and after 4.12 improvements.
Change 3224532 on 2016/12/07 by Uriel.Doyon
Integrated CL 3223965 :
Building texture streaming data for materials does not wait for pending shaders to finish compilation anymore.
Added more options to allow the user to cancel this build also.
Change 3224714 on 2016/12/07 by Ben.Woodhouse
Cherry pick CL 3223972 from //fortnite/main:
Disable Geometry shader onchip on XB1. This saves 4ms for a single shadow casting point light @ 512x512 (4.8ms to 1.8ms)
Change 3224715 on 2016/12/07 by Ben.Woodhouse
New version of d3dx12.h from Microsoft which incorporates my suggested static analysis fixes. This avoids us diverging from the official version
Change 3224975 on 2016/12/07 by Rolando.Caloca
DR - vk - Dump improvements
Change 3225012 on 2016/12/07 by Rolando.Caloca
DR - Show warning if trying to use num samples != (1,2,4,8,16)
Change 3225126 on 2016/12/07 by Chris.Bunner
Added 'force 128-bit rendering pipeline' to high-res screenshot tool.
#jira UE-39345
Change 3225449 on 2016/12/07 by Chris.Bunner
Updated engine rendering defaults to better match current best practices.
#jira UE-38081
Change 3225485 on 2016/12/07 by Chris.Bunner
Moved QuantizeSceneBufferSize to RenderCore and added call for PostProcess settings. Fixes screenpercentage out-of-bounds reads in some cases.
#jira UE-19394
Change 3225486 on 2016/12/07 by Chris.Bunner
Only disable TAA during HighResScreenshots if we don't have a reasonable frame-delay enabled.
Change 3225505 on 2016/12/07 by Daniel.Wright
Fixed exponential height fog disappearing with no skybox
Change 3225655 on 2016/12/07 by Benjamin.Hyder
Updating TM-Shadermodels to include Translucent lighting, Two sided, updated cloth animation, and adjusted lighting.
Change 3225668 on 2016/12/07 by Chris.Bunner
Dirty owning packages when user manually forces regeneration of all reflection captures.
#jira UE-38759
Change 3226139 on 2016/12/07 by Rolando.Caloca
DR - Fix recompute tangents disabling skin cache
- Make some macros into lambdas
#jira UE-39143
Change 3226212 on 2016/12/07 by Daniel.Wright
Features which require a full prepass use DDM_AllOpaque instead of DDM_AllOccluders, which can be skipped if the component has bUseAsOccluder=false
Change 3226213 on 2016/12/07 by Daniel.Wright
Scene Capture 2D can specify a global clip plane, which is useful for portals
* Requires the global clip plane project setting to be enabled
Change 3226214 on 2016/12/07 by Daniel.Wright
Improved deferred shadowing with MSAA by upsampling light attenuation intelligently in the base pass
* If the current fragment's depth doesn't match what was used for deferred shadowing, the neighbor (cross pattern) with the nearest depth's shadowing is used
* Edge artifacts can still occur where the upsample fails or the shadow factor was computed per-sample due to depth / stencil testing
* Indirect Occlusion from capsule shadows also uses the nearest depth neighbor UV for no extra cost
* Base pass on 970 GTX 1.69ms -> 1.85ms (.16ms) in RoboRecall
Change 3226258 on 2016/12/07 by Rolando.Caloca
DR - Typo fix
Change 3226259 on 2016/12/07 by Rolando.Caloca
DR - compile fix
#jira UE-39143
Change 3226932 on 2016/12/08 by Chris.Bunner
Re-saved Infiltrator maps to update reflection captures.
#jira UE-38759
Change 3227063 on 2016/12/08 by Mark.Satterthwaite
For Metal platforms ONLY temporarily disable USE_LIGHT_GRID_REFLECTION_CAPTURE_CULLING to avoid UE-37436 while the Nvidia driver team investigate why this doesn't work for them but does for the others. This won't affect non-Metal platforms and the intent is to revert this prior to 4.16 provided we can work through the problem with Nvidia.
#jira UE-37436
Change 3227120 on 2016/12/08 by Gil.Gribb
Merging //UE4/Dev-Main@3226895 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3227211 on 2016/12/08 by Arne.Schober
DR - UE-38585 - Fixing crash where HierInstStaticMesh duplication fails. Also reverting the fix from UE-28189 which is redundant.
Change 3227257 on 2016/12/08 by Marc.Olano
Extension to PseudoVolumeTexture for more flexible layout
Change by ryan.brucks
Change 3227286 on 2016/12/08 by Rolando.Caloca
DR - Fix crash when using custom expressions and using reserved keywords
#jira UE-39311
Change 3227376 on 2016/12/08 by Mark.Satterthwaite
Must not include a private header inside the MenuStack public header as that causes compile errors in plugins.
Change 3227415 on 2016/12/08 by Mark.Satterthwaite
Fix shader compilation due to my disabling of USE_LIGHT_GRID_REFLECTION_CAPTURE_CULLING on Metal - InstancedCompositeTileReflectionCaptureIndices needs to be defined even though Metal doesn't support instanced-stereo rendering.
Change 3227516 on 2016/12/08 by Daniel.Wright
Implemented UWidgetComponent::GetUsedMaterials
Change 3227521 on 2016/12/08 by Guillaume.Abadie
Fixes post process volume's indirect lighting color.
#jira UE-38888
Change 3227567 on 2016/12/08 by Marc.Olano
New upscale filters: Lanczos-2 (new default), Lanczos-3 and Gaussian Unsharp Mask
Change 3227628 on 2016/12/08 by Daniel.Wright
Removed redundant ResolveSceneDepthTexture from the merge
Change 3227635 on 2016/12/08 by Daniel.Wright
Forward renderer supports shadowing from movable lights and light functions
* Only 4 shadow casting movable or stationary lights can overlap at any point in space, otherwise the movable lights will lose their shadows and an on-screen message will be displayed
* Light functions only work on shadow casting lights since they need a shadowmap channel to be assigned
Change 3227660 on 2016/12/08 by Rolando.Caloca
DR - vk - Fix r.MobileMSAA on Vulkan
- r.MobileMSAA is now read-only (to be fixed on 4.16)
- Show time for PSO creation hitches
#jira UE-39184
Change 3227704 on 2016/12/08 by Mark.Satterthwaite
Fix Mac HDR causing incorrect output color encoding being used, HDR support is now entirely off unless you pass -metaledr which will enable it regardless of whether the current display supports HDR (as we haven't written the detection code yet). Fixed the LUT/UI compositing along the way - Mac Metal wasn't using volume LUT as it should have been, RHISupportsVertexShaderLayer now correctly returns false for non-Mac Metal platforms.
Change 3227705 on 2016/12/08 by Daniel.Wright
Replaced built-in samplers in the nearest depth translucency upsample because the built-in samplers are no longer bound on PC (cl 2852426)
Change 3227787 on 2016/12/08 by Chris.Bunner
Added extent clear to motion blur pass to catch misized buffers bringing in errors.
Added early out to clear call when excluded region matches RT region.
#jira UE-39437
Change 3228177 on 2016/12/08 by Marc.Olano
Fix DCC sqrt(int) error
Change 3228285 on 2016/12/08 by Chris.Bunner
Back out changelist 3225449.
#jira UE-39528
Change 3228680 on 2016/12/09 by Gil.Gribb
Merging //UE4/Dev-Main@3228528 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3228940 on 2016/12/09 by Mark.Satterthwaite
Editor fixes for 4.15:
- PostProcessTonemap can't fail to bind a texture to the ColorLUT or the subsequent rendering will be garbage: the changes for optimising stereo rendering forgot to account for the Editor's use of Views without States for the asset preview thumbnails. Amended the CombineLUT post-processing to allocate a local output texture when there's no ViewState and read from this when this situation arises which makes everything function again.
- Don't start render-passes without a valid render-target-array in MetalRHI.
Change 3228950 on 2016/12/09 by Mark.Satterthwaite
Make GPUSkinCache run on Mac Metal - it wasn't working because it was forcibly disabled on all platforms but for Windows D3D 11.
- Fixed the Skeleton editor tree trying to access a widget before it has been constructed.
- Enable GPUSkinCache for Metal SM5: doesn't render correctly, even on AMD, so needs Radar's filing and investigation.
#jira UE-39256
Change 3229013 on 2016/12/09 by Mark.Satterthwaite
Further tidy up in SSkeletonTreeView as suggested by Nick.A.
Change 3229101 on 2016/12/09 by Chris.Bunner
Log compile error fix and updated cvar comments.
Change 3229236 on 2016/12/09 by Ben.Woodhouse
XB1 D3D11 and D3D12: Use the DXGI frame statistics to get accurate GPU time unaffected by bubbles
Change 3229430 on 2016/12/09 by Ben.Woodhouse
PR #2680: Optimized histogram generation. (Contributed by PjotrSvetachov)
Profiled on nvidia 980GTX (2x faster), and on XB1 (marginally faster)
Change 3229580 on 2016/12/09 by Marcus.Wassmer
DepthBoundsTest for AMD.
Change 3229701 on 2016/12/09 by Michael.Trepka
Changed "OS X" to "macOS" in few places where we display it and updated the code that asks users to update to latest version to check for 10.12.2
Change 3229706 on 2016/12/09 by Chris.Bunner
Added GameUserSettings controls for HDR display output.
Removed Metal commandline as this should replace the need for it.
Change 3229774 on 2016/12/09 by Michael.Trepka
Disabled OpenGL on Mac. -opengl is now ignored, we always use Metal. On old Macs that do not support Metal we show a message saying that the app requires Metal and exit.
Change 3229819 on 2016/12/09 by Chris.Bunner
Updated engine rendering defaults to better match current best practices.
#jira UE-38081
Change 3229948 on 2016/12/09 by Rolando.Caloca
DR - Fix d3d debug error
#jira UE-39589
Change 3230341 on 2016/12/11 by Mark.Satterthwaite
Don't fatally assert that the game-thread stalled waiting for the rendering thread in the Editor executable, even when running -game as the rendering thread can take a while to respond if shaders need to be compiled.
#jira UE-39613
Change 3230860 on 2016/12/12 by Marcus.Wassmer
Experimental Nvidia AFR support.
Change 3230930 on 2016/12/12 by Mark.Satterthwaite
Disable RHICmdList state-caching on Mac - Metal already does this internally and depends on receiving all state changes in order to function.
Change 3231252 on 2016/12/12 by Marcus.Wassmer
Fix NumGPU detection. (SLI only crash)
Change 3231486 on 2016/12/12 by Mark.Satterthwaite
Fix a stupid mistake in MetalStateCache::CommitResourceTable that would unnecessarily rebind samplers.
Change 3231661 on 2016/12/12 by Mark.Satterthwaite
Retain the RHI samplers in MetalRHI to guarantee lifetime.
[CL 3231696 by Gil Gribb in Main branch]
2016-12-12 17:47:42 -05:00
}
return FText : : GetEmpty ( ) ;
}
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
TSharedRef < SWidget > FIOSTargetSettingsCustomization : : OnGetMinVersionContent ( )
{
FMenuBuilder MenuBuilder ( true , NULL ) ;
UEnum * Enum = FindObjectChecked < UEnum > ( ANY_PACKAGE , TEXT ( " EIOSVersion " ) , true ) ;
for ( int32 i = 0 ; i < Enum - > GetMaxEnumValue ( ) ; i + + )
{
if ( Enum - > IsValidEnumValue ( i ) & & ! Enum - > HasMetaData ( TEXT ( " Hidden " ) , Enum - > GetIndexByValue ( i ) ) )
{
FUIAction ItemAction ( FExecuteAction : : CreateSP ( this , & FIOSTargetSettingsCustomization : : SetMinVersion , i ) ) ;
MenuBuilder . AddMenuEntry ( Enum - > GetDisplayNameTextByValue ( i ) , TAttribute < FText > ( ) , FSlateIcon ( ) , ItemAction ) ;
}
}
return MenuBuilder . MakeWidget ( ) ;
}
FText FIOSTargetSettingsCustomization : : GetMinVersionDesc ( ) const
{
uint8 EnumValue ;
MinOSPropertyHandle - > GetValue ( EnumValue ) ;
UEnum * Enum = FindObjectChecked < UEnum > ( ANY_PACKAGE , TEXT ( " EIOSVersion " ) , true ) ;
if ( EnumValue < Enum - > GetMaxEnumValue ( ) & & Enum - > IsValidEnumValue ( EnumValue ) )
{
return Enum - > GetDisplayNameTextByValue ( EnumValue ) ;
}
return FText : : GetEmpty ( ) ;
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3231693)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3219796 on 2016/12/02 by Rolando.Caloca
DR - vk - Increase timeout to 60ms
Change 3219884 on 2016/12/02 by Daniel.Wright
Assert to help track down rare crash locking capsule indirect shadow vertex buffer
Change 3219885 on 2016/12/02 by Daniel.Wright
Fixed saving a package that doesn't exist on disk but exists in p4 at a newer revision when the user chooses 'Mark Writable'
Change 3219886 on 2016/12/02 by Daniel.Wright
Don't create projected shadows when r.ShadowQuality is 0
* Fixes crash in the forward path trying to render shadows
* In the deferred path, the shadowmap was still being rendered and only the projection skipped, now all cost will be skipped
Change 3219887 on 2016/12/02 by Daniel.Wright
Changed ClearRenderTarget2D default alpha to 1, which is necessary for correct compositing
Change 3219893 on 2016/12/02 by Daniel.Wright
AMD AGS library with approved TPS
Disabled DFAO on AMD pre-GCN PC video cards to workaround a driver bug which won't be fixed (Radeon 6xxx and below)
Change 3219913 on 2016/12/02 by Daniel.Wright
Level unload of a lighting scenario propagates the lighting scenario change - fixes crash when precomputed lighting volume data gets unloaded
Change 3220029 on 2016/12/02 by Daniel.Wright
Async shader compiling now recreates scene proxies which are affected by the material which was compiled. This fixes crashes which were occuring as proxies cache various material properties, but applying compiled materials would not update these cached properties (bRequiresAdjacencyInformation).
* A new ensure has been added in FMeshElementCollector::AddMesh and FBatchingSPDI::DrawMesh to catch attempts to render with a material not reported in GetUsedMaterials
* Fixed UParticleSystemComponent::GetUsedMaterials and UMaterialBillboardComponent::GetUsedMaterials
* FMaterialUpdateContext should be changed to use the same pattern, but that hasn't been done yet
Change 3220108 on 2016/12/02 by Daniel.Wright
Fixed shadowmap channel assignment for stationary lights which are not in a lighting scenario level, when a lighting scenario level is present
Change 3220504 on 2016/12/03 by Mark.Satterthwaite
Metal Desktop Tessellation support from Unicorn.
- Apple: Metal tessellation support added to MetalShaderFormat, MetalRHI and incl. changes to engine runtime/shaders for Desktop renderer and enabled in ElementalDemo by default (OS X 10.11 will run SM4).
- Epic: Support for different Metal shader standards on Mac, iOS & tvOS which required moving some RHI functions around as this is a project setting and not a compile-time constant.
- Epic: Fragment shader UAV support, which is also tied to newer Metal shader standard like Tessellation.
- Epic: Significant refactor of MetalRHI's internals to clearly separate state-caching from render-pass management and command-encoding.
- Epic: Internal MetalRHI validation code is now cleanly separated out into custom implementations of the Metal @protocol's and is on by default.
- Epic: Various fixes to Layered Rendering for Metal.
- Omits Mobile Tessellation support which needs further revision.
Change 3220881 on 2016/12/04 by Mark.Satterthwaite
Compiles fixes for iOS & static analysis fixes from Windows.
Change 3221180 on 2016/12/05 by Guillaume.Abadie
Avoid compiling PreviousFrameSwitch's both Current Frame and Previous Frame inputs every time.
Change 3221217 on 2016/12/05 by Chris.Bunner
More NVAPI warning fixups.
Change 3221219 on 2016/12/05 by Chris.Bunner
When comparing overriden properties used to force instance recompilation we need to check against the base material, not assume the immediate parent.
#jira UE-37792
Change 3221220 on 2016/12/05 by Chris.Bunner
Exported GetAllStaticSwitchParamNames and GetAllStaticComponentMaskParamNames.
#jira UE-35132
Change 3221221 on 2016/12/05 by Chris.Bunner
PR #2785: Fix comment typo in RendererInterface.h (Contributed by dustin-biser)
#jira UE-35760
Change 3221223 on 2016/12/05 by Chris.Bunner
Default to include dev-code when compiling material preview stats.
#jira UE-20321
Change 3221534 on 2016/12/05 by Rolando.Caloca
DR - Added FDynamicRHI::GetName()
Change 3221833 on 2016/12/05 by Chris.Bunner
Set correct output extent on PostProcessUpscale (allows users to extend chain correctly).
#jira UE-36989
Change 3221852 on 2016/12/05 by Chris.Bunner
32-bit/ch EXR screenshot and frame dump output.
Fixed row increment bug in 128-bit/px surface format readback.
#jira UE-37962
Change 3222059 on 2016/12/05 by Rolando.Caloca
DR - vk - Fix memory type not found
Change 3222104 on 2016/12/05 by Rolando.Caloca
DR - Lambdaize
- Added quicker method to check if system textures are initialized
Change 3222290 on 2016/12/05 by Mark.Satterthwaite
Trivial fixes to reporting Metal shader pipeline errors - need to check if Hull & Domain exist.
Change 3222864 on 2016/12/06 by Rolando.Caloca
DR - Fix mem leak when exiting
Change 3222873 on 2016/12/06 by Rolando.Caloca
DR - vk - Minor info to help track down leaks
Change 3222875 on 2016/12/06 by Rolando.Caloca
DR - Fix mem leak with VisualizeTexture
#jira UE-39360
Change 3223226 on 2016/12/06 by Chris.Bunner
Static analysis warning workaround.
Change 3223235 on 2016/12/06 by Ben.Woodhouse
Integrate from NREAL: Set a custom projection matrix on a SceneCapture2D
Change 3223343 on 2016/12/06 by Chris.Bunner
Moved HLOD persistent data to viewstate to fix per-view compatability.
#jira UE-37539
Change 3223349 on 2016/12/06 by Chris.Bunner
Fixed HLOD with FreezeRendering command.
#jira UE-29839
Change 3223371 on 2016/12/06 by Michael.Trepka
Removed obsolete check() in FMetalSurface constructor
Change 3223450 on 2016/12/06 by Chris.Bunner
Added explicit ScRGB output device selection rather than Nvidia-only hardcoded checks. Allows easier support for Mac and other devices moving forward.
Change 3223638 on 2016/12/06 by Michael.Trepka
Restored part of the check() in FMetalSurface constructor removed in CL 3223371
Change 3223642 on 2016/12/06 by Mark.Satterthwaite
Experimental Metal EDR/HDR output support for Mac (iOS/tvOS need custom formats & shaders so they are not supported yet).
- Only available on macOS Sierra (10.12) for Macs with HDR displays (e.g. Retina iMacs).
- Enable with -metaledr command-line argument as it is off-by-default.
- Sets up the CAMetalLayer & the back-buffer for RGBA_FP16 output on Mac using DCI-P3 as the color gamut and ACES 1000 nit ScRGB output encoding.
Change 3223830 on 2016/12/06 by Rolando.Caloca
DR - vk - Better error when finding an invalid Vulkan driver
#jira UE-37495
Change 3223869 on 2016/12/06 by Rolando.Caloca
DR - vk - Reuse fences
Change 3223906 on 2016/12/06 by Guillaume.Abadie
Fix alpha through TempAA artifact causing a small darker edge layouts.
Change 3224199 on 2016/12/06 by Mark.Satterthwaite
Fix a dumb copy-paste error from the HDR changes to Metal.
Change 3224220 on 2016/12/06 by Mark.Satterthwaite
Fix various errors with Metal UAV & Render-Pass Restart support so that we can use the Pixel Shader culling for DistanceField effects.
- Unfortunately Metal requires that a texture be bound to start a render-pass, so reuse the dummy depth-stencil surface from the problematic editor preview tile rendering.
Change 3224236 on 2016/12/06 by Mark.Satterthwaite
IWYU CIS compile fix for iOS.
Change 3224366 on 2016/12/06 by Mark.Satterthwaite
Simplify some of the changes from CL# 3224220 so that we don't perform unnecessary clears.
- If the RenderPass is broken to issue compute or blit operations then treat the cached RenderTargetsInfo as invalid, unless the RenderPass is restarted.
- This guarantees that we don't erroneously ignore calls to SetRenderTargets if the calling code issues a dispatch between two RenderPasses that use the same RenderTargetsInfo.
Change 3224416 on 2016/12/06 by Uriel.Doyon
New default implementation for UPrimitiveComponent::GetStreamingTextureInfo using a conservative heuristic where the textures are stretched across the bounds.
Optimized UPrimitiveComponent::GetStreamingTextureInfoWithNULLRemoval by not handling registered components with no proxy (essentially hidden game / collision primitives).
Added blueprint support for texture streaming built data through FStaticMeshComponentInstanceData.
Fix for material texture streaming data not being available on some cooked builds.
Enabled split requests on all texture load requests (first loading everything visible and then loaded everything not visible).
This is controlled by "r.Streaming.MinMipForSplitRequest" which defines the minimum mip for which to allow splitting.
Forced residency are now loaded in two steps (visible, then forced), improving reactiveness.
Updated "stat streaming" to include "UnkownRefMips" which represent texture with no known component referencing them,
and also "LastRenderTimeMips" which related to timed primitives.
Changed "Forced Mips" so that it only shows mips that are loaded become of forced residency.
"Texture Streaming Build" now updates the map check after execution.
Removed Orphaned texture logic as this has become irrelevant with the latest retention priority logic.
Updated "r.streaming.usenewmetrics" so that it shows behavior before and after 4.12 improvements.
Change 3224532 on 2016/12/07 by Uriel.Doyon
Integrated CL 3223965 :
Building texture streaming data for materials does not wait for pending shaders to finish compilation anymore.
Added more options to allow the user to cancel this build also.
Change 3224714 on 2016/12/07 by Ben.Woodhouse
Cherry pick CL 3223972 from //fortnite/main:
Disable Geometry shader onchip on XB1. This saves 4ms for a single shadow casting point light @ 512x512 (4.8ms to 1.8ms)
Change 3224715 on 2016/12/07 by Ben.Woodhouse
New version of d3dx12.h from Microsoft which incorporates my suggested static analysis fixes. This avoids us diverging from the official version
Change 3224975 on 2016/12/07 by Rolando.Caloca
DR - vk - Dump improvements
Change 3225012 on 2016/12/07 by Rolando.Caloca
DR - Show warning if trying to use num samples != (1,2,4,8,16)
Change 3225126 on 2016/12/07 by Chris.Bunner
Added 'force 128-bit rendering pipeline' to high-res screenshot tool.
#jira UE-39345
Change 3225449 on 2016/12/07 by Chris.Bunner
Updated engine rendering defaults to better match current best practices.
#jira UE-38081
Change 3225485 on 2016/12/07 by Chris.Bunner
Moved QuantizeSceneBufferSize to RenderCore and added call for PostProcess settings. Fixes screenpercentage out-of-bounds reads in some cases.
#jira UE-19394
Change 3225486 on 2016/12/07 by Chris.Bunner
Only disable TAA during HighResScreenshots if we don't have a reasonable frame-delay enabled.
Change 3225505 on 2016/12/07 by Daniel.Wright
Fixed exponential height fog disappearing with no skybox
Change 3225655 on 2016/12/07 by Benjamin.Hyder
Updating TM-Shadermodels to include Translucent lighting, Two sided, updated cloth animation, and adjusted lighting.
Change 3225668 on 2016/12/07 by Chris.Bunner
Dirty owning packages when user manually forces regeneration of all reflection captures.
#jira UE-38759
Change 3226139 on 2016/12/07 by Rolando.Caloca
DR - Fix recompute tangents disabling skin cache
- Make some macros into lambdas
#jira UE-39143
Change 3226212 on 2016/12/07 by Daniel.Wright
Features which require a full prepass use DDM_AllOpaque instead of DDM_AllOccluders, which can be skipped if the component has bUseAsOccluder=false
Change 3226213 on 2016/12/07 by Daniel.Wright
Scene Capture 2D can specify a global clip plane, which is useful for portals
* Requires the global clip plane project setting to be enabled
Change 3226214 on 2016/12/07 by Daniel.Wright
Improved deferred shadowing with MSAA by upsampling light attenuation intelligently in the base pass
* If the current fragment's depth doesn't match what was used for deferred shadowing, the neighbor (cross pattern) with the nearest depth's shadowing is used
* Edge artifacts can still occur where the upsample fails or the shadow factor was computed per-sample due to depth / stencil testing
* Indirect Occlusion from capsule shadows also uses the nearest depth neighbor UV for no extra cost
* Base pass on 970 GTX 1.69ms -> 1.85ms (.16ms) in RoboRecall
Change 3226258 on 2016/12/07 by Rolando.Caloca
DR - Typo fix
Change 3226259 on 2016/12/07 by Rolando.Caloca
DR - compile fix
#jira UE-39143
Change 3226932 on 2016/12/08 by Chris.Bunner
Re-saved Infiltrator maps to update reflection captures.
#jira UE-38759
Change 3227063 on 2016/12/08 by Mark.Satterthwaite
For Metal platforms ONLY temporarily disable USE_LIGHT_GRID_REFLECTION_CAPTURE_CULLING to avoid UE-37436 while the Nvidia driver team investigate why this doesn't work for them but does for the others. This won't affect non-Metal platforms and the intent is to revert this prior to 4.16 provided we can work through the problem with Nvidia.
#jira UE-37436
Change 3227120 on 2016/12/08 by Gil.Gribb
Merging //UE4/Dev-Main@3226895 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3227211 on 2016/12/08 by Arne.Schober
DR - UE-38585 - Fixing crash where HierInstStaticMesh duplication fails. Also reverting the fix from UE-28189 which is redundant.
Change 3227257 on 2016/12/08 by Marc.Olano
Extension to PseudoVolumeTexture for more flexible layout
Change by ryan.brucks
Change 3227286 on 2016/12/08 by Rolando.Caloca
DR - Fix crash when using custom expressions and using reserved keywords
#jira UE-39311
Change 3227376 on 2016/12/08 by Mark.Satterthwaite
Must not include a private header inside the MenuStack public header as that causes compile errors in plugins.
Change 3227415 on 2016/12/08 by Mark.Satterthwaite
Fix shader compilation due to my disabling of USE_LIGHT_GRID_REFLECTION_CAPTURE_CULLING on Metal - InstancedCompositeTileReflectionCaptureIndices needs to be defined even though Metal doesn't support instanced-stereo rendering.
Change 3227516 on 2016/12/08 by Daniel.Wright
Implemented UWidgetComponent::GetUsedMaterials
Change 3227521 on 2016/12/08 by Guillaume.Abadie
Fixes post process volume's indirect lighting color.
#jira UE-38888
Change 3227567 on 2016/12/08 by Marc.Olano
New upscale filters: Lanczos-2 (new default), Lanczos-3 and Gaussian Unsharp Mask
Change 3227628 on 2016/12/08 by Daniel.Wright
Removed redundant ResolveSceneDepthTexture from the merge
Change 3227635 on 2016/12/08 by Daniel.Wright
Forward renderer supports shadowing from movable lights and light functions
* Only 4 shadow casting movable or stationary lights can overlap at any point in space, otherwise the movable lights will lose their shadows and an on-screen message will be displayed
* Light functions only work on shadow casting lights since they need a shadowmap channel to be assigned
Change 3227660 on 2016/12/08 by Rolando.Caloca
DR - vk - Fix r.MobileMSAA on Vulkan
- r.MobileMSAA is now read-only (to be fixed on 4.16)
- Show time for PSO creation hitches
#jira UE-39184
Change 3227704 on 2016/12/08 by Mark.Satterthwaite
Fix Mac HDR causing incorrect output color encoding being used, HDR support is now entirely off unless you pass -metaledr which will enable it regardless of whether the current display supports HDR (as we haven't written the detection code yet). Fixed the LUT/UI compositing along the way - Mac Metal wasn't using volume LUT as it should have been, RHISupportsVertexShaderLayer now correctly returns false for non-Mac Metal platforms.
Change 3227705 on 2016/12/08 by Daniel.Wright
Replaced built-in samplers in the nearest depth translucency upsample because the built-in samplers are no longer bound on PC (cl 2852426)
Change 3227787 on 2016/12/08 by Chris.Bunner
Added extent clear to motion blur pass to catch misized buffers bringing in errors.
Added early out to clear call when excluded region matches RT region.
#jira UE-39437
Change 3228177 on 2016/12/08 by Marc.Olano
Fix DCC sqrt(int) error
Change 3228285 on 2016/12/08 by Chris.Bunner
Back out changelist 3225449.
#jira UE-39528
Change 3228680 on 2016/12/09 by Gil.Gribb
Merging //UE4/Dev-Main@3228528 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3228940 on 2016/12/09 by Mark.Satterthwaite
Editor fixes for 4.15:
- PostProcessTonemap can't fail to bind a texture to the ColorLUT or the subsequent rendering will be garbage: the changes for optimising stereo rendering forgot to account for the Editor's use of Views without States for the asset preview thumbnails. Amended the CombineLUT post-processing to allocate a local output texture when there's no ViewState and read from this when this situation arises which makes everything function again.
- Don't start render-passes without a valid render-target-array in MetalRHI.
Change 3228950 on 2016/12/09 by Mark.Satterthwaite
Make GPUSkinCache run on Mac Metal - it wasn't working because it was forcibly disabled on all platforms but for Windows D3D 11.
- Fixed the Skeleton editor tree trying to access a widget before it has been constructed.
- Enable GPUSkinCache for Metal SM5: doesn't render correctly, even on AMD, so needs Radar's filing and investigation.
#jira UE-39256
Change 3229013 on 2016/12/09 by Mark.Satterthwaite
Further tidy up in SSkeletonTreeView as suggested by Nick.A.
Change 3229101 on 2016/12/09 by Chris.Bunner
Log compile error fix and updated cvar comments.
Change 3229236 on 2016/12/09 by Ben.Woodhouse
XB1 D3D11 and D3D12: Use the DXGI frame statistics to get accurate GPU time unaffected by bubbles
Change 3229430 on 2016/12/09 by Ben.Woodhouse
PR #2680: Optimized histogram generation. (Contributed by PjotrSvetachov)
Profiled on nvidia 980GTX (2x faster), and on XB1 (marginally faster)
Change 3229580 on 2016/12/09 by Marcus.Wassmer
DepthBoundsTest for AMD.
Change 3229701 on 2016/12/09 by Michael.Trepka
Changed "OS X" to "macOS" in few places where we display it and updated the code that asks users to update to latest version to check for 10.12.2
Change 3229706 on 2016/12/09 by Chris.Bunner
Added GameUserSettings controls for HDR display output.
Removed Metal commandline as this should replace the need for it.
Change 3229774 on 2016/12/09 by Michael.Trepka
Disabled OpenGL on Mac. -opengl is now ignored, we always use Metal. On old Macs that do not support Metal we show a message saying that the app requires Metal and exit.
Change 3229819 on 2016/12/09 by Chris.Bunner
Updated engine rendering defaults to better match current best practices.
#jira UE-38081
Change 3229948 on 2016/12/09 by Rolando.Caloca
DR - Fix d3d debug error
#jira UE-39589
Change 3230341 on 2016/12/11 by Mark.Satterthwaite
Don't fatally assert that the game-thread stalled waiting for the rendering thread in the Editor executable, even when running -game as the rendering thread can take a while to respond if shaders need to be compiled.
#jira UE-39613
Change 3230860 on 2016/12/12 by Marcus.Wassmer
Experimental Nvidia AFR support.
Change 3230930 on 2016/12/12 by Mark.Satterthwaite
Disable RHICmdList state-caching on Mac - Metal already does this internally and depends on receiving all state changes in order to function.
Change 3231252 on 2016/12/12 by Marcus.Wassmer
Fix NumGPU detection. (SLI only crash)
Change 3231486 on 2016/12/12 by Mark.Satterthwaite
Fix a stupid mistake in MetalStateCache::CommitResourceTable that would unnecessarily rebind samplers.
Change 3231661 on 2016/12/12 by Mark.Satterthwaite
Retain the RHI samplers in MetalRHI to guarantee lifetime.
[CL 3231696 by Gil Gribb in Main branch]
2016-12-12 17:47:42 -05:00
void FIOSTargetSettingsCustomization : : SetShaderStandard ( int32 Value )
{
2018-02-14 14:13:42 -05:00
FPropertyAccess : : Result Res = ShaderVersionPropertyHandle - > SetValue ( ( uint8 ) Value ) ;
check ( Res = = FPropertyAccess : : Success ) ;
if ( MinOSPropertyHandle . IsValid ( ) )
{
FText Message ;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3388261)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3358140 on 2017/03/22 by Rolando.Caloca
DR - Fix copy to cube face
- Compile fix when using dump layer
- Add new error enum
Change 3358301 on 2017/03/22 by Mitchell.Wilson
Initial check in of LODs in InfiltratorForward. First pass on optimization in level. Adding a visibility track for SceneCapture2D in tunnel section.
Change 3358477 on 2017/03/22 by Mitchell.Wilson
Updating Skeletal Mesh DPW_Robot_Export to resolve screen size being too low for LOD1. Cleaned up LOD1 which was showing some visible popping when transitioning.
Change 3358529 on 2017/03/22 by Mark.Satterthwaite
Globally disable clang's "constant-logical-operand" warning when running under Distcc - it is much easier and less invasive than constantly fixing the code.
Change 3358745 on 2017/03/22 by Mark.Satterthwaite
Disable another warning (parentheses-equality) under Distcc because again the separation of preprocessing from compilation means it turns up where it isn't expected.
Change 3358837 on 2017/03/22 by Joe.Graf
Merge of pull request #3214 for the RenderDocPlugin
#CodeReview: matt.kuhlenschmidt, marcus.wassmer
#rb: marcus.wassmer
Change 3359112 on 2017/03/22 by Ben.Salem
Update perf monitor to include frame time by default. Also, use only game/PIE world timers when in editor, instead of all worlds combined.
#tests Ran several Showdown test runs with plugin!
Change 3359363 on 2017/03/22 by Joe.Graf
First pass at non-unity & no pch compilation
Change 3359449 on 2017/03/22 by Joe.Graf
Added missing null check when exporting a EXR on Linux (UE-40268)
#CodeReview: dmitry.rekman
#rb: n/a
Change 3360349 on 2017/03/23 by Guillaume.Abadie
Fixes TAA's AA_FORCE_ALPHA_CLAMP causing DOF layouts.
#jira UE-42920
Change 3360405 on 2017/03/23 by Marcus.Wassmer
Better method for detecting Kepler
Change 3360718 on 2017/03/23 by Daniel.Wright
Planar reflections handle views smaller than the render target in a general way
* Fixes planar reflections with adaptive pixel density (ViewFamily size larger than actual views combined)
* Planar reflections are now supported in splitscreen
Change 3360758 on 2017/03/23 by Daniel.Wright
[Copy] Added new light property bCastVolumetricShadow, which defaults to true for directional and sky lights, but false for point / spot lights as supporting volumetric fog shadowing has significant GPU overhead
Change 3360762 on 2017/03/23 by Daniel.Wright
[Copy] Texture flags are now properly routed to RHICreateTexture3D from the render target pool
Change 3360768 on 2017/03/23 by Daniel.Wright
[Copy] Disabled GPUProfiler histogram by default, controlled by r.ProfileGPU.ShowEventHistogram
Change 3360770 on 2017/03/23 by Daniel.Wright
[Copy] Disabled fast clears on CustomDepth, saves .2ms on xbox
Change 3360771 on 2017/03/23 by Daniel.Wright
[Copy] Particle lights no longer force tiled deferred lighting. Tiled deferred lighting is only used if enough unshadowed lights + particle lights are on screen. Saves 1.5ms Xbox with one particle light.
Change 3360774 on 2017/03/23 by Daniel.Wright
[Copy] Distance field cvar comments
Change 3360782 on 2017/03/23 by Daniel.Wright
[Copy] Disabled selection color on Volume materials
Change 3360795 on 2017/03/23 by Daniel.Wright
[Copy] Volume materials now specify Albedo and Extinction, which is more intuitive than Scattering and Absorption. Albedo is [0-1] reflectance, while Extinction is a world space density.
Change 3360799 on 2017/03/23 by Daniel.Wright
[Copy] Cinematic scalability levels get 2x volumetric fog resolution in x and y
Change 3360806 on 2017/03/23 by Daniel.Wright
[Copy] Fixed volumetric fog being offset when viewport min is not 0
Change 3360809 on 2017/03/23 by Daniel.Wright
[Copy] Volumetric fog now adds a bias to the inverse squared light falloff denominator, prevents extreme aliasing from the hotspot. Can be controlled with r.VolumetricFog.InverseSquaredLightDistanceBiasScale.
Change 3361651 on 2017/03/23 by Brian.Karis
Higher quality sharp SSR at quality 4
Change 3361678 on 2017/03/23 by Brian.Karis
Fresnel darkens diffuse for clearcoat.
Change 3361683 on 2017/03/23 by Brian.Karis
Fixed SSR artifact
Change 3361691 on 2017/03/23 by Brian.Karis
Chagned min roughness limit
Change 3361707 on 2017/03/23 by Brian.Karis
Added inverse film tone map
Change 3361726 on 2017/03/23 by Brian.Karis
Better precision inverse
Change 3361758 on 2017/03/23 by Brian.Karis
Material flag normal curvature to roughness is no longer forward only.
Change 3361765 on 2017/03/23 by Brian.Karis
Update ACES
Change 3361774 on 2017/03/23 by Brian.Karis
Cleaned up alpha support and disabled screen edge clipping.
Change 3362478 on 2017/03/24 by Guillaume.Abadie
Cherry pick 3316084's PostProcessing.cpp: Fixes a bug in Circle DOF where the apply pass was no longer using the downres DOF's TAA output.
#author Brian.Karis
#jira UE-42920
Change 3362738 on 2017/03/24 by Rolando.Caloca
DR - Hide scene capture on IF
Change 3362890 on 2017/03/24 by Guillaume.Abadie
Renames r.SceneAlpha to r.PostProcessing.PropagateAlpha
Change 3363665 on 2017/03/24 by Mark.Satterthwaite
PR #3414: Add command line option "-noheartbeatthread" to disable heart beat thread (Contributed by JeffRous)
Change 3363866 on 2017/03/24 by Arne.Schober
DR - Updated NVAPI
#RB Marcus.Wassmer
Change 3364300 on 2017/03/24 by Brian.Karis
SSR use dynamic velocity
Change 3364372 on 2017/03/24 by Brian.Karis
Fix changing off axis projection velocities.
Change 3364373 on 2017/03/24 by Brian.Karis
Enabled velocity drawing in scene captures
Change 3365531 on 2017/03/27 by Guillaume.Abadie
Computes the material's screen position material expression directly from the pixel shader SvPosition
Change 3365764 on 2017/03/27 by Chris.Bunner
Lowering severity of crash for missing values in scalability.ini.
#jira UE-41331
Change 3365916 on 2017/03/27 by Guillaume.Abadie
Exposes the viewport offset within the view property material expression
Change 3365979 on 2017/03/27 by Brian.Karis
Fixed skylight intensity from double applying
Change 3365987 on 2017/03/27 by Brian.Karis
Stopped post process indirect lighting intensity from scaling skylight reflections
Change 3365991 on 2017/03/27 by Brian.Karis
Fix for static analysis
Change 3366028 on 2017/03/27 by Daniel.Wright
Volumetric fog supports static shadowing from Stationary lights
* Using bilinear on static shadowmap depths + 1 PCF to smooth out results
Change 3366029 on 2017/03/27 by Daniel.Wright
Static shadow depth maps for Stationary point and spot lights are 2x higher res by default (4x more texels), which is more appropriate for volumetric fog
Change 3366055 on 2017/03/27 by Guillaume.Abadie
Cherry picks 3251469: Implements scene capture component's CaptureSortPriority to control GPU execution order in order to manage inter dependencies.
Change 3366447 on 2017/03/27 by Simon.Tourangeau
Fix IES light profile importer.
- Bug in the LM-63-1986 format importer.
Change 3366836 on 2017/03/27 by Brian.Karis
ClearUAV now supports int types
Change 3367435 on 2017/03/28 by Benjamin.Hyder
Submitting Decal Automation map for initial approval
Change 3367572 on 2017/03/28 by Chris.Bunner
Changed ClampedPow {max(abs(x),0.00001)} to PositiveClampedPow {max(x,0)} to give more expected results to Power node in material graphs.
#jira UE-42989
Change 3367756 on 2017/03/28 by Olaf.Piesche
Niagara material usage flags
Change 3367835 on 2017/03/28 by Marcus.Wassmer
Fix crash when TileRenderer runs before anything else. Make explicit behavior when rendering at a time when there is no valid scene.
Change 3367837 on 2017/03/28 by Marcus.Wassmer
Missed a file.
Change 3367838 on 2017/03/28 by Richard.Wallis
Updated items from original shelved version by Mark Satt:
- Added MetalBackend.cpp to change main function string to have an initial crc + code length zero's
**Description below taken from Mark Satt's original verison of this in CL3343280**
Updated for Dev-Rendering's PSOs & integrates Richard's work on RHI shader libraries.
Replace the FShaderCache's cook-time binary shader cache with Dmitriy Dyomin's standalone FShaderCodeLibrary that saves all shader byte-code arrays to files named by the FSHAHash. This de-duplicates shaders so we only ever store the byte code once. Includes optional support for generating a platform specific library file - which Metal implements to provide a single Metal library. The platform-native implementation can perform more de-duplication and in the case of Metal has lower file overheads and will compress more efficiently.
- All of the support code for the FShaderCache's cook caching is gone, which affects all platforms. The FShaderCodeLibrary is currently supported by Cook-By-The-Book but can be used with iterate or child cookers - only DLC cooking requires further work.
- With further modifications it should be possible to support Cook-on-the-Fly as well (output directories would be needed in FShaderCodeLibrary::InitForCooking) and the file-access pattern should be changed to use async. IO so that Material loading is not considered complete until all required byte-code arrays are loaded into the FShaderCodeLibrary.
- For Metal archiving shaders this way will compile with debug information and the FShaderCodeLibrary, with some help from extensions to IShaderFormat, will save the debug information out into separate files during cooking - these can then be used to debug the game without having to locally recompile, recook & repackage but the shipped byte-code is stripped. Global shader caches are also subject to de-duplication in the library in order to support Metal's shader stripping.
- File Move operations need to respect the 'Replace' flag - for FShaderCodeLibrary to work we need Move to be atomic.
- This bumps the object version and will cause all content to recook.
- Native library support is optional - only Metal currently implements one, but so could Vulkan and D3D12. For Metal the big advantages are further de-duplication where different materials generate the same MetalSL text but a different FSHAHash, that the single Metal library has lower overhead and that as a single file it all compresses far better (esp. with LZMA - 5x smaller).
Change 3367854 on 2017/03/28 by Mark.Satterthwaite
Don't track or record draw call resources for non-OpenGL shader platforms in the shader-cache as it is unnecessary and makes it slower on the CPU than it needs to be.
Change 3367877 on 2017/03/28 by Brian.Karis
Fixed linux build hopefully
Change 3368001 on 2017/03/28 by Mark.Satterthwaite
Compile fixes from Richard's checkin caused by not having visibility to all platforms from my original shelves.
Change 3368019 on 2017/03/28 by Mark.Satterthwaite
And another fix for Windows compilation of MetalShaderFormat.
Change 3368042 on 2017/03/28 by Mark.Satterthwaite
And a couple of simpler MSVC errors.
Change 3368271 on 2017/03/28 by Mark.Satterthwaite
Make SceneRenderTargets compile again.
Change 3368691 on 2017/03/28 by Daniel.Wright
[Copy from BenW] Renamed r.Shadow.MaxCSMShadowResolution to r.Shadow.MaxCSMResolution to match scalability inis
Change 3369689 on 2017/03/29 by Marcus.Wassmer
Fix non editor compile for now
Change 3369862 on 2017/03/29 by Marcus.Wassmer
Get the rest of the things compiling again.
Change 3369896 on 2017/03/29 by Chris.Bunner
Enabling AMD HDR support by default.
#jira UE-42113
Change 3370535 on 2017/03/29 by Marcus.Wassmer
DR - Fix template explicit instantiation for ClearUAV permutations
#RB Brian.Karis, Arne.Schober
Change 3370704 on 2017/03/29 by Rolando.Caloca
DR - Rewrote GPU Skin Cache
- Per section buffers
- Limited memory per non-editor worlds (control with r.SkinCache.SceneMemoryLimitInMB)
Copied from 3370529
Change 3371389 on 2017/03/30 by Richard.Wallis
Remove temp working directories after archive packages built.
Change 3371641 on 2017/03/30 by Rolando.Caloca
DR - Copy 3371640 (fix mem leak)
Change 3372436 on 2017/03/30 by Uriel.Doyon
Added flags in UPrimitiveComponent to keep track of its state in the streaming manager.
This allows to avoid unnecessary callback and processing in begin destroy reattach and being destroy logic.
Removed the limitation of only processing UMeshComponent when handling spawed primitive.
This releases the level manager from having to manage dynamic primitives.
This improves performance by not having to manage dynamic references in the level manager.
Primitives managed as dynamic now have a callback when ever their proxy is udpated, handling
many cases automatically where previously a manual callback to notify would have been required.
Fixed an issue where primitives with no reference to streaming textures would loose they dynamic state
because of lack of references in the streamer.
Change 3372740 on 2017/03/30 by Chris.Bunner
[Experimental] Partial compute post process pipeline (r.PostProcess.PreferCompute).
StencilSceneTexture added to deferred list.
A few known issues to be fixed in a follow-up CL.
Change 3372765 on 2017/03/30 by Uriel.Doyon
Disabled concurrent call to NotifyPrimitiveUpdated while we don't have a safe concurrent update
Change 3372979 on 2017/03/30 by Richard.Hinckley
#jira UE-43501
The stencil buffer can now use single-channel bitmasks that ignore depth. This makes it possible to detect overlaps between stencil objects.
Change 3373053 on 2017/03/30 by Simon.Tourangeau
LPV Fade support
- mostly integrated from CL 2959511
Change 3373272 on 2017/03/30 by Uriel.Doyon
Added support for the concurrent update of dynamic primitives by the streaming manager.
Change 3373450 on 2017/03/30 by Rolando.Caloca
DR - FNT - Fix bad data for odd texcoord channels used on skin cache passthrough factory
Copy 3373364
#jira UE-43492
Change 3373470 on 2017/03/30 by Marcus.Wassmer
Nvidia Aftermath support
Change 3374187 on 2017/03/31 by Chris.Bunner
Volume texture support for CombineLUTs/Tonemap compute pass.
Refactored common param code to shared sub-class in CombineLUTs and Tonemap PS/CS.
Skip compute post process out-of-bounds writes.
Unsigned type conversion fixes.
Trimmed compute post process shader inputs.
Change 3374233 on 2017/03/31 by Chris.Bunner
Removed several redundant post process compute fences and resource transitions.
Added testing CVar to force compute post processes to async (r.PostProcess.ForceAsyncDispatch).
Change 3374412 on 2017/03/31 by Rolando.Caloca
DR - Fix static analysis
Change 3374544 on 2017/03/31 by Richard.Wallis
FShaderCache Parallel-Context-Aware Merged with FShaderCache Single Library.
Future Work
- This was done before Engine PSO were in so this now needs a refector in the recording and playback on pipeline states instead an emulate PSO in OpenGL Driver.
- Remove FShaderCacheState and replace the logic with FGraphicsPipelineStateInitializer which should be able to record from the RHI current pipeline state
- This would reduce the Locking required as it's naturally per thread/context and only the final record would need a lock
Change 3374588 on 2017/03/31 by Richard.Wallis
Windows Compile Fixes
Change 3374810 on 2017/03/31 by Benjamin.Hyder
updating recommended GPU drivers
Change 3375207 on 2017/03/31 by Rolando.Caloca
DR - vk - Fixed swapchain format selection for some Linux platforms
Change 3375248 on 2017/03/31 by Rolando.Caloca
DR - vk - Prefer D32S8
Change 3375495 on 2017/03/31 by Rolando.Caloca
DR - vk - Update to sdk 1.0.42.2
Change 3375496 on 2017/03/31 by Rolando.Caloca
DR - Force compiling with updated Vulkan SDK
Change 3375636 on 2017/03/31 by Mark.Satterthwaite
Copying Metal improvements from task stream, with some modifications:
- Off-by-default implementations for MTLFence & MTLHeap, including some small changes to the RHI interface for parallel contexts.
- Support for Apple's Instruments "Points of Interest" tool.
- Consolidation of some Mac & iOS compiler, memory and thread handling code.
- Fixes for Metal not having implicit buffer SRV typecasting for DistanceField effects.
- Improvements to the internal FMetalDebug layer, still off by default.
- Limited support for Xcode automatic code-signing for iOS/tvOS.
- Minimisation of render-target changes in some rendering code, esp. SceneOcclusion, DBufferDecals.
- Added RHISetResourceAliasability_RenderThread to FDynamicRHI for RHIs to implement simple render-target aliasing.
- Added FApplePlatformObject, a custom block allocator for Objective-C types (with NSZombie support) which is now used in MetalRHI to decrease allocation costs of Objective-C types.
- Smattering of lesser fixes.
Change 3375654 on 2017/03/31 by Mark.Satterthwaite
Incremental Windows build fix.
Change 3375656 on 2017/04/01 by Mark.Satterthwaite
Correct extern declaration, including the module export macro which Mac unhelpfully doesn't enforce (for now...).
Change 3375797 on 2017/04/01 by Mark.Satterthwaite
Nullability qualifiers to fix Mac build-farm compilation: perversely this is not a problem for local builds...
Change 3375798 on 2017/04/01 by Mark.Satterthwaite
Fix the first mis-merge in ParticleGpuSimulation - these changes clearly weren't properly resolved in the task-stream.
Change 3375835 on 2017/04/01 by Mark.Satterthwaite
Try again with nullability and fix the occlusion changes as the PSO work wasn't merged correctly.
Change 3376143 on 2017/04/02 by Mark.Satterthwaite
Switch back to flat dSYMs for Dev-Rendering - they don't work with Instruments etc. but they are required by our build system.
Change 3376324 on 2017/04/03 by Chris.Bunner
Fixed cvar re-registration log spam and flagged a testing-only cvar as such.
Change 3376726 on 2017/04/03 by Benjamin.Hyder
Submitting initial HDR test map (WIP)
Change 3376756 on 2017/04/03 by Guillaume.Abadie
Fixes scene captures ordering's backward compatibility.
Before, 2d scene captures were rendered before cube scene captures. The CaptureSortPriority broke backward compatibility by settings this new member to 0 in the USceneCaptureComponent's constructor. Since it is a higher come first policy, this CL set the default of this value to 1 in USceneCaptureComponent2D's constructor.
Change 3377378 on 2017/04/03 by Arne.Schober
DR - Fix ShaderRecompiling over and over again
#RB Chris.Bunner
Change 3377512 on 2017/04/03 by Daniel.Wright
[Copy] Fixed profilegpu in d3d12 - initialize FLongGPUTaskPS when it is safe to do so, and fixed FSlateRHIRenderer's incorrect usage of draw events
Change 3377518 on 2017/04/03 by Daniel.Wright
[Copy] Distance field atlas coalesces updates to reduce RHIUpdateTexture3D memory overhead on d3d12
Change 3377526 on 2017/04/03 by Daniel.Wright
[Copy] "Ran out of GPU queries!" log only happens once
Change 3377535 on 2017/04/03 by Daniel.Wright
[Copy] Fixed unreferenced local variable
Change 3377539 on 2017/04/03 by Daniel.Wright
[Copy] Xbox One RHIGetResourceInfo takes ESRAM into account - fixes render target pool 'VRamInKB request failed' messages
Change 3377546 on 2017/04/03 by Daniel.Wright
[Copy] Added r.LightMaxDrawDistanceScale for local light scalability
Change 3377553 on 2017/04/03 by Daniel.Wright
[Copy] Removed NEW_ESRAM_ALLOCATOR define and old unused path
Change 3377560 on 2017/04/03 by Daniel.Wright
[Copy] Fixed two d3d12 refcounting bugs causing -norhithread crashes
Change 3377565 on 2017/04/03 by Daniel.Wright
[Copy] Fixed Xbox One deleting GPU resources before the GPU is done reading from them (GRHINeedsExtraDeletionLatency was false)
Change 3377572 on 2017/04/03 by Daniel.Wright
[Copy] Disabled point / spot lights with MaxDrawDistance on LowPC
Change 3377586 on 2017/04/03 by Daniel.Wright
Fixed compile error
Change 3377699 on 2017/04/03 by David.Hill
FFT Code. Moved over from raven and refactored
#review-3374589 @guillaume.abadie
Change 3377910 on 2017/04/03 by David.Hill
GPU FFT: Fix Linux Build
adding a missing template<> to an IMPLEMENT_SHADER_TYPE
Change 3378751 on 2017/04/04 by Marcus.Wassmer
HQ particle lights now spawn attached to the same socket as their parent module.
Change 3378819 on 2017/04/04 by Richard.Wallis
Should be no need to protect shader cache against RHI thread now.
Change 3378823 on 2017/04/04 by Richard.Wallis
FRHIShaderLibrary Opaque Type
- Base FRHIShaderLibrary has no Create*Shader functions and is passed to Overloaded RHICreate*Shader functions instead of creation directly through the library.
- Assumed that only Native libraries will end up in the RHICreate*Shader functions.
- ShaderCache and ShaderCode Libraries now inherit from a common factory interface.
Change 3378883 on 2017/04/04 by Arne.Schober
DR - Fix DCC build
Change 3378885 on 2017/04/04 by Richard.Wallis
Metal resource cast compile fix post merge.
Change 3378946 on 2017/04/04 by Chris.Bunner
SM4 assert fix.
Change 3378953 on 2017/04/04 by Chris.Bunner
Fixed type-correctness on legacy BreakMA material nodes and set more flexible formats to global attributes which should result in much more forgiving graphs for users.
Allowed material nodes to opt out of mask-based pin coloration.
#tests Compiled most Paragon materials + QAGame test maps.
#jira UE-39885
Change 3379189 on 2017/04/04 by Arne.Schober
DR - Fix aftermath staging
Change 3379229 on 2017/04/04 by Arne.Schober
DR - Fix missing include
Change 3379374 on 2017/04/04 by Mark.Satterthwaite
Revert an accidentally merged change in MacPlatformProcess that relies on further changes from the Metal task stream.
Change 3379505 on 2017/04/04 by Rolando.Caloca
DR - Fix mismatched interpolators
Change 3379539 on 2017/04/04 by Mark.Satterthwaite
No FFT for any hlslcc platform - the IR for one or more RWTexture2D isn't quite right...
#jira UE-43626
Change 3379561 on 2017/04/04 by Rolando.Caloca
DR - Fix root signature issues on D3D12 PC
Change 3379590 on 2017/04/04 by Mark.Satterthwaite
Back out changelist 3379539 & change the shader slightly instead, the HLSLCC library generates bogus IR when you have an inout RWTexture.
#jira UE-43626
Change 3379917 on 2017/04/04 by Uriel.Doyon
Fix to input mismatch
Change 3380578 on 2017/04/05 by Chris.Bunner
Shader type fixes.
#jira UE-43652
Change 3380639 on 2017/04/05 by Rolando.Caloca
DR - Expose GetOrCreate PSO and document
Change 3380821 on 2017/04/05 by Guillaume.Abadie
Fixes a crash in USceneCaptureComponent::UpdateDeferredCaptures()
#jira UE-43642
Change 3381092 on 2017/04/05 by Guillaume.Abadie
Cherry pick 3362517: Implements TAA's scene color unpremultiplication from alpha channel to reduce DOF alpha channel temporal ghosting.
This CL take the oportunity to transform AA_ALPHA to an compile time enumeration, and add a basic TAA compile time configuration validation to improve readability of the different TAA passes' configurations.
Change 3381300 on 2017/04/05 by Mark.Satterthwaite
Quick fix for changes to MetalRHI's render-thread safe texture creation not correctly handling AVFoundation video player handing us an IOSurface.
#jira UE-43597
Change 3381359 on 2017/04/05 by Guillaume.Abadie
Back out changelist 3381092
Change 3381421 on 2017/04/05 by Mark.Satterthwaite
Amended CL #3380995 from Richard Wallis to address crash in the Material Editor under the validation layer - when there are no textures bound the default pass descriptor assigns store actions, which means we can't override them with our deferred store actions.
#jira UE-43689
Change 3381422 on 2017/04/05 by Mark.Satterthwaite
Absolute time queries can't be batched in Metal but I also can't rely on them being started with a call to BeginQuery - only EndQuery.
#jira UE-43691
Change 3381503 on 2017/04/05 by Daniel.Wright
More intuitive controls for Volumetric Fog
* Removed ScatteringScale / AbsorptionScale on Exponential Height Fog and added Albedo / Extinction
* InscatteringColorCubemap is now supported by Volumetric Fog
* Particle lights have a default VolumetricScatteringIntensity of 0 to avoid trailing
* Tweaked GVolumetricFogDepthDistributionScale better for nearby details
* Volume Materials have twice the interpolators available
Change 3381527 on 2017/04/05 by Mark.Satterthwaite
Disable Private GPU storage for PVRTC texture formats on iOS Metal - these require more changes to the blit-encoder usage as PVRTC has strange requirements.
Change 3381671 on 2017/04/05 by Mark.Satterthwaite
Better error message for failure to compile shaders remotely from PC for Metal.
Change 3381769 on 2017/04/05 by Rolando.Caloca
DR - Added lock texture array 2d on Vulkan
Change 3382003 on 2017/04/05 by Mark.Satterthwaite
Remove the automatic Metal aliasing/re-use when releasing some resource types as it doesn't work as intended.
Change 3382030 on 2017/04/05 by Zachary.Wilson
Fix compiling Metal text shaders from PC broken in merge from task stream.
#submitter mark.satterthwaite
#jira UE-43652
Change 3382880 on 2017/04/06 by Mark.Satterthwaite
Michael Trepka's CL #3379927:
VolumetricFogVoxelization implementation for Mac
Change 3383315 on 2017/04/06 by Mark.Satterthwaite
Partially revert CL #3382003 - the emulated Metal heaps require invoking makeAliasable in order to reclaim memory.
#jira UE-43739
Change 3384639 on 2017/04/07 by Marcus.Wassmer
Move ShaderResource version bump to RenderingObjectVersion
Change 3384704 on 2017/04/07 by Mark.Satterthwaite
Compile fix for merge.
Change 3384933 on 2017/04/07 by Rolando.Caloca
DR - Fix skin cache crash with BP (copy 3384714)
Change 3385104 on 2017/04/07 by Mark.Satterthwaite
Fix MetalRHI's abs(int2) handling - it can't be translated to fabs(int2) as that won't compile. Also rebuild hlslcc for my sanity.
#jira UE-43783
Change 3385105 on 2017/04/07 by Mark.Satterthwaite
Force a shader rebuild to ensure that everybody picks up the fix for #jira UE-43783
#jira UE-43783
Change 3385118 on 2017/04/07 by Arne.Schober
DR - [OR-37359] - Fix disapearing Decals when StencilLod Fade is enabled
#RB none
Change 3385149 on 2017/04/07 by Marcus.Wassmer
Fix skincache motion blur
Change 3385189 on 2017/04/07 by Rolando.Caloca
DR - Fix swapchain format for editor on Vulkan
Change 3385287 on 2017/04/07 by Mark.Satterthwaite
Enable SM5 on Intel as of 10.12.4 and later.
Change 3385347 on 2017/04/07 by Rolando.Caloca
DR - Temp fix for GL4 corruption on editor
#jira UE-43785
Change 3385363 on 2017/04/07 by Rolando.Caloca
DR - Actually fix all win platforms for GL bug
#jira UE-43785
Change 3385557 on 2017/04/07 by Arne.Schober
DR - [UE-43205] - Fix mesh paint
#RB none
Change 3385608 on 2017/04/07 by Daniel.Wright
Fixed SampleCmp being used on a non-depth texture, causing a d3d error
Change 3385980 on 2017/04/10 by Rolando.Caloca
DR - Remove transition functions RHIClearColor* RHIClearDepthStencilTexture
Change 3386042 on 2017/04/10 by Rolando.Caloca
DR - Fix metal merge issue
Change 3386157 on 2017/04/10 by Rolando.Caloca
DR - Remove VS2013 libs generation off hlslcc & glslang (to match main)
Change 3386356 on 2017/04/10 by Chris.Bunner
Resolving merge errors.
Change 3386414 on 2017/04/10 by Chris.Bunner
Resolved merge issue in RendererScene.cpp.
Change 3386700 on 2017/04/10 by Mark.Satterthwaite
Silence documentation warnings.
Change 3387178 on 2017/04/10 by Chris.Bunner
Removed invalid mask correction on MakeMA material nodes.
Change 3388177 on 2017/04/11 by Marcus.Wassmer
Disable ensure that is no longer relevant now that we bind clear colors on texture creation
Change 3388261 on 2017/04/11 by Chris.Bunner
Static analysis fix.
[CL 3388266 by Chris Bunner in Main branch]
2017-04-11 10:32:07 -04:00
uint8 EnumValue = ( uint8 ) EIOSVersion : : IOS_10 ;
if ( MinOSPropertyHandle . IsValid ( ) )
{
2018-02-14 14:13:42 -05:00
MinOSPropertyHandle - > GetValue ( EnumValue ) ;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3388261)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3358140 on 2017/03/22 by Rolando.Caloca
DR - Fix copy to cube face
- Compile fix when using dump layer
- Add new error enum
Change 3358301 on 2017/03/22 by Mitchell.Wilson
Initial check in of LODs in InfiltratorForward. First pass on optimization in level. Adding a visibility track for SceneCapture2D in tunnel section.
Change 3358477 on 2017/03/22 by Mitchell.Wilson
Updating Skeletal Mesh DPW_Robot_Export to resolve screen size being too low for LOD1. Cleaned up LOD1 which was showing some visible popping when transitioning.
Change 3358529 on 2017/03/22 by Mark.Satterthwaite
Globally disable clang's "constant-logical-operand" warning when running under Distcc - it is much easier and less invasive than constantly fixing the code.
Change 3358745 on 2017/03/22 by Mark.Satterthwaite
Disable another warning (parentheses-equality) under Distcc because again the separation of preprocessing from compilation means it turns up where it isn't expected.
Change 3358837 on 2017/03/22 by Joe.Graf
Merge of pull request #3214 for the RenderDocPlugin
#CodeReview: matt.kuhlenschmidt, marcus.wassmer
#rb: marcus.wassmer
Change 3359112 on 2017/03/22 by Ben.Salem
Update perf monitor to include frame time by default. Also, use only game/PIE world timers when in editor, instead of all worlds combined.
#tests Ran several Showdown test runs with plugin!
Change 3359363 on 2017/03/22 by Joe.Graf
First pass at non-unity & no pch compilation
Change 3359449 on 2017/03/22 by Joe.Graf
Added missing null check when exporting a EXR on Linux (UE-40268)
#CodeReview: dmitry.rekman
#rb: n/a
Change 3360349 on 2017/03/23 by Guillaume.Abadie
Fixes TAA's AA_FORCE_ALPHA_CLAMP causing DOF layouts.
#jira UE-42920
Change 3360405 on 2017/03/23 by Marcus.Wassmer
Better method for detecting Kepler
Change 3360718 on 2017/03/23 by Daniel.Wright
Planar reflections handle views smaller than the render target in a general way
* Fixes planar reflections with adaptive pixel density (ViewFamily size larger than actual views combined)
* Planar reflections are now supported in splitscreen
Change 3360758 on 2017/03/23 by Daniel.Wright
[Copy] Added new light property bCastVolumetricShadow, which defaults to true for directional and sky lights, but false for point / spot lights as supporting volumetric fog shadowing has significant GPU overhead
Change 3360762 on 2017/03/23 by Daniel.Wright
[Copy] Texture flags are now properly routed to RHICreateTexture3D from the render target pool
Change 3360768 on 2017/03/23 by Daniel.Wright
[Copy] Disabled GPUProfiler histogram by default, controlled by r.ProfileGPU.ShowEventHistogram
Change 3360770 on 2017/03/23 by Daniel.Wright
[Copy] Disabled fast clears on CustomDepth, saves .2ms on xbox
Change 3360771 on 2017/03/23 by Daniel.Wright
[Copy] Particle lights no longer force tiled deferred lighting. Tiled deferred lighting is only used if enough unshadowed lights + particle lights are on screen. Saves 1.5ms Xbox with one particle light.
Change 3360774 on 2017/03/23 by Daniel.Wright
[Copy] Distance field cvar comments
Change 3360782 on 2017/03/23 by Daniel.Wright
[Copy] Disabled selection color on Volume materials
Change 3360795 on 2017/03/23 by Daniel.Wright
[Copy] Volume materials now specify Albedo and Extinction, which is more intuitive than Scattering and Absorption. Albedo is [0-1] reflectance, while Extinction is a world space density.
Change 3360799 on 2017/03/23 by Daniel.Wright
[Copy] Cinematic scalability levels get 2x volumetric fog resolution in x and y
Change 3360806 on 2017/03/23 by Daniel.Wright
[Copy] Fixed volumetric fog being offset when viewport min is not 0
Change 3360809 on 2017/03/23 by Daniel.Wright
[Copy] Volumetric fog now adds a bias to the inverse squared light falloff denominator, prevents extreme aliasing from the hotspot. Can be controlled with r.VolumetricFog.InverseSquaredLightDistanceBiasScale.
Change 3361651 on 2017/03/23 by Brian.Karis
Higher quality sharp SSR at quality 4
Change 3361678 on 2017/03/23 by Brian.Karis
Fresnel darkens diffuse for clearcoat.
Change 3361683 on 2017/03/23 by Brian.Karis
Fixed SSR artifact
Change 3361691 on 2017/03/23 by Brian.Karis
Chagned min roughness limit
Change 3361707 on 2017/03/23 by Brian.Karis
Added inverse film tone map
Change 3361726 on 2017/03/23 by Brian.Karis
Better precision inverse
Change 3361758 on 2017/03/23 by Brian.Karis
Material flag normal curvature to roughness is no longer forward only.
Change 3361765 on 2017/03/23 by Brian.Karis
Update ACES
Change 3361774 on 2017/03/23 by Brian.Karis
Cleaned up alpha support and disabled screen edge clipping.
Change 3362478 on 2017/03/24 by Guillaume.Abadie
Cherry pick 3316084's PostProcessing.cpp: Fixes a bug in Circle DOF where the apply pass was no longer using the downres DOF's TAA output.
#author Brian.Karis
#jira UE-42920
Change 3362738 on 2017/03/24 by Rolando.Caloca
DR - Hide scene capture on IF
Change 3362890 on 2017/03/24 by Guillaume.Abadie
Renames r.SceneAlpha to r.PostProcessing.PropagateAlpha
Change 3363665 on 2017/03/24 by Mark.Satterthwaite
PR #3414: Add command line option "-noheartbeatthread" to disable heart beat thread (Contributed by JeffRous)
Change 3363866 on 2017/03/24 by Arne.Schober
DR - Updated NVAPI
#RB Marcus.Wassmer
Change 3364300 on 2017/03/24 by Brian.Karis
SSR use dynamic velocity
Change 3364372 on 2017/03/24 by Brian.Karis
Fix changing off axis projection velocities.
Change 3364373 on 2017/03/24 by Brian.Karis
Enabled velocity drawing in scene captures
Change 3365531 on 2017/03/27 by Guillaume.Abadie
Computes the material's screen position material expression directly from the pixel shader SvPosition
Change 3365764 on 2017/03/27 by Chris.Bunner
Lowering severity of crash for missing values in scalability.ini.
#jira UE-41331
Change 3365916 on 2017/03/27 by Guillaume.Abadie
Exposes the viewport offset within the view property material expression
Change 3365979 on 2017/03/27 by Brian.Karis
Fixed skylight intensity from double applying
Change 3365987 on 2017/03/27 by Brian.Karis
Stopped post process indirect lighting intensity from scaling skylight reflections
Change 3365991 on 2017/03/27 by Brian.Karis
Fix for static analysis
Change 3366028 on 2017/03/27 by Daniel.Wright
Volumetric fog supports static shadowing from Stationary lights
* Using bilinear on static shadowmap depths + 1 PCF to smooth out results
Change 3366029 on 2017/03/27 by Daniel.Wright
Static shadow depth maps for Stationary point and spot lights are 2x higher res by default (4x more texels), which is more appropriate for volumetric fog
Change 3366055 on 2017/03/27 by Guillaume.Abadie
Cherry picks 3251469: Implements scene capture component's CaptureSortPriority to control GPU execution order in order to manage inter dependencies.
Change 3366447 on 2017/03/27 by Simon.Tourangeau
Fix IES light profile importer.
- Bug in the LM-63-1986 format importer.
Change 3366836 on 2017/03/27 by Brian.Karis
ClearUAV now supports int types
Change 3367435 on 2017/03/28 by Benjamin.Hyder
Submitting Decal Automation map for initial approval
Change 3367572 on 2017/03/28 by Chris.Bunner
Changed ClampedPow {max(abs(x),0.00001)} to PositiveClampedPow {max(x,0)} to give more expected results to Power node in material graphs.
#jira UE-42989
Change 3367756 on 2017/03/28 by Olaf.Piesche
Niagara material usage flags
Change 3367835 on 2017/03/28 by Marcus.Wassmer
Fix crash when TileRenderer runs before anything else. Make explicit behavior when rendering at a time when there is no valid scene.
Change 3367837 on 2017/03/28 by Marcus.Wassmer
Missed a file.
Change 3367838 on 2017/03/28 by Richard.Wallis
Updated items from original shelved version by Mark Satt:
- Added MetalBackend.cpp to change main function string to have an initial crc + code length zero's
**Description below taken from Mark Satt's original verison of this in CL3343280**
Updated for Dev-Rendering's PSOs & integrates Richard's work on RHI shader libraries.
Replace the FShaderCache's cook-time binary shader cache with Dmitriy Dyomin's standalone FShaderCodeLibrary that saves all shader byte-code arrays to files named by the FSHAHash. This de-duplicates shaders so we only ever store the byte code once. Includes optional support for generating a platform specific library file - which Metal implements to provide a single Metal library. The platform-native implementation can perform more de-duplication and in the case of Metal has lower file overheads and will compress more efficiently.
- All of the support code for the FShaderCache's cook caching is gone, which affects all platforms. The FShaderCodeLibrary is currently supported by Cook-By-The-Book but can be used with iterate or child cookers - only DLC cooking requires further work.
- With further modifications it should be possible to support Cook-on-the-Fly as well (output directories would be needed in FShaderCodeLibrary::InitForCooking) and the file-access pattern should be changed to use async. IO so that Material loading is not considered complete until all required byte-code arrays are loaded into the FShaderCodeLibrary.
- For Metal archiving shaders this way will compile with debug information and the FShaderCodeLibrary, with some help from extensions to IShaderFormat, will save the debug information out into separate files during cooking - these can then be used to debug the game without having to locally recompile, recook & repackage but the shipped byte-code is stripped. Global shader caches are also subject to de-duplication in the library in order to support Metal's shader stripping.
- File Move operations need to respect the 'Replace' flag - for FShaderCodeLibrary to work we need Move to be atomic.
- This bumps the object version and will cause all content to recook.
- Native library support is optional - only Metal currently implements one, but so could Vulkan and D3D12. For Metal the big advantages are further de-duplication where different materials generate the same MetalSL text but a different FSHAHash, that the single Metal library has lower overhead and that as a single file it all compresses far better (esp. with LZMA - 5x smaller).
Change 3367854 on 2017/03/28 by Mark.Satterthwaite
Don't track or record draw call resources for non-OpenGL shader platforms in the shader-cache as it is unnecessary and makes it slower on the CPU than it needs to be.
Change 3367877 on 2017/03/28 by Brian.Karis
Fixed linux build hopefully
Change 3368001 on 2017/03/28 by Mark.Satterthwaite
Compile fixes from Richard's checkin caused by not having visibility to all platforms from my original shelves.
Change 3368019 on 2017/03/28 by Mark.Satterthwaite
And another fix for Windows compilation of MetalShaderFormat.
Change 3368042 on 2017/03/28 by Mark.Satterthwaite
And a couple of simpler MSVC errors.
Change 3368271 on 2017/03/28 by Mark.Satterthwaite
Make SceneRenderTargets compile again.
Change 3368691 on 2017/03/28 by Daniel.Wright
[Copy from BenW] Renamed r.Shadow.MaxCSMShadowResolution to r.Shadow.MaxCSMResolution to match scalability inis
Change 3369689 on 2017/03/29 by Marcus.Wassmer
Fix non editor compile for now
Change 3369862 on 2017/03/29 by Marcus.Wassmer
Get the rest of the things compiling again.
Change 3369896 on 2017/03/29 by Chris.Bunner
Enabling AMD HDR support by default.
#jira UE-42113
Change 3370535 on 2017/03/29 by Marcus.Wassmer
DR - Fix template explicit instantiation for ClearUAV permutations
#RB Brian.Karis, Arne.Schober
Change 3370704 on 2017/03/29 by Rolando.Caloca
DR - Rewrote GPU Skin Cache
- Per section buffers
- Limited memory per non-editor worlds (control with r.SkinCache.SceneMemoryLimitInMB)
Copied from 3370529
Change 3371389 on 2017/03/30 by Richard.Wallis
Remove temp working directories after archive packages built.
Change 3371641 on 2017/03/30 by Rolando.Caloca
DR - Copy 3371640 (fix mem leak)
Change 3372436 on 2017/03/30 by Uriel.Doyon
Added flags in UPrimitiveComponent to keep track of its state in the streaming manager.
This allows to avoid unnecessary callback and processing in begin destroy reattach and being destroy logic.
Removed the limitation of only processing UMeshComponent when handling spawed primitive.
This releases the level manager from having to manage dynamic primitives.
This improves performance by not having to manage dynamic references in the level manager.
Primitives managed as dynamic now have a callback when ever their proxy is udpated, handling
many cases automatically where previously a manual callback to notify would have been required.
Fixed an issue where primitives with no reference to streaming textures would loose they dynamic state
because of lack of references in the streamer.
Change 3372740 on 2017/03/30 by Chris.Bunner
[Experimental] Partial compute post process pipeline (r.PostProcess.PreferCompute).
StencilSceneTexture added to deferred list.
A few known issues to be fixed in a follow-up CL.
Change 3372765 on 2017/03/30 by Uriel.Doyon
Disabled concurrent call to NotifyPrimitiveUpdated while we don't have a safe concurrent update
Change 3372979 on 2017/03/30 by Richard.Hinckley
#jira UE-43501
The stencil buffer can now use single-channel bitmasks that ignore depth. This makes it possible to detect overlaps between stencil objects.
Change 3373053 on 2017/03/30 by Simon.Tourangeau
LPV Fade support
- mostly integrated from CL 2959511
Change 3373272 on 2017/03/30 by Uriel.Doyon
Added support for the concurrent update of dynamic primitives by the streaming manager.
Change 3373450 on 2017/03/30 by Rolando.Caloca
DR - FNT - Fix bad data for odd texcoord channels used on skin cache passthrough factory
Copy 3373364
#jira UE-43492
Change 3373470 on 2017/03/30 by Marcus.Wassmer
Nvidia Aftermath support
Change 3374187 on 2017/03/31 by Chris.Bunner
Volume texture support for CombineLUTs/Tonemap compute pass.
Refactored common param code to shared sub-class in CombineLUTs and Tonemap PS/CS.
Skip compute post process out-of-bounds writes.
Unsigned type conversion fixes.
Trimmed compute post process shader inputs.
Change 3374233 on 2017/03/31 by Chris.Bunner
Removed several redundant post process compute fences and resource transitions.
Added testing CVar to force compute post processes to async (r.PostProcess.ForceAsyncDispatch).
Change 3374412 on 2017/03/31 by Rolando.Caloca
DR - Fix static analysis
Change 3374544 on 2017/03/31 by Richard.Wallis
FShaderCache Parallel-Context-Aware Merged with FShaderCache Single Library.
Future Work
- This was done before Engine PSO were in so this now needs a refector in the recording and playback on pipeline states instead an emulate PSO in OpenGL Driver.
- Remove FShaderCacheState and replace the logic with FGraphicsPipelineStateInitializer which should be able to record from the RHI current pipeline state
- This would reduce the Locking required as it's naturally per thread/context and only the final record would need a lock
Change 3374588 on 2017/03/31 by Richard.Wallis
Windows Compile Fixes
Change 3374810 on 2017/03/31 by Benjamin.Hyder
updating recommended GPU drivers
Change 3375207 on 2017/03/31 by Rolando.Caloca
DR - vk - Fixed swapchain format selection for some Linux platforms
Change 3375248 on 2017/03/31 by Rolando.Caloca
DR - vk - Prefer D32S8
Change 3375495 on 2017/03/31 by Rolando.Caloca
DR - vk - Update to sdk 1.0.42.2
Change 3375496 on 2017/03/31 by Rolando.Caloca
DR - Force compiling with updated Vulkan SDK
Change 3375636 on 2017/03/31 by Mark.Satterthwaite
Copying Metal improvements from task stream, with some modifications:
- Off-by-default implementations for MTLFence & MTLHeap, including some small changes to the RHI interface for parallel contexts.
- Support for Apple's Instruments "Points of Interest" tool.
- Consolidation of some Mac & iOS compiler, memory and thread handling code.
- Fixes for Metal not having implicit buffer SRV typecasting for DistanceField effects.
- Improvements to the internal FMetalDebug layer, still off by default.
- Limited support for Xcode automatic code-signing for iOS/tvOS.
- Minimisation of render-target changes in some rendering code, esp. SceneOcclusion, DBufferDecals.
- Added RHISetResourceAliasability_RenderThread to FDynamicRHI for RHIs to implement simple render-target aliasing.
- Added FApplePlatformObject, a custom block allocator for Objective-C types (with NSZombie support) which is now used in MetalRHI to decrease allocation costs of Objective-C types.
- Smattering of lesser fixes.
Change 3375654 on 2017/03/31 by Mark.Satterthwaite
Incremental Windows build fix.
Change 3375656 on 2017/04/01 by Mark.Satterthwaite
Correct extern declaration, including the module export macro which Mac unhelpfully doesn't enforce (for now...).
Change 3375797 on 2017/04/01 by Mark.Satterthwaite
Nullability qualifiers to fix Mac build-farm compilation: perversely this is not a problem for local builds...
Change 3375798 on 2017/04/01 by Mark.Satterthwaite
Fix the first mis-merge in ParticleGpuSimulation - these changes clearly weren't properly resolved in the task-stream.
Change 3375835 on 2017/04/01 by Mark.Satterthwaite
Try again with nullability and fix the occlusion changes as the PSO work wasn't merged correctly.
Change 3376143 on 2017/04/02 by Mark.Satterthwaite
Switch back to flat dSYMs for Dev-Rendering - they don't work with Instruments etc. but they are required by our build system.
Change 3376324 on 2017/04/03 by Chris.Bunner
Fixed cvar re-registration log spam and flagged a testing-only cvar as such.
Change 3376726 on 2017/04/03 by Benjamin.Hyder
Submitting initial HDR test map (WIP)
Change 3376756 on 2017/04/03 by Guillaume.Abadie
Fixes scene captures ordering's backward compatibility.
Before, 2d scene captures were rendered before cube scene captures. The CaptureSortPriority broke backward compatibility by settings this new member to 0 in the USceneCaptureComponent's constructor. Since it is a higher come first policy, this CL set the default of this value to 1 in USceneCaptureComponent2D's constructor.
Change 3377378 on 2017/04/03 by Arne.Schober
DR - Fix ShaderRecompiling over and over again
#RB Chris.Bunner
Change 3377512 on 2017/04/03 by Daniel.Wright
[Copy] Fixed profilegpu in d3d12 - initialize FLongGPUTaskPS when it is safe to do so, and fixed FSlateRHIRenderer's incorrect usage of draw events
Change 3377518 on 2017/04/03 by Daniel.Wright
[Copy] Distance field atlas coalesces updates to reduce RHIUpdateTexture3D memory overhead on d3d12
Change 3377526 on 2017/04/03 by Daniel.Wright
[Copy] "Ran out of GPU queries!" log only happens once
Change 3377535 on 2017/04/03 by Daniel.Wright
[Copy] Fixed unreferenced local variable
Change 3377539 on 2017/04/03 by Daniel.Wright
[Copy] Xbox One RHIGetResourceInfo takes ESRAM into account - fixes render target pool 'VRamInKB request failed' messages
Change 3377546 on 2017/04/03 by Daniel.Wright
[Copy] Added r.LightMaxDrawDistanceScale for local light scalability
Change 3377553 on 2017/04/03 by Daniel.Wright
[Copy] Removed NEW_ESRAM_ALLOCATOR define and old unused path
Change 3377560 on 2017/04/03 by Daniel.Wright
[Copy] Fixed two d3d12 refcounting bugs causing -norhithread crashes
Change 3377565 on 2017/04/03 by Daniel.Wright
[Copy] Fixed Xbox One deleting GPU resources before the GPU is done reading from them (GRHINeedsExtraDeletionLatency was false)
Change 3377572 on 2017/04/03 by Daniel.Wright
[Copy] Disabled point / spot lights with MaxDrawDistance on LowPC
Change 3377586 on 2017/04/03 by Daniel.Wright
Fixed compile error
Change 3377699 on 2017/04/03 by David.Hill
FFT Code. Moved over from raven and refactored
#review-3374589 @guillaume.abadie
Change 3377910 on 2017/04/03 by David.Hill
GPU FFT: Fix Linux Build
adding a missing template<> to an IMPLEMENT_SHADER_TYPE
Change 3378751 on 2017/04/04 by Marcus.Wassmer
HQ particle lights now spawn attached to the same socket as their parent module.
Change 3378819 on 2017/04/04 by Richard.Wallis
Should be no need to protect shader cache against RHI thread now.
Change 3378823 on 2017/04/04 by Richard.Wallis
FRHIShaderLibrary Opaque Type
- Base FRHIShaderLibrary has no Create*Shader functions and is passed to Overloaded RHICreate*Shader functions instead of creation directly through the library.
- Assumed that only Native libraries will end up in the RHICreate*Shader functions.
- ShaderCache and ShaderCode Libraries now inherit from a common factory interface.
Change 3378883 on 2017/04/04 by Arne.Schober
DR - Fix DCC build
Change 3378885 on 2017/04/04 by Richard.Wallis
Metal resource cast compile fix post merge.
Change 3378946 on 2017/04/04 by Chris.Bunner
SM4 assert fix.
Change 3378953 on 2017/04/04 by Chris.Bunner
Fixed type-correctness on legacy BreakMA material nodes and set more flexible formats to global attributes which should result in much more forgiving graphs for users.
Allowed material nodes to opt out of mask-based pin coloration.
#tests Compiled most Paragon materials + QAGame test maps.
#jira UE-39885
Change 3379189 on 2017/04/04 by Arne.Schober
DR - Fix aftermath staging
Change 3379229 on 2017/04/04 by Arne.Schober
DR - Fix missing include
Change 3379374 on 2017/04/04 by Mark.Satterthwaite
Revert an accidentally merged change in MacPlatformProcess that relies on further changes from the Metal task stream.
Change 3379505 on 2017/04/04 by Rolando.Caloca
DR - Fix mismatched interpolators
Change 3379539 on 2017/04/04 by Mark.Satterthwaite
No FFT for any hlslcc platform - the IR for one or more RWTexture2D isn't quite right...
#jira UE-43626
Change 3379561 on 2017/04/04 by Rolando.Caloca
DR - Fix root signature issues on D3D12 PC
Change 3379590 on 2017/04/04 by Mark.Satterthwaite
Back out changelist 3379539 & change the shader slightly instead, the HLSLCC library generates bogus IR when you have an inout RWTexture.
#jira UE-43626
Change 3379917 on 2017/04/04 by Uriel.Doyon
Fix to input mismatch
Change 3380578 on 2017/04/05 by Chris.Bunner
Shader type fixes.
#jira UE-43652
Change 3380639 on 2017/04/05 by Rolando.Caloca
DR - Expose GetOrCreate PSO and document
Change 3380821 on 2017/04/05 by Guillaume.Abadie
Fixes a crash in USceneCaptureComponent::UpdateDeferredCaptures()
#jira UE-43642
Change 3381092 on 2017/04/05 by Guillaume.Abadie
Cherry pick 3362517: Implements TAA's scene color unpremultiplication from alpha channel to reduce DOF alpha channel temporal ghosting.
This CL take the oportunity to transform AA_ALPHA to an compile time enumeration, and add a basic TAA compile time configuration validation to improve readability of the different TAA passes' configurations.
Change 3381300 on 2017/04/05 by Mark.Satterthwaite
Quick fix for changes to MetalRHI's render-thread safe texture creation not correctly handling AVFoundation video player handing us an IOSurface.
#jira UE-43597
Change 3381359 on 2017/04/05 by Guillaume.Abadie
Back out changelist 3381092
Change 3381421 on 2017/04/05 by Mark.Satterthwaite
Amended CL #3380995 from Richard Wallis to address crash in the Material Editor under the validation layer - when there are no textures bound the default pass descriptor assigns store actions, which means we can't override them with our deferred store actions.
#jira UE-43689
Change 3381422 on 2017/04/05 by Mark.Satterthwaite
Absolute time queries can't be batched in Metal but I also can't rely on them being started with a call to BeginQuery - only EndQuery.
#jira UE-43691
Change 3381503 on 2017/04/05 by Daniel.Wright
More intuitive controls for Volumetric Fog
* Removed ScatteringScale / AbsorptionScale on Exponential Height Fog and added Albedo / Extinction
* InscatteringColorCubemap is now supported by Volumetric Fog
* Particle lights have a default VolumetricScatteringIntensity of 0 to avoid trailing
* Tweaked GVolumetricFogDepthDistributionScale better for nearby details
* Volume Materials have twice the interpolators available
Change 3381527 on 2017/04/05 by Mark.Satterthwaite
Disable Private GPU storage for PVRTC texture formats on iOS Metal - these require more changes to the blit-encoder usage as PVRTC has strange requirements.
Change 3381671 on 2017/04/05 by Mark.Satterthwaite
Better error message for failure to compile shaders remotely from PC for Metal.
Change 3381769 on 2017/04/05 by Rolando.Caloca
DR - Added lock texture array 2d on Vulkan
Change 3382003 on 2017/04/05 by Mark.Satterthwaite
Remove the automatic Metal aliasing/re-use when releasing some resource types as it doesn't work as intended.
Change 3382030 on 2017/04/05 by Zachary.Wilson
Fix compiling Metal text shaders from PC broken in merge from task stream.
#submitter mark.satterthwaite
#jira UE-43652
Change 3382880 on 2017/04/06 by Mark.Satterthwaite
Michael Trepka's CL #3379927:
VolumetricFogVoxelization implementation for Mac
Change 3383315 on 2017/04/06 by Mark.Satterthwaite
Partially revert CL #3382003 - the emulated Metal heaps require invoking makeAliasable in order to reclaim memory.
#jira UE-43739
Change 3384639 on 2017/04/07 by Marcus.Wassmer
Move ShaderResource version bump to RenderingObjectVersion
Change 3384704 on 2017/04/07 by Mark.Satterthwaite
Compile fix for merge.
Change 3384933 on 2017/04/07 by Rolando.Caloca
DR - Fix skin cache crash with BP (copy 3384714)
Change 3385104 on 2017/04/07 by Mark.Satterthwaite
Fix MetalRHI's abs(int2) handling - it can't be translated to fabs(int2) as that won't compile. Also rebuild hlslcc for my sanity.
#jira UE-43783
Change 3385105 on 2017/04/07 by Mark.Satterthwaite
Force a shader rebuild to ensure that everybody picks up the fix for #jira UE-43783
#jira UE-43783
Change 3385118 on 2017/04/07 by Arne.Schober
DR - [OR-37359] - Fix disapearing Decals when StencilLod Fade is enabled
#RB none
Change 3385149 on 2017/04/07 by Marcus.Wassmer
Fix skincache motion blur
Change 3385189 on 2017/04/07 by Rolando.Caloca
DR - Fix swapchain format for editor on Vulkan
Change 3385287 on 2017/04/07 by Mark.Satterthwaite
Enable SM5 on Intel as of 10.12.4 and later.
Change 3385347 on 2017/04/07 by Rolando.Caloca
DR - Temp fix for GL4 corruption on editor
#jira UE-43785
Change 3385363 on 2017/04/07 by Rolando.Caloca
DR - Actually fix all win platforms for GL bug
#jira UE-43785
Change 3385557 on 2017/04/07 by Arne.Schober
DR - [UE-43205] - Fix mesh paint
#RB none
Change 3385608 on 2017/04/07 by Daniel.Wright
Fixed SampleCmp being used on a non-depth texture, causing a d3d error
Change 3385980 on 2017/04/10 by Rolando.Caloca
DR - Remove transition functions RHIClearColor* RHIClearDepthStencilTexture
Change 3386042 on 2017/04/10 by Rolando.Caloca
DR - Fix metal merge issue
Change 3386157 on 2017/04/10 by Rolando.Caloca
DR - Remove VS2013 libs generation off hlslcc & glslang (to match main)
Change 3386356 on 2017/04/10 by Chris.Bunner
Resolving merge errors.
Change 3386414 on 2017/04/10 by Chris.Bunner
Resolved merge issue in RendererScene.cpp.
Change 3386700 on 2017/04/10 by Mark.Satterthwaite
Silence documentation warnings.
Change 3387178 on 2017/04/10 by Chris.Bunner
Removed invalid mask correction on MakeMA material nodes.
Change 3388177 on 2017/04/11 by Marcus.Wassmer
Disable ensure that is no longer relevant now that we bind clear colors on texture creation
Change 3388261 on 2017/04/11 by Chris.Bunner
Static analysis fix.
[CL 3388266 by Chris Bunner in Main branch]
2017-04-11 10:32:07 -04:00
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3231693)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3219796 on 2016/12/02 by Rolando.Caloca
DR - vk - Increase timeout to 60ms
Change 3219884 on 2016/12/02 by Daniel.Wright
Assert to help track down rare crash locking capsule indirect shadow vertex buffer
Change 3219885 on 2016/12/02 by Daniel.Wright
Fixed saving a package that doesn't exist on disk but exists in p4 at a newer revision when the user chooses 'Mark Writable'
Change 3219886 on 2016/12/02 by Daniel.Wright
Don't create projected shadows when r.ShadowQuality is 0
* Fixes crash in the forward path trying to render shadows
* In the deferred path, the shadowmap was still being rendered and only the projection skipped, now all cost will be skipped
Change 3219887 on 2016/12/02 by Daniel.Wright
Changed ClearRenderTarget2D default alpha to 1, which is necessary for correct compositing
Change 3219893 on 2016/12/02 by Daniel.Wright
AMD AGS library with approved TPS
Disabled DFAO on AMD pre-GCN PC video cards to workaround a driver bug which won't be fixed (Radeon 6xxx and below)
Change 3219913 on 2016/12/02 by Daniel.Wright
Level unload of a lighting scenario propagates the lighting scenario change - fixes crash when precomputed lighting volume data gets unloaded
Change 3220029 on 2016/12/02 by Daniel.Wright
Async shader compiling now recreates scene proxies which are affected by the material which was compiled. This fixes crashes which were occuring as proxies cache various material properties, but applying compiled materials would not update these cached properties (bRequiresAdjacencyInformation).
* A new ensure has been added in FMeshElementCollector::AddMesh and FBatchingSPDI::DrawMesh to catch attempts to render with a material not reported in GetUsedMaterials
* Fixed UParticleSystemComponent::GetUsedMaterials and UMaterialBillboardComponent::GetUsedMaterials
* FMaterialUpdateContext should be changed to use the same pattern, but that hasn't been done yet
Change 3220108 on 2016/12/02 by Daniel.Wright
Fixed shadowmap channel assignment for stationary lights which are not in a lighting scenario level, when a lighting scenario level is present
Change 3220504 on 2016/12/03 by Mark.Satterthwaite
Metal Desktop Tessellation support from Unicorn.
- Apple: Metal tessellation support added to MetalShaderFormat, MetalRHI and incl. changes to engine runtime/shaders for Desktop renderer and enabled in ElementalDemo by default (OS X 10.11 will run SM4).
- Epic: Support for different Metal shader standards on Mac, iOS & tvOS which required moving some RHI functions around as this is a project setting and not a compile-time constant.
- Epic: Fragment shader UAV support, which is also tied to newer Metal shader standard like Tessellation.
- Epic: Significant refactor of MetalRHI's internals to clearly separate state-caching from render-pass management and command-encoding.
- Epic: Internal MetalRHI validation code is now cleanly separated out into custom implementations of the Metal @protocol's and is on by default.
- Epic: Various fixes to Layered Rendering for Metal.
- Omits Mobile Tessellation support which needs further revision.
Change 3220881 on 2016/12/04 by Mark.Satterthwaite
Compiles fixes for iOS & static analysis fixes from Windows.
Change 3221180 on 2016/12/05 by Guillaume.Abadie
Avoid compiling PreviousFrameSwitch's both Current Frame and Previous Frame inputs every time.
Change 3221217 on 2016/12/05 by Chris.Bunner
More NVAPI warning fixups.
Change 3221219 on 2016/12/05 by Chris.Bunner
When comparing overriden properties used to force instance recompilation we need to check against the base material, not assume the immediate parent.
#jira UE-37792
Change 3221220 on 2016/12/05 by Chris.Bunner
Exported GetAllStaticSwitchParamNames and GetAllStaticComponentMaskParamNames.
#jira UE-35132
Change 3221221 on 2016/12/05 by Chris.Bunner
PR #2785: Fix comment typo in RendererInterface.h (Contributed by dustin-biser)
#jira UE-35760
Change 3221223 on 2016/12/05 by Chris.Bunner
Default to include dev-code when compiling material preview stats.
#jira UE-20321
Change 3221534 on 2016/12/05 by Rolando.Caloca
DR - Added FDynamicRHI::GetName()
Change 3221833 on 2016/12/05 by Chris.Bunner
Set correct output extent on PostProcessUpscale (allows users to extend chain correctly).
#jira UE-36989
Change 3221852 on 2016/12/05 by Chris.Bunner
32-bit/ch EXR screenshot and frame dump output.
Fixed row increment bug in 128-bit/px surface format readback.
#jira UE-37962
Change 3222059 on 2016/12/05 by Rolando.Caloca
DR - vk - Fix memory type not found
Change 3222104 on 2016/12/05 by Rolando.Caloca
DR - Lambdaize
- Added quicker method to check if system textures are initialized
Change 3222290 on 2016/12/05 by Mark.Satterthwaite
Trivial fixes to reporting Metal shader pipeline errors - need to check if Hull & Domain exist.
Change 3222864 on 2016/12/06 by Rolando.Caloca
DR - Fix mem leak when exiting
Change 3222873 on 2016/12/06 by Rolando.Caloca
DR - vk - Minor info to help track down leaks
Change 3222875 on 2016/12/06 by Rolando.Caloca
DR - Fix mem leak with VisualizeTexture
#jira UE-39360
Change 3223226 on 2016/12/06 by Chris.Bunner
Static analysis warning workaround.
Change 3223235 on 2016/12/06 by Ben.Woodhouse
Integrate from NREAL: Set a custom projection matrix on a SceneCapture2D
Change 3223343 on 2016/12/06 by Chris.Bunner
Moved HLOD persistent data to viewstate to fix per-view compatability.
#jira UE-37539
Change 3223349 on 2016/12/06 by Chris.Bunner
Fixed HLOD with FreezeRendering command.
#jira UE-29839
Change 3223371 on 2016/12/06 by Michael.Trepka
Removed obsolete check() in FMetalSurface constructor
Change 3223450 on 2016/12/06 by Chris.Bunner
Added explicit ScRGB output device selection rather than Nvidia-only hardcoded checks. Allows easier support for Mac and other devices moving forward.
Change 3223638 on 2016/12/06 by Michael.Trepka
Restored part of the check() in FMetalSurface constructor removed in CL 3223371
Change 3223642 on 2016/12/06 by Mark.Satterthwaite
Experimental Metal EDR/HDR output support for Mac (iOS/tvOS need custom formats & shaders so they are not supported yet).
- Only available on macOS Sierra (10.12) for Macs with HDR displays (e.g. Retina iMacs).
- Enable with -metaledr command-line argument as it is off-by-default.
- Sets up the CAMetalLayer & the back-buffer for RGBA_FP16 output on Mac using DCI-P3 as the color gamut and ACES 1000 nit ScRGB output encoding.
Change 3223830 on 2016/12/06 by Rolando.Caloca
DR - vk - Better error when finding an invalid Vulkan driver
#jira UE-37495
Change 3223869 on 2016/12/06 by Rolando.Caloca
DR - vk - Reuse fences
Change 3223906 on 2016/12/06 by Guillaume.Abadie
Fix alpha through TempAA artifact causing a small darker edge layouts.
Change 3224199 on 2016/12/06 by Mark.Satterthwaite
Fix a dumb copy-paste error from the HDR changes to Metal.
Change 3224220 on 2016/12/06 by Mark.Satterthwaite
Fix various errors with Metal UAV & Render-Pass Restart support so that we can use the Pixel Shader culling for DistanceField effects.
- Unfortunately Metal requires that a texture be bound to start a render-pass, so reuse the dummy depth-stencil surface from the problematic editor preview tile rendering.
Change 3224236 on 2016/12/06 by Mark.Satterthwaite
IWYU CIS compile fix for iOS.
Change 3224366 on 2016/12/06 by Mark.Satterthwaite
Simplify some of the changes from CL# 3224220 so that we don't perform unnecessary clears.
- If the RenderPass is broken to issue compute or blit operations then treat the cached RenderTargetsInfo as invalid, unless the RenderPass is restarted.
- This guarantees that we don't erroneously ignore calls to SetRenderTargets if the calling code issues a dispatch between two RenderPasses that use the same RenderTargetsInfo.
Change 3224416 on 2016/12/06 by Uriel.Doyon
New default implementation for UPrimitiveComponent::GetStreamingTextureInfo using a conservative heuristic where the textures are stretched across the bounds.
Optimized UPrimitiveComponent::GetStreamingTextureInfoWithNULLRemoval by not handling registered components with no proxy (essentially hidden game / collision primitives).
Added blueprint support for texture streaming built data through FStaticMeshComponentInstanceData.
Fix for material texture streaming data not being available on some cooked builds.
Enabled split requests on all texture load requests (first loading everything visible and then loaded everything not visible).
This is controlled by "r.Streaming.MinMipForSplitRequest" which defines the minimum mip for which to allow splitting.
Forced residency are now loaded in two steps (visible, then forced), improving reactiveness.
Updated "stat streaming" to include "UnkownRefMips" which represent texture with no known component referencing them,
and also "LastRenderTimeMips" which related to timed primitives.
Changed "Forced Mips" so that it only shows mips that are loaded become of forced residency.
"Texture Streaming Build" now updates the map check after execution.
Removed Orphaned texture logic as this has become irrelevant with the latest retention priority logic.
Updated "r.streaming.usenewmetrics" so that it shows behavior before and after 4.12 improvements.
Change 3224532 on 2016/12/07 by Uriel.Doyon
Integrated CL 3223965 :
Building texture streaming data for materials does not wait for pending shaders to finish compilation anymore.
Added more options to allow the user to cancel this build also.
Change 3224714 on 2016/12/07 by Ben.Woodhouse
Cherry pick CL 3223972 from //fortnite/main:
Disable Geometry shader onchip on XB1. This saves 4ms for a single shadow casting point light @ 512x512 (4.8ms to 1.8ms)
Change 3224715 on 2016/12/07 by Ben.Woodhouse
New version of d3dx12.h from Microsoft which incorporates my suggested static analysis fixes. This avoids us diverging from the official version
Change 3224975 on 2016/12/07 by Rolando.Caloca
DR - vk - Dump improvements
Change 3225012 on 2016/12/07 by Rolando.Caloca
DR - Show warning if trying to use num samples != (1,2,4,8,16)
Change 3225126 on 2016/12/07 by Chris.Bunner
Added 'force 128-bit rendering pipeline' to high-res screenshot tool.
#jira UE-39345
Change 3225449 on 2016/12/07 by Chris.Bunner
Updated engine rendering defaults to better match current best practices.
#jira UE-38081
Change 3225485 on 2016/12/07 by Chris.Bunner
Moved QuantizeSceneBufferSize to RenderCore and added call for PostProcess settings. Fixes screenpercentage out-of-bounds reads in some cases.
#jira UE-19394
Change 3225486 on 2016/12/07 by Chris.Bunner
Only disable TAA during HighResScreenshots if we don't have a reasonable frame-delay enabled.
Change 3225505 on 2016/12/07 by Daniel.Wright
Fixed exponential height fog disappearing with no skybox
Change 3225655 on 2016/12/07 by Benjamin.Hyder
Updating TM-Shadermodels to include Translucent lighting, Two sided, updated cloth animation, and adjusted lighting.
Change 3225668 on 2016/12/07 by Chris.Bunner
Dirty owning packages when user manually forces regeneration of all reflection captures.
#jira UE-38759
Change 3226139 on 2016/12/07 by Rolando.Caloca
DR - Fix recompute tangents disabling skin cache
- Make some macros into lambdas
#jira UE-39143
Change 3226212 on 2016/12/07 by Daniel.Wright
Features which require a full prepass use DDM_AllOpaque instead of DDM_AllOccluders, which can be skipped if the component has bUseAsOccluder=false
Change 3226213 on 2016/12/07 by Daniel.Wright
Scene Capture 2D can specify a global clip plane, which is useful for portals
* Requires the global clip plane project setting to be enabled
Change 3226214 on 2016/12/07 by Daniel.Wright
Improved deferred shadowing with MSAA by upsampling light attenuation intelligently in the base pass
* If the current fragment's depth doesn't match what was used for deferred shadowing, the neighbor (cross pattern) with the nearest depth's shadowing is used
* Edge artifacts can still occur where the upsample fails or the shadow factor was computed per-sample due to depth / stencil testing
* Indirect Occlusion from capsule shadows also uses the nearest depth neighbor UV for no extra cost
* Base pass on 970 GTX 1.69ms -> 1.85ms (.16ms) in RoboRecall
Change 3226258 on 2016/12/07 by Rolando.Caloca
DR - Typo fix
Change 3226259 on 2016/12/07 by Rolando.Caloca
DR - compile fix
#jira UE-39143
Change 3226932 on 2016/12/08 by Chris.Bunner
Re-saved Infiltrator maps to update reflection captures.
#jira UE-38759
Change 3227063 on 2016/12/08 by Mark.Satterthwaite
For Metal platforms ONLY temporarily disable USE_LIGHT_GRID_REFLECTION_CAPTURE_CULLING to avoid UE-37436 while the Nvidia driver team investigate why this doesn't work for them but does for the others. This won't affect non-Metal platforms and the intent is to revert this prior to 4.16 provided we can work through the problem with Nvidia.
#jira UE-37436
Change 3227120 on 2016/12/08 by Gil.Gribb
Merging //UE4/Dev-Main@3226895 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3227211 on 2016/12/08 by Arne.Schober
DR - UE-38585 - Fixing crash where HierInstStaticMesh duplication fails. Also reverting the fix from UE-28189 which is redundant.
Change 3227257 on 2016/12/08 by Marc.Olano
Extension to PseudoVolumeTexture for more flexible layout
Change by ryan.brucks
Change 3227286 on 2016/12/08 by Rolando.Caloca
DR - Fix crash when using custom expressions and using reserved keywords
#jira UE-39311
Change 3227376 on 2016/12/08 by Mark.Satterthwaite
Must not include a private header inside the MenuStack public header as that causes compile errors in plugins.
Change 3227415 on 2016/12/08 by Mark.Satterthwaite
Fix shader compilation due to my disabling of USE_LIGHT_GRID_REFLECTION_CAPTURE_CULLING on Metal - InstancedCompositeTileReflectionCaptureIndices needs to be defined even though Metal doesn't support instanced-stereo rendering.
Change 3227516 on 2016/12/08 by Daniel.Wright
Implemented UWidgetComponent::GetUsedMaterials
Change 3227521 on 2016/12/08 by Guillaume.Abadie
Fixes post process volume's indirect lighting color.
#jira UE-38888
Change 3227567 on 2016/12/08 by Marc.Olano
New upscale filters: Lanczos-2 (new default), Lanczos-3 and Gaussian Unsharp Mask
Change 3227628 on 2016/12/08 by Daniel.Wright
Removed redundant ResolveSceneDepthTexture from the merge
Change 3227635 on 2016/12/08 by Daniel.Wright
Forward renderer supports shadowing from movable lights and light functions
* Only 4 shadow casting movable or stationary lights can overlap at any point in space, otherwise the movable lights will lose their shadows and an on-screen message will be displayed
* Light functions only work on shadow casting lights since they need a shadowmap channel to be assigned
Change 3227660 on 2016/12/08 by Rolando.Caloca
DR - vk - Fix r.MobileMSAA on Vulkan
- r.MobileMSAA is now read-only (to be fixed on 4.16)
- Show time for PSO creation hitches
#jira UE-39184
Change 3227704 on 2016/12/08 by Mark.Satterthwaite
Fix Mac HDR causing incorrect output color encoding being used, HDR support is now entirely off unless you pass -metaledr which will enable it regardless of whether the current display supports HDR (as we haven't written the detection code yet). Fixed the LUT/UI compositing along the way - Mac Metal wasn't using volume LUT as it should have been, RHISupportsVertexShaderLayer now correctly returns false for non-Mac Metal platforms.
Change 3227705 on 2016/12/08 by Daniel.Wright
Replaced built-in samplers in the nearest depth translucency upsample because the built-in samplers are no longer bound on PC (cl 2852426)
Change 3227787 on 2016/12/08 by Chris.Bunner
Added extent clear to motion blur pass to catch misized buffers bringing in errors.
Added early out to clear call when excluded region matches RT region.
#jira UE-39437
Change 3228177 on 2016/12/08 by Marc.Olano
Fix DCC sqrt(int) error
Change 3228285 on 2016/12/08 by Chris.Bunner
Back out changelist 3225449.
#jira UE-39528
Change 3228680 on 2016/12/09 by Gil.Gribb
Merging //UE4/Dev-Main@3228528 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3228940 on 2016/12/09 by Mark.Satterthwaite
Editor fixes for 4.15:
- PostProcessTonemap can't fail to bind a texture to the ColorLUT or the subsequent rendering will be garbage: the changes for optimising stereo rendering forgot to account for the Editor's use of Views without States for the asset preview thumbnails. Amended the CombineLUT post-processing to allocate a local output texture when there's no ViewState and read from this when this situation arises which makes everything function again.
- Don't start render-passes without a valid render-target-array in MetalRHI.
Change 3228950 on 2016/12/09 by Mark.Satterthwaite
Make GPUSkinCache run on Mac Metal - it wasn't working because it was forcibly disabled on all platforms but for Windows D3D 11.
- Fixed the Skeleton editor tree trying to access a widget before it has been constructed.
- Enable GPUSkinCache for Metal SM5: doesn't render correctly, even on AMD, so needs Radar's filing and investigation.
#jira UE-39256
Change 3229013 on 2016/12/09 by Mark.Satterthwaite
Further tidy up in SSkeletonTreeView as suggested by Nick.A.
Change 3229101 on 2016/12/09 by Chris.Bunner
Log compile error fix and updated cvar comments.
Change 3229236 on 2016/12/09 by Ben.Woodhouse
XB1 D3D11 and D3D12: Use the DXGI frame statistics to get accurate GPU time unaffected by bubbles
Change 3229430 on 2016/12/09 by Ben.Woodhouse
PR #2680: Optimized histogram generation. (Contributed by PjotrSvetachov)
Profiled on nvidia 980GTX (2x faster), and on XB1 (marginally faster)
Change 3229580 on 2016/12/09 by Marcus.Wassmer
DepthBoundsTest for AMD.
Change 3229701 on 2016/12/09 by Michael.Trepka
Changed "OS X" to "macOS" in few places where we display it and updated the code that asks users to update to latest version to check for 10.12.2
Change 3229706 on 2016/12/09 by Chris.Bunner
Added GameUserSettings controls for HDR display output.
Removed Metal commandline as this should replace the need for it.
Change 3229774 on 2016/12/09 by Michael.Trepka
Disabled OpenGL on Mac. -opengl is now ignored, we always use Metal. On old Macs that do not support Metal we show a message saying that the app requires Metal and exit.
Change 3229819 on 2016/12/09 by Chris.Bunner
Updated engine rendering defaults to better match current best practices.
#jira UE-38081
Change 3229948 on 2016/12/09 by Rolando.Caloca
DR - Fix d3d debug error
#jira UE-39589
Change 3230341 on 2016/12/11 by Mark.Satterthwaite
Don't fatally assert that the game-thread stalled waiting for the rendering thread in the Editor executable, even when running -game as the rendering thread can take a while to respond if shaders need to be compiled.
#jira UE-39613
Change 3230860 on 2016/12/12 by Marcus.Wassmer
Experimental Nvidia AFR support.
Change 3230930 on 2016/12/12 by Mark.Satterthwaite
Disable RHICmdList state-caching on Mac - Metal already does this internally and depends on receiving all state changes in order to function.
Change 3231252 on 2016/12/12 by Marcus.Wassmer
Fix NumGPU detection. (SLI only crash)
Change 3231486 on 2016/12/12 by Mark.Satterthwaite
Fix a stupid mistake in MetalStateCache::CommitResourceTable that would unnecessarily rebind samplers.
Change 3231661 on 2016/12/12 by Mark.Satterthwaite
Retain the RHI samplers in MetalRHI to guarantee lifetime.
[CL 3231696 by Gil Gribb in Main branch]
2016-12-12 17:47:42 -05:00
2018-02-14 14:13:42 -05:00
bool bMRTEnabled = false ;
if ( MRTPropertyHandle . IsValid ( ) )
{
MRTPropertyHandle - > GetValue ( bMRTEnabled ) ;
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3231693)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3219796 on 2016/12/02 by Rolando.Caloca
DR - vk - Increase timeout to 60ms
Change 3219884 on 2016/12/02 by Daniel.Wright
Assert to help track down rare crash locking capsule indirect shadow vertex buffer
Change 3219885 on 2016/12/02 by Daniel.Wright
Fixed saving a package that doesn't exist on disk but exists in p4 at a newer revision when the user chooses 'Mark Writable'
Change 3219886 on 2016/12/02 by Daniel.Wright
Don't create projected shadows when r.ShadowQuality is 0
* Fixes crash in the forward path trying to render shadows
* In the deferred path, the shadowmap was still being rendered and only the projection skipped, now all cost will be skipped
Change 3219887 on 2016/12/02 by Daniel.Wright
Changed ClearRenderTarget2D default alpha to 1, which is necessary for correct compositing
Change 3219893 on 2016/12/02 by Daniel.Wright
AMD AGS library with approved TPS
Disabled DFAO on AMD pre-GCN PC video cards to workaround a driver bug which won't be fixed (Radeon 6xxx and below)
Change 3219913 on 2016/12/02 by Daniel.Wright
Level unload of a lighting scenario propagates the lighting scenario change - fixes crash when precomputed lighting volume data gets unloaded
Change 3220029 on 2016/12/02 by Daniel.Wright
Async shader compiling now recreates scene proxies which are affected by the material which was compiled. This fixes crashes which were occuring as proxies cache various material properties, but applying compiled materials would not update these cached properties (bRequiresAdjacencyInformation).
* A new ensure has been added in FMeshElementCollector::AddMesh and FBatchingSPDI::DrawMesh to catch attempts to render with a material not reported in GetUsedMaterials
* Fixed UParticleSystemComponent::GetUsedMaterials and UMaterialBillboardComponent::GetUsedMaterials
* FMaterialUpdateContext should be changed to use the same pattern, but that hasn't been done yet
Change 3220108 on 2016/12/02 by Daniel.Wright
Fixed shadowmap channel assignment for stationary lights which are not in a lighting scenario level, when a lighting scenario level is present
Change 3220504 on 2016/12/03 by Mark.Satterthwaite
Metal Desktop Tessellation support from Unicorn.
- Apple: Metal tessellation support added to MetalShaderFormat, MetalRHI and incl. changes to engine runtime/shaders for Desktop renderer and enabled in ElementalDemo by default (OS X 10.11 will run SM4).
- Epic: Support for different Metal shader standards on Mac, iOS & tvOS which required moving some RHI functions around as this is a project setting and not a compile-time constant.
- Epic: Fragment shader UAV support, which is also tied to newer Metal shader standard like Tessellation.
- Epic: Significant refactor of MetalRHI's internals to clearly separate state-caching from render-pass management and command-encoding.
- Epic: Internal MetalRHI validation code is now cleanly separated out into custom implementations of the Metal @protocol's and is on by default.
- Epic: Various fixes to Layered Rendering for Metal.
- Omits Mobile Tessellation support which needs further revision.
Change 3220881 on 2016/12/04 by Mark.Satterthwaite
Compiles fixes for iOS & static analysis fixes from Windows.
Change 3221180 on 2016/12/05 by Guillaume.Abadie
Avoid compiling PreviousFrameSwitch's both Current Frame and Previous Frame inputs every time.
Change 3221217 on 2016/12/05 by Chris.Bunner
More NVAPI warning fixups.
Change 3221219 on 2016/12/05 by Chris.Bunner
When comparing overriden properties used to force instance recompilation we need to check against the base material, not assume the immediate parent.
#jira UE-37792
Change 3221220 on 2016/12/05 by Chris.Bunner
Exported GetAllStaticSwitchParamNames and GetAllStaticComponentMaskParamNames.
#jira UE-35132
Change 3221221 on 2016/12/05 by Chris.Bunner
PR #2785: Fix comment typo in RendererInterface.h (Contributed by dustin-biser)
#jira UE-35760
Change 3221223 on 2016/12/05 by Chris.Bunner
Default to include dev-code when compiling material preview stats.
#jira UE-20321
Change 3221534 on 2016/12/05 by Rolando.Caloca
DR - Added FDynamicRHI::GetName()
Change 3221833 on 2016/12/05 by Chris.Bunner
Set correct output extent on PostProcessUpscale (allows users to extend chain correctly).
#jira UE-36989
Change 3221852 on 2016/12/05 by Chris.Bunner
32-bit/ch EXR screenshot and frame dump output.
Fixed row increment bug in 128-bit/px surface format readback.
#jira UE-37962
Change 3222059 on 2016/12/05 by Rolando.Caloca
DR - vk - Fix memory type not found
Change 3222104 on 2016/12/05 by Rolando.Caloca
DR - Lambdaize
- Added quicker method to check if system textures are initialized
Change 3222290 on 2016/12/05 by Mark.Satterthwaite
Trivial fixes to reporting Metal shader pipeline errors - need to check if Hull & Domain exist.
Change 3222864 on 2016/12/06 by Rolando.Caloca
DR - Fix mem leak when exiting
Change 3222873 on 2016/12/06 by Rolando.Caloca
DR - vk - Minor info to help track down leaks
Change 3222875 on 2016/12/06 by Rolando.Caloca
DR - Fix mem leak with VisualizeTexture
#jira UE-39360
Change 3223226 on 2016/12/06 by Chris.Bunner
Static analysis warning workaround.
Change 3223235 on 2016/12/06 by Ben.Woodhouse
Integrate from NREAL: Set a custom projection matrix on a SceneCapture2D
Change 3223343 on 2016/12/06 by Chris.Bunner
Moved HLOD persistent data to viewstate to fix per-view compatability.
#jira UE-37539
Change 3223349 on 2016/12/06 by Chris.Bunner
Fixed HLOD with FreezeRendering command.
#jira UE-29839
Change 3223371 on 2016/12/06 by Michael.Trepka
Removed obsolete check() in FMetalSurface constructor
Change 3223450 on 2016/12/06 by Chris.Bunner
Added explicit ScRGB output device selection rather than Nvidia-only hardcoded checks. Allows easier support for Mac and other devices moving forward.
Change 3223638 on 2016/12/06 by Michael.Trepka
Restored part of the check() in FMetalSurface constructor removed in CL 3223371
Change 3223642 on 2016/12/06 by Mark.Satterthwaite
Experimental Metal EDR/HDR output support for Mac (iOS/tvOS need custom formats & shaders so they are not supported yet).
- Only available on macOS Sierra (10.12) for Macs with HDR displays (e.g. Retina iMacs).
- Enable with -metaledr command-line argument as it is off-by-default.
- Sets up the CAMetalLayer & the back-buffer for RGBA_FP16 output on Mac using DCI-P3 as the color gamut and ACES 1000 nit ScRGB output encoding.
Change 3223830 on 2016/12/06 by Rolando.Caloca
DR - vk - Better error when finding an invalid Vulkan driver
#jira UE-37495
Change 3223869 on 2016/12/06 by Rolando.Caloca
DR - vk - Reuse fences
Change 3223906 on 2016/12/06 by Guillaume.Abadie
Fix alpha through TempAA artifact causing a small darker edge layouts.
Change 3224199 on 2016/12/06 by Mark.Satterthwaite
Fix a dumb copy-paste error from the HDR changes to Metal.
Change 3224220 on 2016/12/06 by Mark.Satterthwaite
Fix various errors with Metal UAV & Render-Pass Restart support so that we can use the Pixel Shader culling for DistanceField effects.
- Unfortunately Metal requires that a texture be bound to start a render-pass, so reuse the dummy depth-stencil surface from the problematic editor preview tile rendering.
Change 3224236 on 2016/12/06 by Mark.Satterthwaite
IWYU CIS compile fix for iOS.
Change 3224366 on 2016/12/06 by Mark.Satterthwaite
Simplify some of the changes from CL# 3224220 so that we don't perform unnecessary clears.
- If the RenderPass is broken to issue compute or blit operations then treat the cached RenderTargetsInfo as invalid, unless the RenderPass is restarted.
- This guarantees that we don't erroneously ignore calls to SetRenderTargets if the calling code issues a dispatch between two RenderPasses that use the same RenderTargetsInfo.
Change 3224416 on 2016/12/06 by Uriel.Doyon
New default implementation for UPrimitiveComponent::GetStreamingTextureInfo using a conservative heuristic where the textures are stretched across the bounds.
Optimized UPrimitiveComponent::GetStreamingTextureInfoWithNULLRemoval by not handling registered components with no proxy (essentially hidden game / collision primitives).
Added blueprint support for texture streaming built data through FStaticMeshComponentInstanceData.
Fix for material texture streaming data not being available on some cooked builds.
Enabled split requests on all texture load requests (first loading everything visible and then loaded everything not visible).
This is controlled by "r.Streaming.MinMipForSplitRequest" which defines the minimum mip for which to allow splitting.
Forced residency are now loaded in two steps (visible, then forced), improving reactiveness.
Updated "stat streaming" to include "UnkownRefMips" which represent texture with no known component referencing them,
and also "LastRenderTimeMips" which related to timed primitives.
Changed "Forced Mips" so that it only shows mips that are loaded become of forced residency.
"Texture Streaming Build" now updates the map check after execution.
Removed Orphaned texture logic as this has become irrelevant with the latest retention priority logic.
Updated "r.streaming.usenewmetrics" so that it shows behavior before and after 4.12 improvements.
Change 3224532 on 2016/12/07 by Uriel.Doyon
Integrated CL 3223965 :
Building texture streaming data for materials does not wait for pending shaders to finish compilation anymore.
Added more options to allow the user to cancel this build also.
Change 3224714 on 2016/12/07 by Ben.Woodhouse
Cherry pick CL 3223972 from //fortnite/main:
Disable Geometry shader onchip on XB1. This saves 4ms for a single shadow casting point light @ 512x512 (4.8ms to 1.8ms)
Change 3224715 on 2016/12/07 by Ben.Woodhouse
New version of d3dx12.h from Microsoft which incorporates my suggested static analysis fixes. This avoids us diverging from the official version
Change 3224975 on 2016/12/07 by Rolando.Caloca
DR - vk - Dump improvements
Change 3225012 on 2016/12/07 by Rolando.Caloca
DR - Show warning if trying to use num samples != (1,2,4,8,16)
Change 3225126 on 2016/12/07 by Chris.Bunner
Added 'force 128-bit rendering pipeline' to high-res screenshot tool.
#jira UE-39345
Change 3225449 on 2016/12/07 by Chris.Bunner
Updated engine rendering defaults to better match current best practices.
#jira UE-38081
Change 3225485 on 2016/12/07 by Chris.Bunner
Moved QuantizeSceneBufferSize to RenderCore and added call for PostProcess settings. Fixes screenpercentage out-of-bounds reads in some cases.
#jira UE-19394
Change 3225486 on 2016/12/07 by Chris.Bunner
Only disable TAA during HighResScreenshots if we don't have a reasonable frame-delay enabled.
Change 3225505 on 2016/12/07 by Daniel.Wright
Fixed exponential height fog disappearing with no skybox
Change 3225655 on 2016/12/07 by Benjamin.Hyder
Updating TM-Shadermodels to include Translucent lighting, Two sided, updated cloth animation, and adjusted lighting.
Change 3225668 on 2016/12/07 by Chris.Bunner
Dirty owning packages when user manually forces regeneration of all reflection captures.
#jira UE-38759
Change 3226139 on 2016/12/07 by Rolando.Caloca
DR - Fix recompute tangents disabling skin cache
- Make some macros into lambdas
#jira UE-39143
Change 3226212 on 2016/12/07 by Daniel.Wright
Features which require a full prepass use DDM_AllOpaque instead of DDM_AllOccluders, which can be skipped if the component has bUseAsOccluder=false
Change 3226213 on 2016/12/07 by Daniel.Wright
Scene Capture 2D can specify a global clip plane, which is useful for portals
* Requires the global clip plane project setting to be enabled
Change 3226214 on 2016/12/07 by Daniel.Wright
Improved deferred shadowing with MSAA by upsampling light attenuation intelligently in the base pass
* If the current fragment's depth doesn't match what was used for deferred shadowing, the neighbor (cross pattern) with the nearest depth's shadowing is used
* Edge artifacts can still occur where the upsample fails or the shadow factor was computed per-sample due to depth / stencil testing
* Indirect Occlusion from capsule shadows also uses the nearest depth neighbor UV for no extra cost
* Base pass on 970 GTX 1.69ms -> 1.85ms (.16ms) in RoboRecall
Change 3226258 on 2016/12/07 by Rolando.Caloca
DR - Typo fix
Change 3226259 on 2016/12/07 by Rolando.Caloca
DR - compile fix
#jira UE-39143
Change 3226932 on 2016/12/08 by Chris.Bunner
Re-saved Infiltrator maps to update reflection captures.
#jira UE-38759
Change 3227063 on 2016/12/08 by Mark.Satterthwaite
For Metal platforms ONLY temporarily disable USE_LIGHT_GRID_REFLECTION_CAPTURE_CULLING to avoid UE-37436 while the Nvidia driver team investigate why this doesn't work for them but does for the others. This won't affect non-Metal platforms and the intent is to revert this prior to 4.16 provided we can work through the problem with Nvidia.
#jira UE-37436
Change 3227120 on 2016/12/08 by Gil.Gribb
Merging //UE4/Dev-Main@3226895 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3227211 on 2016/12/08 by Arne.Schober
DR - UE-38585 - Fixing crash where HierInstStaticMesh duplication fails. Also reverting the fix from UE-28189 which is redundant.
Change 3227257 on 2016/12/08 by Marc.Olano
Extension to PseudoVolumeTexture for more flexible layout
Change by ryan.brucks
Change 3227286 on 2016/12/08 by Rolando.Caloca
DR - Fix crash when using custom expressions and using reserved keywords
#jira UE-39311
Change 3227376 on 2016/12/08 by Mark.Satterthwaite
Must not include a private header inside the MenuStack public header as that causes compile errors in plugins.
Change 3227415 on 2016/12/08 by Mark.Satterthwaite
Fix shader compilation due to my disabling of USE_LIGHT_GRID_REFLECTION_CAPTURE_CULLING on Metal - InstancedCompositeTileReflectionCaptureIndices needs to be defined even though Metal doesn't support instanced-stereo rendering.
Change 3227516 on 2016/12/08 by Daniel.Wright
Implemented UWidgetComponent::GetUsedMaterials
Change 3227521 on 2016/12/08 by Guillaume.Abadie
Fixes post process volume's indirect lighting color.
#jira UE-38888
Change 3227567 on 2016/12/08 by Marc.Olano
New upscale filters: Lanczos-2 (new default), Lanczos-3 and Gaussian Unsharp Mask
Change 3227628 on 2016/12/08 by Daniel.Wright
Removed redundant ResolveSceneDepthTexture from the merge
Change 3227635 on 2016/12/08 by Daniel.Wright
Forward renderer supports shadowing from movable lights and light functions
* Only 4 shadow casting movable or stationary lights can overlap at any point in space, otherwise the movable lights will lose their shadows and an on-screen message will be displayed
* Light functions only work on shadow casting lights since they need a shadowmap channel to be assigned
Change 3227660 on 2016/12/08 by Rolando.Caloca
DR - vk - Fix r.MobileMSAA on Vulkan
- r.MobileMSAA is now read-only (to be fixed on 4.16)
- Show time for PSO creation hitches
#jira UE-39184
Change 3227704 on 2016/12/08 by Mark.Satterthwaite
Fix Mac HDR causing incorrect output color encoding being used, HDR support is now entirely off unless you pass -metaledr which will enable it regardless of whether the current display supports HDR (as we haven't written the detection code yet). Fixed the LUT/UI compositing along the way - Mac Metal wasn't using volume LUT as it should have been, RHISupportsVertexShaderLayer now correctly returns false for non-Mac Metal platforms.
Change 3227705 on 2016/12/08 by Daniel.Wright
Replaced built-in samplers in the nearest depth translucency upsample because the built-in samplers are no longer bound on PC (cl 2852426)
Change 3227787 on 2016/12/08 by Chris.Bunner
Added extent clear to motion blur pass to catch misized buffers bringing in errors.
Added early out to clear call when excluded region matches RT region.
#jira UE-39437
Change 3228177 on 2016/12/08 by Marc.Olano
Fix DCC sqrt(int) error
Change 3228285 on 2016/12/08 by Chris.Bunner
Back out changelist 3225449.
#jira UE-39528
Change 3228680 on 2016/12/09 by Gil.Gribb
Merging //UE4/Dev-Main@3228528 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3228940 on 2016/12/09 by Mark.Satterthwaite
Editor fixes for 4.15:
- PostProcessTonemap can't fail to bind a texture to the ColorLUT or the subsequent rendering will be garbage: the changes for optimising stereo rendering forgot to account for the Editor's use of Views without States for the asset preview thumbnails. Amended the CombineLUT post-processing to allocate a local output texture when there's no ViewState and read from this when this situation arises which makes everything function again.
- Don't start render-passes without a valid render-target-array in MetalRHI.
Change 3228950 on 2016/12/09 by Mark.Satterthwaite
Make GPUSkinCache run on Mac Metal - it wasn't working because it was forcibly disabled on all platforms but for Windows D3D 11.
- Fixed the Skeleton editor tree trying to access a widget before it has been constructed.
- Enable GPUSkinCache for Metal SM5: doesn't render correctly, even on AMD, so needs Radar's filing and investigation.
#jira UE-39256
Change 3229013 on 2016/12/09 by Mark.Satterthwaite
Further tidy up in SSkeletonTreeView as suggested by Nick.A.
Change 3229101 on 2016/12/09 by Chris.Bunner
Log compile error fix and updated cvar comments.
Change 3229236 on 2016/12/09 by Ben.Woodhouse
XB1 D3D11 and D3D12: Use the DXGI frame statistics to get accurate GPU time unaffected by bubbles
Change 3229430 on 2016/12/09 by Ben.Woodhouse
PR #2680: Optimized histogram generation. (Contributed by PjotrSvetachov)
Profiled on nvidia 980GTX (2x faster), and on XB1 (marginally faster)
Change 3229580 on 2016/12/09 by Marcus.Wassmer
DepthBoundsTest for AMD.
Change 3229701 on 2016/12/09 by Michael.Trepka
Changed "OS X" to "macOS" in few places where we display it and updated the code that asks users to update to latest version to check for 10.12.2
Change 3229706 on 2016/12/09 by Chris.Bunner
Added GameUserSettings controls for HDR display output.
Removed Metal commandline as this should replace the need for it.
Change 3229774 on 2016/12/09 by Michael.Trepka
Disabled OpenGL on Mac. -opengl is now ignored, we always use Metal. On old Macs that do not support Metal we show a message saying that the app requires Metal and exit.
Change 3229819 on 2016/12/09 by Chris.Bunner
Updated engine rendering defaults to better match current best practices.
#jira UE-38081
Change 3229948 on 2016/12/09 by Rolando.Caloca
DR - Fix d3d debug error
#jira UE-39589
Change 3230341 on 2016/12/11 by Mark.Satterthwaite
Don't fatally assert that the game-thread stalled waiting for the rendering thread in the Editor executable, even when running -game as the rendering thread can take a while to respond if shaders need to be compiled.
#jira UE-39613
Change 3230860 on 2016/12/12 by Marcus.Wassmer
Experimental Nvidia AFR support.
Change 3230930 on 2016/12/12 by Mark.Satterthwaite
Disable RHICmdList state-caching on Mac - Metal already does this internally and depends on receiving all state changes in order to function.
Change 3231252 on 2016/12/12 by Marcus.Wassmer
Fix NumGPU detection. (SLI only crash)
Change 3231486 on 2016/12/12 by Mark.Satterthwaite
Fix a stupid mistake in MetalStateCache::CommitResourceTable that would unnecessarily rebind samplers.
Change 3231661 on 2016/12/12 by Mark.Satterthwaite
Retain the RHI samplers in MetalRHI to guarantee lifetime.
[CL 3231696 by Gil Gribb in Main branch]
2016-12-12 17:47:42 -05:00
2018-02-14 14:13:42 -05:00
if ( Value = = 1 & & ( ( EIOSVersion ) EnumValue < EIOSVersion : : IOS_9 ) )
{
Message = LOCTEXT ( " iOSMetalShaderVersion1_1 " , " Enabling Metal Shader Standard v1.1 increases the minimum operating system requirement for Metal from iOS 8.0 or later to iOS 9.0 or later. This does not affect tvOS. " ) ;
SetMinVersion ( ( int32 ) EIOSVersion : : IOS_9 ) ;
}
else if ( Value < 2 & & bMRTEnabled )
{
FPropertyAccess : : Result ResMRT = ShaderVersionPropertyHandle - > SetValue ( ( uint8 ) 2 ) ;
check ( ResMRT = = FPropertyAccess : : Success ) ;
Message = LOCTEXT ( " MetalMRTStandardv1.2 " , " Enabling the Desktop Forward Renderer Metal requires Shader Standard v1.2 which increases the minimum operating system requirement for Metal from iOS 8.0 or later to iOS 10.0 or later. " ) ;
SetMinVersion ( ( int32 ) EIOSVersion : : IOS_10 ) ;
}
else if ( Value = = 2 & & ( EIOSVersion ) EnumValue < EIOSVersion : : IOS_10 )
{
Message = LOCTEXT ( " iOSMetalShaderVersion1_2 " , " Enabling Metal Shader Standard v1.2 increases the minimum operating system requirement for Metal from iOS 8.0/tvOS 9.0 or later to iOS/tvOS 10.0 or later. " ) ;
SetMinVersion ( ( int32 ) EIOSVersion : : IOS_10 ) ;
}
else if ( Value = = 3 & & ( EIOSVersion ) EnumValue < EIOSVersion : : IOS_11 )
{
2018-03-27 16:13:55 -04:00
Message = LOCTEXT ( " iOSMetalShaderVersion2_0 " , " Enabling Metal Shader Standard v2.0 increases the minimum operating system requirement for Metal from iOS 8.0/tvOS 9.0 or later to iOS/tvOS 11.0 or later. " ) ;
2018-02-14 14:13:42 -05:00
SetMinVersion ( ( int32 ) EIOSVersion : : IOS_11 ) ;
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3231693)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3219796 on 2016/12/02 by Rolando.Caloca
DR - vk - Increase timeout to 60ms
Change 3219884 on 2016/12/02 by Daniel.Wright
Assert to help track down rare crash locking capsule indirect shadow vertex buffer
Change 3219885 on 2016/12/02 by Daniel.Wright
Fixed saving a package that doesn't exist on disk but exists in p4 at a newer revision when the user chooses 'Mark Writable'
Change 3219886 on 2016/12/02 by Daniel.Wright
Don't create projected shadows when r.ShadowQuality is 0
* Fixes crash in the forward path trying to render shadows
* In the deferred path, the shadowmap was still being rendered and only the projection skipped, now all cost will be skipped
Change 3219887 on 2016/12/02 by Daniel.Wright
Changed ClearRenderTarget2D default alpha to 1, which is necessary for correct compositing
Change 3219893 on 2016/12/02 by Daniel.Wright
AMD AGS library with approved TPS
Disabled DFAO on AMD pre-GCN PC video cards to workaround a driver bug which won't be fixed (Radeon 6xxx and below)
Change 3219913 on 2016/12/02 by Daniel.Wright
Level unload of a lighting scenario propagates the lighting scenario change - fixes crash when precomputed lighting volume data gets unloaded
Change 3220029 on 2016/12/02 by Daniel.Wright
Async shader compiling now recreates scene proxies which are affected by the material which was compiled. This fixes crashes which were occuring as proxies cache various material properties, but applying compiled materials would not update these cached properties (bRequiresAdjacencyInformation).
* A new ensure has been added in FMeshElementCollector::AddMesh and FBatchingSPDI::DrawMesh to catch attempts to render with a material not reported in GetUsedMaterials
* Fixed UParticleSystemComponent::GetUsedMaterials and UMaterialBillboardComponent::GetUsedMaterials
* FMaterialUpdateContext should be changed to use the same pattern, but that hasn't been done yet
Change 3220108 on 2016/12/02 by Daniel.Wright
Fixed shadowmap channel assignment for stationary lights which are not in a lighting scenario level, when a lighting scenario level is present
Change 3220504 on 2016/12/03 by Mark.Satterthwaite
Metal Desktop Tessellation support from Unicorn.
- Apple: Metal tessellation support added to MetalShaderFormat, MetalRHI and incl. changes to engine runtime/shaders for Desktop renderer and enabled in ElementalDemo by default (OS X 10.11 will run SM4).
- Epic: Support for different Metal shader standards on Mac, iOS & tvOS which required moving some RHI functions around as this is a project setting and not a compile-time constant.
- Epic: Fragment shader UAV support, which is also tied to newer Metal shader standard like Tessellation.
- Epic: Significant refactor of MetalRHI's internals to clearly separate state-caching from render-pass management and command-encoding.
- Epic: Internal MetalRHI validation code is now cleanly separated out into custom implementations of the Metal @protocol's and is on by default.
- Epic: Various fixes to Layered Rendering for Metal.
- Omits Mobile Tessellation support which needs further revision.
Change 3220881 on 2016/12/04 by Mark.Satterthwaite
Compiles fixes for iOS & static analysis fixes from Windows.
Change 3221180 on 2016/12/05 by Guillaume.Abadie
Avoid compiling PreviousFrameSwitch's both Current Frame and Previous Frame inputs every time.
Change 3221217 on 2016/12/05 by Chris.Bunner
More NVAPI warning fixups.
Change 3221219 on 2016/12/05 by Chris.Bunner
When comparing overriden properties used to force instance recompilation we need to check against the base material, not assume the immediate parent.
#jira UE-37792
Change 3221220 on 2016/12/05 by Chris.Bunner
Exported GetAllStaticSwitchParamNames and GetAllStaticComponentMaskParamNames.
#jira UE-35132
Change 3221221 on 2016/12/05 by Chris.Bunner
PR #2785: Fix comment typo in RendererInterface.h (Contributed by dustin-biser)
#jira UE-35760
Change 3221223 on 2016/12/05 by Chris.Bunner
Default to include dev-code when compiling material preview stats.
#jira UE-20321
Change 3221534 on 2016/12/05 by Rolando.Caloca
DR - Added FDynamicRHI::GetName()
Change 3221833 on 2016/12/05 by Chris.Bunner
Set correct output extent on PostProcessUpscale (allows users to extend chain correctly).
#jira UE-36989
Change 3221852 on 2016/12/05 by Chris.Bunner
32-bit/ch EXR screenshot and frame dump output.
Fixed row increment bug in 128-bit/px surface format readback.
#jira UE-37962
Change 3222059 on 2016/12/05 by Rolando.Caloca
DR - vk - Fix memory type not found
Change 3222104 on 2016/12/05 by Rolando.Caloca
DR - Lambdaize
- Added quicker method to check if system textures are initialized
Change 3222290 on 2016/12/05 by Mark.Satterthwaite
Trivial fixes to reporting Metal shader pipeline errors - need to check if Hull & Domain exist.
Change 3222864 on 2016/12/06 by Rolando.Caloca
DR - Fix mem leak when exiting
Change 3222873 on 2016/12/06 by Rolando.Caloca
DR - vk - Minor info to help track down leaks
Change 3222875 on 2016/12/06 by Rolando.Caloca
DR - Fix mem leak with VisualizeTexture
#jira UE-39360
Change 3223226 on 2016/12/06 by Chris.Bunner
Static analysis warning workaround.
Change 3223235 on 2016/12/06 by Ben.Woodhouse
Integrate from NREAL: Set a custom projection matrix on a SceneCapture2D
Change 3223343 on 2016/12/06 by Chris.Bunner
Moved HLOD persistent data to viewstate to fix per-view compatability.
#jira UE-37539
Change 3223349 on 2016/12/06 by Chris.Bunner
Fixed HLOD with FreezeRendering command.
#jira UE-29839
Change 3223371 on 2016/12/06 by Michael.Trepka
Removed obsolete check() in FMetalSurface constructor
Change 3223450 on 2016/12/06 by Chris.Bunner
Added explicit ScRGB output device selection rather than Nvidia-only hardcoded checks. Allows easier support for Mac and other devices moving forward.
Change 3223638 on 2016/12/06 by Michael.Trepka
Restored part of the check() in FMetalSurface constructor removed in CL 3223371
Change 3223642 on 2016/12/06 by Mark.Satterthwaite
Experimental Metal EDR/HDR output support for Mac (iOS/tvOS need custom formats & shaders so they are not supported yet).
- Only available on macOS Sierra (10.12) for Macs with HDR displays (e.g. Retina iMacs).
- Enable with -metaledr command-line argument as it is off-by-default.
- Sets up the CAMetalLayer & the back-buffer for RGBA_FP16 output on Mac using DCI-P3 as the color gamut and ACES 1000 nit ScRGB output encoding.
Change 3223830 on 2016/12/06 by Rolando.Caloca
DR - vk - Better error when finding an invalid Vulkan driver
#jira UE-37495
Change 3223869 on 2016/12/06 by Rolando.Caloca
DR - vk - Reuse fences
Change 3223906 on 2016/12/06 by Guillaume.Abadie
Fix alpha through TempAA artifact causing a small darker edge layouts.
Change 3224199 on 2016/12/06 by Mark.Satterthwaite
Fix a dumb copy-paste error from the HDR changes to Metal.
Change 3224220 on 2016/12/06 by Mark.Satterthwaite
Fix various errors with Metal UAV & Render-Pass Restart support so that we can use the Pixel Shader culling for DistanceField effects.
- Unfortunately Metal requires that a texture be bound to start a render-pass, so reuse the dummy depth-stencil surface from the problematic editor preview tile rendering.
Change 3224236 on 2016/12/06 by Mark.Satterthwaite
IWYU CIS compile fix for iOS.
Change 3224366 on 2016/12/06 by Mark.Satterthwaite
Simplify some of the changes from CL# 3224220 so that we don't perform unnecessary clears.
- If the RenderPass is broken to issue compute or blit operations then treat the cached RenderTargetsInfo as invalid, unless the RenderPass is restarted.
- This guarantees that we don't erroneously ignore calls to SetRenderTargets if the calling code issues a dispatch between two RenderPasses that use the same RenderTargetsInfo.
Change 3224416 on 2016/12/06 by Uriel.Doyon
New default implementation for UPrimitiveComponent::GetStreamingTextureInfo using a conservative heuristic where the textures are stretched across the bounds.
Optimized UPrimitiveComponent::GetStreamingTextureInfoWithNULLRemoval by not handling registered components with no proxy (essentially hidden game / collision primitives).
Added blueprint support for texture streaming built data through FStaticMeshComponentInstanceData.
Fix for material texture streaming data not being available on some cooked builds.
Enabled split requests on all texture load requests (first loading everything visible and then loaded everything not visible).
This is controlled by "r.Streaming.MinMipForSplitRequest" which defines the minimum mip for which to allow splitting.
Forced residency are now loaded in two steps (visible, then forced), improving reactiveness.
Updated "stat streaming" to include "UnkownRefMips" which represent texture with no known component referencing them,
and also "LastRenderTimeMips" which related to timed primitives.
Changed "Forced Mips" so that it only shows mips that are loaded become of forced residency.
"Texture Streaming Build" now updates the map check after execution.
Removed Orphaned texture logic as this has become irrelevant with the latest retention priority logic.
Updated "r.streaming.usenewmetrics" so that it shows behavior before and after 4.12 improvements.
Change 3224532 on 2016/12/07 by Uriel.Doyon
Integrated CL 3223965 :
Building texture streaming data for materials does not wait for pending shaders to finish compilation anymore.
Added more options to allow the user to cancel this build also.
Change 3224714 on 2016/12/07 by Ben.Woodhouse
Cherry pick CL 3223972 from //fortnite/main:
Disable Geometry shader onchip on XB1. This saves 4ms for a single shadow casting point light @ 512x512 (4.8ms to 1.8ms)
Change 3224715 on 2016/12/07 by Ben.Woodhouse
New version of d3dx12.h from Microsoft which incorporates my suggested static analysis fixes. This avoids us diverging from the official version
Change 3224975 on 2016/12/07 by Rolando.Caloca
DR - vk - Dump improvements
Change 3225012 on 2016/12/07 by Rolando.Caloca
DR - Show warning if trying to use num samples != (1,2,4,8,16)
Change 3225126 on 2016/12/07 by Chris.Bunner
Added 'force 128-bit rendering pipeline' to high-res screenshot tool.
#jira UE-39345
Change 3225449 on 2016/12/07 by Chris.Bunner
Updated engine rendering defaults to better match current best practices.
#jira UE-38081
Change 3225485 on 2016/12/07 by Chris.Bunner
Moved QuantizeSceneBufferSize to RenderCore and added call for PostProcess settings. Fixes screenpercentage out-of-bounds reads in some cases.
#jira UE-19394
Change 3225486 on 2016/12/07 by Chris.Bunner
Only disable TAA during HighResScreenshots if we don't have a reasonable frame-delay enabled.
Change 3225505 on 2016/12/07 by Daniel.Wright
Fixed exponential height fog disappearing with no skybox
Change 3225655 on 2016/12/07 by Benjamin.Hyder
Updating TM-Shadermodels to include Translucent lighting, Two sided, updated cloth animation, and adjusted lighting.
Change 3225668 on 2016/12/07 by Chris.Bunner
Dirty owning packages when user manually forces regeneration of all reflection captures.
#jira UE-38759
Change 3226139 on 2016/12/07 by Rolando.Caloca
DR - Fix recompute tangents disabling skin cache
- Make some macros into lambdas
#jira UE-39143
Change 3226212 on 2016/12/07 by Daniel.Wright
Features which require a full prepass use DDM_AllOpaque instead of DDM_AllOccluders, which can be skipped if the component has bUseAsOccluder=false
Change 3226213 on 2016/12/07 by Daniel.Wright
Scene Capture 2D can specify a global clip plane, which is useful for portals
* Requires the global clip plane project setting to be enabled
Change 3226214 on 2016/12/07 by Daniel.Wright
Improved deferred shadowing with MSAA by upsampling light attenuation intelligently in the base pass
* If the current fragment's depth doesn't match what was used for deferred shadowing, the neighbor (cross pattern) with the nearest depth's shadowing is used
* Edge artifacts can still occur where the upsample fails or the shadow factor was computed per-sample due to depth / stencil testing
* Indirect Occlusion from capsule shadows also uses the nearest depth neighbor UV for no extra cost
* Base pass on 970 GTX 1.69ms -> 1.85ms (.16ms) in RoboRecall
Change 3226258 on 2016/12/07 by Rolando.Caloca
DR - Typo fix
Change 3226259 on 2016/12/07 by Rolando.Caloca
DR - compile fix
#jira UE-39143
Change 3226932 on 2016/12/08 by Chris.Bunner
Re-saved Infiltrator maps to update reflection captures.
#jira UE-38759
Change 3227063 on 2016/12/08 by Mark.Satterthwaite
For Metal platforms ONLY temporarily disable USE_LIGHT_GRID_REFLECTION_CAPTURE_CULLING to avoid UE-37436 while the Nvidia driver team investigate why this doesn't work for them but does for the others. This won't affect non-Metal platforms and the intent is to revert this prior to 4.16 provided we can work through the problem with Nvidia.
#jira UE-37436
Change 3227120 on 2016/12/08 by Gil.Gribb
Merging //UE4/Dev-Main@3226895 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3227211 on 2016/12/08 by Arne.Schober
DR - UE-38585 - Fixing crash where HierInstStaticMesh duplication fails. Also reverting the fix from UE-28189 which is redundant.
Change 3227257 on 2016/12/08 by Marc.Olano
Extension to PseudoVolumeTexture for more flexible layout
Change by ryan.brucks
Change 3227286 on 2016/12/08 by Rolando.Caloca
DR - Fix crash when using custom expressions and using reserved keywords
#jira UE-39311
Change 3227376 on 2016/12/08 by Mark.Satterthwaite
Must not include a private header inside the MenuStack public header as that causes compile errors in plugins.
Change 3227415 on 2016/12/08 by Mark.Satterthwaite
Fix shader compilation due to my disabling of USE_LIGHT_GRID_REFLECTION_CAPTURE_CULLING on Metal - InstancedCompositeTileReflectionCaptureIndices needs to be defined even though Metal doesn't support instanced-stereo rendering.
Change 3227516 on 2016/12/08 by Daniel.Wright
Implemented UWidgetComponent::GetUsedMaterials
Change 3227521 on 2016/12/08 by Guillaume.Abadie
Fixes post process volume's indirect lighting color.
#jira UE-38888
Change 3227567 on 2016/12/08 by Marc.Olano
New upscale filters: Lanczos-2 (new default), Lanczos-3 and Gaussian Unsharp Mask
Change 3227628 on 2016/12/08 by Daniel.Wright
Removed redundant ResolveSceneDepthTexture from the merge
Change 3227635 on 2016/12/08 by Daniel.Wright
Forward renderer supports shadowing from movable lights and light functions
* Only 4 shadow casting movable or stationary lights can overlap at any point in space, otherwise the movable lights will lose their shadows and an on-screen message will be displayed
* Light functions only work on shadow casting lights since they need a shadowmap channel to be assigned
Change 3227660 on 2016/12/08 by Rolando.Caloca
DR - vk - Fix r.MobileMSAA on Vulkan
- r.MobileMSAA is now read-only (to be fixed on 4.16)
- Show time for PSO creation hitches
#jira UE-39184
Change 3227704 on 2016/12/08 by Mark.Satterthwaite
Fix Mac HDR causing incorrect output color encoding being used, HDR support is now entirely off unless you pass -metaledr which will enable it regardless of whether the current display supports HDR (as we haven't written the detection code yet). Fixed the LUT/UI compositing along the way - Mac Metal wasn't using volume LUT as it should have been, RHISupportsVertexShaderLayer now correctly returns false for non-Mac Metal platforms.
Change 3227705 on 2016/12/08 by Daniel.Wright
Replaced built-in samplers in the nearest depth translucency upsample because the built-in samplers are no longer bound on PC (cl 2852426)
Change 3227787 on 2016/12/08 by Chris.Bunner
Added extent clear to motion blur pass to catch misized buffers bringing in errors.
Added early out to clear call when excluded region matches RT region.
#jira UE-39437
Change 3228177 on 2016/12/08 by Marc.Olano
Fix DCC sqrt(int) error
Change 3228285 on 2016/12/08 by Chris.Bunner
Back out changelist 3225449.
#jira UE-39528
Change 3228680 on 2016/12/09 by Gil.Gribb
Merging //UE4/Dev-Main@3228528 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3228940 on 2016/12/09 by Mark.Satterthwaite
Editor fixes for 4.15:
- PostProcessTonemap can't fail to bind a texture to the ColorLUT or the subsequent rendering will be garbage: the changes for optimising stereo rendering forgot to account for the Editor's use of Views without States for the asset preview thumbnails. Amended the CombineLUT post-processing to allocate a local output texture when there's no ViewState and read from this when this situation arises which makes everything function again.
- Don't start render-passes without a valid render-target-array in MetalRHI.
Change 3228950 on 2016/12/09 by Mark.Satterthwaite
Make GPUSkinCache run on Mac Metal - it wasn't working because it was forcibly disabled on all platforms but for Windows D3D 11.
- Fixed the Skeleton editor tree trying to access a widget before it has been constructed.
- Enable GPUSkinCache for Metal SM5: doesn't render correctly, even on AMD, so needs Radar's filing and investigation.
#jira UE-39256
Change 3229013 on 2016/12/09 by Mark.Satterthwaite
Further tidy up in SSkeletonTreeView as suggested by Nick.A.
Change 3229101 on 2016/12/09 by Chris.Bunner
Log compile error fix and updated cvar comments.
Change 3229236 on 2016/12/09 by Ben.Woodhouse
XB1 D3D11 and D3D12: Use the DXGI frame statistics to get accurate GPU time unaffected by bubbles
Change 3229430 on 2016/12/09 by Ben.Woodhouse
PR #2680: Optimized histogram generation. (Contributed by PjotrSvetachov)
Profiled on nvidia 980GTX (2x faster), and on XB1 (marginally faster)
Change 3229580 on 2016/12/09 by Marcus.Wassmer
DepthBoundsTest for AMD.
Change 3229701 on 2016/12/09 by Michael.Trepka
Changed "OS X" to "macOS" in few places where we display it and updated the code that asks users to update to latest version to check for 10.12.2
Change 3229706 on 2016/12/09 by Chris.Bunner
Added GameUserSettings controls for HDR display output.
Removed Metal commandline as this should replace the need for it.
Change 3229774 on 2016/12/09 by Michael.Trepka
Disabled OpenGL on Mac. -opengl is now ignored, we always use Metal. On old Macs that do not support Metal we show a message saying that the app requires Metal and exit.
Change 3229819 on 2016/12/09 by Chris.Bunner
Updated engine rendering defaults to better match current best practices.
#jira UE-38081
Change 3229948 on 2016/12/09 by Rolando.Caloca
DR - Fix d3d debug error
#jira UE-39589
Change 3230341 on 2016/12/11 by Mark.Satterthwaite
Don't fatally assert that the game-thread stalled waiting for the rendering thread in the Editor executable, even when running -game as the rendering thread can take a while to respond if shaders need to be compiled.
#jira UE-39613
Change 3230860 on 2016/12/12 by Marcus.Wassmer
Experimental Nvidia AFR support.
Change 3230930 on 2016/12/12 by Mark.Satterthwaite
Disable RHICmdList state-caching on Mac - Metal already does this internally and depends on receiving all state changes in order to function.
Change 3231252 on 2016/12/12 by Marcus.Wassmer
Fix NumGPU detection. (SLI only crash)
Change 3231486 on 2016/12/12 by Mark.Satterthwaite
Fix a stupid mistake in MetalStateCache::CommitResourceTable that would unnecessarily rebind samplers.
Change 3231661 on 2016/12/12 by Mark.Satterthwaite
Retain the RHI samplers in MetalRHI to guarantee lifetime.
[CL 3231696 by Gil Gribb in Main branch]
2016-12-12 17:47:42 -05:00
ShaderVersionWarningTextBox - > SetError ( Message ) ;
}
else
{
ShaderVersionWarningTextBox - > SetError ( TEXT ( " " ) ) ;
}
}
void FIOSTargetSettingsCustomization : : UpdateShaderStandardWarning ( )
{
// Update the UI
uint8 EnumValue ;
ShaderVersionPropertyHandle - > GetValue ( EnumValue ) ;
SetShaderStandard ( EnumValue ) ;
}
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
void FIOSTargetSettingsCustomization : : UpdateOSVersionWarning ( )
{
2018-02-14 14:13:42 -05:00
bool bMRTEnabled = false ;
if ( MRTPropertyHandle . IsValid ( ) )
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
{
2018-02-14 14:13:42 -05:00
MRTPropertyHandle - > GetValue ( bMRTEnabled ) ;
}
// Due to a driver bug on A8 devices running iOS 9 we can only support the global clip-plane when running iOS 10+
static IConsoleVariable * ClipPlaneCVar = IConsoleManager : : Get ( ) . FindConsoleVariable ( TEXT ( " r.AllowGlobalClipPlane " ) ) ;
if ( MinOSPropertyHandle . IsValid ( ) & & IOSVersionWarningTextBox . IsValid ( ) & & ( ( ClipPlaneCVar & & ClipPlaneCVar - > GetInt ( ) ! = 0 ) | | bMRTEnabled ) )
{
uint8 EnumValue ;
MinOSPropertyHandle - > GetValue ( EnumValue ) ;
if ( EnumValue < ( uint8 ) EIOSVersion : : IOS_10 )
{
SetMinVersion ( ( int32 ) EIOSVersion : : IOS_10 ) ;
}
FText Message ;
if ( bMRTEnabled )
{
Message = LOCTEXT ( " MetalMRTStandardv1.2 " , " Enabling the Desktop Forward Renderer Metal requires Shader Standard v1.2 which increases the minimum operating system requirement for Metal from iOS 8.0 or later to iOS 10.0 or later. " ) ;
if ( ShaderVersionPropertyHandle . IsValid ( ) )
{
ShaderVersionPropertyHandle - > GetValue ( EnumValue ) ;
if ( EnumValue < ( uint8 ) EIOSMetalShaderStandard : : IOSMetalSLStandard_1_2 )
{
SetShaderStandard ( ( int32 ) EIOSMetalShaderStandard : : IOSMetalSLStandard_1_2 ) ;
}
}
}
else
{
Message = LOCTEXT ( " GlobalClipPlaneiOS10 " , " Enabling the Global Clip Plane increases the minimum operating system requirement for Metal from iOS 8.0 or later to iOS 10.0 or later. " ) ;
}
// Update the UI
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
IOSVersionWarningTextBox - > SetError ( Message ) ;
}
2018-02-14 14:13:42 -05:00
}
void FIOSTargetSettingsCustomization : : UpdateMetalMRTWarning ( )
{
if ( MRTPropertyHandle . IsValid ( ) & & ShaderVersionPropertyHandle . IsValid ( ) & & MinOSPropertyHandle . IsValid ( ) )
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
{
2018-02-14 14:13:42 -05:00
bool bMRTEnabled = false ;
MRTPropertyHandle - > GetValue ( bMRTEnabled ) ;
if ( bMRTEnabled )
{
uint8 EnumValue ;
MinOSPropertyHandle - > GetValue ( EnumValue ) ;
if ( EnumValue < ( uint8 ) EIOSVersion : : IOS_10 )
{
SetMinVersion ( ( int32 ) EIOSVersion : : IOS_10 ) ;
}
ShaderVersionPropertyHandle - > GetValue ( EnumValue ) ;
if ( EnumValue < ( uint8 ) EIOSMetalShaderStandard : : IOSMetalSLStandard_1_2 )
{
SetShaderStandard ( ( int32 ) EIOSMetalShaderStandard : : IOSMetalSLStandard_1_2 ) ;
}
}
else
{
UpdateOSVersionWarning ( ) ;
}
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
}
}
void FIOSTargetSettingsCustomization : : UpdateGLVersionWarning ( )
{
bool bEnabled = false ;
GLES2PropertyHandle - > GetValue ( bEnabled ) ;
FText Message ;
Message = LOCTEXT ( " GLES2Deprecation " , " GLES2 will no longer be supported in 4.17. " ) ;
// Update the UI
if ( bEnabled )
{
GLVersionWarningTextBox - > SetError ( Message ) ;
}
else
{
GLVersionWarningTextBox - > SetError ( TEXT ( " " ) ) ;
}
UpdateShaderStandardWarning ( ) ;
}
void FIOSTargetSettingsCustomization : : SetMinVersion ( int32 Value )
{
FPropertyAccess : : Result Res = MinOSPropertyHandle - > SetValue ( ( uint8 ) Value ) ;
check ( Res = = FPropertyAccess : : Success ) ;
}
void FIOSTargetSettingsCustomization : : HandleGLES2CheckBoxCheckStateChanged ( ECheckBoxState NewState )
{
GLES2PropertyHandle - > SetValue ( NewState = = ECheckBoxState : : Checked ? true : false ) ;
UpdateGLVersionWarning ( ) ;
}
2014-03-14 14:13:41 -04:00
//////////////////////////////////////////////////////////////////////////
2015-02-06 10:52:09 -05:00
# undef LOCTEXT_NAMESPACE