2019-01-02 14:54:39 -05:00
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// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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2015-09-30 03:39:09 -04:00
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#include "SDeviceOutputLog.h"
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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
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#include "Framework/Text/TextLayout.h"
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#include "Widgets/Text/STextBlock.h"
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#include "Widgets/Input/SComboButton.h"
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#include "Misc/ScopeLock.h"
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#include "Modules/ModuleManager.h"
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#include "Widgets/Images/SImage.h"
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#include "Framework/Commands/UIAction.h"
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#include "Widgets/Input/SMultiLineEditableTextBox.h"
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#include "Framework/MultiBox/MultiBoxBuilder.h"
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#include "EditorStyleSet.h"
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#include "Interfaces/ITargetPlatform.h"
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#include "Interfaces/ITargetPlatformManagerModule.h"
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2015-09-30 03:39:09 -04:00
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#include "PlatformInfo.h"
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static bool IsSupportedPlatform(ITargetPlatform* Platform)
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{
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check(Platform);
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Copying //UE4/Dev-Console to //UE4/Dev-Main (Source: //UE4/Dev-Console @ 4362408)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 4125165 by Ben.Woodhouse
[INTEGRATE] Integrate from //UE4/Main/...@4124306 to //UE4/Dev-Console/...
Change 4136060 by Marcin.Undak
Editor: fixed device unclaiming
#jira UE-58464
Change 4190321 by Marcin.Undak
Linux: fixes for automation and RecordPerformance
#jira UE-61053
Change 4199010 by Marcin.Undak
Linux: remove unnecessary -g option
Change 4201876 by Marcin.Undak
First implementation of WebM media player for Windows and Linux
Change 4201922 by Marcin.Undak
Whitelisted WebMem plugin only for Windows and Linux
Change 4202203 by Marcin.Undak
WebM build fixes
Change 4223102 by Marcin.Undak
Vulkan: console commands for testing device lost
#jira UE-61789
Change 4225028 by Marcin.Undak
WebMMedia: disabled on Linux until fixed compilation issues
Change 4231444 by David.Harvey
UI - Fixing where the virtual cursor renders. It doesn't correctly take into account DPI scale, which isn't apparent except on the Xbox One.
Integrate as edit from CL 4166648.
#jira UE-62115
Change 4233057 by Marcin.Undak
TestPAL: added new test for string allocation size
Change 4234649 by Marcin.Undak
Linux: switched linux plaform to 16bit wide strings
Change 4235253 by Marcin.Undak
TestPAL: compilation fix for platforms that don't use DirectoryWatcher
Change 4235477 by Marcin.Undak
Linux: re-enabled WebMMedia plugin
Change 4242242 by Marcin.Undak
WebMMediaPlayer: implemented proper format retrieving. MediaFrameworkTest now works.
Change 4243321 by Marcin.Undak
WebMPlayer: static code analisys fix
Change 4243505 by Marcin.Undak
MediaFrameworkTest: added WebM video for testing
Change 4244646 by Marcin.Undak
WebMMedia: improved concurrency
Change 4244735 by Arciel.Rekman
Vulkan: skip unnecessary transitions properly (UE-62348, merge).
(Edigrating CL 4244274 from Release-4.20)
Change 4246685 by Arciel.Rekman
PhysX: remove Cygwin from %PATH% on Windows as it confuses CMake (UE-62326).
Change 4247808 by Marcin.Undak
WebMMediaPlayer: added support for seeking
Change 4254841 by Marcin.Undak
WebM: module dependencies fix
Change 4255124 by laz.matech
Updated UMG_AllPaletterWidgets' combo box to include options so that when selected, the dropdown presents 2 options instead of it appearing like it is broken
#jira none
Change 4256415 by Marcin.Undak
WebM: added missing editor module
Change 4256716 by Arciel.Rekman
Make SetReuseAddr() also set SO_REUSEPORT where available (UE-57076).
- Pull request #4617 by malavon.
#jira UE-57076
Change 4266049 by Marcin.Undak
Linux: UnrealLightmass and CrashReportClient compilation fixes
#jira UE-62521
#jira UE-62522
Change 4266678 by Arciel.Rekman
Merge speculative commit to get aligned pointer on mmap().
(Edigrating CL 4225330)
Change 4267998 by Anthony.Bills
Fix DBufferC clear color due to bad merge.
#jira UE-62649
Change 4269441 by Marcin.Undak
GenericPlatformStrings::VarArgs() implemented %-*s, %lu, %z, %h formatting
#jira UE-62582
Change 4269712 by Marcin.Undak
WebMMediaPlayer: removed LibSimpleWebM
Change 4272849 by Marcin.Undak
WebMMediaPlayer: fixed re-initialisation
Change 4277931 by Arciel.Rekman
Linux: switch to Vulkan by default (UE-62807).
- Default behavior: attempt Vulkan first, but in case of failure instead of quitting silently fall back to GL, unless -vulkan is passed.
- Forcing GL is still possible.
Change 4277965 by Arciel.Rekman
Fix standalone applications after the Vulkan switch.
Change 4277968 by Arciel.Rekman
Linux: make CrashReportClient headful (UE-14089).
- The -unattended flags keep even a headful CRC usable on the servers.
- ldd did not change. Need to check Localization stuff to see if there are any deployment concerns.
#jira UE-14089
Change 4279402 by Arciel.Rekman
Merge from 4.20.1: Vulkan: log validation errors. Also fix handling of some message types (UE-62628).
(Edigrating 4273516 from //UE4/Release-4.20/... to //UE4/Dev-Console/...)
Change 4279992 by Marcin.Undak
Linux: fix SlateViewer compilation
#jira UE-62831
Change 4285613 by Arciel.Rekman
Vulkan: fix mismatched layout.
- I tested with RecordPerformance on InfiltratorDemo and haven't found any impact.
Change 4285622 by Arciel.Rekman
Merged from 4.20.2: Linux: do not refuse to start if system limits cannot be raised (UE-62515).
- Too aggressive behavior, which can break cooking for no valid reason.
- If a commandline argument is used, the engine will still treat inability to raise the limits as an error.
(Edigrating 4273547 from //UE4/Release-4.20/... to //UE4/Dev-Console/...)
Change 4293083 by Arciel.Rekman
Merging //UE4/Main@4291654 to //UE4/Dev-Console
Change 4295297 by Marcin.Undak
Vulkan: temporary disable generic pipeline cache saving to prevent crashes
#jira UE-62848
Change 4300191 by Arciel.Rekman
Delete files added under lowercase directories.
Change 4300211 by Arciel.Rekman
Re-add files deleted in previous commit under camel-cased paths.
Change 4300895 by Arciel.Rekman
Linux: fix editor build
Change 4303543 by Ben.Marsh
Fix compile error for FortGPUTestBed.
Change 4305659 by Marcin.Undak
[Vulkan][Engine] Update the Vulkan RHI to obey r.VSync (and the vsync and novsync command-line arguments).
Change 4222769 by Jason.Stewart@Jason.Stewart_AMD_Dev_Rendering_threadripper-win10 on 2018/07/19 10:55:48
The original implementation ran into a latent thread hazard between the RHI thread and the rendering thread, where the rendering thread would try to use the backbuffer of the swap chain while the swap chain was being recreated (specifically after the swap chain recreation code had released and nulled out the back buffer, but before swap chain creation had actually happened to get a new back buffer). This implementation addresses that issue.
This is Tim's code. I'm just submitting it as Tim is currently out of office.
Change 4305661 by Marcin.Undak
Moved libwebm and libvpx inside WebMMediaPlayer directory
Change 4308659 by Marcin.Undak
Linux: fixed LLDB visualizers
#jira UE-52619
Change 4313650 by Marcin.Undak
WebMMediaPlayer: implemented looping
Change 4321713 by David.Harvey
removed hard-coded platform labels from device output log window in favour of ITargetPlatform::SupportsFeature + updated editor tooltip with correct platform list.
https://ec-01.epicgames.net/commander/link/jobDetails/jobs/8641984?
Change 4321942 by Brandon.Schaefer
Linux: Use the Target RHI list as the default ordering for which RHI is prefered
Also update the RHI list in the project settings for our default list
#jira UE-59487
#review-4316134 @Arciel.Rekman
Change 4322230 by Brandon.Schaefer
Treat %lf as %f in GenericWidePlatformString
#jira UE-62582
Change 4322392 by Brandon.Schaefer
Make sure our fmt size is large enough to check indexes
#jira none
Change 4322895 by Brandon.Schaefer
Actually get the current size of Src as it could have been moved down
#jira none
Change 4327866 by Brandon.Schaefer
Linux: Tell the platform misc what RHI we are using
#jira none
Change 4328926 by Brandon.Schaefer
Linux: Add haptic support for controllers
Github PR #4167 (thanks maiself!)
#jira UE-51681
Change 4328963 by Arciel.Rekman
TestPAL: improve the test by randomizing allocation size.
- The range will no longer be constrained to <=128KB at once, allocations can be as big as 16MB but they will unevenly distributed, with smaller sizes being more frequent.
Change 4329208 by Arciel.Rekman
hlslcc: suppressed benign compiler warning during the Linux build (UE-43988).
Change 4329283 by Arciel.Rekman
Linux: replace CachedOSPageAllocator with PooledVirtualMemoryAllocator for Linux.
For the explanation of FPooledVirtualMemoryAllocator, see PooledVirtualMemoryAllocator.h
For the details, test data and comparisons, message Arciel Rekman.
Relevant command line args added:
-vmapoolscale=<float> (defaults to 1.4)
-vmapoolevict
-novmapoolevict
By default, freed memory will not be evicted from RAM (unless running on a server)
Also changed:
- Removed the fixed-size pool previously used by Linux (and supporting machinery like scaling it on start)
- Replaced the way we manage free blocks from pointers to a bitmap to reduce memory footprint.
Change 4331946 by Luke.Thatcher
[CONSOLE] [^] (merging CL 4162064) Implement new thread heart beat clock to solve the suspend/resume problem across all platforms.
- The hang and hitch detectors now maintain their own clocks which are ticked by their respective threads.
- If the title is suspended, the ticking thread will stop and the clock will stop advancing. On resume, the maximum delta in the clock is clamped to a small value, so we ignore all the time the thread was not ticking for (i.e. the duration of the title being suspended).
- As such, we don't need any logic for handling PLM suspend/resume in the hang and hitch detectors, so this change removes that too.
#jira FORT-96886
Change 4331973 by Luke.Thatcher
[CONSOLE] [^] (merging CL 4183499) Add frame-present-based hang detection.
- RHIs call FThreadHeartBeat::PresentFrame() whenever they present a frame to the swap chain.
- These calls form a separate heartbeat from the thread-based ones, allowing the hang detector to fire if, for example, the game thread is stuck in an async loading loop and is ticking the game thread heartbeat, but making no progress.
- Also refactored ThreadHeartBeat.cpp to move hang detection logging into a FORCENOINLINE function. This will put OnHang and OnPresentHang at the top of the callstack in retail crash dumps, making the bucketing easier to recognise.
Change 4332200 by Luke.Thatcher
[CONSOLE] [+] (merging CL 4227517) Add PlatformDebugData to FShaderResource.
- We can use this to store platform specific shader symbols etc. The data gets serialized to the DDC and can be retrieved during a cook.
- Data is entirely discarded in cooked builds, and is a no-op on platforms which don't implement support for shader debug data.
- Bumped shader version to invalidate DDC keys.
Change 4332407 by Luke.Thatcher
[CONSOLE] [CORE] [!] (merging CL 4279686) Fixed unaligned integer load macro inconsistencies.
- Renamed PLATFORM_SUPPORTS_UNALIGNED_INT_LOADS to PLATFORM_SUPPORTS_UNALIGNED_LOADS
- Merged it with REQUIRES_ALIGNED_ACCESS and REQUIRES_ALIGNED_INT_ACCESS
- Fixed Linux platform which had both the old macros defined to 1, which is wrong because they are mutually exclusive.
Change 4333386 by Luke.Thatcher
[CONSOLE] [!] (merging CL 4317367) Fix compile error in AnimationCompression.h
Change 4334395 by Arciel.Rekman
Corrected PLATFORM_DESKTOP definition.
Change 4336190 by Anthony.Bills
(Original CL4314280) Use the debug file writer when using framepro. This buffers more data which should reduce stalls when writing out on certain platforms.
#jira none
Change 4336291 by Anthony.Bills
Use a clamped local clock when timing out the renderthread.
- This prevents suspend and resume issues on platforms where suspend events may not occur or the system clock is not set to the process time.
#jira none
Change 4336292 by Anthony.Bills
(Orignal CL 4195778) Fix printing of the hang detector multiplier and other logging.
"f" is the correct format specifier for a double.
#jira none
Change 4336307 by Anthony.Bills
(Orignal CL 4257875) Use the correct clock when printing the scoped hitch stat.
- Needs to be the internal FGameThreadHitchHeartBeat clock incase FPlatformTime::Seconds becomes out of sync with FrameStartTime.
#jira none
Change 4336321 by Anthony.Bills
(Original CL 4258186) Add GetNoInit function to FGameThreadHitchHeartBeat.
#jira none
Change 4336397 by Anthony.Bills
Fix redefinition of macro.
#jira none
Change 4336738 by Brandon.Schaefer
Linux: Add options for ASan, TSan, and UBSan
#jira UE-62784 UE-62803 UE-62804
Change 4336791 by Brandon.Schaefer
Linux: Add missing xml comments
#jira none
Change 4336957 by Joe.Barnes
Integrate as edit CL#4218145:
Convert some of our Vector macros to inline functions as thier names class with 3rd party functions.
#jira ue-61733
Change 4338228 by Arciel.Rekman
Switch to v12 Linux cross-toolchain (UE-63589).
#jira UE-63589
Change 4339195 by Ben.Woodhouse
Integrate-as-edit latest CSV profiler changes up to CL 4292187
Change 4339237 by Ben.Woodhouse
Integrate-as-edit CL 4226269
Add support for extern GPU stats, so we can use one stat across multiple CPPs
Fix the Forward rendering GPUProjection stat
Change 4339239 by Ben.Woodhouse
Integrate-as-edit CL 4292520
Support different sized buffers for FArchiveFileWriterGeneric per-platform so we can tune per-platform as needed.
No changes to existing defaults values of 1KB for read, 4KB for write:
#define PLATFORM_FILE_READER_BUFFER_SIZE 1024
#define PLATFORM_FILE_WRITER_BUFFER_SIZE 4096
#define PLATFORM_DEBUG_FILE_WRITER_BUFFER_SIZE 4096
Change 4339241 by Ben.Woodhouse
Integrate-as-edit CL 4210462
Comment out an assert while I investigate properly (doesn't appear to be fatal)
Change 4339265 by Anthony.Bills
[Linux] Fix ContainerBuildThirdParty.sh to pick the first default interface.
#jira none
Change 4339274 by Anthony.Bills
[Linux] Cache the bundled toolchain when using git builds.
- Also will not attempt to download the toolchain if AutoSDK or Multiarch root are specified.
#jira UE-63394
Change 4339623 by Anthony.Bills
[Linux] Update native toolchain buildscript to support clang 6.0.1
- Main issue was due to libxml2 as an extra dependency of some test libraries, so needs to be disabled via DLLVM_ENABLE_LIBXML2.
#jira UE-63588
Change 4339685 by Anthony.Bills
[Linux] Update toolchain setup script to download v12 when it is available.
#jira UE-63588
Change 4339833 by Ben.Woodhouse
[INTEGRATE] Integrate from //UE4/Main/...@4339548 to //UE4/Dev-Console/...
Change 4339843 by Ben.Woodhouse
Attempt to fix a weird possible bad merge issue
Change 4339890 by Ben.Woodhouse
Fix a build issue
#jira nojira
Change 4340314 by Anthony.Bills
Fix mesh decal rendering when write mask is enabled and no deferred decals are in the scene.
#jira UE-55159
Change 4341099 by Marcin.Undak
Mediashader fix
#jira UE-63650
Change 4341106 by Marcin.Undak
QAGame: added MediaPlayer for Linux test
#jira UE-59667
#jira UE-62775
#jira UE-62780
Change 4341107 by Marcin.Undak
WebMMediaPlayer: blacklist all not supported platforms
#jira UE-59667
#jira UE-62775
#jira UE-62780
Change 4341110 by Marcin.Undak
WebMMediaPlayer: enable for Unix platforms
#jira UE-59667
#jira UE-62775
#jira UE-62780
Change 4341804 by Luke.Thatcher
[CONSOLE] [!] Fix memory scribble in black depth texture cube on platforms with 16-bit depth.
- Original code was writing a FColor into the locked texture data, which causes a 2 byte scribble if the PF_ShadowDepth format is 16-bits.
[!] Also fixed GWhiteTextureCube being black. FColor::White is not a compile-time constant, so an initialization order problem meant the value of FColor::White is actually black when the GWhiteTextureCube constructor runs.
#jira none
Change 4342244 by Anthony.Bills
[Linux] Allow restarting the crashed application from the crash report client
#jira UE-62903
Change 4342636 by Brandon.Schaefer
Linux: Update LLVM libc++.a libc++abi.a with version 6.0.1
#jira UE-63587
Change 4343420 by Marcin.Undak
Fixed assert in console
#jira UE-63643
Change 4345166 by Luke.Thatcher
[CONSOLE] [!] (merging CL 4345072) Fix initialization order bug with FColor and FLinearColor constants.
- The original constants were dynamically initialized during startup. Using these constants from other global constructors may result in getting the wrong value (transparent black) if a given constructor runs before FColor/FLinearColor's constructor.
- Adding constexpr to the FColor/FLinearColor constructor makes these constants known at compile-time, and included in the readonly data section, so they don't require dynamic initialization.
[~] Also restores the original constant color values in RenderUtils.cpp
#jira none
Change 4345860 by Arciel.Rekman
Make StompMalloc return 16-byte aligned memory on 64 bit platforms (UE-63743).
#jira UE-63743
(Edigrating 4345734 from Release-4.20)
Change 4345950 by Brandon.Schaefer
Linux: Remove libelf/libdwarf fallback for symbolicating symbols during a crash
#jira UE-63103
Change 4350249 by David.Harvey
helper function to retrieve an LLM tag's name, including platform tags.
Change 4351184 by Ben.Woodhouse
[INTEGRATE] Integrate from //UE4/Main/...@4348973 to //UE4/Dev-Console/...
Change 4351593 by Ben.Woodhouse
Clean up aggressive batching (remove xbox specific #if and //TODO)
#jira UE-46780
Change 4351734 by James.Cobbett
Setting TM-ShaderModels_Niagara to always load
Change 4351984 by Marcin.Undak
QAGame: restored platform media source in TM-ShaderModels map
Change 4353508 by Ben.Woodhouse
[INTEGRATE] Integrate from //UE4/Main/...@4353110 to //UE4/Dev-Console/...
Change 4354237 by Anthony.Bills
[Linux] Fix Linux compilation issues due to change over to TCHAR being char16_t.
#jira UE-63544
Change 4354334 by Anthony.Bills
[Linux] (Missing file from CL 4354237) Fix Linux compilation issues due to change over to TCHAR being char16_t.
#jira UE-63544
Change 4355994 by Brandon.Schaefer
Linux: Agree not Agreed
#jira UE-63937
Change 4356068 by Joe.Barnes
Replace a duplicate DEFINE_EXPRESSION_NODE_TYPE(bool,...) causing errors with iOS unity build compiles. Remove version in ExpressionParser.cpp and include TextFilterExpressionEvaluator.h.
#jira ue-63877
Change 4357726 by David.Harvey
[iOS] add clean support for device output log, after catchup.
#jira none
Change 4357724 by Ben.Woodhouse
[INTEGRATE] Integrate from //UE4/Main/...@4357176 to //UE4/Dev-Console/...
Change 4359634 by Ben.Woodhouse
[INTEGRATE] Integrate from //UE4/Main/...@4359072 to //UE4/Dev-Console/...
Change 4359958 by Ben.Woodhouse
Fix FortGPUTestbed merge issues via p4 copy (content files didn't get moved before for some reason)
Change 4361108 by Anthony.Bills
Fix webm deprecation issues with DrawPrimitiveUp.
#jira UE-64012
Change 4361896 by James.Cobbett
Re-saving materials so that they render correctly outside of the editor.
Change 4362262 by Anthony.Bills
Fix for WebM video decoder crash.
#jira UE-64025
[CL 4362700 by Joe Barnes in Main branch]
2018-09-12 15:59:49 -04:00
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return Platform->SupportsFeature( ETargetPlatformFeatures::DeviceOutputLog );
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2015-09-30 03:39:09 -04:00
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}
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void SDeviceOutputLog::Construct( const FArguments& InArgs )
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{
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2016-04-07 16:16:52 -04:00
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MessagesTextMarshaller = FOutputLogTextLayoutMarshaller::Create(TArray<TSharedPtr<FLogMessage>>(), &Filter);
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2015-09-30 03:39:09 -04:00
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MessagesTextBox = SNew(SMultiLineEditableTextBox)
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.Style(FEditorStyle::Get(), "Log.TextBox")
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.TextStyle(FEditorStyle::Get(), "Log.Normal")
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.ForegroundColor(FLinearColor::Gray)
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.Marshaller(MessagesTextMarshaller)
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.IsReadOnly(true)
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.AlwaysShowScrollbars(true)
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.OnVScrollBarUserScrolled(this, &SDeviceOutputLog::OnUserScrolled)
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.ContextMenuExtender(this, &SDeviceOutputLog::ExtendTextBoxMenu);
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ChildSlot
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[
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SNew(SVerticalBox)
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// Output log area
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+SVerticalBox::Slot()
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.FillHeight(1)
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[
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MessagesTextBox.ToSharedRef()
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]
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// The console input box
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+SVerticalBox::Slot()
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.AutoHeight()
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Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3155909)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3118534 on 2016/09/08 by Steve.Cano
Certain non-looping SFX would not properly fire "Stop" events when the effect was finished, and therefore Sound Mixes that should end at the end of a SFX (such as ducking the BGM volume) were not properly finishing. Fixing the IsSourceFinished call to check the Position of the player to determine if we are actually done playing, which was not working properly before for PCM sounds.
#jira UE-35016
#ue4
#android
Change 3119125 on 2016/09/09 by Dmitriy.Dyomin
Mobile launcher profile wizard:
Fixed case where DLC will not be built if user selects non Development build configuration
Fixed case where project maps will be empty if UE4 and project located on different drives
Change 3122584 on 2016/09/13 by Allan.Bentham
Add simple clip plane for planar reflections.
#jira UE-32449
Change 3129390 on 2016/09/16 by Chris.Babcock
Fixed ES 3.1 detection to also support devices returning ES 3.2 support (eg Note 7)
#jira UE-35598
Change 3129867 on 2016/09/18 by Jack.Porter
Fixed ES 3.1 detection to also support devices returning ES 3.2 support (eg Note 7)
#jira UE-35598
Change 3131961 on 2016/09/20 by Allan.Bentham
Fix missing editor widgets and gamma incorrectness when mobileHDR == false.
Fix editor widget rendering when hdr encoding is active.
#jira UE-34281
Change 3132717 on 2016/09/20 by Chris.Babcock
Add $S(ProjectDir) to UPL
#jira UE-35483
#ue4
Change 3132940 on 2016/09/20 by Chris.Babcock
Corrected case for some include files (contributed by Yukariin)
#jira UE-33816
#PR #2636
#ue4
#android
Change 3134098 on 2016/09/21 by Allan.Bentham
Mobile CSM shadow quality controllable via quality levels.
#jira UEMOB-74
Change 3134931 on 2016/09/21 by Chris.Babcock
Allow Windows types in vulkan.h
#jira UE-36270
#ue4
#vulkan
Change 3135380 on 2016/09/21 by Dmitriy.Dyomin
Plugin which exposes some of BuildPatchServices functionality to BP. Inteded to be used on mobile platforms for donwloading game content.
Right now misses: IOS download directory and iOS WiFi detection
#jira UEMOB-157
Change 3136004 on 2016/09/22 by Allan.Bentham
Add project option to disable vertex fog on mobile.
Vertex fog is now enabled even when mobile HDR is not.
#jira UEMOB-148
Change 3137377 on 2016/09/22 by Dmitriy.Dyomin
Fix compile error from CL# 3135380
Change 3139571 on 2016/09/26 by Jack.Porter
Applied deferred change CL 3101462 to mobile to make planar reflections no longer update GPU particles
Change 3139663 on 2016/09/26 by Jack.Porter
Include Android shader cache files when packaging
Change 3142839 on 2016/09/28 by Dmitriy.Dyomin
Added WiFi connection detection on iOS
Change 3142845 on 2016/09/28 by Jack.Porter
Fixed various issues with TcpMessageTransport discovered when transferring automation testing screenshots from mobile devices
- socket not readable or writable is not an error condition if output buffer is full
- messages were previously limited to 64kb but screenshots overflowed this
- messages over 8kb were not reliably received as the inbound buffer was full so the available bytes was always less than the message length
- sending large messages was not reliable due to the output buffer being full
Change 3143280 on 2016/09/28 by Jack.Porter
Clear out UnbuiltInstanceBoundsList when async building a tree with no instances
Change 3143282 on 2016/09/28 by Jack.Porter
Fix issue where client functional tests in the current map do not appear on clients running with cooked content.
Problem is that the AssetRegistry uses in-memory metadata created on load for currently-loaded assets, but cooked content only has the serialized AssetRegistry and individual assets do not contain any metadata.
Change 3143808 on 2016/09/28 by Steve.Cano
Assume that the app starts in focus at startup and don't wait for an "APP_EVENT_STATE_WINDOW_GAINED_FOCUS" event to fire, as this event will not come down from SplashActivity since it is not a NativeActivity. If the user then rotates the device in Sensor or FullSensor orientation during SplashActivity and forces an eglSurface recreation, the initial Create will properly execute if we're "in focus". Previously, the create-destroy-create cycle would not properly execute due to the EventManager thinking the app was not yet in focus, and would cause the second create to get a 0x3003 error (EGL_BAD_ALLOC)
#jira UE-35004
#ue4
#android
Change 3144880 on 2016/09/29 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3146220 on 2016/09/30 by Dmitriy.Dyomin
Adjusted device button style to make it more readable.
#jira UE-21881
Change 3146280 on 2016/09/30 by Dmitriy.Dyomin
Replaced IBuildManifest::ComputeDownloadSize with a new function
Change 3146302 on 2016/09/30 by Allan.Bentham
Added more stringent checks for ES3.1 compatibility
#jira UE-36241
Change 3146435 on 2016/09/30 by Jack.Porter
Prevent landscape grass being duplicated for PIE, causing ensure
#jira UE-36531
Change 3147532 on 2016/09/30 by Chris.Babcock
Use .sh extension for Android install scripts on Linux
#jira UE-36669
#ue4
#android
#linux
Change 3149851 on 2016/10/04 by Dmitriy.Dyomin
Mobile: Added custom depth rendering
Mobile: Added support for CustomDepth and SceneDepth in post-process materails
Change 3149852 on 2016/10/04 by Dmitriy.Dyomin
Fixed comments for SortBasePass console variable
Change 3149857 on 2016/10/04 by Jack.Porter
Remove dead code in ProceduralFoliageComponentDetails.cpp
Change 3149863 on 2016/10/04 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3149896 on 2016/10/04 by Dmitriy.Dyomin
Fixed: SkyLight makes level entire green on Android devices
#jira UE-34469
Change 3150102 on 2016/10/04 by Jack.Porter
Bring Protostar 4.13 fixes back to Dev-Mobile
Engine
- MaxDescriptorSets = 16384 to prevent crash on Mali
- Include texture formats in FRenderTargetLayoutHashableStruct to solve RT aliasing issue
- Use ERenderTargetLoadAction::EClear for planar reflection target to work around Adreno issue
- Default Adreno to SPIR-V
Contents
- Disable fog, reduce CSM shadow quality, fix device profiles
- Add PSO cache
Change 3150113 on 2016/10/04 by Jack.Porter
Ensure automation testing screenshots have Alpha=255 (fixes automation screenshots on Mobile)
Change 3150231 on 2016/10/04 by Jack.Porter
Use a new SessionID GUID each time you use the launcher to launch a session.
Change 3150608 on 2016/10/04 by Jack.Porter
Changes for automated testing screenshots on Android.
- Prevent automation screenshots from changing resolution on platforms with fixed resolution
- Set GRHIAdapterInternalDriverVersion for OpenGL and Vulkan
- Parse ImgTec/ARM/Qualcomm GRHIVendorId on OpenGL
- Added helper to convert GRHIVendorId to string
Change 3151318 on 2016/10/04 by Jack.Porter
Fixed compile error with AdapterVendor
Change 3151366 on 2016/10/04 by Jack.Porter
Prevent FTcpMessageTransportConnection deadlock on device disconnect
Change 3151397 on 2016/10/05 by Dmitriy.Dyomin
More consistent BP categories for Mobile Patching utils
Change 3151576 on 2016/10/05 by Dmitriy.Dyomin
Added on screen warning for invalid reflection captures, can be seen only in game running with FeatureLevel < SM4 and no valid capture data
Change 3151795 on 2016/10/05 by Dmitry.Rekman
Linux: update UBT to use a v8 multiarch toolchain.
- Also added toolchain build scripts and ct-ng configs.
Change 3151966 on 2016/10/05 by Allan.Bentham
Add mobile support for inverse opacity to mobile scene captures as well as SCS_SceneColorSceneDepth and SCS_SceneDepth.
#jira UEMOB-106
Change 3152664 on 2016/10/05 by Chris.Babcock
Merging //UE4/Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3152675 on 2016/10/05 by Will.Fissler
Fixed patching so that it searches for pak files as well as pkg files.
#test Patch for QAGame
Change 3152728 on 2016/10/05 by Chris.Babcock
Update ReflectionCaptureDDCVer (need to resave maps)
Change 3152910 on 2016/10/05 by Dmitry.Rekman
Linux: Fix toolchain for non-AutoSDKs (github) case (UE-36899).
Change 3152966 on 2016/10/05 by Dmitry.Rekman
Linux: Fix test for the installed SDK (UE-36899).
Change 3153004 on 2016/10/05 by Dmitry.Rekman
Linux: fix CIS (UT server case-sens errors).
Change 3153694 on 2016/10/06 by Jack.Porter
Rollback ReflectionCaptureDDCVer change as bug intended to fix UE-36919 does not repro
Change 3154766 on 2016/10/07 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3154833 on 2016/10/07 by Jack.Porter
Fix merge error of MobileShadingRenderer.cpp
Change 3154848 on 2016/10/07 by Allan.Bentham
Fix mobile scene capture's clear code
Change 3154875 on 2016/10/07 by Allan.Bentham
fix vk build issues
Change 3154941 on 2016/10/07 by Allan.Bentham
Fix gearvr build fail
Change 3154950 on 2016/10/07 by Allan.Bentham
Fix shadowed local variable vk build warning on android.
Change 3155909 on 2016/10/07 by Ben.Marsh
UBT: Attempt to work around C1076 error ("internal heap limit reached: use /Zm to specify a higher limit"), encountered when building with XGE. Specify the AutoReserveMemory attribute on XGE tool tasks that manipulate precompiled headers.
[CL 3155988 by Chris Babcock in Main branch]
2016-10-07 23:11:00 -04:00
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.Padding(FMargin(0.0f, 2.0f, 0.0f, 0.0f))
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2015-09-30 03:39:09 -04:00
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[
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SNew(SHorizontalBox)
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+SHorizontalBox::Slot()
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.AutoWidth()
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Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3155909)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3118534 on 2016/09/08 by Steve.Cano
Certain non-looping SFX would not properly fire "Stop" events when the effect was finished, and therefore Sound Mixes that should end at the end of a SFX (such as ducking the BGM volume) were not properly finishing. Fixing the IsSourceFinished call to check the Position of the player to determine if we are actually done playing, which was not working properly before for PCM sounds.
#jira UE-35016
#ue4
#android
Change 3119125 on 2016/09/09 by Dmitriy.Dyomin
Mobile launcher profile wizard:
Fixed case where DLC will not be built if user selects non Development build configuration
Fixed case where project maps will be empty if UE4 and project located on different drives
Change 3122584 on 2016/09/13 by Allan.Bentham
Add simple clip plane for planar reflections.
#jira UE-32449
Change 3129390 on 2016/09/16 by Chris.Babcock
Fixed ES 3.1 detection to also support devices returning ES 3.2 support (eg Note 7)
#jira UE-35598
Change 3129867 on 2016/09/18 by Jack.Porter
Fixed ES 3.1 detection to also support devices returning ES 3.2 support (eg Note 7)
#jira UE-35598
Change 3131961 on 2016/09/20 by Allan.Bentham
Fix missing editor widgets and gamma incorrectness when mobileHDR == false.
Fix editor widget rendering when hdr encoding is active.
#jira UE-34281
Change 3132717 on 2016/09/20 by Chris.Babcock
Add $S(ProjectDir) to UPL
#jira UE-35483
#ue4
Change 3132940 on 2016/09/20 by Chris.Babcock
Corrected case for some include files (contributed by Yukariin)
#jira UE-33816
#PR #2636
#ue4
#android
Change 3134098 on 2016/09/21 by Allan.Bentham
Mobile CSM shadow quality controllable via quality levels.
#jira UEMOB-74
Change 3134931 on 2016/09/21 by Chris.Babcock
Allow Windows types in vulkan.h
#jira UE-36270
#ue4
#vulkan
Change 3135380 on 2016/09/21 by Dmitriy.Dyomin
Plugin which exposes some of BuildPatchServices functionality to BP. Inteded to be used on mobile platforms for donwloading game content.
Right now misses: IOS download directory and iOS WiFi detection
#jira UEMOB-157
Change 3136004 on 2016/09/22 by Allan.Bentham
Add project option to disable vertex fog on mobile.
Vertex fog is now enabled even when mobile HDR is not.
#jira UEMOB-148
Change 3137377 on 2016/09/22 by Dmitriy.Dyomin
Fix compile error from CL# 3135380
Change 3139571 on 2016/09/26 by Jack.Porter
Applied deferred change CL 3101462 to mobile to make planar reflections no longer update GPU particles
Change 3139663 on 2016/09/26 by Jack.Porter
Include Android shader cache files when packaging
Change 3142839 on 2016/09/28 by Dmitriy.Dyomin
Added WiFi connection detection on iOS
Change 3142845 on 2016/09/28 by Jack.Porter
Fixed various issues with TcpMessageTransport discovered when transferring automation testing screenshots from mobile devices
- socket not readable or writable is not an error condition if output buffer is full
- messages were previously limited to 64kb but screenshots overflowed this
- messages over 8kb were not reliably received as the inbound buffer was full so the available bytes was always less than the message length
- sending large messages was not reliable due to the output buffer being full
Change 3143280 on 2016/09/28 by Jack.Porter
Clear out UnbuiltInstanceBoundsList when async building a tree with no instances
Change 3143282 on 2016/09/28 by Jack.Porter
Fix issue where client functional tests in the current map do not appear on clients running with cooked content.
Problem is that the AssetRegistry uses in-memory metadata created on load for currently-loaded assets, but cooked content only has the serialized AssetRegistry and individual assets do not contain any metadata.
Change 3143808 on 2016/09/28 by Steve.Cano
Assume that the app starts in focus at startup and don't wait for an "APP_EVENT_STATE_WINDOW_GAINED_FOCUS" event to fire, as this event will not come down from SplashActivity since it is not a NativeActivity. If the user then rotates the device in Sensor or FullSensor orientation during SplashActivity and forces an eglSurface recreation, the initial Create will properly execute if we're "in focus". Previously, the create-destroy-create cycle would not properly execute due to the EventManager thinking the app was not yet in focus, and would cause the second create to get a 0x3003 error (EGL_BAD_ALLOC)
#jira UE-35004
#ue4
#android
Change 3144880 on 2016/09/29 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3146220 on 2016/09/30 by Dmitriy.Dyomin
Adjusted device button style to make it more readable.
#jira UE-21881
Change 3146280 on 2016/09/30 by Dmitriy.Dyomin
Replaced IBuildManifest::ComputeDownloadSize with a new function
Change 3146302 on 2016/09/30 by Allan.Bentham
Added more stringent checks for ES3.1 compatibility
#jira UE-36241
Change 3146435 on 2016/09/30 by Jack.Porter
Prevent landscape grass being duplicated for PIE, causing ensure
#jira UE-36531
Change 3147532 on 2016/09/30 by Chris.Babcock
Use .sh extension for Android install scripts on Linux
#jira UE-36669
#ue4
#android
#linux
Change 3149851 on 2016/10/04 by Dmitriy.Dyomin
Mobile: Added custom depth rendering
Mobile: Added support for CustomDepth and SceneDepth in post-process materails
Change 3149852 on 2016/10/04 by Dmitriy.Dyomin
Fixed comments for SortBasePass console variable
Change 3149857 on 2016/10/04 by Jack.Porter
Remove dead code in ProceduralFoliageComponentDetails.cpp
Change 3149863 on 2016/10/04 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3149896 on 2016/10/04 by Dmitriy.Dyomin
Fixed: SkyLight makes level entire green on Android devices
#jira UE-34469
Change 3150102 on 2016/10/04 by Jack.Porter
Bring Protostar 4.13 fixes back to Dev-Mobile
Engine
- MaxDescriptorSets = 16384 to prevent crash on Mali
- Include texture formats in FRenderTargetLayoutHashableStruct to solve RT aliasing issue
- Use ERenderTargetLoadAction::EClear for planar reflection target to work around Adreno issue
- Default Adreno to SPIR-V
Contents
- Disable fog, reduce CSM shadow quality, fix device profiles
- Add PSO cache
Change 3150113 on 2016/10/04 by Jack.Porter
Ensure automation testing screenshots have Alpha=255 (fixes automation screenshots on Mobile)
Change 3150231 on 2016/10/04 by Jack.Porter
Use a new SessionID GUID each time you use the launcher to launch a session.
Change 3150608 on 2016/10/04 by Jack.Porter
Changes for automated testing screenshots on Android.
- Prevent automation screenshots from changing resolution on platforms with fixed resolution
- Set GRHIAdapterInternalDriverVersion for OpenGL and Vulkan
- Parse ImgTec/ARM/Qualcomm GRHIVendorId on OpenGL
- Added helper to convert GRHIVendorId to string
Change 3151318 on 2016/10/04 by Jack.Porter
Fixed compile error with AdapterVendor
Change 3151366 on 2016/10/04 by Jack.Porter
Prevent FTcpMessageTransportConnection deadlock on device disconnect
Change 3151397 on 2016/10/05 by Dmitriy.Dyomin
More consistent BP categories for Mobile Patching utils
Change 3151576 on 2016/10/05 by Dmitriy.Dyomin
Added on screen warning for invalid reflection captures, can be seen only in game running with FeatureLevel < SM4 and no valid capture data
Change 3151795 on 2016/10/05 by Dmitry.Rekman
Linux: update UBT to use a v8 multiarch toolchain.
- Also added toolchain build scripts and ct-ng configs.
Change 3151966 on 2016/10/05 by Allan.Bentham
Add mobile support for inverse opacity to mobile scene captures as well as SCS_SceneColorSceneDepth and SCS_SceneDepth.
#jira UEMOB-106
Change 3152664 on 2016/10/05 by Chris.Babcock
Merging //UE4/Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3152675 on 2016/10/05 by Will.Fissler
Fixed patching so that it searches for pak files as well as pkg files.
#test Patch for QAGame
Change 3152728 on 2016/10/05 by Chris.Babcock
Update ReflectionCaptureDDCVer (need to resave maps)
Change 3152910 on 2016/10/05 by Dmitry.Rekman
Linux: Fix toolchain for non-AutoSDKs (github) case (UE-36899).
Change 3152966 on 2016/10/05 by Dmitry.Rekman
Linux: Fix test for the installed SDK (UE-36899).
Change 3153004 on 2016/10/05 by Dmitry.Rekman
Linux: fix CIS (UT server case-sens errors).
Change 3153694 on 2016/10/06 by Jack.Porter
Rollback ReflectionCaptureDDCVer change as bug intended to fix UE-36919 does not repro
Change 3154766 on 2016/10/07 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3154833 on 2016/10/07 by Jack.Porter
Fix merge error of MobileShadingRenderer.cpp
Change 3154848 on 2016/10/07 by Allan.Bentham
Fix mobile scene capture's clear code
Change 3154875 on 2016/10/07 by Allan.Bentham
fix vk build issues
Change 3154941 on 2016/10/07 by Allan.Bentham
Fix gearvr build fail
Change 3154950 on 2016/10/07 by Allan.Bentham
Fix shadowed local variable vk build warning on android.
Change 3155909 on 2016/10/07 by Ben.Marsh
UBT: Attempt to work around C1076 error ("internal heap limit reached: use /Zm to specify a higher limit"), encountered when building with XGE. Specify the AutoReserveMemory attribute on XGE tool tasks that manipulate precompiled headers.
[CL 3155988 by Chris Babcock in Main branch]
2016-10-07 23:11:00 -04:00
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SAssignNew(TargetDeviceComboButton, SComboButton)
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Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3621452)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3567301 by Arciel.Rekman
Linux: fix for importing failure when clicking shortcuts (UE-47932).
- Slate dialog would return incorrect relative paths (not matching CWD) if Engine or Project shortcuts were used.
#jira UE-47932
Change 3567687 by Arciel.Rekman
Minor fixes to gdb pretty printers by icculus.
Change 3568024 by Arciel.Rekman
Made SDL_SetWindowInputFocus() wait until window is viewable (UE-33369).
- Pull request #2608 contributed by Ereski.
- Updated x86_64 lib only (anticipating more changes to SDL).
#coderview Cengiz.Terzibas, Ryan.Gordon
Change 3568173 by Max.Chen
Movie Scene Capture: Delay on shot boundaries by setting the sequencer play rate to 0.
This allows particles, TAA, and other effects to settle on the shot cuts.
#jira UE-44598
Change 3568174 by Max.Chen
Sequencer: Added option to rerun construction scripts on bound actors in the sequence every frame.
#jira UE-31193
Change 3568331 by Matt.Kuhlenschmidt
PR #3850: Add extensible source navigation service (Contributed by mhutch)
Change 3568350 by Matt.Kuhlenschmidt
PR #3851: Add argument to pass params to standalone play session (Contributed by mhutch)
Change 3568387 by Matt.Kuhlenschmidt
PR #3852: Add FEditorDelegates::BeginLocalPlay event (Contributed by mhutch)
Change 3568541 by Arciel.Rekman
Merged Icculus' patch for copy-paste (UE-40071).
- Alas does not seem to fix inability to copy/paste between Output log and kate.
- Updated x86_64 lib only (anticipating more changes).
Change 3568547 by Arciel.Rekman
Fix OpenGL queries reused after deletion.
Change 3568790 by Matt.Kuhlenschmidt
PR #3857: Loading screen widgets not scaled correctly (Contributed by projectgheist)
Change 3568900 by Alexis.Matte
Fix the fbx re-import factory handler to say failed in case there was no geometry to import.
#jira UE-47506
Change 3568902 by Alexis.Matte
Reduce memory footprint when importing large FBX scene PR #3834
#jira UE-47833
Change 3569061 by Arciel.Rekman
Linux: remove unnecessary symbols for MSVC visualizers.
- Reported by ASan as collision because they exist in each DSO.
Change 3569782 by Cody.Albert
Updated ImportAssets Commandlet help text to properly reflect supported features.
Change 3569843 by Arciel.Rekman
SDL: add logic to select headless EGL device.
- SDL will try to guess which device is GPU using CUDA device id (can also be hinted explicitly).
- Also fixes the problem of engine not starting on some drivers that don't support the necessary EGL extensions.
Change 3570234 by Max.Chen
Sequencer: Import FBX settings. Added settings to toggle force front x axis and whether to create cameras that don't already exist in the level.
#jira UE-46754
Change 3570578 by Arciel.Rekman
Linux: make FAnsiMalloc compatible with malloc()/free().
- Prerequisite for ASan. Also helps fringe cases when we have to use FAnsiMalloc.
Change 3571015 by Alexis.Matte
Issue warning when we found zero normal, tangent or binormal
#jira UE-46419
Change 3571376 by Jamie.Dale
Force a unique package localization ID when loading packages for diffing
Change 3571412 by Jamie.Dale
Removed unused setting
Change 3571487 by Alexis.Matte
fix speed tree import cancel workflow
#jira UE-47482
Change 3571614 by Jamie.Dale
Games now use the native culture of any of the game targets as the fallback (rather than always using English)
This replaces the previously removed redundant setting from CL# 3571412
Change 3572649 by Jamie.Dale
SavePackageHelper now always honors KeepObjectFlags
Change 3572730 by Matt.Kuhlenschmidt
Guard against crash in the details panel when there is a message in the queue and something scrolls into view when the list has been invalidated
#jira UE-48037
Change 3572773 by Matt.Kuhlenschmidt
Guard against high res screenshot crashing if the requested image size doesnt match the image data size
#jira UE-47765
Change 3572813 by Michael.Trepka
Workaround for a mysterious issue in Xcode 9 beta 3 and 4 which makes it generate -Wnullability-inferred-on-nested-type warnings/errors in MetalDebugCommandEncoder.h even though we tell Clang to ignore them in MacPlatformCompilerPreSetup.h
Change 3573043 by Arciel.Rekman
FAnsiMalloc: fix compile issue (UE-48066).
#jira UE-48066
Change 3573236 by Arciel.Rekman
Linux: add UnrealLightmass to the installed build.
- Was also requested by a licensee on UDN.
Change 3573705 by Arciel.Rekman
SDL: update UE4 fork to the latest trunk (UETOOL-1242).
- Revision 11184 form 2017-08-04: http://hg.libsdl.org/SDL/rev/04063928c4a8
- Change by icculus (Ryan Gordon).
- Rebuilt x86_64 library only for now.
Change 3573741 by Arciel.Rekman
Fix crash when capturing a movie (UE-48093).
#jira UE-48093
Change 3574389 by Max.Chen
Sequencer: Array bounds check.
#jira UE-48095
Change 3574399 by Max.Chen
Sequencer: Fix crash in removing delegate
#jira UE-47461
Change 3574415 by Max.Chen
Sequencer: Put level visibility tracks in the SpawnObjects evaluation group to ensure levels are streamed before any possessable bindings are resolved
Change 3574416 by Max.Chen
Prevent slow task feedback from performing slow operations (flushing rendering commands, checking if shaders are initialized) when there are no modal dialogs open
Change 3574726 by Matt.Kuhlenschmidt
Focus the details view when actor selection changes if it is not focused
Change 3574922 by Michael.Trepka
Copy of CL 3574653 by Richard.Wallis
XCode Beta 4 Compile fixes. "Inferring '_Nonnull' for pointer type within array is deprecated "
Change 3576525 by Nick.Darnell
Editor - Data table rows names sort correctly in the property customization.
Blueprint - Fixing some crashes due to holding onto raw pointers instead of TWeakObjectPtrs.
UMG - SetWidgetClass now reinstances the widget if you change it at runtime.
Editor - Deleting actors that are still referenced now at least logs to the console what still references it.
Change 3576714 by Nick.Darnell
Editor - Build fix.
Change 3576770 by Jamie.Dale
Removed some dead code
It seems to be left over from the first attempt at stable localization keys
Change 3578433 by Matt.Kuhlenschmidt
Fix content browser settings being per project and having created a "Global" category for one setting
Change 3578556 by Max.Chen
Editor: Fix toolbar shared ref which was keeping the viewport toolbar around when switching between default and cinematic viewports.
#jira UE-48125
Change 3578561 by Matt.Kuhlenschmidt
Fix USD importing not respecting DestinationPath for automated import
Change 3580124 by Matt.Kuhlenschmidt
Fix bogus warning message when a property has an editcondition that is not marked edit aynwhere. This has always been supported and is the correct way to make an editcondition
Change 3581936 by Jamie.Dale
Restoring defaults for UContentBrowserSettings
Change 3582039 by Matt.Kuhlenschmidt
High DPI mode changes
- Editor viewport screen percentage is now adjusted automatically to account for DPI scaling. By default the scene will be rendered at a lower resolution based on screen percentage calculated based on 100/DPIScale. Users can override this automatic calcuation in the performance options if desired.
- DPI awareness is only set on windows in the editor now (still disabled by default)
- Fixed hit proxy calculation not working properly with screen percentage
- Developers can now register a delegate with SlateApplication to tell when a window's DPI changes
Change 3582049 by Matt.Kuhlenschmidt
Fix color picker not properly converting FColor properties back to gamma space
Change 3582054 by Matt.Kuhlenschmidt
Fix mac menus updating during unsafe times such as modal windows and slow tasks
#jira UE-47874
Change 3582084 by Jamie.Dale
Make sure to update the rendering resources for the active world if reloading its map build data
This prevents a crash in the renderer due to it holding onto stale data
Change 3582257 by Matt.Kuhlenschmidt
Fix widget component spawning widgets on cook
#jira UE-48201
Change 3582655 by Matt.Kuhlenschmidt
Fix DPI scale not being accounted for when entering immersive.
Change 3582706 by Matt.Kuhlenschmidt
Fix automation tests
Change 3582728 by Matt.Kuhlenschmidt
Turn on high dpi by default for windows editor
Change 3582732 by Matt.Kuhlenschmidt
Turn on high DPI by default for mac editor
Change 3583112 by Max.Chen
Sequencer: Add OnPlayReverse() event for when playback is in reverse
Change 3584130 by Matt.Kuhlenschmidt
PR #3897: Git plugin: fix action icon in history window (Contributed by SRombauts)
Change 3584237 by Matt.Kuhlenschmidt
Added the beginnings of a way to extend the usd importer with a custom resolver class that optionally handles prim identification and mesh and actor spawning.
Added a test resolver that handles prims based on usd "kind" metadata.
Change 3584535 by Matt.Kuhlenschmidt
Fix LOD identification in USD files
Change 3587703 by Matt.Kuhlenschmidt
Fix tooltip
Change 3587901 by Matt.Kuhlenschmidt
Fixed USD importing not finding and importing LODs properly
Change 3588380 by Matt.Kuhlenschmidt
Fix ctrl+w not duplicating on mac
#jira UE-46573
Change 3590435 by Jamie.Dale
Added support for in-editor previews of localized game text
This is configured by the "Preview Game Culture" setting, and will automatically be active when PIE is running (the preview language is also passed to any standalone games that are launched via the editor). This preview can also be used in the UMG editor to preview widgets in different languages.
While a preview is running, all editable FText fields are locked-down (read-only) to prevent accidentally clobbering source data with translation data. You can also use this new lock-down feature to prevent any localization changes in your project (set "LockLocalization" to "True" under the "Internationalization" section of either your DefaultGame or DefaultEngine INI).
In order to allow the game translations to be used in the editor, we now map the translation to any package localization ID variants when the LocRes data is loaded (or when looking up a specific piece of text). This is needed as the LocRes files only ever contain the "clean" versions of the IDs (without the package localization ID the editor uses), and also means that we no longer need to gather the "editor-only" variants of the text within assets.
Change 3592131 by Matt.Kuhlenschmidt
Log for newly converted actors being pending kill
#jira UE-47464
Change 3592200 by Matt.Kuhlenschmidt
Made the class viewer menu function properly on mac. Since it as a nomad tab it wasnt properly inserting itself into the top level menu on mac nor should it since it could be docked anywhere. The filters menu is now consistent with other filters menus
Change 3592227 by Matt.Kuhlenschmidt
Fix drag drop of actors being offset with high dpi monitors.
Change 3592719 by Bradut.Palas
#jira UE-45632 - dual key bindings feature
My approach was transforming the ActiveChord and DefaultChord into arrays and accessing them through an enum class called EMultipleKeyBindingIndex. A lot of connecting code, function prototypes, and data structures had to be changed to accomodate this. Most menus and tooltip texts are generated using the first valid active shortcut.
Change 3592793 by Bradut.Palas
Fix compile warnings for InputBindingManager (there were actually hidden bugs among them)
Change 3593128 by Matt.Kuhlenschmidt
Force low quality mode for background blurs by default on android
Change 3593579 by Michael.Dupuis
#jira UE-47223 :
If we have no world simply return null when GetLandscapeInfo is called
Handle the cases in PostEditChange to handle null returned from GetLandscapeInfo
Change 3593580 by Michael.Dupuis
Added missing shaders while generating thumbnails
Change 3593582 by Michael.Dupuis
#jira UE-47492 : Make sure LayerInfo is valid before accessing data
Change 3593584 by Michael.Dupuis
#jira UE-47253: Do not recreate the scene info in simulation mode
Change 3593585 by Michael.Dupuis
#jira UE-48484: no longer mark the package dirty while generating the GrassMap if they were not existing
Change 3593586 by Michael.Dupuis
#jira UE-48483 : hide the Rendering property group so user can't by mistake change the actor visibility
Change 3593593 by Michael.Dupuis
#jira UE-48327: Added guard to prevent crash when using CVarFoliageDiscardDataOnLoad and having invalid foliage in your map
Change 3593597 by Michael.Dupuis
#jira UE-48309: Do not build the tree if the static mesh is not even loaded yet
#jira UE-48340: Properly support the Random stream and partial buffer update
#jira UE-48228: Instance from blueprint are now visible in standalone game
#jira UE-45854: Crash probably linked to post load called on not loaded static mesh
#jira UE-48035: Properly init the per instance render data when creating a new component
Only update instance in non archetype or CDO.
Change 3594060 by Matt.Kuhlenschmidt
Fix high DPI mode being set for non-editor. Also prevent possible crashes due to dll handle for high DPI method being freed before called
Change 3594355 by Matt.Kuhlenschmidt
Change API help link to point to a website since offline CHM based docs are no longer used
#jira UE-48230
Change 3595358 by Matt.Kuhlenschmidt
Fixed bad initial window position and sizes for editor windows
By default SWindow.ClientSize will assume unscaled window size and will scale it based on DPI as needed. AdjustInitialSizeAndPositionForDPIScale argument can be used to disable this if needed
Fixed a dock tabs and the main frame not taking into account dpi scale when saving their layout. Now we always save window size at 1.0 scale and auto scale it based on DPI of the monitor it opens on.
#jira UE-48446
Change 3595590 by Matt.Kuhlenschmidt
Fix missing includes
Change 3595792 by Matt.Kuhlenschmidt
Fix style warnings
Change 3596418 by Bradut.Palas
fixing initial issue with dual keybinds (removed ensure macro to speedup first use of alternate key)
Change 3598679 by Max.Chen
PR #3872: Fix small typo in ImagePlate Plugin (Contributed by TheCodez)
#jira UE-48141
Change 3598720 by Max.Chen
Cine Camera: Add toggle to disable constraining the roll when look at tracking is enabled. This allows the user to animate the roll while tracking an object.
#jira UE-48316
Change 3600236 by Alexis.Matte
Create a LOD Custom Mode in the meshes editor UI. This allow user to compare details values between LODs
#jira UE-46822
Change 3600260 by Alexis.Matte
Make sure temporary rename do not create redirector
#jira UE-48364
Change 3600671 by Lauren.Ridge
PR #3913: Fixed 3D preview issue in the material editor (Contributed by YuchenMei)
#jira UE-48539
#jira UE-48180
#jira UE-48182
Change 3600812 by Jamie.Dale
We now defer the registration of IME contexts until an editable text first gains focus
Certain IMEs can have very high per-context costs, so this avoids that cost until we know that we definitely need to use the context
#jira UE-48100
Change 3601839 by Matt.Kuhlenschmidt
Fix USD import crash with "facevarying" normals
Change 3602434 by Jamie.Dale
Removing dead code
These flags were never being tested or used in any meaningul way
Change 3602611 by Jamie.Dale
Ensure PackageToReload is non-null
#jira UE-46655
Change 3602648 by Jamie.Dale
Fixed custom columns with the same name as fixed columns causing infinite duplications in the content browser
#jira UE-47392
Change 3602651 by Lauren.Ridge
Fix for parameter tooltips not being found
#jira UE-47417
Change 3604172 by Bradut.Palas
#jira UE-48449
#jira UE-48380
#jira UE-48381
#jira UE-48423
I moved the IsFilenameValidForSaving() function from FEditorFileUtils to FFileHelper so that it is accessible from CollectionManager.cpp in order to validate collection names as file names and no longer trigger any of the bugs.
Change 3604210 by Bradut.Palas
#jira UE-48718
Regression issue appeared from fixing a crash when using console command "open"
Reworked by only refusing to open local URLs in case of client mode and multiprocess being active simultaneously.
Change 3604258 by Jamie.Dale
IME contexts can now flag themselves as dead to avoid latent IME callbacks trying to access a deleted widget
#jira UE-46815
#jira UE-47295
Change 3604312 by Matt.Kuhlenschmidt
PR #3931: Fixing a few obvious copy & paste errors. (Contributed by DaveC79)
Change 3604352 by Matt.Kuhlenschmidt
Fix crash accessing potentially invalid parent layout from a detail category
#jira UE-48729
Change 3604402 by Lauren.Ridge
Epic Friday - array drag and drop
Change 3605228 by Cody.Albert
TSets and TMaps should now properly rehash if a key is modified in the details panel.
Change 3605275 by Alexis.Matte
Merge actor do not keep the material slot name
#jira UE-43246
Change 3605715 by Max.Chen
Sequencer: Fix cinematic mode getting activated on BeginPlay() instead of OnStartedPlaying().
#jira UE-48770
Change 3606411 by Max.Chen
Sequencer: Fix a few player state issues. When paused, calling stop now tears down properly (spawnables are removed, etc). When a level sequence is deleted, tears down properly as well.
#jira UE-42008
Change 3606440 by Max.Chen
Sequencer: Update spawanble name when the spawnable actor name is changed.
#jira UE-47815
Change 3606899 by Lauren.Ridge
Disabling enum-based arrays from reordering
Change 3606958 by Lauren.Ridge
Visual polish on array handles
Change 3607733 by Max.Chen
Sequencer: Check null in camera cut
Change 3607849 by Max.Chen
Sequencer: Clip transport controls.
#jira UE-48812
Change 3608181 by Max.Chen
#jira UE-48813 Correctly set GPlayInEditorID when initializing the PIE gameinstance, which does the initial tick. This fixes autoplay sequences
Copy from Dev-Framework
Change 3608361 by christopher.biancard
QAGame: Submitting test content for Array Element Reorder testing
Change 3608512 by Alexis.Matte
Add fbx exporter option dialog, support export all and cancel all functionality when doing bulk export.
#jira UE-48058
Change 3608629 by Max.Chen
Camera Rig: Fix crane and rail not being packaged properly.
#jira UE-48829
Change 3609217 by Matt.Kuhlenschmidt
Added a lock around access to slate active timers to protect it against race conditions when accessed on the slate movie thread and the game thread
Change 3609722 by Alexis.Matte
Make sure a warning is log when we cannot export an animation sequence.
#jira UE-48390
Change 3609774 by Alexis.Matte
Fix the merge actor build LOD scale again, a previous merge erase the fix
#jira UE-48156
Change 3609891 by christopher.biancard
QAGame: Minor additions for test coverage on Array Element Reorder
Change 3610171 by Lauren.Ridge
Fixes for reordering metadata, creating actual swap function out of three element functions
#jira UE-48823
Change 3610407 by Lauren.Ridge
Fixing highlighting and behavior to place dragged row in the spot you release (not below)
Change 3610472 by Lauren.Ridge
Moving final location logic
Change 3610797 by Lauren.Ridge
Disabling dragging handles during PIE
Change 3611089 by Lauren.Ridge
Disabling handles when overall tree is disabled
Change 3612479 by Lauren.Ridge
Fix for asset contex menu warning
#jira UE-46667
Change 3612791 by Michael.Dupuis
#jira UE-48914 : Add the possibility to specify if we need CPU access to the instance buffer depending on the usage.
Grass should always have CPU access.
Change 3612802 by Michael.Dupuis
missing file from checkin 3612791
Change 3612805 by Max.Chen
Sequencer: Fix crash with null GEditor
Copy from Release-4.17
#jira UE-48443
Change 3612806 by Max.Chen
Sequencer: Fix crash when capturing a movie with options enabling separate process and close editor.
Copy from Release-4.17
#jira UE-48487
Change 3612807 by Max.Chen
Sequencer: Fix crash upgrading the time range of a null track.
Copy from Release-4.17
#jira UE-48490
Change 3612808 by Max.Chen
Sequencer: Fixed dragging skeletal animations causing them to revert back to t-pose
Copy from Release-4.17
#jira UE-48367
Change 3612849 by Arciel.Rekman
Fix tesselation in packaged Linux projects (UE-24301).
- Change by Cengiz.Terzibas.
#jira UE-24301
Change 3613022 by Nick.Darnell
Editor - Fixing a crash on load with a null CoordIndex json node.
Change 3613030 by Matt.Kuhlenschmidt
PR #3932: UE-48693: if instead of while statement (Contributed by projectgheist)
#jira UE-48747
Change 3613047 by Matt.Kuhlenschmidt
PR #3933: Git plugin: add "branch source" in history window (Contributed by SRombauts)
Change 3613050 by Matt.Kuhlenschmidt
PR #3942: Sort Data Table Structures Alphabetically (Contributed by Nick-Pearson)
Change 3613062 by Matt.Kuhlenschmidt
PR #3939: Fix a typo in RecordQualityLevelsAnalytics(). (Contributed by samhocevar)
Change 3613241 by Nick.Darnell
Editor - Fixing the content browser's view settings to be project agnostic, and they will start saving again.
Change 3613329 by Lauren.Ridge
Moving favorite levels to a standard submenu so they also work on Mac
Change 3613344 by Nick.Darnell
Editor - Fixing the achorgrid show up as white in HDPI mode, seems because we were upsampling the image, the blend was between dark and a transparent white, so that caused everything to turn white in HDPI mode.
#jira UE-48921
Change 3613380 by Matt.Kuhlenschmidt
Fix FBX window being off the screen in high DPI
#jira UE-48872
Change 3614598 by Matt.Kuhlenschmidt
Fixed Sequencer Keyframes appearing out of place on High DPI Monitors
#jira UE-48915
Change 3614625 by Matt.Kuhlenschmidt
Fixed not being able to click on BSP correctly in high dpi
#jira UE-48947
Change 3614672 by Matt.Kuhlenschmidt
Fix combo box windows being larger than necessary on high dpi monitors
#jira UE-48908
Change 3614699 by Matt.Kuhlenschmidt
Fix typo
#jira UE-48941
Change 3615011 by Matt.Kuhlenschmidt
Fix color picker calculation appearing offscreen for high dpi
Change 3615013 by Michael.Dupuis
#jira UE-48897: Properly rebuild the tree when reapplying instance to the component
Change 3615014 by Colin.Benoit
Sequencer Recorder test content
Change 3615048 by Colin.Benoit
Sequencer Recorder: more test content
Change 3615118 by Lauren.Ridge
Updating realtime state of viewports to also change when settings toggled
#jira UE-48884
Change 3615127 by Lauren.Ridge
Remove delegate binding on viewport destruction
Change 3615180 by Bradut.Palas
#jira UE-48167 profiler crash
Don't duplicate the graph data when rebuilding because that completely voids the OneToOneMapping mechanism, resulting in the crash. Looking up objects in the mapping would always return null because the mapping contains the old addresses, before the rebuild.
One option would have been to completely rebuild the mapping according to the duplicate graph, which would be dubious because the duplicate method isn't specifically designed so that the result would replace the source.
But it looks like duplicating the data is not needed, it's safe to rebuild in-place, RebuildForFilter() doesn't do anything illegal with the objects. This is also the only purpose and the only reference of the function.
Change 3615232 by Lauren.Ridge
Adding input handling to the material editor viewport client
#jira UE-48909
Change 3615703 by Jamie.Dale
Fixed crash when fixing up references after a package rename failed
#jira UE-48856
Change 3615752 by Matt.Kuhlenschmidt
More generic fix for color picker and other windows that use CalculatePopupWindowPostion not accounting for DPI scale
Change 3615907 by Jamie.Dale
Fixed some crashes caused by CL# 3600812
Change 3616031 by Matt.Kuhlenschmidt
Added guard against invalid blueprints (ones without a generated class) being trying to be opened in the property matrix and failing
#jira UE-48986
Change 3616151 by Arciel.Rekman
Fixing adding array elements in config.
- "+Blah=Foo" will do Blah.AddUnique(Foo)
- ".Blah=Foo" will do Blah.Add(Foo)
- See JoshA re: why (also see: https://udn.unrealengine.com/questions/388157/incorrect-behavior-in-configcacheinicpp.html?childToView=389307)
Change 3616439 by Andrew.Porter
QAGame: Updating level visibility content in sequencer smoke map
Change 3616441 by Matt.Kuhlenschmidt
Fix more sequencer track offsetting with DPI scale
#jira UE-48981
Change 3617263 by Max.Chen
Sequencer: Fix crash in level visibility teardown. Null playback context.
#jira UE-49012
Change 3617316 by Max.Chen
Sequencer: Fixed a regression where the frame rate isn't getting initialized for a movie scene.
Change 3617648 by Matt.Kuhlenschmidt
Adding some windows specific logging around setting or failing to set process dpi awareness
Change 3617665 by Matt.Kuhlenschmidt
Guard against layers module not being loaded in keybinding automation test
Change 3617731 by Arciel.Rekman
Fix crashes on AMD Mesa drivers (UE-48374).
- Do not expose unnecessary symbols from libelf.a to avoid symbol collision with system library used by drivers.
Change 3617923 by Bradut.Palas
#jira UE-47072
Editor was crashing because deleted actor was not cleaned properly from asset editors. Changed IAssetEditorInstance to offer a function for deleting an object from the editor.
Change 3618088 by Matt.Kuhlenschmidt
Guard against crash with potentially invalid worlds in preview scenes
#jira UE-48997
Change 3618373 by Matt.Kuhlenschmidt
Force worldsettings to be hidden in editor so that it is not considered for selection
#jira UE-48996
Change 3618464 by Max.Chen
Sequencer: Fix regression where spawnables don't play because they're defined as temporary editor actors.
#jira UE-48923
Change 3619789 by Matt.Kuhlenschmidt
Fix DPI scale warnings in any kind of headless editor mode
Change 3619802 by Jamie.Dale
Fixed deprecation warning in malloc profiler
Change 3619841 by Matt.Kuhlenschmidt
Fix missing icons in the package project menu
#jira UE-48674
Change 3619991 by Lauren.Ridge
Fix typo in transaction message
#jira UE-48993
Change 3620086 by Lauren.Ridge
Moving realtime viewport logic to refresh instead of construct so it is always triggered upon opening a new material editor
#jira UE-48884
Change 3620616 by Matt.Kuhlenschmidt
Fix up file
Change 3621002 by Matt.Kuhlenschmidt
Back out change to apply scaling rules in loading screens since blueprint based DPI scaling rule classes will not have been created yet
#jira UE-49125
Change 3621049 by Arciel.Rekman
Fix a build error.
- Also make sure that we don't print confusing message when no messagebox can be shown
(this code changed during the merge).
Change 3621064 by Arciel.Rekman
Deleted too much in the previous changelist.
Change 3621369 by Matt.Kuhlenschmidt
Fix keybindings automation test failing due to multiple entries in the active choords array pointing to the same thing
#jira UE-49131
[CL 3621569 by Matt Kuhlenschmidt in Main branch]
2017-08-31 21:51:42 -04:00
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.ComboButtonStyle(FEditorStyle::Get(), "GenericFilters.ComboButtonStyle")
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Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3155909)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3118534 on 2016/09/08 by Steve.Cano
Certain non-looping SFX would not properly fire "Stop" events when the effect was finished, and therefore Sound Mixes that should end at the end of a SFX (such as ducking the BGM volume) were not properly finishing. Fixing the IsSourceFinished call to check the Position of the player to determine if we are actually done playing, which was not working properly before for PCM sounds.
#jira UE-35016
#ue4
#android
Change 3119125 on 2016/09/09 by Dmitriy.Dyomin
Mobile launcher profile wizard:
Fixed case where DLC will not be built if user selects non Development build configuration
Fixed case where project maps will be empty if UE4 and project located on different drives
Change 3122584 on 2016/09/13 by Allan.Bentham
Add simple clip plane for planar reflections.
#jira UE-32449
Change 3129390 on 2016/09/16 by Chris.Babcock
Fixed ES 3.1 detection to also support devices returning ES 3.2 support (eg Note 7)
#jira UE-35598
Change 3129867 on 2016/09/18 by Jack.Porter
Fixed ES 3.1 detection to also support devices returning ES 3.2 support (eg Note 7)
#jira UE-35598
Change 3131961 on 2016/09/20 by Allan.Bentham
Fix missing editor widgets and gamma incorrectness when mobileHDR == false.
Fix editor widget rendering when hdr encoding is active.
#jira UE-34281
Change 3132717 on 2016/09/20 by Chris.Babcock
Add $S(ProjectDir) to UPL
#jira UE-35483
#ue4
Change 3132940 on 2016/09/20 by Chris.Babcock
Corrected case for some include files (contributed by Yukariin)
#jira UE-33816
#PR #2636
#ue4
#android
Change 3134098 on 2016/09/21 by Allan.Bentham
Mobile CSM shadow quality controllable via quality levels.
#jira UEMOB-74
Change 3134931 on 2016/09/21 by Chris.Babcock
Allow Windows types in vulkan.h
#jira UE-36270
#ue4
#vulkan
Change 3135380 on 2016/09/21 by Dmitriy.Dyomin
Plugin which exposes some of BuildPatchServices functionality to BP. Inteded to be used on mobile platforms for donwloading game content.
Right now misses: IOS download directory and iOS WiFi detection
#jira UEMOB-157
Change 3136004 on 2016/09/22 by Allan.Bentham
Add project option to disable vertex fog on mobile.
Vertex fog is now enabled even when mobile HDR is not.
#jira UEMOB-148
Change 3137377 on 2016/09/22 by Dmitriy.Dyomin
Fix compile error from CL# 3135380
Change 3139571 on 2016/09/26 by Jack.Porter
Applied deferred change CL 3101462 to mobile to make planar reflections no longer update GPU particles
Change 3139663 on 2016/09/26 by Jack.Porter
Include Android shader cache files when packaging
Change 3142839 on 2016/09/28 by Dmitriy.Dyomin
Added WiFi connection detection on iOS
Change 3142845 on 2016/09/28 by Jack.Porter
Fixed various issues with TcpMessageTransport discovered when transferring automation testing screenshots from mobile devices
- socket not readable or writable is not an error condition if output buffer is full
- messages were previously limited to 64kb but screenshots overflowed this
- messages over 8kb were not reliably received as the inbound buffer was full so the available bytes was always less than the message length
- sending large messages was not reliable due to the output buffer being full
Change 3143280 on 2016/09/28 by Jack.Porter
Clear out UnbuiltInstanceBoundsList when async building a tree with no instances
Change 3143282 on 2016/09/28 by Jack.Porter
Fix issue where client functional tests in the current map do not appear on clients running with cooked content.
Problem is that the AssetRegistry uses in-memory metadata created on load for currently-loaded assets, but cooked content only has the serialized AssetRegistry and individual assets do not contain any metadata.
Change 3143808 on 2016/09/28 by Steve.Cano
Assume that the app starts in focus at startup and don't wait for an "APP_EVENT_STATE_WINDOW_GAINED_FOCUS" event to fire, as this event will not come down from SplashActivity since it is not a NativeActivity. If the user then rotates the device in Sensor or FullSensor orientation during SplashActivity and forces an eglSurface recreation, the initial Create will properly execute if we're "in focus". Previously, the create-destroy-create cycle would not properly execute due to the EventManager thinking the app was not yet in focus, and would cause the second create to get a 0x3003 error (EGL_BAD_ALLOC)
#jira UE-35004
#ue4
#android
Change 3144880 on 2016/09/29 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3146220 on 2016/09/30 by Dmitriy.Dyomin
Adjusted device button style to make it more readable.
#jira UE-21881
Change 3146280 on 2016/09/30 by Dmitriy.Dyomin
Replaced IBuildManifest::ComputeDownloadSize with a new function
Change 3146302 on 2016/09/30 by Allan.Bentham
Added more stringent checks for ES3.1 compatibility
#jira UE-36241
Change 3146435 on 2016/09/30 by Jack.Porter
Prevent landscape grass being duplicated for PIE, causing ensure
#jira UE-36531
Change 3147532 on 2016/09/30 by Chris.Babcock
Use .sh extension for Android install scripts on Linux
#jira UE-36669
#ue4
#android
#linux
Change 3149851 on 2016/10/04 by Dmitriy.Dyomin
Mobile: Added custom depth rendering
Mobile: Added support for CustomDepth and SceneDepth in post-process materails
Change 3149852 on 2016/10/04 by Dmitriy.Dyomin
Fixed comments for SortBasePass console variable
Change 3149857 on 2016/10/04 by Jack.Porter
Remove dead code in ProceduralFoliageComponentDetails.cpp
Change 3149863 on 2016/10/04 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3149896 on 2016/10/04 by Dmitriy.Dyomin
Fixed: SkyLight makes level entire green on Android devices
#jira UE-34469
Change 3150102 on 2016/10/04 by Jack.Porter
Bring Protostar 4.13 fixes back to Dev-Mobile
Engine
- MaxDescriptorSets = 16384 to prevent crash on Mali
- Include texture formats in FRenderTargetLayoutHashableStruct to solve RT aliasing issue
- Use ERenderTargetLoadAction::EClear for planar reflection target to work around Adreno issue
- Default Adreno to SPIR-V
Contents
- Disable fog, reduce CSM shadow quality, fix device profiles
- Add PSO cache
Change 3150113 on 2016/10/04 by Jack.Porter
Ensure automation testing screenshots have Alpha=255 (fixes automation screenshots on Mobile)
Change 3150231 on 2016/10/04 by Jack.Porter
Use a new SessionID GUID each time you use the launcher to launch a session.
Change 3150608 on 2016/10/04 by Jack.Porter
Changes for automated testing screenshots on Android.
- Prevent automation screenshots from changing resolution on platforms with fixed resolution
- Set GRHIAdapterInternalDriverVersion for OpenGL and Vulkan
- Parse ImgTec/ARM/Qualcomm GRHIVendorId on OpenGL
- Added helper to convert GRHIVendorId to string
Change 3151318 on 2016/10/04 by Jack.Porter
Fixed compile error with AdapterVendor
Change 3151366 on 2016/10/04 by Jack.Porter
Prevent FTcpMessageTransportConnection deadlock on device disconnect
Change 3151397 on 2016/10/05 by Dmitriy.Dyomin
More consistent BP categories for Mobile Patching utils
Change 3151576 on 2016/10/05 by Dmitriy.Dyomin
Added on screen warning for invalid reflection captures, can be seen only in game running with FeatureLevel < SM4 and no valid capture data
Change 3151795 on 2016/10/05 by Dmitry.Rekman
Linux: update UBT to use a v8 multiarch toolchain.
- Also added toolchain build scripts and ct-ng configs.
Change 3151966 on 2016/10/05 by Allan.Bentham
Add mobile support for inverse opacity to mobile scene captures as well as SCS_SceneColorSceneDepth and SCS_SceneDepth.
#jira UEMOB-106
Change 3152664 on 2016/10/05 by Chris.Babcock
Merging //UE4/Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3152675 on 2016/10/05 by Will.Fissler
Fixed patching so that it searches for pak files as well as pkg files.
#test Patch for QAGame
Change 3152728 on 2016/10/05 by Chris.Babcock
Update ReflectionCaptureDDCVer (need to resave maps)
Change 3152910 on 2016/10/05 by Dmitry.Rekman
Linux: Fix toolchain for non-AutoSDKs (github) case (UE-36899).
Change 3152966 on 2016/10/05 by Dmitry.Rekman
Linux: Fix test for the installed SDK (UE-36899).
Change 3153004 on 2016/10/05 by Dmitry.Rekman
Linux: fix CIS (UT server case-sens errors).
Change 3153694 on 2016/10/06 by Jack.Porter
Rollback ReflectionCaptureDDCVer change as bug intended to fix UE-36919 does not repro
Change 3154766 on 2016/10/07 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3154833 on 2016/10/07 by Jack.Porter
Fix merge error of MobileShadingRenderer.cpp
Change 3154848 on 2016/10/07 by Allan.Bentham
Fix mobile scene capture's clear code
Change 3154875 on 2016/10/07 by Allan.Bentham
fix vk build issues
Change 3154941 on 2016/10/07 by Allan.Bentham
Fix gearvr build fail
Change 3154950 on 2016/10/07 by Allan.Bentham
Fix shadowed local variable vk build warning on android.
Change 3155909 on 2016/10/07 by Ben.Marsh
UBT: Attempt to work around C1076 error ("internal heap limit reached: use /Zm to specify a higher limit"), encountered when building with XGE. Specify the AutoReserveMemory attribute on XGE tool tasks that manipulate precompiled headers.
[CL 3155988 by Chris Babcock in Main branch]
2016-10-07 23:11:00 -04:00
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.ForegroundColor(FLinearColor::White)
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.OnGetMenuContent(this, &SDeviceOutputLog::MakeDeviceComboButtonMenu)
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2015-09-30 03:39:09 -04:00
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.ContentPadding(FMargin(4.0f, 0.0f))
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Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3155909)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3118534 on 2016/09/08 by Steve.Cano
Certain non-looping SFX would not properly fire "Stop" events when the effect was finished, and therefore Sound Mixes that should end at the end of a SFX (such as ducking the BGM volume) were not properly finishing. Fixing the IsSourceFinished call to check the Position of the player to determine if we are actually done playing, which was not working properly before for PCM sounds.
#jira UE-35016
#ue4
#android
Change 3119125 on 2016/09/09 by Dmitriy.Dyomin
Mobile launcher profile wizard:
Fixed case where DLC will not be built if user selects non Development build configuration
Fixed case where project maps will be empty if UE4 and project located on different drives
Change 3122584 on 2016/09/13 by Allan.Bentham
Add simple clip plane for planar reflections.
#jira UE-32449
Change 3129390 on 2016/09/16 by Chris.Babcock
Fixed ES 3.1 detection to also support devices returning ES 3.2 support (eg Note 7)
#jira UE-35598
Change 3129867 on 2016/09/18 by Jack.Porter
Fixed ES 3.1 detection to also support devices returning ES 3.2 support (eg Note 7)
#jira UE-35598
Change 3131961 on 2016/09/20 by Allan.Bentham
Fix missing editor widgets and gamma incorrectness when mobileHDR == false.
Fix editor widget rendering when hdr encoding is active.
#jira UE-34281
Change 3132717 on 2016/09/20 by Chris.Babcock
Add $S(ProjectDir) to UPL
#jira UE-35483
#ue4
Change 3132940 on 2016/09/20 by Chris.Babcock
Corrected case for some include files (contributed by Yukariin)
#jira UE-33816
#PR #2636
#ue4
#android
Change 3134098 on 2016/09/21 by Allan.Bentham
Mobile CSM shadow quality controllable via quality levels.
#jira UEMOB-74
Change 3134931 on 2016/09/21 by Chris.Babcock
Allow Windows types in vulkan.h
#jira UE-36270
#ue4
#vulkan
Change 3135380 on 2016/09/21 by Dmitriy.Dyomin
Plugin which exposes some of BuildPatchServices functionality to BP. Inteded to be used on mobile platforms for donwloading game content.
Right now misses: IOS download directory and iOS WiFi detection
#jira UEMOB-157
Change 3136004 on 2016/09/22 by Allan.Bentham
Add project option to disable vertex fog on mobile.
Vertex fog is now enabled even when mobile HDR is not.
#jira UEMOB-148
Change 3137377 on 2016/09/22 by Dmitriy.Dyomin
Fix compile error from CL# 3135380
Change 3139571 on 2016/09/26 by Jack.Porter
Applied deferred change CL 3101462 to mobile to make planar reflections no longer update GPU particles
Change 3139663 on 2016/09/26 by Jack.Porter
Include Android shader cache files when packaging
Change 3142839 on 2016/09/28 by Dmitriy.Dyomin
Added WiFi connection detection on iOS
Change 3142845 on 2016/09/28 by Jack.Porter
Fixed various issues with TcpMessageTransport discovered when transferring automation testing screenshots from mobile devices
- socket not readable or writable is not an error condition if output buffer is full
- messages were previously limited to 64kb but screenshots overflowed this
- messages over 8kb were not reliably received as the inbound buffer was full so the available bytes was always less than the message length
- sending large messages was not reliable due to the output buffer being full
Change 3143280 on 2016/09/28 by Jack.Porter
Clear out UnbuiltInstanceBoundsList when async building a tree with no instances
Change 3143282 on 2016/09/28 by Jack.Porter
Fix issue where client functional tests in the current map do not appear on clients running with cooked content.
Problem is that the AssetRegistry uses in-memory metadata created on load for currently-loaded assets, but cooked content only has the serialized AssetRegistry and individual assets do not contain any metadata.
Change 3143808 on 2016/09/28 by Steve.Cano
Assume that the app starts in focus at startup and don't wait for an "APP_EVENT_STATE_WINDOW_GAINED_FOCUS" event to fire, as this event will not come down from SplashActivity since it is not a NativeActivity. If the user then rotates the device in Sensor or FullSensor orientation during SplashActivity and forces an eglSurface recreation, the initial Create will properly execute if we're "in focus". Previously, the create-destroy-create cycle would not properly execute due to the EventManager thinking the app was not yet in focus, and would cause the second create to get a 0x3003 error (EGL_BAD_ALLOC)
#jira UE-35004
#ue4
#android
Change 3144880 on 2016/09/29 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3146220 on 2016/09/30 by Dmitriy.Dyomin
Adjusted device button style to make it more readable.
#jira UE-21881
Change 3146280 on 2016/09/30 by Dmitriy.Dyomin
Replaced IBuildManifest::ComputeDownloadSize with a new function
Change 3146302 on 2016/09/30 by Allan.Bentham
Added more stringent checks for ES3.1 compatibility
#jira UE-36241
Change 3146435 on 2016/09/30 by Jack.Porter
Prevent landscape grass being duplicated for PIE, causing ensure
#jira UE-36531
Change 3147532 on 2016/09/30 by Chris.Babcock
Use .sh extension for Android install scripts on Linux
#jira UE-36669
#ue4
#android
#linux
Change 3149851 on 2016/10/04 by Dmitriy.Dyomin
Mobile: Added custom depth rendering
Mobile: Added support for CustomDepth and SceneDepth in post-process materails
Change 3149852 on 2016/10/04 by Dmitriy.Dyomin
Fixed comments for SortBasePass console variable
Change 3149857 on 2016/10/04 by Jack.Porter
Remove dead code in ProceduralFoliageComponentDetails.cpp
Change 3149863 on 2016/10/04 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3149896 on 2016/10/04 by Dmitriy.Dyomin
Fixed: SkyLight makes level entire green on Android devices
#jira UE-34469
Change 3150102 on 2016/10/04 by Jack.Porter
Bring Protostar 4.13 fixes back to Dev-Mobile
Engine
- MaxDescriptorSets = 16384 to prevent crash on Mali
- Include texture formats in FRenderTargetLayoutHashableStruct to solve RT aliasing issue
- Use ERenderTargetLoadAction::EClear for planar reflection target to work around Adreno issue
- Default Adreno to SPIR-V
Contents
- Disable fog, reduce CSM shadow quality, fix device profiles
- Add PSO cache
Change 3150113 on 2016/10/04 by Jack.Porter
Ensure automation testing screenshots have Alpha=255 (fixes automation screenshots on Mobile)
Change 3150231 on 2016/10/04 by Jack.Porter
Use a new SessionID GUID each time you use the launcher to launch a session.
Change 3150608 on 2016/10/04 by Jack.Porter
Changes for automated testing screenshots on Android.
- Prevent automation screenshots from changing resolution on platforms with fixed resolution
- Set GRHIAdapterInternalDriverVersion for OpenGL and Vulkan
- Parse ImgTec/ARM/Qualcomm GRHIVendorId on OpenGL
- Added helper to convert GRHIVendorId to string
Change 3151318 on 2016/10/04 by Jack.Porter
Fixed compile error with AdapterVendor
Change 3151366 on 2016/10/04 by Jack.Porter
Prevent FTcpMessageTransportConnection deadlock on device disconnect
Change 3151397 on 2016/10/05 by Dmitriy.Dyomin
More consistent BP categories for Mobile Patching utils
Change 3151576 on 2016/10/05 by Dmitriy.Dyomin
Added on screen warning for invalid reflection captures, can be seen only in game running with FeatureLevel < SM4 and no valid capture data
Change 3151795 on 2016/10/05 by Dmitry.Rekman
Linux: update UBT to use a v8 multiarch toolchain.
- Also added toolchain build scripts and ct-ng configs.
Change 3151966 on 2016/10/05 by Allan.Bentham
Add mobile support for inverse opacity to mobile scene captures as well as SCS_SceneColorSceneDepth and SCS_SceneDepth.
#jira UEMOB-106
Change 3152664 on 2016/10/05 by Chris.Babcock
Merging //UE4/Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3152675 on 2016/10/05 by Will.Fissler
Fixed patching so that it searches for pak files as well as pkg files.
#test Patch for QAGame
Change 3152728 on 2016/10/05 by Chris.Babcock
Update ReflectionCaptureDDCVer (need to resave maps)
Change 3152910 on 2016/10/05 by Dmitry.Rekman
Linux: Fix toolchain for non-AutoSDKs (github) case (UE-36899).
Change 3152966 on 2016/10/05 by Dmitry.Rekman
Linux: Fix test for the installed SDK (UE-36899).
Change 3153004 on 2016/10/05 by Dmitry.Rekman
Linux: fix CIS (UT server case-sens errors).
Change 3153694 on 2016/10/06 by Jack.Porter
Rollback ReflectionCaptureDDCVer change as bug intended to fix UE-36919 does not repro
Change 3154766 on 2016/10/07 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3154833 on 2016/10/07 by Jack.Porter
Fix merge error of MobileShadingRenderer.cpp
Change 3154848 on 2016/10/07 by Allan.Bentham
Fix mobile scene capture's clear code
Change 3154875 on 2016/10/07 by Allan.Bentham
fix vk build issues
Change 3154941 on 2016/10/07 by Allan.Bentham
Fix gearvr build fail
Change 3154950 on 2016/10/07 by Allan.Bentham
Fix shadowed local variable vk build warning on android.
Change 3155909 on 2016/10/07 by Ben.Marsh
UBT: Attempt to work around C1076 error ("internal heap limit reached: use /Zm to specify a higher limit"), encountered when building with XGE. Specify the AutoReserveMemory attribute on XGE tool tasks that manipulate precompiled headers.
[CL 3155988 by Chris Babcock in Main branch]
2016-10-07 23:11:00 -04:00
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SNew(SImage).Image(this, &SDeviceOutputLog::GetSelectedTargetDeviceBrush)
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Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3155909)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3118534 on 2016/09/08 by Steve.Cano
Certain non-looping SFX would not properly fire "Stop" events when the effect was finished, and therefore Sound Mixes that should end at the end of a SFX (such as ducking the BGM volume) were not properly finishing. Fixing the IsSourceFinished call to check the Position of the player to determine if we are actually done playing, which was not working properly before for PCM sounds.
#jira UE-35016
#ue4
#android
Change 3119125 on 2016/09/09 by Dmitriy.Dyomin
Mobile launcher profile wizard:
Fixed case where DLC will not be built if user selects non Development build configuration
Fixed case where project maps will be empty if UE4 and project located on different drives
Change 3122584 on 2016/09/13 by Allan.Bentham
Add simple clip plane for planar reflections.
#jira UE-32449
Change 3129390 on 2016/09/16 by Chris.Babcock
Fixed ES 3.1 detection to also support devices returning ES 3.2 support (eg Note 7)
#jira UE-35598
Change 3129867 on 2016/09/18 by Jack.Porter
Fixed ES 3.1 detection to also support devices returning ES 3.2 support (eg Note 7)
#jira UE-35598
Change 3131961 on 2016/09/20 by Allan.Bentham
Fix missing editor widgets and gamma incorrectness when mobileHDR == false.
Fix editor widget rendering when hdr encoding is active.
#jira UE-34281
Change 3132717 on 2016/09/20 by Chris.Babcock
Add $S(ProjectDir) to UPL
#jira UE-35483
#ue4
Change 3132940 on 2016/09/20 by Chris.Babcock
Corrected case for some include files (contributed by Yukariin)
#jira UE-33816
#PR #2636
#ue4
#android
Change 3134098 on 2016/09/21 by Allan.Bentham
Mobile CSM shadow quality controllable via quality levels.
#jira UEMOB-74
Change 3134931 on 2016/09/21 by Chris.Babcock
Allow Windows types in vulkan.h
#jira UE-36270
#ue4
#vulkan
Change 3135380 on 2016/09/21 by Dmitriy.Dyomin
Plugin which exposes some of BuildPatchServices functionality to BP. Inteded to be used on mobile platforms for donwloading game content.
Right now misses: IOS download directory and iOS WiFi detection
#jira UEMOB-157
Change 3136004 on 2016/09/22 by Allan.Bentham
Add project option to disable vertex fog on mobile.
Vertex fog is now enabled even when mobile HDR is not.
#jira UEMOB-148
Change 3137377 on 2016/09/22 by Dmitriy.Dyomin
Fix compile error from CL# 3135380
Change 3139571 on 2016/09/26 by Jack.Porter
Applied deferred change CL 3101462 to mobile to make planar reflections no longer update GPU particles
Change 3139663 on 2016/09/26 by Jack.Porter
Include Android shader cache files when packaging
Change 3142839 on 2016/09/28 by Dmitriy.Dyomin
Added WiFi connection detection on iOS
Change 3142845 on 2016/09/28 by Jack.Porter
Fixed various issues with TcpMessageTransport discovered when transferring automation testing screenshots from mobile devices
- socket not readable or writable is not an error condition if output buffer is full
- messages were previously limited to 64kb but screenshots overflowed this
- messages over 8kb were not reliably received as the inbound buffer was full so the available bytes was always less than the message length
- sending large messages was not reliable due to the output buffer being full
Change 3143280 on 2016/09/28 by Jack.Porter
Clear out UnbuiltInstanceBoundsList when async building a tree with no instances
Change 3143282 on 2016/09/28 by Jack.Porter
Fix issue where client functional tests in the current map do not appear on clients running with cooked content.
Problem is that the AssetRegistry uses in-memory metadata created on load for currently-loaded assets, but cooked content only has the serialized AssetRegistry and individual assets do not contain any metadata.
Change 3143808 on 2016/09/28 by Steve.Cano
Assume that the app starts in focus at startup and don't wait for an "APP_EVENT_STATE_WINDOW_GAINED_FOCUS" event to fire, as this event will not come down from SplashActivity since it is not a NativeActivity. If the user then rotates the device in Sensor or FullSensor orientation during SplashActivity and forces an eglSurface recreation, the initial Create will properly execute if we're "in focus". Previously, the create-destroy-create cycle would not properly execute due to the EventManager thinking the app was not yet in focus, and would cause the second create to get a 0x3003 error (EGL_BAD_ALLOC)
#jira UE-35004
#ue4
#android
Change 3144880 on 2016/09/29 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3146220 on 2016/09/30 by Dmitriy.Dyomin
Adjusted device button style to make it more readable.
#jira UE-21881
Change 3146280 on 2016/09/30 by Dmitriy.Dyomin
Replaced IBuildManifest::ComputeDownloadSize with a new function
Change 3146302 on 2016/09/30 by Allan.Bentham
Added more stringent checks for ES3.1 compatibility
#jira UE-36241
Change 3146435 on 2016/09/30 by Jack.Porter
Prevent landscape grass being duplicated for PIE, causing ensure
#jira UE-36531
Change 3147532 on 2016/09/30 by Chris.Babcock
Use .sh extension for Android install scripts on Linux
#jira UE-36669
#ue4
#android
#linux
Change 3149851 on 2016/10/04 by Dmitriy.Dyomin
Mobile: Added custom depth rendering
Mobile: Added support for CustomDepth and SceneDepth in post-process materails
Change 3149852 on 2016/10/04 by Dmitriy.Dyomin
Fixed comments for SortBasePass console variable
Change 3149857 on 2016/10/04 by Jack.Porter
Remove dead code in ProceduralFoliageComponentDetails.cpp
Change 3149863 on 2016/10/04 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3149896 on 2016/10/04 by Dmitriy.Dyomin
Fixed: SkyLight makes level entire green on Android devices
#jira UE-34469
Change 3150102 on 2016/10/04 by Jack.Porter
Bring Protostar 4.13 fixes back to Dev-Mobile
Engine
- MaxDescriptorSets = 16384 to prevent crash on Mali
- Include texture formats in FRenderTargetLayoutHashableStruct to solve RT aliasing issue
- Use ERenderTargetLoadAction::EClear for planar reflection target to work around Adreno issue
- Default Adreno to SPIR-V
Contents
- Disable fog, reduce CSM shadow quality, fix device profiles
- Add PSO cache
Change 3150113 on 2016/10/04 by Jack.Porter
Ensure automation testing screenshots have Alpha=255 (fixes automation screenshots on Mobile)
Change 3150231 on 2016/10/04 by Jack.Porter
Use a new SessionID GUID each time you use the launcher to launch a session.
Change 3150608 on 2016/10/04 by Jack.Porter
Changes for automated testing screenshots on Android.
- Prevent automation screenshots from changing resolution on platforms with fixed resolution
- Set GRHIAdapterInternalDriverVersion for OpenGL and Vulkan
- Parse ImgTec/ARM/Qualcomm GRHIVendorId on OpenGL
- Added helper to convert GRHIVendorId to string
Change 3151318 on 2016/10/04 by Jack.Porter
Fixed compile error with AdapterVendor
Change 3151366 on 2016/10/04 by Jack.Porter
Prevent FTcpMessageTransportConnection deadlock on device disconnect
Change 3151397 on 2016/10/05 by Dmitriy.Dyomin
More consistent BP categories for Mobile Patching utils
Change 3151576 on 2016/10/05 by Dmitriy.Dyomin
Added on screen warning for invalid reflection captures, can be seen only in game running with FeatureLevel < SM4 and no valid capture data
Change 3151795 on 2016/10/05 by Dmitry.Rekman
Linux: update UBT to use a v8 multiarch toolchain.
- Also added toolchain build scripts and ct-ng configs.
Change 3151966 on 2016/10/05 by Allan.Bentham
Add mobile support for inverse opacity to mobile scene captures as well as SCS_SceneColorSceneDepth and SCS_SceneDepth.
#jira UEMOB-106
Change 3152664 on 2016/10/05 by Chris.Babcock
Merging //UE4/Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3152675 on 2016/10/05 by Will.Fissler
Fixed patching so that it searches for pak files as well as pkg files.
#test Patch for QAGame
Change 3152728 on 2016/10/05 by Chris.Babcock
Update ReflectionCaptureDDCVer (need to resave maps)
Change 3152910 on 2016/10/05 by Dmitry.Rekman
Linux: Fix toolchain for non-AutoSDKs (github) case (UE-36899).
Change 3152966 on 2016/10/05 by Dmitry.Rekman
Linux: Fix test for the installed SDK (UE-36899).
Change 3153004 on 2016/10/05 by Dmitry.Rekman
Linux: fix CIS (UT server case-sens errors).
Change 3153694 on 2016/10/06 by Jack.Porter
Rollback ReflectionCaptureDDCVer change as bug intended to fix UE-36919 does not repro
Change 3154766 on 2016/10/07 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3154833 on 2016/10/07 by Jack.Porter
Fix merge error of MobileShadingRenderer.cpp
Change 3154848 on 2016/10/07 by Allan.Bentham
Fix mobile scene capture's clear code
Change 3154875 on 2016/10/07 by Allan.Bentham
fix vk build issues
Change 3154941 on 2016/10/07 by Allan.Bentham
Fix gearvr build fail
Change 3154950 on 2016/10/07 by Allan.Bentham
Fix shadowed local variable vk build warning on android.
Change 3155909 on 2016/10/07 by Ben.Marsh
UBT: Attempt to work around C1076 error ("internal heap limit reached: use /Zm to specify a higher limit"), encountered when building with XGE. Specify the AutoReserveMemory attribute on XGE tool tasks that manipulate precompiled headers.
[CL 3155988 by Chris Babcock in Main branch]
2016-10-07 23:11:00 -04:00
|
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SNew(STextBlock)
|
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3621452)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3567301 by Arciel.Rekman
Linux: fix for importing failure when clicking shortcuts (UE-47932).
- Slate dialog would return incorrect relative paths (not matching CWD) if Engine or Project shortcuts were used.
#jira UE-47932
Change 3567687 by Arciel.Rekman
Minor fixes to gdb pretty printers by icculus.
Change 3568024 by Arciel.Rekman
Made SDL_SetWindowInputFocus() wait until window is viewable (UE-33369).
- Pull request #2608 contributed by Ereski.
- Updated x86_64 lib only (anticipating more changes to SDL).
#coderview Cengiz.Terzibas, Ryan.Gordon
Change 3568173 by Max.Chen
Movie Scene Capture: Delay on shot boundaries by setting the sequencer play rate to 0.
This allows particles, TAA, and other effects to settle on the shot cuts.
#jira UE-44598
Change 3568174 by Max.Chen
Sequencer: Added option to rerun construction scripts on bound actors in the sequence every frame.
#jira UE-31193
Change 3568331 by Matt.Kuhlenschmidt
PR #3850: Add extensible source navigation service (Contributed by mhutch)
Change 3568350 by Matt.Kuhlenschmidt
PR #3851: Add argument to pass params to standalone play session (Contributed by mhutch)
Change 3568387 by Matt.Kuhlenschmidt
PR #3852: Add FEditorDelegates::BeginLocalPlay event (Contributed by mhutch)
Change 3568541 by Arciel.Rekman
Merged Icculus' patch for copy-paste (UE-40071).
- Alas does not seem to fix inability to copy/paste between Output log and kate.
- Updated x86_64 lib only (anticipating more changes).
Change 3568547 by Arciel.Rekman
Fix OpenGL queries reused after deletion.
Change 3568790 by Matt.Kuhlenschmidt
PR #3857: Loading screen widgets not scaled correctly (Contributed by projectgheist)
Change 3568900 by Alexis.Matte
Fix the fbx re-import factory handler to say failed in case there was no geometry to import.
#jira UE-47506
Change 3568902 by Alexis.Matte
Reduce memory footprint when importing large FBX scene PR #3834
#jira UE-47833
Change 3569061 by Arciel.Rekman
Linux: remove unnecessary symbols for MSVC visualizers.
- Reported by ASan as collision because they exist in each DSO.
Change 3569782 by Cody.Albert
Updated ImportAssets Commandlet help text to properly reflect supported features.
Change 3569843 by Arciel.Rekman
SDL: add logic to select headless EGL device.
- SDL will try to guess which device is GPU using CUDA device id (can also be hinted explicitly).
- Also fixes the problem of engine not starting on some drivers that don't support the necessary EGL extensions.
Change 3570234 by Max.Chen
Sequencer: Import FBX settings. Added settings to toggle force front x axis and whether to create cameras that don't already exist in the level.
#jira UE-46754
Change 3570578 by Arciel.Rekman
Linux: make FAnsiMalloc compatible with malloc()/free().
- Prerequisite for ASan. Also helps fringe cases when we have to use FAnsiMalloc.
Change 3571015 by Alexis.Matte
Issue warning when we found zero normal, tangent or binormal
#jira UE-46419
Change 3571376 by Jamie.Dale
Force a unique package localization ID when loading packages for diffing
Change 3571412 by Jamie.Dale
Removed unused setting
Change 3571487 by Alexis.Matte
fix speed tree import cancel workflow
#jira UE-47482
Change 3571614 by Jamie.Dale
Games now use the native culture of any of the game targets as the fallback (rather than always using English)
This replaces the previously removed redundant setting from CL# 3571412
Change 3572649 by Jamie.Dale
SavePackageHelper now always honors KeepObjectFlags
Change 3572730 by Matt.Kuhlenschmidt
Guard against crash in the details panel when there is a message in the queue and something scrolls into view when the list has been invalidated
#jira UE-48037
Change 3572773 by Matt.Kuhlenschmidt
Guard against high res screenshot crashing if the requested image size doesnt match the image data size
#jira UE-47765
Change 3572813 by Michael.Trepka
Workaround for a mysterious issue in Xcode 9 beta 3 and 4 which makes it generate -Wnullability-inferred-on-nested-type warnings/errors in MetalDebugCommandEncoder.h even though we tell Clang to ignore them in MacPlatformCompilerPreSetup.h
Change 3573043 by Arciel.Rekman
FAnsiMalloc: fix compile issue (UE-48066).
#jira UE-48066
Change 3573236 by Arciel.Rekman
Linux: add UnrealLightmass to the installed build.
- Was also requested by a licensee on UDN.
Change 3573705 by Arciel.Rekman
SDL: update UE4 fork to the latest trunk (UETOOL-1242).
- Revision 11184 form 2017-08-04: http://hg.libsdl.org/SDL/rev/04063928c4a8
- Change by icculus (Ryan Gordon).
- Rebuilt x86_64 library only for now.
Change 3573741 by Arciel.Rekman
Fix crash when capturing a movie (UE-48093).
#jira UE-48093
Change 3574389 by Max.Chen
Sequencer: Array bounds check.
#jira UE-48095
Change 3574399 by Max.Chen
Sequencer: Fix crash in removing delegate
#jira UE-47461
Change 3574415 by Max.Chen
Sequencer: Put level visibility tracks in the SpawnObjects evaluation group to ensure levels are streamed before any possessable bindings are resolved
Change 3574416 by Max.Chen
Prevent slow task feedback from performing slow operations (flushing rendering commands, checking if shaders are initialized) when there are no modal dialogs open
Change 3574726 by Matt.Kuhlenschmidt
Focus the details view when actor selection changes if it is not focused
Change 3574922 by Michael.Trepka
Copy of CL 3574653 by Richard.Wallis
XCode Beta 4 Compile fixes. "Inferring '_Nonnull' for pointer type within array is deprecated "
Change 3576525 by Nick.Darnell
Editor - Data table rows names sort correctly in the property customization.
Blueprint - Fixing some crashes due to holding onto raw pointers instead of TWeakObjectPtrs.
UMG - SetWidgetClass now reinstances the widget if you change it at runtime.
Editor - Deleting actors that are still referenced now at least logs to the console what still references it.
Change 3576714 by Nick.Darnell
Editor - Build fix.
Change 3576770 by Jamie.Dale
Removed some dead code
It seems to be left over from the first attempt at stable localization keys
Change 3578433 by Matt.Kuhlenschmidt
Fix content browser settings being per project and having created a "Global" category for one setting
Change 3578556 by Max.Chen
Editor: Fix toolbar shared ref which was keeping the viewport toolbar around when switching between default and cinematic viewports.
#jira UE-48125
Change 3578561 by Matt.Kuhlenschmidt
Fix USD importing not respecting DestinationPath for automated import
Change 3580124 by Matt.Kuhlenschmidt
Fix bogus warning message when a property has an editcondition that is not marked edit aynwhere. This has always been supported and is the correct way to make an editcondition
Change 3581936 by Jamie.Dale
Restoring defaults for UContentBrowserSettings
Change 3582039 by Matt.Kuhlenschmidt
High DPI mode changes
- Editor viewport screen percentage is now adjusted automatically to account for DPI scaling. By default the scene will be rendered at a lower resolution based on screen percentage calculated based on 100/DPIScale. Users can override this automatic calcuation in the performance options if desired.
- DPI awareness is only set on windows in the editor now (still disabled by default)
- Fixed hit proxy calculation not working properly with screen percentage
- Developers can now register a delegate with SlateApplication to tell when a window's DPI changes
Change 3582049 by Matt.Kuhlenschmidt
Fix color picker not properly converting FColor properties back to gamma space
Change 3582054 by Matt.Kuhlenschmidt
Fix mac menus updating during unsafe times such as modal windows and slow tasks
#jira UE-47874
Change 3582084 by Jamie.Dale
Make sure to update the rendering resources for the active world if reloading its map build data
This prevents a crash in the renderer due to it holding onto stale data
Change 3582257 by Matt.Kuhlenschmidt
Fix widget component spawning widgets on cook
#jira UE-48201
Change 3582655 by Matt.Kuhlenschmidt
Fix DPI scale not being accounted for when entering immersive.
Change 3582706 by Matt.Kuhlenschmidt
Fix automation tests
Change 3582728 by Matt.Kuhlenschmidt
Turn on high dpi by default for windows editor
Change 3582732 by Matt.Kuhlenschmidt
Turn on high DPI by default for mac editor
Change 3583112 by Max.Chen
Sequencer: Add OnPlayReverse() event for when playback is in reverse
Change 3584130 by Matt.Kuhlenschmidt
PR #3897: Git plugin: fix action icon in history window (Contributed by SRombauts)
Change 3584237 by Matt.Kuhlenschmidt
Added the beginnings of a way to extend the usd importer with a custom resolver class that optionally handles prim identification and mesh and actor spawning.
Added a test resolver that handles prims based on usd "kind" metadata.
Change 3584535 by Matt.Kuhlenschmidt
Fix LOD identification in USD files
Change 3587703 by Matt.Kuhlenschmidt
Fix tooltip
Change 3587901 by Matt.Kuhlenschmidt
Fixed USD importing not finding and importing LODs properly
Change 3588380 by Matt.Kuhlenschmidt
Fix ctrl+w not duplicating on mac
#jira UE-46573
Change 3590435 by Jamie.Dale
Added support for in-editor previews of localized game text
This is configured by the "Preview Game Culture" setting, and will automatically be active when PIE is running (the preview language is also passed to any standalone games that are launched via the editor). This preview can also be used in the UMG editor to preview widgets in different languages.
While a preview is running, all editable FText fields are locked-down (read-only) to prevent accidentally clobbering source data with translation data. You can also use this new lock-down feature to prevent any localization changes in your project (set "LockLocalization" to "True" under the "Internationalization" section of either your DefaultGame or DefaultEngine INI).
In order to allow the game translations to be used in the editor, we now map the translation to any package localization ID variants when the LocRes data is loaded (or when looking up a specific piece of text). This is needed as the LocRes files only ever contain the "clean" versions of the IDs (without the package localization ID the editor uses), and also means that we no longer need to gather the "editor-only" variants of the text within assets.
Change 3592131 by Matt.Kuhlenschmidt
Log for newly converted actors being pending kill
#jira UE-47464
Change 3592200 by Matt.Kuhlenschmidt
Made the class viewer menu function properly on mac. Since it as a nomad tab it wasnt properly inserting itself into the top level menu on mac nor should it since it could be docked anywhere. The filters menu is now consistent with other filters menus
Change 3592227 by Matt.Kuhlenschmidt
Fix drag drop of actors being offset with high dpi monitors.
Change 3592719 by Bradut.Palas
#jira UE-45632 - dual key bindings feature
My approach was transforming the ActiveChord and DefaultChord into arrays and accessing them through an enum class called EMultipleKeyBindingIndex. A lot of connecting code, function prototypes, and data structures had to be changed to accomodate this. Most menus and tooltip texts are generated using the first valid active shortcut.
Change 3592793 by Bradut.Palas
Fix compile warnings for InputBindingManager (there were actually hidden bugs among them)
Change 3593128 by Matt.Kuhlenschmidt
Force low quality mode for background blurs by default on android
Change 3593579 by Michael.Dupuis
#jira UE-47223 :
If we have no world simply return null when GetLandscapeInfo is called
Handle the cases in PostEditChange to handle null returned from GetLandscapeInfo
Change 3593580 by Michael.Dupuis
Added missing shaders while generating thumbnails
Change 3593582 by Michael.Dupuis
#jira UE-47492 : Make sure LayerInfo is valid before accessing data
Change 3593584 by Michael.Dupuis
#jira UE-47253: Do not recreate the scene info in simulation mode
Change 3593585 by Michael.Dupuis
#jira UE-48484: no longer mark the package dirty while generating the GrassMap if they were not existing
Change 3593586 by Michael.Dupuis
#jira UE-48483 : hide the Rendering property group so user can't by mistake change the actor visibility
Change 3593593 by Michael.Dupuis
#jira UE-48327: Added guard to prevent crash when using CVarFoliageDiscardDataOnLoad and having invalid foliage in your map
Change 3593597 by Michael.Dupuis
#jira UE-48309: Do not build the tree if the static mesh is not even loaded yet
#jira UE-48340: Properly support the Random stream and partial buffer update
#jira UE-48228: Instance from blueprint are now visible in standalone game
#jira UE-45854: Crash probably linked to post load called on not loaded static mesh
#jira UE-48035: Properly init the per instance render data when creating a new component
Only update instance in non archetype or CDO.
Change 3594060 by Matt.Kuhlenschmidt
Fix high DPI mode being set for non-editor. Also prevent possible crashes due to dll handle for high DPI method being freed before called
Change 3594355 by Matt.Kuhlenschmidt
Change API help link to point to a website since offline CHM based docs are no longer used
#jira UE-48230
Change 3595358 by Matt.Kuhlenschmidt
Fixed bad initial window position and sizes for editor windows
By default SWindow.ClientSize will assume unscaled window size and will scale it based on DPI as needed. AdjustInitialSizeAndPositionForDPIScale argument can be used to disable this if needed
Fixed a dock tabs and the main frame not taking into account dpi scale when saving their layout. Now we always save window size at 1.0 scale and auto scale it based on DPI of the monitor it opens on.
#jira UE-48446
Change 3595590 by Matt.Kuhlenschmidt
Fix missing includes
Change 3595792 by Matt.Kuhlenschmidt
Fix style warnings
Change 3596418 by Bradut.Palas
fixing initial issue with dual keybinds (removed ensure macro to speedup first use of alternate key)
Change 3598679 by Max.Chen
PR #3872: Fix small typo in ImagePlate Plugin (Contributed by TheCodez)
#jira UE-48141
Change 3598720 by Max.Chen
Cine Camera: Add toggle to disable constraining the roll when look at tracking is enabled. This allows the user to animate the roll while tracking an object.
#jira UE-48316
Change 3600236 by Alexis.Matte
Create a LOD Custom Mode in the meshes editor UI. This allow user to compare details values between LODs
#jira UE-46822
Change 3600260 by Alexis.Matte
Make sure temporary rename do not create redirector
#jira UE-48364
Change 3600671 by Lauren.Ridge
PR #3913: Fixed 3D preview issue in the material editor (Contributed by YuchenMei)
#jira UE-48539
#jira UE-48180
#jira UE-48182
Change 3600812 by Jamie.Dale
We now defer the registration of IME contexts until an editable text first gains focus
Certain IMEs can have very high per-context costs, so this avoids that cost until we know that we definitely need to use the context
#jira UE-48100
Change 3601839 by Matt.Kuhlenschmidt
Fix USD import crash with "facevarying" normals
Change 3602434 by Jamie.Dale
Removing dead code
These flags were never being tested or used in any meaningul way
Change 3602611 by Jamie.Dale
Ensure PackageToReload is non-null
#jira UE-46655
Change 3602648 by Jamie.Dale
Fixed custom columns with the same name as fixed columns causing infinite duplications in the content browser
#jira UE-47392
Change 3602651 by Lauren.Ridge
Fix for parameter tooltips not being found
#jira UE-47417
Change 3604172 by Bradut.Palas
#jira UE-48449
#jira UE-48380
#jira UE-48381
#jira UE-48423
I moved the IsFilenameValidForSaving() function from FEditorFileUtils to FFileHelper so that it is accessible from CollectionManager.cpp in order to validate collection names as file names and no longer trigger any of the bugs.
Change 3604210 by Bradut.Palas
#jira UE-48718
Regression issue appeared from fixing a crash when using console command "open"
Reworked by only refusing to open local URLs in case of client mode and multiprocess being active simultaneously.
Change 3604258 by Jamie.Dale
IME contexts can now flag themselves as dead to avoid latent IME callbacks trying to access a deleted widget
#jira UE-46815
#jira UE-47295
Change 3604312 by Matt.Kuhlenschmidt
PR #3931: Fixing a few obvious copy & paste errors. (Contributed by DaveC79)
Change 3604352 by Matt.Kuhlenschmidt
Fix crash accessing potentially invalid parent layout from a detail category
#jira UE-48729
Change 3604402 by Lauren.Ridge
Epic Friday - array drag and drop
Change 3605228 by Cody.Albert
TSets and TMaps should now properly rehash if a key is modified in the details panel.
Change 3605275 by Alexis.Matte
Merge actor do not keep the material slot name
#jira UE-43246
Change 3605715 by Max.Chen
Sequencer: Fix cinematic mode getting activated on BeginPlay() instead of OnStartedPlaying().
#jira UE-48770
Change 3606411 by Max.Chen
Sequencer: Fix a few player state issues. When paused, calling stop now tears down properly (spawnables are removed, etc). When a level sequence is deleted, tears down properly as well.
#jira UE-42008
Change 3606440 by Max.Chen
Sequencer: Update spawanble name when the spawnable actor name is changed.
#jira UE-47815
Change 3606899 by Lauren.Ridge
Disabling enum-based arrays from reordering
Change 3606958 by Lauren.Ridge
Visual polish on array handles
Change 3607733 by Max.Chen
Sequencer: Check null in camera cut
Change 3607849 by Max.Chen
Sequencer: Clip transport controls.
#jira UE-48812
Change 3608181 by Max.Chen
#jira UE-48813 Correctly set GPlayInEditorID when initializing the PIE gameinstance, which does the initial tick. This fixes autoplay sequences
Copy from Dev-Framework
Change 3608361 by christopher.biancard
QAGame: Submitting test content for Array Element Reorder testing
Change 3608512 by Alexis.Matte
Add fbx exporter option dialog, support export all and cancel all functionality when doing bulk export.
#jira UE-48058
Change 3608629 by Max.Chen
Camera Rig: Fix crane and rail not being packaged properly.
#jira UE-48829
Change 3609217 by Matt.Kuhlenschmidt
Added a lock around access to slate active timers to protect it against race conditions when accessed on the slate movie thread and the game thread
Change 3609722 by Alexis.Matte
Make sure a warning is log when we cannot export an animation sequence.
#jira UE-48390
Change 3609774 by Alexis.Matte
Fix the merge actor build LOD scale again, a previous merge erase the fix
#jira UE-48156
Change 3609891 by christopher.biancard
QAGame: Minor additions for test coverage on Array Element Reorder
Change 3610171 by Lauren.Ridge
Fixes for reordering metadata, creating actual swap function out of three element functions
#jira UE-48823
Change 3610407 by Lauren.Ridge
Fixing highlighting and behavior to place dragged row in the spot you release (not below)
Change 3610472 by Lauren.Ridge
Moving final location logic
Change 3610797 by Lauren.Ridge
Disabling dragging handles during PIE
Change 3611089 by Lauren.Ridge
Disabling handles when overall tree is disabled
Change 3612479 by Lauren.Ridge
Fix for asset contex menu warning
#jira UE-46667
Change 3612791 by Michael.Dupuis
#jira UE-48914 : Add the possibility to specify if we need CPU access to the instance buffer depending on the usage.
Grass should always have CPU access.
Change 3612802 by Michael.Dupuis
missing file from checkin 3612791
Change 3612805 by Max.Chen
Sequencer: Fix crash with null GEditor
Copy from Release-4.17
#jira UE-48443
Change 3612806 by Max.Chen
Sequencer: Fix crash when capturing a movie with options enabling separate process and close editor.
Copy from Release-4.17
#jira UE-48487
Change 3612807 by Max.Chen
Sequencer: Fix crash upgrading the time range of a null track.
Copy from Release-4.17
#jira UE-48490
Change 3612808 by Max.Chen
Sequencer: Fixed dragging skeletal animations causing them to revert back to t-pose
Copy from Release-4.17
#jira UE-48367
Change 3612849 by Arciel.Rekman
Fix tesselation in packaged Linux projects (UE-24301).
- Change by Cengiz.Terzibas.
#jira UE-24301
Change 3613022 by Nick.Darnell
Editor - Fixing a crash on load with a null CoordIndex json node.
Change 3613030 by Matt.Kuhlenschmidt
PR #3932: UE-48693: if instead of while statement (Contributed by projectgheist)
#jira UE-48747
Change 3613047 by Matt.Kuhlenschmidt
PR #3933: Git plugin: add "branch source" in history window (Contributed by SRombauts)
Change 3613050 by Matt.Kuhlenschmidt
PR #3942: Sort Data Table Structures Alphabetically (Contributed by Nick-Pearson)
Change 3613062 by Matt.Kuhlenschmidt
PR #3939: Fix a typo in RecordQualityLevelsAnalytics(). (Contributed by samhocevar)
Change 3613241 by Nick.Darnell
Editor - Fixing the content browser's view settings to be project agnostic, and they will start saving again.
Change 3613329 by Lauren.Ridge
Moving favorite levels to a standard submenu so they also work on Mac
Change 3613344 by Nick.Darnell
Editor - Fixing the achorgrid show up as white in HDPI mode, seems because we were upsampling the image, the blend was between dark and a transparent white, so that caused everything to turn white in HDPI mode.
#jira UE-48921
Change 3613380 by Matt.Kuhlenschmidt
Fix FBX window being off the screen in high DPI
#jira UE-48872
Change 3614598 by Matt.Kuhlenschmidt
Fixed Sequencer Keyframes appearing out of place on High DPI Monitors
#jira UE-48915
Change 3614625 by Matt.Kuhlenschmidt
Fixed not being able to click on BSP correctly in high dpi
#jira UE-48947
Change 3614672 by Matt.Kuhlenschmidt
Fix combo box windows being larger than necessary on high dpi monitors
#jira UE-48908
Change 3614699 by Matt.Kuhlenschmidt
Fix typo
#jira UE-48941
Change 3615011 by Matt.Kuhlenschmidt
Fix color picker calculation appearing offscreen for high dpi
Change 3615013 by Michael.Dupuis
#jira UE-48897: Properly rebuild the tree when reapplying instance to the component
Change 3615014 by Colin.Benoit
Sequencer Recorder test content
Change 3615048 by Colin.Benoit
Sequencer Recorder: more test content
Change 3615118 by Lauren.Ridge
Updating realtime state of viewports to also change when settings toggled
#jira UE-48884
Change 3615127 by Lauren.Ridge
Remove delegate binding on viewport destruction
Change 3615180 by Bradut.Palas
#jira UE-48167 profiler crash
Don't duplicate the graph data when rebuilding because that completely voids the OneToOneMapping mechanism, resulting in the crash. Looking up objects in the mapping would always return null because the mapping contains the old addresses, before the rebuild.
One option would have been to completely rebuild the mapping according to the duplicate graph, which would be dubious because the duplicate method isn't specifically designed so that the result would replace the source.
But it looks like duplicating the data is not needed, it's safe to rebuild in-place, RebuildForFilter() doesn't do anything illegal with the objects. This is also the only purpose and the only reference of the function.
Change 3615232 by Lauren.Ridge
Adding input handling to the material editor viewport client
#jira UE-48909
Change 3615703 by Jamie.Dale
Fixed crash when fixing up references after a package rename failed
#jira UE-48856
Change 3615752 by Matt.Kuhlenschmidt
More generic fix for color picker and other windows that use CalculatePopupWindowPostion not accounting for DPI scale
Change 3615907 by Jamie.Dale
Fixed some crashes caused by CL# 3600812
Change 3616031 by Matt.Kuhlenschmidt
Added guard against invalid blueprints (ones without a generated class) being trying to be opened in the property matrix and failing
#jira UE-48986
Change 3616151 by Arciel.Rekman
Fixing adding array elements in config.
- "+Blah=Foo" will do Blah.AddUnique(Foo)
- ".Blah=Foo" will do Blah.Add(Foo)
- See JoshA re: why (also see: https://udn.unrealengine.com/questions/388157/incorrect-behavior-in-configcacheinicpp.html?childToView=389307)
Change 3616439 by Andrew.Porter
QAGame: Updating level visibility content in sequencer smoke map
Change 3616441 by Matt.Kuhlenschmidt
Fix more sequencer track offsetting with DPI scale
#jira UE-48981
Change 3617263 by Max.Chen
Sequencer: Fix crash in level visibility teardown. Null playback context.
#jira UE-49012
Change 3617316 by Max.Chen
Sequencer: Fixed a regression where the frame rate isn't getting initialized for a movie scene.
Change 3617648 by Matt.Kuhlenschmidt
Adding some windows specific logging around setting or failing to set process dpi awareness
Change 3617665 by Matt.Kuhlenschmidt
Guard against layers module not being loaded in keybinding automation test
Change 3617731 by Arciel.Rekman
Fix crashes on AMD Mesa drivers (UE-48374).
- Do not expose unnecessary symbols from libelf.a to avoid symbol collision with system library used by drivers.
Change 3617923 by Bradut.Palas
#jira UE-47072
Editor was crashing because deleted actor was not cleaned properly from asset editors. Changed IAssetEditorInstance to offer a function for deleting an object from the editor.
Change 3618088 by Matt.Kuhlenschmidt
Guard against crash with potentially invalid worlds in preview scenes
#jira UE-48997
Change 3618373 by Matt.Kuhlenschmidt
Force worldsettings to be hidden in editor so that it is not considered for selection
#jira UE-48996
Change 3618464 by Max.Chen
Sequencer: Fix regression where spawnables don't play because they're defined as temporary editor actors.
#jira UE-48923
Change 3619789 by Matt.Kuhlenschmidt
Fix DPI scale warnings in any kind of headless editor mode
Change 3619802 by Jamie.Dale
Fixed deprecation warning in malloc profiler
Change 3619841 by Matt.Kuhlenschmidt
Fix missing icons in the package project menu
#jira UE-48674
Change 3619991 by Lauren.Ridge
Fix typo in transaction message
#jira UE-48993
Change 3620086 by Lauren.Ridge
Moving realtime viewport logic to refresh instead of construct so it is always triggered upon opening a new material editor
#jira UE-48884
Change 3620616 by Matt.Kuhlenschmidt
Fix up file
Change 3621002 by Matt.Kuhlenschmidt
Back out change to apply scaling rules in loading screens since blueprint based DPI scaling rule classes will not have been created yet
#jira UE-49125
Change 3621049 by Arciel.Rekman
Fix a build error.
- Also make sure that we don't print confusing message when no messagebox can be shown
(this code changed during the merge).
Change 3621064 by Arciel.Rekman
Deleted too much in the previous changelist.
Change 3621369 by Matt.Kuhlenschmidt
Fix keybindings automation test failing due to multiple entries in the active choords array pointing to the same thing
#jira UE-49131
[CL 3621569 by Matt Kuhlenschmidt in Main branch]
2017-08-31 21:51:42 -04:00
|
|
|
.TextStyle(FEditorStyle::Get(), "GenericFilters.TextStyle")
|
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3155909)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3118534 on 2016/09/08 by Steve.Cano
Certain non-looping SFX would not properly fire "Stop" events when the effect was finished, and therefore Sound Mixes that should end at the end of a SFX (such as ducking the BGM volume) were not properly finishing. Fixing the IsSourceFinished call to check the Position of the player to determine if we are actually done playing, which was not working properly before for PCM sounds.
#jira UE-35016
#ue4
#android
Change 3119125 on 2016/09/09 by Dmitriy.Dyomin
Mobile launcher profile wizard:
Fixed case where DLC will not be built if user selects non Development build configuration
Fixed case where project maps will be empty if UE4 and project located on different drives
Change 3122584 on 2016/09/13 by Allan.Bentham
Add simple clip plane for planar reflections.
#jira UE-32449
Change 3129390 on 2016/09/16 by Chris.Babcock
Fixed ES 3.1 detection to also support devices returning ES 3.2 support (eg Note 7)
#jira UE-35598
Change 3129867 on 2016/09/18 by Jack.Porter
Fixed ES 3.1 detection to also support devices returning ES 3.2 support (eg Note 7)
#jira UE-35598
Change 3131961 on 2016/09/20 by Allan.Bentham
Fix missing editor widgets and gamma incorrectness when mobileHDR == false.
Fix editor widget rendering when hdr encoding is active.
#jira UE-34281
Change 3132717 on 2016/09/20 by Chris.Babcock
Add $S(ProjectDir) to UPL
#jira UE-35483
#ue4
Change 3132940 on 2016/09/20 by Chris.Babcock
Corrected case for some include files (contributed by Yukariin)
#jira UE-33816
#PR #2636
#ue4
#android
Change 3134098 on 2016/09/21 by Allan.Bentham
Mobile CSM shadow quality controllable via quality levels.
#jira UEMOB-74
Change 3134931 on 2016/09/21 by Chris.Babcock
Allow Windows types in vulkan.h
#jira UE-36270
#ue4
#vulkan
Change 3135380 on 2016/09/21 by Dmitriy.Dyomin
Plugin which exposes some of BuildPatchServices functionality to BP. Inteded to be used on mobile platforms for donwloading game content.
Right now misses: IOS download directory and iOS WiFi detection
#jira UEMOB-157
Change 3136004 on 2016/09/22 by Allan.Bentham
Add project option to disable vertex fog on mobile.
Vertex fog is now enabled even when mobile HDR is not.
#jira UEMOB-148
Change 3137377 on 2016/09/22 by Dmitriy.Dyomin
Fix compile error from CL# 3135380
Change 3139571 on 2016/09/26 by Jack.Porter
Applied deferred change CL 3101462 to mobile to make planar reflections no longer update GPU particles
Change 3139663 on 2016/09/26 by Jack.Porter
Include Android shader cache files when packaging
Change 3142839 on 2016/09/28 by Dmitriy.Dyomin
Added WiFi connection detection on iOS
Change 3142845 on 2016/09/28 by Jack.Porter
Fixed various issues with TcpMessageTransport discovered when transferring automation testing screenshots from mobile devices
- socket not readable or writable is not an error condition if output buffer is full
- messages were previously limited to 64kb but screenshots overflowed this
- messages over 8kb were not reliably received as the inbound buffer was full so the available bytes was always less than the message length
- sending large messages was not reliable due to the output buffer being full
Change 3143280 on 2016/09/28 by Jack.Porter
Clear out UnbuiltInstanceBoundsList when async building a tree with no instances
Change 3143282 on 2016/09/28 by Jack.Porter
Fix issue where client functional tests in the current map do not appear on clients running with cooked content.
Problem is that the AssetRegistry uses in-memory metadata created on load for currently-loaded assets, but cooked content only has the serialized AssetRegistry and individual assets do not contain any metadata.
Change 3143808 on 2016/09/28 by Steve.Cano
Assume that the app starts in focus at startup and don't wait for an "APP_EVENT_STATE_WINDOW_GAINED_FOCUS" event to fire, as this event will not come down from SplashActivity since it is not a NativeActivity. If the user then rotates the device in Sensor or FullSensor orientation during SplashActivity and forces an eglSurface recreation, the initial Create will properly execute if we're "in focus". Previously, the create-destroy-create cycle would not properly execute due to the EventManager thinking the app was not yet in focus, and would cause the second create to get a 0x3003 error (EGL_BAD_ALLOC)
#jira UE-35004
#ue4
#android
Change 3144880 on 2016/09/29 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3146220 on 2016/09/30 by Dmitriy.Dyomin
Adjusted device button style to make it more readable.
#jira UE-21881
Change 3146280 on 2016/09/30 by Dmitriy.Dyomin
Replaced IBuildManifest::ComputeDownloadSize with a new function
Change 3146302 on 2016/09/30 by Allan.Bentham
Added more stringent checks for ES3.1 compatibility
#jira UE-36241
Change 3146435 on 2016/09/30 by Jack.Porter
Prevent landscape grass being duplicated for PIE, causing ensure
#jira UE-36531
Change 3147532 on 2016/09/30 by Chris.Babcock
Use .sh extension for Android install scripts on Linux
#jira UE-36669
#ue4
#android
#linux
Change 3149851 on 2016/10/04 by Dmitriy.Dyomin
Mobile: Added custom depth rendering
Mobile: Added support for CustomDepth and SceneDepth in post-process materails
Change 3149852 on 2016/10/04 by Dmitriy.Dyomin
Fixed comments for SortBasePass console variable
Change 3149857 on 2016/10/04 by Jack.Porter
Remove dead code in ProceduralFoliageComponentDetails.cpp
Change 3149863 on 2016/10/04 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3149896 on 2016/10/04 by Dmitriy.Dyomin
Fixed: SkyLight makes level entire green on Android devices
#jira UE-34469
Change 3150102 on 2016/10/04 by Jack.Porter
Bring Protostar 4.13 fixes back to Dev-Mobile
Engine
- MaxDescriptorSets = 16384 to prevent crash on Mali
- Include texture formats in FRenderTargetLayoutHashableStruct to solve RT aliasing issue
- Use ERenderTargetLoadAction::EClear for planar reflection target to work around Adreno issue
- Default Adreno to SPIR-V
Contents
- Disable fog, reduce CSM shadow quality, fix device profiles
- Add PSO cache
Change 3150113 on 2016/10/04 by Jack.Porter
Ensure automation testing screenshots have Alpha=255 (fixes automation screenshots on Mobile)
Change 3150231 on 2016/10/04 by Jack.Porter
Use a new SessionID GUID each time you use the launcher to launch a session.
Change 3150608 on 2016/10/04 by Jack.Porter
Changes for automated testing screenshots on Android.
- Prevent automation screenshots from changing resolution on platforms with fixed resolution
- Set GRHIAdapterInternalDriverVersion for OpenGL and Vulkan
- Parse ImgTec/ARM/Qualcomm GRHIVendorId on OpenGL
- Added helper to convert GRHIVendorId to string
Change 3151318 on 2016/10/04 by Jack.Porter
Fixed compile error with AdapterVendor
Change 3151366 on 2016/10/04 by Jack.Porter
Prevent FTcpMessageTransportConnection deadlock on device disconnect
Change 3151397 on 2016/10/05 by Dmitriy.Dyomin
More consistent BP categories for Mobile Patching utils
Change 3151576 on 2016/10/05 by Dmitriy.Dyomin
Added on screen warning for invalid reflection captures, can be seen only in game running with FeatureLevel < SM4 and no valid capture data
Change 3151795 on 2016/10/05 by Dmitry.Rekman
Linux: update UBT to use a v8 multiarch toolchain.
- Also added toolchain build scripts and ct-ng configs.
Change 3151966 on 2016/10/05 by Allan.Bentham
Add mobile support for inverse opacity to mobile scene captures as well as SCS_SceneColorSceneDepth and SCS_SceneDepth.
#jira UEMOB-106
Change 3152664 on 2016/10/05 by Chris.Babcock
Merging //UE4/Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3152675 on 2016/10/05 by Will.Fissler
Fixed patching so that it searches for pak files as well as pkg files.
#test Patch for QAGame
Change 3152728 on 2016/10/05 by Chris.Babcock
Update ReflectionCaptureDDCVer (need to resave maps)
Change 3152910 on 2016/10/05 by Dmitry.Rekman
Linux: Fix toolchain for non-AutoSDKs (github) case (UE-36899).
Change 3152966 on 2016/10/05 by Dmitry.Rekman
Linux: Fix test for the installed SDK (UE-36899).
Change 3153004 on 2016/10/05 by Dmitry.Rekman
Linux: fix CIS (UT server case-sens errors).
Change 3153694 on 2016/10/06 by Jack.Porter
Rollback ReflectionCaptureDDCVer change as bug intended to fix UE-36919 does not repro
Change 3154766 on 2016/10/07 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3154833 on 2016/10/07 by Jack.Porter
Fix merge error of MobileShadingRenderer.cpp
Change 3154848 on 2016/10/07 by Allan.Bentham
Fix mobile scene capture's clear code
Change 3154875 on 2016/10/07 by Allan.Bentham
fix vk build issues
Change 3154941 on 2016/10/07 by Allan.Bentham
Fix gearvr build fail
Change 3154950 on 2016/10/07 by Allan.Bentham
Fix shadowed local variable vk build warning on android.
Change 3155909 on 2016/10/07 by Ben.Marsh
UBT: Attempt to work around C1076 error ("internal heap limit reached: use /Zm to specify a higher limit"), encountered when building with XGE. Specify the AutoReserveMemory attribute on XGE tool tasks that manipulate precompiled headers.
[CL 3155988 by Chris Babcock in Main branch]
2016-10-07 23:11:00 -04:00
|
|
|
.Text(this, &SDeviceOutputLog::GetSelectedTargetDeviceText)
|
2015-09-30 03:39:09 -04:00
|
|
|
]
|
|
|
|
|
]
|
|
|
|
|
]
|
|
|
|
|
|
|
|
|
|
+SHorizontalBox::Slot()
|
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3155909)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3118534 on 2016/09/08 by Steve.Cano
Certain non-looping SFX would not properly fire "Stop" events when the effect was finished, and therefore Sound Mixes that should end at the end of a SFX (such as ducking the BGM volume) were not properly finishing. Fixing the IsSourceFinished call to check the Position of the player to determine if we are actually done playing, which was not working properly before for PCM sounds.
#jira UE-35016
#ue4
#android
Change 3119125 on 2016/09/09 by Dmitriy.Dyomin
Mobile launcher profile wizard:
Fixed case where DLC will not be built if user selects non Development build configuration
Fixed case where project maps will be empty if UE4 and project located on different drives
Change 3122584 on 2016/09/13 by Allan.Bentham
Add simple clip plane for planar reflections.
#jira UE-32449
Change 3129390 on 2016/09/16 by Chris.Babcock
Fixed ES 3.1 detection to also support devices returning ES 3.2 support (eg Note 7)
#jira UE-35598
Change 3129867 on 2016/09/18 by Jack.Porter
Fixed ES 3.1 detection to also support devices returning ES 3.2 support (eg Note 7)
#jira UE-35598
Change 3131961 on 2016/09/20 by Allan.Bentham
Fix missing editor widgets and gamma incorrectness when mobileHDR == false.
Fix editor widget rendering when hdr encoding is active.
#jira UE-34281
Change 3132717 on 2016/09/20 by Chris.Babcock
Add $S(ProjectDir) to UPL
#jira UE-35483
#ue4
Change 3132940 on 2016/09/20 by Chris.Babcock
Corrected case for some include files (contributed by Yukariin)
#jira UE-33816
#PR #2636
#ue4
#android
Change 3134098 on 2016/09/21 by Allan.Bentham
Mobile CSM shadow quality controllable via quality levels.
#jira UEMOB-74
Change 3134931 on 2016/09/21 by Chris.Babcock
Allow Windows types in vulkan.h
#jira UE-36270
#ue4
#vulkan
Change 3135380 on 2016/09/21 by Dmitriy.Dyomin
Plugin which exposes some of BuildPatchServices functionality to BP. Inteded to be used on mobile platforms for donwloading game content.
Right now misses: IOS download directory and iOS WiFi detection
#jira UEMOB-157
Change 3136004 on 2016/09/22 by Allan.Bentham
Add project option to disable vertex fog on mobile.
Vertex fog is now enabled even when mobile HDR is not.
#jira UEMOB-148
Change 3137377 on 2016/09/22 by Dmitriy.Dyomin
Fix compile error from CL# 3135380
Change 3139571 on 2016/09/26 by Jack.Porter
Applied deferred change CL 3101462 to mobile to make planar reflections no longer update GPU particles
Change 3139663 on 2016/09/26 by Jack.Porter
Include Android shader cache files when packaging
Change 3142839 on 2016/09/28 by Dmitriy.Dyomin
Added WiFi connection detection on iOS
Change 3142845 on 2016/09/28 by Jack.Porter
Fixed various issues with TcpMessageTransport discovered when transferring automation testing screenshots from mobile devices
- socket not readable or writable is not an error condition if output buffer is full
- messages were previously limited to 64kb but screenshots overflowed this
- messages over 8kb were not reliably received as the inbound buffer was full so the available bytes was always less than the message length
- sending large messages was not reliable due to the output buffer being full
Change 3143280 on 2016/09/28 by Jack.Porter
Clear out UnbuiltInstanceBoundsList when async building a tree with no instances
Change 3143282 on 2016/09/28 by Jack.Porter
Fix issue where client functional tests in the current map do not appear on clients running with cooked content.
Problem is that the AssetRegistry uses in-memory metadata created on load for currently-loaded assets, but cooked content only has the serialized AssetRegistry and individual assets do not contain any metadata.
Change 3143808 on 2016/09/28 by Steve.Cano
Assume that the app starts in focus at startup and don't wait for an "APP_EVENT_STATE_WINDOW_GAINED_FOCUS" event to fire, as this event will not come down from SplashActivity since it is not a NativeActivity. If the user then rotates the device in Sensor or FullSensor orientation during SplashActivity and forces an eglSurface recreation, the initial Create will properly execute if we're "in focus". Previously, the create-destroy-create cycle would not properly execute due to the EventManager thinking the app was not yet in focus, and would cause the second create to get a 0x3003 error (EGL_BAD_ALLOC)
#jira UE-35004
#ue4
#android
Change 3144880 on 2016/09/29 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3146220 on 2016/09/30 by Dmitriy.Dyomin
Adjusted device button style to make it more readable.
#jira UE-21881
Change 3146280 on 2016/09/30 by Dmitriy.Dyomin
Replaced IBuildManifest::ComputeDownloadSize with a new function
Change 3146302 on 2016/09/30 by Allan.Bentham
Added more stringent checks for ES3.1 compatibility
#jira UE-36241
Change 3146435 on 2016/09/30 by Jack.Porter
Prevent landscape grass being duplicated for PIE, causing ensure
#jira UE-36531
Change 3147532 on 2016/09/30 by Chris.Babcock
Use .sh extension for Android install scripts on Linux
#jira UE-36669
#ue4
#android
#linux
Change 3149851 on 2016/10/04 by Dmitriy.Dyomin
Mobile: Added custom depth rendering
Mobile: Added support for CustomDepth and SceneDepth in post-process materails
Change 3149852 on 2016/10/04 by Dmitriy.Dyomin
Fixed comments for SortBasePass console variable
Change 3149857 on 2016/10/04 by Jack.Porter
Remove dead code in ProceduralFoliageComponentDetails.cpp
Change 3149863 on 2016/10/04 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3149896 on 2016/10/04 by Dmitriy.Dyomin
Fixed: SkyLight makes level entire green on Android devices
#jira UE-34469
Change 3150102 on 2016/10/04 by Jack.Porter
Bring Protostar 4.13 fixes back to Dev-Mobile
Engine
- MaxDescriptorSets = 16384 to prevent crash on Mali
- Include texture formats in FRenderTargetLayoutHashableStruct to solve RT aliasing issue
- Use ERenderTargetLoadAction::EClear for planar reflection target to work around Adreno issue
- Default Adreno to SPIR-V
Contents
- Disable fog, reduce CSM shadow quality, fix device profiles
- Add PSO cache
Change 3150113 on 2016/10/04 by Jack.Porter
Ensure automation testing screenshots have Alpha=255 (fixes automation screenshots on Mobile)
Change 3150231 on 2016/10/04 by Jack.Porter
Use a new SessionID GUID each time you use the launcher to launch a session.
Change 3150608 on 2016/10/04 by Jack.Porter
Changes for automated testing screenshots on Android.
- Prevent automation screenshots from changing resolution on platforms with fixed resolution
- Set GRHIAdapterInternalDriverVersion for OpenGL and Vulkan
- Parse ImgTec/ARM/Qualcomm GRHIVendorId on OpenGL
- Added helper to convert GRHIVendorId to string
Change 3151318 on 2016/10/04 by Jack.Porter
Fixed compile error with AdapterVendor
Change 3151366 on 2016/10/04 by Jack.Porter
Prevent FTcpMessageTransportConnection deadlock on device disconnect
Change 3151397 on 2016/10/05 by Dmitriy.Dyomin
More consistent BP categories for Mobile Patching utils
Change 3151576 on 2016/10/05 by Dmitriy.Dyomin
Added on screen warning for invalid reflection captures, can be seen only in game running with FeatureLevel < SM4 and no valid capture data
Change 3151795 on 2016/10/05 by Dmitry.Rekman
Linux: update UBT to use a v8 multiarch toolchain.
- Also added toolchain build scripts and ct-ng configs.
Change 3151966 on 2016/10/05 by Allan.Bentham
Add mobile support for inverse opacity to mobile scene captures as well as SCS_SceneColorSceneDepth and SCS_SceneDepth.
#jira UEMOB-106
Change 3152664 on 2016/10/05 by Chris.Babcock
Merging //UE4/Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3152675 on 2016/10/05 by Will.Fissler
Fixed patching so that it searches for pak files as well as pkg files.
#test Patch for QAGame
Change 3152728 on 2016/10/05 by Chris.Babcock
Update ReflectionCaptureDDCVer (need to resave maps)
Change 3152910 on 2016/10/05 by Dmitry.Rekman
Linux: Fix toolchain for non-AutoSDKs (github) case (UE-36899).
Change 3152966 on 2016/10/05 by Dmitry.Rekman
Linux: Fix test for the installed SDK (UE-36899).
Change 3153004 on 2016/10/05 by Dmitry.Rekman
Linux: fix CIS (UT server case-sens errors).
Change 3153694 on 2016/10/06 by Jack.Porter
Rollback ReflectionCaptureDDCVer change as bug intended to fix UE-36919 does not repro
Change 3154766 on 2016/10/07 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3154833 on 2016/10/07 by Jack.Porter
Fix merge error of MobileShadingRenderer.cpp
Change 3154848 on 2016/10/07 by Allan.Bentham
Fix mobile scene capture's clear code
Change 3154875 on 2016/10/07 by Allan.Bentham
fix vk build issues
Change 3154941 on 2016/10/07 by Allan.Bentham
Fix gearvr build fail
Change 3154950 on 2016/10/07 by Allan.Bentham
Fix shadowed local variable vk build warning on android.
Change 3155909 on 2016/10/07 by Ben.Marsh
UBT: Attempt to work around C1076 error ("internal heap limit reached: use /Zm to specify a higher limit"), encountered when building with XGE. Specify the AutoReserveMemory attribute on XGE tool tasks that manipulate precompiled headers.
[CL 3155988 by Chris Babcock in Main branch]
2016-10-07 23:11:00 -04:00
|
|
|
.Padding(FMargin(4.0f, 0.0f, 0.0f, 0.0f))
|
2015-09-30 03:39:09 -04:00
|
|
|
.FillWidth(1)
|
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3155909)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3118534 on 2016/09/08 by Steve.Cano
Certain non-looping SFX would not properly fire "Stop" events when the effect was finished, and therefore Sound Mixes that should end at the end of a SFX (such as ducking the BGM volume) were not properly finishing. Fixing the IsSourceFinished call to check the Position of the player to determine if we are actually done playing, which was not working properly before for PCM sounds.
#jira UE-35016
#ue4
#android
Change 3119125 on 2016/09/09 by Dmitriy.Dyomin
Mobile launcher profile wizard:
Fixed case where DLC will not be built if user selects non Development build configuration
Fixed case where project maps will be empty if UE4 and project located on different drives
Change 3122584 on 2016/09/13 by Allan.Bentham
Add simple clip plane for planar reflections.
#jira UE-32449
Change 3129390 on 2016/09/16 by Chris.Babcock
Fixed ES 3.1 detection to also support devices returning ES 3.2 support (eg Note 7)
#jira UE-35598
Change 3129867 on 2016/09/18 by Jack.Porter
Fixed ES 3.1 detection to also support devices returning ES 3.2 support (eg Note 7)
#jira UE-35598
Change 3131961 on 2016/09/20 by Allan.Bentham
Fix missing editor widgets and gamma incorrectness when mobileHDR == false.
Fix editor widget rendering when hdr encoding is active.
#jira UE-34281
Change 3132717 on 2016/09/20 by Chris.Babcock
Add $S(ProjectDir) to UPL
#jira UE-35483
#ue4
Change 3132940 on 2016/09/20 by Chris.Babcock
Corrected case for some include files (contributed by Yukariin)
#jira UE-33816
#PR #2636
#ue4
#android
Change 3134098 on 2016/09/21 by Allan.Bentham
Mobile CSM shadow quality controllable via quality levels.
#jira UEMOB-74
Change 3134931 on 2016/09/21 by Chris.Babcock
Allow Windows types in vulkan.h
#jira UE-36270
#ue4
#vulkan
Change 3135380 on 2016/09/21 by Dmitriy.Dyomin
Plugin which exposes some of BuildPatchServices functionality to BP. Inteded to be used on mobile platforms for donwloading game content.
Right now misses: IOS download directory and iOS WiFi detection
#jira UEMOB-157
Change 3136004 on 2016/09/22 by Allan.Bentham
Add project option to disable vertex fog on mobile.
Vertex fog is now enabled even when mobile HDR is not.
#jira UEMOB-148
Change 3137377 on 2016/09/22 by Dmitriy.Dyomin
Fix compile error from CL# 3135380
Change 3139571 on 2016/09/26 by Jack.Porter
Applied deferred change CL 3101462 to mobile to make planar reflections no longer update GPU particles
Change 3139663 on 2016/09/26 by Jack.Porter
Include Android shader cache files when packaging
Change 3142839 on 2016/09/28 by Dmitriy.Dyomin
Added WiFi connection detection on iOS
Change 3142845 on 2016/09/28 by Jack.Porter
Fixed various issues with TcpMessageTransport discovered when transferring automation testing screenshots from mobile devices
- socket not readable or writable is not an error condition if output buffer is full
- messages were previously limited to 64kb but screenshots overflowed this
- messages over 8kb were not reliably received as the inbound buffer was full so the available bytes was always less than the message length
- sending large messages was not reliable due to the output buffer being full
Change 3143280 on 2016/09/28 by Jack.Porter
Clear out UnbuiltInstanceBoundsList when async building a tree with no instances
Change 3143282 on 2016/09/28 by Jack.Porter
Fix issue where client functional tests in the current map do not appear on clients running with cooked content.
Problem is that the AssetRegistry uses in-memory metadata created on load for currently-loaded assets, but cooked content only has the serialized AssetRegistry and individual assets do not contain any metadata.
Change 3143808 on 2016/09/28 by Steve.Cano
Assume that the app starts in focus at startup and don't wait for an "APP_EVENT_STATE_WINDOW_GAINED_FOCUS" event to fire, as this event will not come down from SplashActivity since it is not a NativeActivity. If the user then rotates the device in Sensor or FullSensor orientation during SplashActivity and forces an eglSurface recreation, the initial Create will properly execute if we're "in focus". Previously, the create-destroy-create cycle would not properly execute due to the EventManager thinking the app was not yet in focus, and would cause the second create to get a 0x3003 error (EGL_BAD_ALLOC)
#jira UE-35004
#ue4
#android
Change 3144880 on 2016/09/29 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3146220 on 2016/09/30 by Dmitriy.Dyomin
Adjusted device button style to make it more readable.
#jira UE-21881
Change 3146280 on 2016/09/30 by Dmitriy.Dyomin
Replaced IBuildManifest::ComputeDownloadSize with a new function
Change 3146302 on 2016/09/30 by Allan.Bentham
Added more stringent checks for ES3.1 compatibility
#jira UE-36241
Change 3146435 on 2016/09/30 by Jack.Porter
Prevent landscape grass being duplicated for PIE, causing ensure
#jira UE-36531
Change 3147532 on 2016/09/30 by Chris.Babcock
Use .sh extension for Android install scripts on Linux
#jira UE-36669
#ue4
#android
#linux
Change 3149851 on 2016/10/04 by Dmitriy.Dyomin
Mobile: Added custom depth rendering
Mobile: Added support for CustomDepth and SceneDepth in post-process materails
Change 3149852 on 2016/10/04 by Dmitriy.Dyomin
Fixed comments for SortBasePass console variable
Change 3149857 on 2016/10/04 by Jack.Porter
Remove dead code in ProceduralFoliageComponentDetails.cpp
Change 3149863 on 2016/10/04 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3149896 on 2016/10/04 by Dmitriy.Dyomin
Fixed: SkyLight makes level entire green on Android devices
#jira UE-34469
Change 3150102 on 2016/10/04 by Jack.Porter
Bring Protostar 4.13 fixes back to Dev-Mobile
Engine
- MaxDescriptorSets = 16384 to prevent crash on Mali
- Include texture formats in FRenderTargetLayoutHashableStruct to solve RT aliasing issue
- Use ERenderTargetLoadAction::EClear for planar reflection target to work around Adreno issue
- Default Adreno to SPIR-V
Contents
- Disable fog, reduce CSM shadow quality, fix device profiles
- Add PSO cache
Change 3150113 on 2016/10/04 by Jack.Porter
Ensure automation testing screenshots have Alpha=255 (fixes automation screenshots on Mobile)
Change 3150231 on 2016/10/04 by Jack.Porter
Use a new SessionID GUID each time you use the launcher to launch a session.
Change 3150608 on 2016/10/04 by Jack.Porter
Changes for automated testing screenshots on Android.
- Prevent automation screenshots from changing resolution on platforms with fixed resolution
- Set GRHIAdapterInternalDriverVersion for OpenGL and Vulkan
- Parse ImgTec/ARM/Qualcomm GRHIVendorId on OpenGL
- Added helper to convert GRHIVendorId to string
Change 3151318 on 2016/10/04 by Jack.Porter
Fixed compile error with AdapterVendor
Change 3151366 on 2016/10/04 by Jack.Porter
Prevent FTcpMessageTransportConnection deadlock on device disconnect
Change 3151397 on 2016/10/05 by Dmitriy.Dyomin
More consistent BP categories for Mobile Patching utils
Change 3151576 on 2016/10/05 by Dmitriy.Dyomin
Added on screen warning for invalid reflection captures, can be seen only in game running with FeatureLevel < SM4 and no valid capture data
Change 3151795 on 2016/10/05 by Dmitry.Rekman
Linux: update UBT to use a v8 multiarch toolchain.
- Also added toolchain build scripts and ct-ng configs.
Change 3151966 on 2016/10/05 by Allan.Bentham
Add mobile support for inverse opacity to mobile scene captures as well as SCS_SceneColorSceneDepth and SCS_SceneDepth.
#jira UEMOB-106
Change 3152664 on 2016/10/05 by Chris.Babcock
Merging //UE4/Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3152675 on 2016/10/05 by Will.Fissler
Fixed patching so that it searches for pak files as well as pkg files.
#test Patch for QAGame
Change 3152728 on 2016/10/05 by Chris.Babcock
Update ReflectionCaptureDDCVer (need to resave maps)
Change 3152910 on 2016/10/05 by Dmitry.Rekman
Linux: Fix toolchain for non-AutoSDKs (github) case (UE-36899).
Change 3152966 on 2016/10/05 by Dmitry.Rekman
Linux: Fix test for the installed SDK (UE-36899).
Change 3153004 on 2016/10/05 by Dmitry.Rekman
Linux: fix CIS (UT server case-sens errors).
Change 3153694 on 2016/10/06 by Jack.Porter
Rollback ReflectionCaptureDDCVer change as bug intended to fix UE-36919 does not repro
Change 3154766 on 2016/10/07 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3154833 on 2016/10/07 by Jack.Porter
Fix merge error of MobileShadingRenderer.cpp
Change 3154848 on 2016/10/07 by Allan.Bentham
Fix mobile scene capture's clear code
Change 3154875 on 2016/10/07 by Allan.Bentham
fix vk build issues
Change 3154941 on 2016/10/07 by Allan.Bentham
Fix gearvr build fail
Change 3154950 on 2016/10/07 by Allan.Bentham
Fix shadowed local variable vk build warning on android.
Change 3155909 on 2016/10/07 by Ben.Marsh
UBT: Attempt to work around C1076 error ("internal heap limit reached: use /Zm to specify a higher limit"), encountered when building with XGE. Specify the AutoReserveMemory attribute on XGE tool tasks that manipulate precompiled headers.
[CL 3155988 by Chris Babcock in Main branch]
2016-10-07 23:11:00 -04:00
|
|
|
.VAlign(VAlign_Center)
|
2015-09-30 03:39:09 -04:00
|
|
|
[
|
|
|
|
|
SNew(SConsoleInputBox)
|
|
|
|
|
.ConsoleCommandCustomExec(this, &SDeviceOutputLog::ExecuteConsoleCommand)
|
|
|
|
|
.OnConsoleCommandExecuted(this, &SDeviceOutputLog::OnConsoleCommandExecuted)
|
|
|
|
|
// Always place suggestions above the input line for the output log widget
|
|
|
|
|
.SuggestionListPlacement( MenuPlacement_AboveAnchor )
|
|
|
|
|
]
|
|
|
|
|
]
|
|
|
|
|
];
|
|
|
|
|
|
|
|
|
|
bIsUserScrolled = false;
|
|
|
|
|
RequestForceScroll();
|
|
|
|
|
|
|
|
|
|
//
|
|
|
|
|
TArray<ITargetPlatform*> Platforms = GetTargetPlatformManager()->GetTargetPlatforms();
|
|
|
|
|
for (ITargetPlatform* Platform : Platforms)
|
|
|
|
|
{
|
|
|
|
|
if (IsSupportedPlatform(Platform))
|
|
|
|
|
{
|
|
|
|
|
Platform->OnDeviceDiscovered().AddRaw(this, &SDeviceOutputLog::HandleTargetPlatformDeviceDiscovered);
|
|
|
|
|
Platform->OnDeviceLost().AddRaw(this, &SDeviceOutputLog::HandleTargetPlatformDeviceLost);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Get list of available devices
|
|
|
|
|
for (ITargetPlatform* Platform : Platforms)
|
|
|
|
|
{
|
|
|
|
|
if (IsSupportedPlatform(Platform))
|
|
|
|
|
{
|
|
|
|
|
TArray<ITargetDevicePtr> TargetDevices;
|
|
|
|
|
Platform->GetAllDevices(TargetDevices);
|
|
|
|
|
|
|
|
|
|
for (const ITargetDevicePtr& Device : TargetDevices)
|
|
|
|
|
{
|
|
|
|
|
if (Device.IsValid())
|
|
|
|
|
{
|
|
|
|
|
AddDeviceEntry(Device.ToSharedRef());
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
SDeviceOutputLog::~SDeviceOutputLog()
|
|
|
|
|
{
|
|
|
|
|
ITargetPlatformManagerModule* Module = FModuleManager::GetModulePtr<ITargetPlatformManagerModule>("TargetPlatform");
|
|
|
|
|
if (Module)
|
|
|
|
|
{
|
|
|
|
|
TArray<ITargetPlatform*> Platforms = Module->GetTargetPlatforms();
|
|
|
|
|
for (ITargetPlatform* Platform : Platforms)
|
|
|
|
|
{
|
|
|
|
|
Platform->OnDeviceDiscovered().RemoveAll(this);
|
|
|
|
|
Platform->OnDeviceLost().RemoveAll(this);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void SDeviceOutputLog::Tick(const FGeometry& AllottedGeometry, const double InCurrentTime, const float InDeltaTime)
|
|
|
|
|
{
|
|
|
|
|
FScopeLock ScopeLock(&BufferedLinesSynch);
|
|
|
|
|
if (BufferedLines.Num() > 0)
|
|
|
|
|
{
|
|
|
|
|
for (const FBufferedLine& Line : BufferedLines)
|
|
|
|
|
{
|
|
|
|
|
MessagesTextMarshaller->AppendMessage(*Line.Data, Line.Verbosity, Line.Category);
|
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|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Don't scroll to the bottom automatically when the user is scrolling the view or has scrolled it away from the bottom.
|
|
|
|
|
if (!bIsUserScrolled)
|
|
|
|
|
{
|
|
|
|
|
MessagesTextBox->ScrollTo(FTextLocation(MessagesTextMarshaller->GetNumMessages() - 1));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
BufferedLines.Empty(32);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void SDeviceOutputLog::Serialize(const TCHAR* V, ELogVerbosity::Type Verbosity, const class FName& Category)
|
|
|
|
|
{
|
|
|
|
|
FScopeLock ScopeLock(&BufferedLinesSynch);
|
|
|
|
|
BufferedLines.Add(FBufferedLine(V, Category, Verbosity));
|
|
|
|
|
}
|
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|
|
|
|
|
|
|
bool SDeviceOutputLog::CanBeUsedOnAnyThread() const
|
|
|
|
|
{
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void SDeviceOutputLog::ExecuteConsoleCommand(const FString& ExecCommand)
|
|
|
|
|
{
|
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3155909)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3118534 on 2016/09/08 by Steve.Cano
Certain non-looping SFX would not properly fire "Stop" events when the effect was finished, and therefore Sound Mixes that should end at the end of a SFX (such as ducking the BGM volume) were not properly finishing. Fixing the IsSourceFinished call to check the Position of the player to determine if we are actually done playing, which was not working properly before for PCM sounds.
#jira UE-35016
#ue4
#android
Change 3119125 on 2016/09/09 by Dmitriy.Dyomin
Mobile launcher profile wizard:
Fixed case where DLC will not be built if user selects non Development build configuration
Fixed case where project maps will be empty if UE4 and project located on different drives
Change 3122584 on 2016/09/13 by Allan.Bentham
Add simple clip plane for planar reflections.
#jira UE-32449
Change 3129390 on 2016/09/16 by Chris.Babcock
Fixed ES 3.1 detection to also support devices returning ES 3.2 support (eg Note 7)
#jira UE-35598
Change 3129867 on 2016/09/18 by Jack.Porter
Fixed ES 3.1 detection to also support devices returning ES 3.2 support (eg Note 7)
#jira UE-35598
Change 3131961 on 2016/09/20 by Allan.Bentham
Fix missing editor widgets and gamma incorrectness when mobileHDR == false.
Fix editor widget rendering when hdr encoding is active.
#jira UE-34281
Change 3132717 on 2016/09/20 by Chris.Babcock
Add $S(ProjectDir) to UPL
#jira UE-35483
#ue4
Change 3132940 on 2016/09/20 by Chris.Babcock
Corrected case for some include files (contributed by Yukariin)
#jira UE-33816
#PR #2636
#ue4
#android
Change 3134098 on 2016/09/21 by Allan.Bentham
Mobile CSM shadow quality controllable via quality levels.
#jira UEMOB-74
Change 3134931 on 2016/09/21 by Chris.Babcock
Allow Windows types in vulkan.h
#jira UE-36270
#ue4
#vulkan
Change 3135380 on 2016/09/21 by Dmitriy.Dyomin
Plugin which exposes some of BuildPatchServices functionality to BP. Inteded to be used on mobile platforms for donwloading game content.
Right now misses: IOS download directory and iOS WiFi detection
#jira UEMOB-157
Change 3136004 on 2016/09/22 by Allan.Bentham
Add project option to disable vertex fog on mobile.
Vertex fog is now enabled even when mobile HDR is not.
#jira UEMOB-148
Change 3137377 on 2016/09/22 by Dmitriy.Dyomin
Fix compile error from CL# 3135380
Change 3139571 on 2016/09/26 by Jack.Porter
Applied deferred change CL 3101462 to mobile to make planar reflections no longer update GPU particles
Change 3139663 on 2016/09/26 by Jack.Porter
Include Android shader cache files when packaging
Change 3142839 on 2016/09/28 by Dmitriy.Dyomin
Added WiFi connection detection on iOS
Change 3142845 on 2016/09/28 by Jack.Porter
Fixed various issues with TcpMessageTransport discovered when transferring automation testing screenshots from mobile devices
- socket not readable or writable is not an error condition if output buffer is full
- messages were previously limited to 64kb but screenshots overflowed this
- messages over 8kb were not reliably received as the inbound buffer was full so the available bytes was always less than the message length
- sending large messages was not reliable due to the output buffer being full
Change 3143280 on 2016/09/28 by Jack.Porter
Clear out UnbuiltInstanceBoundsList when async building a tree with no instances
Change 3143282 on 2016/09/28 by Jack.Porter
Fix issue where client functional tests in the current map do not appear on clients running with cooked content.
Problem is that the AssetRegistry uses in-memory metadata created on load for currently-loaded assets, but cooked content only has the serialized AssetRegistry and individual assets do not contain any metadata.
Change 3143808 on 2016/09/28 by Steve.Cano
Assume that the app starts in focus at startup and don't wait for an "APP_EVENT_STATE_WINDOW_GAINED_FOCUS" event to fire, as this event will not come down from SplashActivity since it is not a NativeActivity. If the user then rotates the device in Sensor or FullSensor orientation during SplashActivity and forces an eglSurface recreation, the initial Create will properly execute if we're "in focus". Previously, the create-destroy-create cycle would not properly execute due to the EventManager thinking the app was not yet in focus, and would cause the second create to get a 0x3003 error (EGL_BAD_ALLOC)
#jira UE-35004
#ue4
#android
Change 3144880 on 2016/09/29 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3146220 on 2016/09/30 by Dmitriy.Dyomin
Adjusted device button style to make it more readable.
#jira UE-21881
Change 3146280 on 2016/09/30 by Dmitriy.Dyomin
Replaced IBuildManifest::ComputeDownloadSize with a new function
Change 3146302 on 2016/09/30 by Allan.Bentham
Added more stringent checks for ES3.1 compatibility
#jira UE-36241
Change 3146435 on 2016/09/30 by Jack.Porter
Prevent landscape grass being duplicated for PIE, causing ensure
#jira UE-36531
Change 3147532 on 2016/09/30 by Chris.Babcock
Use .sh extension for Android install scripts on Linux
#jira UE-36669
#ue4
#android
#linux
Change 3149851 on 2016/10/04 by Dmitriy.Dyomin
Mobile: Added custom depth rendering
Mobile: Added support for CustomDepth and SceneDepth in post-process materails
Change 3149852 on 2016/10/04 by Dmitriy.Dyomin
Fixed comments for SortBasePass console variable
Change 3149857 on 2016/10/04 by Jack.Porter
Remove dead code in ProceduralFoliageComponentDetails.cpp
Change 3149863 on 2016/10/04 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3149896 on 2016/10/04 by Dmitriy.Dyomin
Fixed: SkyLight makes level entire green on Android devices
#jira UE-34469
Change 3150102 on 2016/10/04 by Jack.Porter
Bring Protostar 4.13 fixes back to Dev-Mobile
Engine
- MaxDescriptorSets = 16384 to prevent crash on Mali
- Include texture formats in FRenderTargetLayoutHashableStruct to solve RT aliasing issue
- Use ERenderTargetLoadAction::EClear for planar reflection target to work around Adreno issue
- Default Adreno to SPIR-V
Contents
- Disable fog, reduce CSM shadow quality, fix device profiles
- Add PSO cache
Change 3150113 on 2016/10/04 by Jack.Porter
Ensure automation testing screenshots have Alpha=255 (fixes automation screenshots on Mobile)
Change 3150231 on 2016/10/04 by Jack.Porter
Use a new SessionID GUID each time you use the launcher to launch a session.
Change 3150608 on 2016/10/04 by Jack.Porter
Changes for automated testing screenshots on Android.
- Prevent automation screenshots from changing resolution on platforms with fixed resolution
- Set GRHIAdapterInternalDriverVersion for OpenGL and Vulkan
- Parse ImgTec/ARM/Qualcomm GRHIVendorId on OpenGL
- Added helper to convert GRHIVendorId to string
Change 3151318 on 2016/10/04 by Jack.Porter
Fixed compile error with AdapterVendor
Change 3151366 on 2016/10/04 by Jack.Porter
Prevent FTcpMessageTransportConnection deadlock on device disconnect
Change 3151397 on 2016/10/05 by Dmitriy.Dyomin
More consistent BP categories for Mobile Patching utils
Change 3151576 on 2016/10/05 by Dmitriy.Dyomin
Added on screen warning for invalid reflection captures, can be seen only in game running with FeatureLevel < SM4 and no valid capture data
Change 3151795 on 2016/10/05 by Dmitry.Rekman
Linux: update UBT to use a v8 multiarch toolchain.
- Also added toolchain build scripts and ct-ng configs.
Change 3151966 on 2016/10/05 by Allan.Bentham
Add mobile support for inverse opacity to mobile scene captures as well as SCS_SceneColorSceneDepth and SCS_SceneDepth.
#jira UEMOB-106
Change 3152664 on 2016/10/05 by Chris.Babcock
Merging //UE4/Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3152675 on 2016/10/05 by Will.Fissler
Fixed patching so that it searches for pak files as well as pkg files.
#test Patch for QAGame
Change 3152728 on 2016/10/05 by Chris.Babcock
Update ReflectionCaptureDDCVer (need to resave maps)
Change 3152910 on 2016/10/05 by Dmitry.Rekman
Linux: Fix toolchain for non-AutoSDKs (github) case (UE-36899).
Change 3152966 on 2016/10/05 by Dmitry.Rekman
Linux: Fix test for the installed SDK (UE-36899).
Change 3153004 on 2016/10/05 by Dmitry.Rekman
Linux: fix CIS (UT server case-sens errors).
Change 3153694 on 2016/10/06 by Jack.Porter
Rollback ReflectionCaptureDDCVer change as bug intended to fix UE-36919 does not repro
Change 3154766 on 2016/10/07 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3154833 on 2016/10/07 by Jack.Porter
Fix merge error of MobileShadingRenderer.cpp
Change 3154848 on 2016/10/07 by Allan.Bentham
Fix mobile scene capture's clear code
Change 3154875 on 2016/10/07 by Allan.Bentham
fix vk build issues
Change 3154941 on 2016/10/07 by Allan.Bentham
Fix gearvr build fail
Change 3154950 on 2016/10/07 by Allan.Bentham
Fix shadowed local variable vk build warning on android.
Change 3155909 on 2016/10/07 by Ben.Marsh
UBT: Attempt to work around C1076 error ("internal heap limit reached: use /Zm to specify a higher limit"), encountered when building with XGE. Specify the AutoReserveMemory attribute on XGE tool tasks that manipulate precompiled headers.
[CL 3155988 by Chris Babcock in Main branch]
2016-10-07 23:11:00 -04:00
|
|
|
if (CurrentDevicePtr.IsValid())
|
2015-09-30 03:39:09 -04:00
|
|
|
{
|
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3155909)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3118534 on 2016/09/08 by Steve.Cano
Certain non-looping SFX would not properly fire "Stop" events when the effect was finished, and therefore Sound Mixes that should end at the end of a SFX (such as ducking the BGM volume) were not properly finishing. Fixing the IsSourceFinished call to check the Position of the player to determine if we are actually done playing, which was not working properly before for PCM sounds.
#jira UE-35016
#ue4
#android
Change 3119125 on 2016/09/09 by Dmitriy.Dyomin
Mobile launcher profile wizard:
Fixed case where DLC will not be built if user selects non Development build configuration
Fixed case where project maps will be empty if UE4 and project located on different drives
Change 3122584 on 2016/09/13 by Allan.Bentham
Add simple clip plane for planar reflections.
#jira UE-32449
Change 3129390 on 2016/09/16 by Chris.Babcock
Fixed ES 3.1 detection to also support devices returning ES 3.2 support (eg Note 7)
#jira UE-35598
Change 3129867 on 2016/09/18 by Jack.Porter
Fixed ES 3.1 detection to also support devices returning ES 3.2 support (eg Note 7)
#jira UE-35598
Change 3131961 on 2016/09/20 by Allan.Bentham
Fix missing editor widgets and gamma incorrectness when mobileHDR == false.
Fix editor widget rendering when hdr encoding is active.
#jira UE-34281
Change 3132717 on 2016/09/20 by Chris.Babcock
Add $S(ProjectDir) to UPL
#jira UE-35483
#ue4
Change 3132940 on 2016/09/20 by Chris.Babcock
Corrected case for some include files (contributed by Yukariin)
#jira UE-33816
#PR #2636
#ue4
#android
Change 3134098 on 2016/09/21 by Allan.Bentham
Mobile CSM shadow quality controllable via quality levels.
#jira UEMOB-74
Change 3134931 on 2016/09/21 by Chris.Babcock
Allow Windows types in vulkan.h
#jira UE-36270
#ue4
#vulkan
Change 3135380 on 2016/09/21 by Dmitriy.Dyomin
Plugin which exposes some of BuildPatchServices functionality to BP. Inteded to be used on mobile platforms for donwloading game content.
Right now misses: IOS download directory and iOS WiFi detection
#jira UEMOB-157
Change 3136004 on 2016/09/22 by Allan.Bentham
Add project option to disable vertex fog on mobile.
Vertex fog is now enabled even when mobile HDR is not.
#jira UEMOB-148
Change 3137377 on 2016/09/22 by Dmitriy.Dyomin
Fix compile error from CL# 3135380
Change 3139571 on 2016/09/26 by Jack.Porter
Applied deferred change CL 3101462 to mobile to make planar reflections no longer update GPU particles
Change 3139663 on 2016/09/26 by Jack.Porter
Include Android shader cache files when packaging
Change 3142839 on 2016/09/28 by Dmitriy.Dyomin
Added WiFi connection detection on iOS
Change 3142845 on 2016/09/28 by Jack.Porter
Fixed various issues with TcpMessageTransport discovered when transferring automation testing screenshots from mobile devices
- socket not readable or writable is not an error condition if output buffer is full
- messages were previously limited to 64kb but screenshots overflowed this
- messages over 8kb were not reliably received as the inbound buffer was full so the available bytes was always less than the message length
- sending large messages was not reliable due to the output buffer being full
Change 3143280 on 2016/09/28 by Jack.Porter
Clear out UnbuiltInstanceBoundsList when async building a tree with no instances
Change 3143282 on 2016/09/28 by Jack.Porter
Fix issue where client functional tests in the current map do not appear on clients running with cooked content.
Problem is that the AssetRegistry uses in-memory metadata created on load for currently-loaded assets, but cooked content only has the serialized AssetRegistry and individual assets do not contain any metadata.
Change 3143808 on 2016/09/28 by Steve.Cano
Assume that the app starts in focus at startup and don't wait for an "APP_EVENT_STATE_WINDOW_GAINED_FOCUS" event to fire, as this event will not come down from SplashActivity since it is not a NativeActivity. If the user then rotates the device in Sensor or FullSensor orientation during SplashActivity and forces an eglSurface recreation, the initial Create will properly execute if we're "in focus". Previously, the create-destroy-create cycle would not properly execute due to the EventManager thinking the app was not yet in focus, and would cause the second create to get a 0x3003 error (EGL_BAD_ALLOC)
#jira UE-35004
#ue4
#android
Change 3144880 on 2016/09/29 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3146220 on 2016/09/30 by Dmitriy.Dyomin
Adjusted device button style to make it more readable.
#jira UE-21881
Change 3146280 on 2016/09/30 by Dmitriy.Dyomin
Replaced IBuildManifest::ComputeDownloadSize with a new function
Change 3146302 on 2016/09/30 by Allan.Bentham
Added more stringent checks for ES3.1 compatibility
#jira UE-36241
Change 3146435 on 2016/09/30 by Jack.Porter
Prevent landscape grass being duplicated for PIE, causing ensure
#jira UE-36531
Change 3147532 on 2016/09/30 by Chris.Babcock
Use .sh extension for Android install scripts on Linux
#jira UE-36669
#ue4
#android
#linux
Change 3149851 on 2016/10/04 by Dmitriy.Dyomin
Mobile: Added custom depth rendering
Mobile: Added support for CustomDepth and SceneDepth in post-process materails
Change 3149852 on 2016/10/04 by Dmitriy.Dyomin
Fixed comments for SortBasePass console variable
Change 3149857 on 2016/10/04 by Jack.Porter
Remove dead code in ProceduralFoliageComponentDetails.cpp
Change 3149863 on 2016/10/04 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3149896 on 2016/10/04 by Dmitriy.Dyomin
Fixed: SkyLight makes level entire green on Android devices
#jira UE-34469
Change 3150102 on 2016/10/04 by Jack.Porter
Bring Protostar 4.13 fixes back to Dev-Mobile
Engine
- MaxDescriptorSets = 16384 to prevent crash on Mali
- Include texture formats in FRenderTargetLayoutHashableStruct to solve RT aliasing issue
- Use ERenderTargetLoadAction::EClear for planar reflection target to work around Adreno issue
- Default Adreno to SPIR-V
Contents
- Disable fog, reduce CSM shadow quality, fix device profiles
- Add PSO cache
Change 3150113 on 2016/10/04 by Jack.Porter
Ensure automation testing screenshots have Alpha=255 (fixes automation screenshots on Mobile)
Change 3150231 on 2016/10/04 by Jack.Porter
Use a new SessionID GUID each time you use the launcher to launch a session.
Change 3150608 on 2016/10/04 by Jack.Porter
Changes for automated testing screenshots on Android.
- Prevent automation screenshots from changing resolution on platforms with fixed resolution
- Set GRHIAdapterInternalDriverVersion for OpenGL and Vulkan
- Parse ImgTec/ARM/Qualcomm GRHIVendorId on OpenGL
- Added helper to convert GRHIVendorId to string
Change 3151318 on 2016/10/04 by Jack.Porter
Fixed compile error with AdapterVendor
Change 3151366 on 2016/10/04 by Jack.Porter
Prevent FTcpMessageTransportConnection deadlock on device disconnect
Change 3151397 on 2016/10/05 by Dmitriy.Dyomin
More consistent BP categories for Mobile Patching utils
Change 3151576 on 2016/10/05 by Dmitriy.Dyomin
Added on screen warning for invalid reflection captures, can be seen only in game running with FeatureLevel < SM4 and no valid capture data
Change 3151795 on 2016/10/05 by Dmitry.Rekman
Linux: update UBT to use a v8 multiarch toolchain.
- Also added toolchain build scripts and ct-ng configs.
Change 3151966 on 2016/10/05 by Allan.Bentham
Add mobile support for inverse opacity to mobile scene captures as well as SCS_SceneColorSceneDepth and SCS_SceneDepth.
#jira UEMOB-106
Change 3152664 on 2016/10/05 by Chris.Babcock
Merging //UE4/Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3152675 on 2016/10/05 by Will.Fissler
Fixed patching so that it searches for pak files as well as pkg files.
#test Patch for QAGame
Change 3152728 on 2016/10/05 by Chris.Babcock
Update ReflectionCaptureDDCVer (need to resave maps)
Change 3152910 on 2016/10/05 by Dmitry.Rekman
Linux: Fix toolchain for non-AutoSDKs (github) case (UE-36899).
Change 3152966 on 2016/10/05 by Dmitry.Rekman
Linux: Fix test for the installed SDK (UE-36899).
Change 3153004 on 2016/10/05 by Dmitry.Rekman
Linux: fix CIS (UT server case-sens errors).
Change 3153694 on 2016/10/06 by Jack.Porter
Rollback ReflectionCaptureDDCVer change as bug intended to fix UE-36919 does not repro
Change 3154766 on 2016/10/07 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3154833 on 2016/10/07 by Jack.Porter
Fix merge error of MobileShadingRenderer.cpp
Change 3154848 on 2016/10/07 by Allan.Bentham
Fix mobile scene capture's clear code
Change 3154875 on 2016/10/07 by Allan.Bentham
fix vk build issues
Change 3154941 on 2016/10/07 by Allan.Bentham
Fix gearvr build fail
Change 3154950 on 2016/10/07 by Allan.Bentham
Fix shadowed local variable vk build warning on android.
Change 3155909 on 2016/10/07 by Ben.Marsh
UBT: Attempt to work around C1076 error ("internal heap limit reached: use /Zm to specify a higher limit"), encountered when building with XGE. Specify the AutoReserveMemory attribute on XGE tool tasks that manipulate precompiled headers.
[CL 3155988 by Chris Babcock in Main branch]
2016-10-07 23:11:00 -04:00
|
|
|
ITargetDevicePtr PinnedPtr = CurrentDevicePtr->DeviceWeakPtr.Pin();
|
2015-09-30 03:39:09 -04:00
|
|
|
if (PinnedPtr.IsValid())
|
|
|
|
|
{
|
|
|
|
|
PinnedPtr->ExecuteConsoleCommand(ExecCommand);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void SDeviceOutputLog::HandleTargetPlatformDeviceLost(ITargetDeviceRef LostDevice)
|
|
|
|
|
{
|
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3155909)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3118534 on 2016/09/08 by Steve.Cano
Certain non-looping SFX would not properly fire "Stop" events when the effect was finished, and therefore Sound Mixes that should end at the end of a SFX (such as ducking the BGM volume) were not properly finishing. Fixing the IsSourceFinished call to check the Position of the player to determine if we are actually done playing, which was not working properly before for PCM sounds.
#jira UE-35016
#ue4
#android
Change 3119125 on 2016/09/09 by Dmitriy.Dyomin
Mobile launcher profile wizard:
Fixed case where DLC will not be built if user selects non Development build configuration
Fixed case where project maps will be empty if UE4 and project located on different drives
Change 3122584 on 2016/09/13 by Allan.Bentham
Add simple clip plane for planar reflections.
#jira UE-32449
Change 3129390 on 2016/09/16 by Chris.Babcock
Fixed ES 3.1 detection to also support devices returning ES 3.2 support (eg Note 7)
#jira UE-35598
Change 3129867 on 2016/09/18 by Jack.Porter
Fixed ES 3.1 detection to also support devices returning ES 3.2 support (eg Note 7)
#jira UE-35598
Change 3131961 on 2016/09/20 by Allan.Bentham
Fix missing editor widgets and gamma incorrectness when mobileHDR == false.
Fix editor widget rendering when hdr encoding is active.
#jira UE-34281
Change 3132717 on 2016/09/20 by Chris.Babcock
Add $S(ProjectDir) to UPL
#jira UE-35483
#ue4
Change 3132940 on 2016/09/20 by Chris.Babcock
Corrected case for some include files (contributed by Yukariin)
#jira UE-33816
#PR #2636
#ue4
#android
Change 3134098 on 2016/09/21 by Allan.Bentham
Mobile CSM shadow quality controllable via quality levels.
#jira UEMOB-74
Change 3134931 on 2016/09/21 by Chris.Babcock
Allow Windows types in vulkan.h
#jira UE-36270
#ue4
#vulkan
Change 3135380 on 2016/09/21 by Dmitriy.Dyomin
Plugin which exposes some of BuildPatchServices functionality to BP. Inteded to be used on mobile platforms for donwloading game content.
Right now misses: IOS download directory and iOS WiFi detection
#jira UEMOB-157
Change 3136004 on 2016/09/22 by Allan.Bentham
Add project option to disable vertex fog on mobile.
Vertex fog is now enabled even when mobile HDR is not.
#jira UEMOB-148
Change 3137377 on 2016/09/22 by Dmitriy.Dyomin
Fix compile error from CL# 3135380
Change 3139571 on 2016/09/26 by Jack.Porter
Applied deferred change CL 3101462 to mobile to make planar reflections no longer update GPU particles
Change 3139663 on 2016/09/26 by Jack.Porter
Include Android shader cache files when packaging
Change 3142839 on 2016/09/28 by Dmitriy.Dyomin
Added WiFi connection detection on iOS
Change 3142845 on 2016/09/28 by Jack.Porter
Fixed various issues with TcpMessageTransport discovered when transferring automation testing screenshots from mobile devices
- socket not readable or writable is not an error condition if output buffer is full
- messages were previously limited to 64kb but screenshots overflowed this
- messages over 8kb were not reliably received as the inbound buffer was full so the available bytes was always less than the message length
- sending large messages was not reliable due to the output buffer being full
Change 3143280 on 2016/09/28 by Jack.Porter
Clear out UnbuiltInstanceBoundsList when async building a tree with no instances
Change 3143282 on 2016/09/28 by Jack.Porter
Fix issue where client functional tests in the current map do not appear on clients running with cooked content.
Problem is that the AssetRegistry uses in-memory metadata created on load for currently-loaded assets, but cooked content only has the serialized AssetRegistry and individual assets do not contain any metadata.
Change 3143808 on 2016/09/28 by Steve.Cano
Assume that the app starts in focus at startup and don't wait for an "APP_EVENT_STATE_WINDOW_GAINED_FOCUS" event to fire, as this event will not come down from SplashActivity since it is not a NativeActivity. If the user then rotates the device in Sensor or FullSensor orientation during SplashActivity and forces an eglSurface recreation, the initial Create will properly execute if we're "in focus". Previously, the create-destroy-create cycle would not properly execute due to the EventManager thinking the app was not yet in focus, and would cause the second create to get a 0x3003 error (EGL_BAD_ALLOC)
#jira UE-35004
#ue4
#android
Change 3144880 on 2016/09/29 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3146220 on 2016/09/30 by Dmitriy.Dyomin
Adjusted device button style to make it more readable.
#jira UE-21881
Change 3146280 on 2016/09/30 by Dmitriy.Dyomin
Replaced IBuildManifest::ComputeDownloadSize with a new function
Change 3146302 on 2016/09/30 by Allan.Bentham
Added more stringent checks for ES3.1 compatibility
#jira UE-36241
Change 3146435 on 2016/09/30 by Jack.Porter
Prevent landscape grass being duplicated for PIE, causing ensure
#jira UE-36531
Change 3147532 on 2016/09/30 by Chris.Babcock
Use .sh extension for Android install scripts on Linux
#jira UE-36669
#ue4
#android
#linux
Change 3149851 on 2016/10/04 by Dmitriy.Dyomin
Mobile: Added custom depth rendering
Mobile: Added support for CustomDepth and SceneDepth in post-process materails
Change 3149852 on 2016/10/04 by Dmitriy.Dyomin
Fixed comments for SortBasePass console variable
Change 3149857 on 2016/10/04 by Jack.Porter
Remove dead code in ProceduralFoliageComponentDetails.cpp
Change 3149863 on 2016/10/04 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3149896 on 2016/10/04 by Dmitriy.Dyomin
Fixed: SkyLight makes level entire green on Android devices
#jira UE-34469
Change 3150102 on 2016/10/04 by Jack.Porter
Bring Protostar 4.13 fixes back to Dev-Mobile
Engine
- MaxDescriptorSets = 16384 to prevent crash on Mali
- Include texture formats in FRenderTargetLayoutHashableStruct to solve RT aliasing issue
- Use ERenderTargetLoadAction::EClear for planar reflection target to work around Adreno issue
- Default Adreno to SPIR-V
Contents
- Disable fog, reduce CSM shadow quality, fix device profiles
- Add PSO cache
Change 3150113 on 2016/10/04 by Jack.Porter
Ensure automation testing screenshots have Alpha=255 (fixes automation screenshots on Mobile)
Change 3150231 on 2016/10/04 by Jack.Porter
Use a new SessionID GUID each time you use the launcher to launch a session.
Change 3150608 on 2016/10/04 by Jack.Porter
Changes for automated testing screenshots on Android.
- Prevent automation screenshots from changing resolution on platforms with fixed resolution
- Set GRHIAdapterInternalDriverVersion for OpenGL and Vulkan
- Parse ImgTec/ARM/Qualcomm GRHIVendorId on OpenGL
- Added helper to convert GRHIVendorId to string
Change 3151318 on 2016/10/04 by Jack.Porter
Fixed compile error with AdapterVendor
Change 3151366 on 2016/10/04 by Jack.Porter
Prevent FTcpMessageTransportConnection deadlock on device disconnect
Change 3151397 on 2016/10/05 by Dmitriy.Dyomin
More consistent BP categories for Mobile Patching utils
Change 3151576 on 2016/10/05 by Dmitriy.Dyomin
Added on screen warning for invalid reflection captures, can be seen only in game running with FeatureLevel < SM4 and no valid capture data
Change 3151795 on 2016/10/05 by Dmitry.Rekman
Linux: update UBT to use a v8 multiarch toolchain.
- Also added toolchain build scripts and ct-ng configs.
Change 3151966 on 2016/10/05 by Allan.Bentham
Add mobile support for inverse opacity to mobile scene captures as well as SCS_SceneColorSceneDepth and SCS_SceneDepth.
#jira UEMOB-106
Change 3152664 on 2016/10/05 by Chris.Babcock
Merging //UE4/Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3152675 on 2016/10/05 by Will.Fissler
Fixed patching so that it searches for pak files as well as pkg files.
#test Patch for QAGame
Change 3152728 on 2016/10/05 by Chris.Babcock
Update ReflectionCaptureDDCVer (need to resave maps)
Change 3152910 on 2016/10/05 by Dmitry.Rekman
Linux: Fix toolchain for non-AutoSDKs (github) case (UE-36899).
Change 3152966 on 2016/10/05 by Dmitry.Rekman
Linux: Fix test for the installed SDK (UE-36899).
Change 3153004 on 2016/10/05 by Dmitry.Rekman
Linux: fix CIS (UT server case-sens errors).
Change 3153694 on 2016/10/06 by Jack.Porter
Rollback ReflectionCaptureDDCVer change as bug intended to fix UE-36919 does not repro
Change 3154766 on 2016/10/07 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3154833 on 2016/10/07 by Jack.Porter
Fix merge error of MobileShadingRenderer.cpp
Change 3154848 on 2016/10/07 by Allan.Bentham
Fix mobile scene capture's clear code
Change 3154875 on 2016/10/07 by Allan.Bentham
fix vk build issues
Change 3154941 on 2016/10/07 by Allan.Bentham
Fix gearvr build fail
Change 3154950 on 2016/10/07 by Allan.Bentham
Fix shadowed local variable vk build warning on android.
Change 3155909 on 2016/10/07 by Ben.Marsh
UBT: Attempt to work around C1076 error ("internal heap limit reached: use /Zm to specify a higher limit"), encountered when building with XGE. Specify the AutoReserveMemory attribute on XGE tool tasks that manipulate precompiled headers.
[CL 3155988 by Chris Babcock in Main branch]
2016-10-07 23:11:00 -04:00
|
|
|
FTargetDeviceId LostDeviceId = LostDevice->GetId();
|
|
|
|
|
|
2018-02-22 11:25:06 -05:00
|
|
|
if (CurrentDevicePtr.IsValid() && CurrentDevicePtr->DeviceId.GetDeviceName() == LostDeviceId.GetDeviceName())
|
2015-09-30 03:39:09 -04:00
|
|
|
{
|
|
|
|
|
// Kill device output object, but do not clean up output in the window
|
|
|
|
|
CurrentDeviceOutputPtr.Reset();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Should not do it, but what if someone somewhere holds strong reference to a lost device?
|
|
|
|
|
for (const TSharedPtr<FTargetDeviceEntry>& EntryPtr : DeviceList)
|
|
|
|
|
{
|
2018-02-22 11:25:06 -05:00
|
|
|
if (EntryPtr->DeviceId.GetDeviceName() == LostDeviceId.GetDeviceName())
|
2015-09-30 03:39:09 -04:00
|
|
|
{
|
|
|
|
|
EntryPtr->DeviceWeakPtr = nullptr;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
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|
|
|
|
|
|
|
|
void SDeviceOutputLog::HandleTargetPlatformDeviceDiscovered(ITargetDeviceRef DiscoveredDevice)
|
|
|
|
|
{
|
|
|
|
|
FTargetDeviceId DiscoveredDeviceId = DiscoveredDevice->GetId();
|
|
|
|
|
|
|
|
|
|
int32 ExistingEntryIdx = DeviceList.IndexOfByPredicate([&](const TSharedPtr<FTargetDeviceEntry>& Other) {
|
2018-02-22 11:25:06 -05:00
|
|
|
return (Other->DeviceId.GetDeviceName() == DiscoveredDeviceId.GetDeviceName());
|
2015-09-30 03:39:09 -04:00
|
|
|
});
|
|
|
|
|
|
|
|
|
|
if (DeviceList.IsValidIndex(ExistingEntryIdx))
|
|
|
|
|
{
|
|
|
|
|
DeviceList[ExistingEntryIdx]->DeviceWeakPtr = DiscoveredDevice;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
AddDeviceEntry(DiscoveredDevice);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void SDeviceOutputLog::AddDeviceEntry(ITargetDeviceRef TargetDevice)
|
|
|
|
|
{
|
2018-09-25 10:11:35 -04:00
|
|
|
if (FindDeviceEntry(TargetDevice->GetId()))
|
|
|
|
|
{
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
const FString DummyIOSDeviceName(FString::Printf(TEXT("All_iOS_On_%s"), FPlatformProcess::ComputerName()));
|
|
|
|
|
const FString DummyTVOSDeviceName(FString::Printf(TEXT("All_tvOS_On_%s"), FPlatformProcess::ComputerName()));
|
|
|
|
|
if (TargetDevice->GetId().GetDeviceName().Equals(DummyIOSDeviceName, ESearchCase::IgnoreCase) ||
|
|
|
|
|
TargetDevice->GetId().GetDeviceName().Equals(DummyTVOSDeviceName, ESearchCase::IgnoreCase))
|
|
|
|
|
{
|
|
|
|
|
return;
|
|
|
|
|
}
|
2015-09-30 03:39:09 -04:00
|
|
|
using namespace PlatformInfo;
|
|
|
|
|
FName DeviceIconStyleName = TargetDevice->GetTargetPlatform().GetPlatformInfo().GetIconStyleName(EPlatformIconSize::Normal);
|
|
|
|
|
|
|
|
|
|
TSharedPtr<FTargetDeviceEntry> DeviceEntry = MakeShareable(new FTargetDeviceEntry());
|
|
|
|
|
|
|
|
|
|
DeviceEntry->DeviceId = TargetDevice->GetId();
|
|
|
|
|
DeviceEntry->DeviceIconBrush = FEditorStyle::GetBrush(DeviceIconStyleName);
|
|
|
|
|
DeviceEntry->DeviceWeakPtr = TargetDevice;
|
|
|
|
|
|
|
|
|
|
DeviceList.Add(DeviceEntry);
|
|
|
|
|
}
|
|
|
|
|
|
2018-09-25 10:11:35 -04:00
|
|
|
bool SDeviceOutputLog::FindDeviceEntry(FTargetDeviceId InDeviceId)
|
|
|
|
|
{
|
|
|
|
|
// Should not do it, but what if someone somewhere holds strong reference to a lost device?
|
|
|
|
|
for (const TSharedPtr<FTargetDeviceEntry>& EntryPtr : DeviceList)
|
|
|
|
|
{
|
|
|
|
|
if (EntryPtr->DeviceId.GetDeviceName() == InDeviceId.GetDeviceName())
|
|
|
|
|
{
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3155909)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3118534 on 2016/09/08 by Steve.Cano
Certain non-looping SFX would not properly fire "Stop" events when the effect was finished, and therefore Sound Mixes that should end at the end of a SFX (such as ducking the BGM volume) were not properly finishing. Fixing the IsSourceFinished call to check the Position of the player to determine if we are actually done playing, which was not working properly before for PCM sounds.
#jira UE-35016
#ue4
#android
Change 3119125 on 2016/09/09 by Dmitriy.Dyomin
Mobile launcher profile wizard:
Fixed case where DLC will not be built if user selects non Development build configuration
Fixed case where project maps will be empty if UE4 and project located on different drives
Change 3122584 on 2016/09/13 by Allan.Bentham
Add simple clip plane for planar reflections.
#jira UE-32449
Change 3129390 on 2016/09/16 by Chris.Babcock
Fixed ES 3.1 detection to also support devices returning ES 3.2 support (eg Note 7)
#jira UE-35598
Change 3129867 on 2016/09/18 by Jack.Porter
Fixed ES 3.1 detection to also support devices returning ES 3.2 support (eg Note 7)
#jira UE-35598
Change 3131961 on 2016/09/20 by Allan.Bentham
Fix missing editor widgets and gamma incorrectness when mobileHDR == false.
Fix editor widget rendering when hdr encoding is active.
#jira UE-34281
Change 3132717 on 2016/09/20 by Chris.Babcock
Add $S(ProjectDir) to UPL
#jira UE-35483
#ue4
Change 3132940 on 2016/09/20 by Chris.Babcock
Corrected case for some include files (contributed by Yukariin)
#jira UE-33816
#PR #2636
#ue4
#android
Change 3134098 on 2016/09/21 by Allan.Bentham
Mobile CSM shadow quality controllable via quality levels.
#jira UEMOB-74
Change 3134931 on 2016/09/21 by Chris.Babcock
Allow Windows types in vulkan.h
#jira UE-36270
#ue4
#vulkan
Change 3135380 on 2016/09/21 by Dmitriy.Dyomin
Plugin which exposes some of BuildPatchServices functionality to BP. Inteded to be used on mobile platforms for donwloading game content.
Right now misses: IOS download directory and iOS WiFi detection
#jira UEMOB-157
Change 3136004 on 2016/09/22 by Allan.Bentham
Add project option to disable vertex fog on mobile.
Vertex fog is now enabled even when mobile HDR is not.
#jira UEMOB-148
Change 3137377 on 2016/09/22 by Dmitriy.Dyomin
Fix compile error from CL# 3135380
Change 3139571 on 2016/09/26 by Jack.Porter
Applied deferred change CL 3101462 to mobile to make planar reflections no longer update GPU particles
Change 3139663 on 2016/09/26 by Jack.Porter
Include Android shader cache files when packaging
Change 3142839 on 2016/09/28 by Dmitriy.Dyomin
Added WiFi connection detection on iOS
Change 3142845 on 2016/09/28 by Jack.Porter
Fixed various issues with TcpMessageTransport discovered when transferring automation testing screenshots from mobile devices
- socket not readable or writable is not an error condition if output buffer is full
- messages were previously limited to 64kb but screenshots overflowed this
- messages over 8kb were not reliably received as the inbound buffer was full so the available bytes was always less than the message length
- sending large messages was not reliable due to the output buffer being full
Change 3143280 on 2016/09/28 by Jack.Porter
Clear out UnbuiltInstanceBoundsList when async building a tree with no instances
Change 3143282 on 2016/09/28 by Jack.Porter
Fix issue where client functional tests in the current map do not appear on clients running with cooked content.
Problem is that the AssetRegistry uses in-memory metadata created on load for currently-loaded assets, but cooked content only has the serialized AssetRegistry and individual assets do not contain any metadata.
Change 3143808 on 2016/09/28 by Steve.Cano
Assume that the app starts in focus at startup and don't wait for an "APP_EVENT_STATE_WINDOW_GAINED_FOCUS" event to fire, as this event will not come down from SplashActivity since it is not a NativeActivity. If the user then rotates the device in Sensor or FullSensor orientation during SplashActivity and forces an eglSurface recreation, the initial Create will properly execute if we're "in focus". Previously, the create-destroy-create cycle would not properly execute due to the EventManager thinking the app was not yet in focus, and would cause the second create to get a 0x3003 error (EGL_BAD_ALLOC)
#jira UE-35004
#ue4
#android
Change 3144880 on 2016/09/29 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3146220 on 2016/09/30 by Dmitriy.Dyomin
Adjusted device button style to make it more readable.
#jira UE-21881
Change 3146280 on 2016/09/30 by Dmitriy.Dyomin
Replaced IBuildManifest::ComputeDownloadSize with a new function
Change 3146302 on 2016/09/30 by Allan.Bentham
Added more stringent checks for ES3.1 compatibility
#jira UE-36241
Change 3146435 on 2016/09/30 by Jack.Porter
Prevent landscape grass being duplicated for PIE, causing ensure
#jira UE-36531
Change 3147532 on 2016/09/30 by Chris.Babcock
Use .sh extension for Android install scripts on Linux
#jira UE-36669
#ue4
#android
#linux
Change 3149851 on 2016/10/04 by Dmitriy.Dyomin
Mobile: Added custom depth rendering
Mobile: Added support for CustomDepth and SceneDepth in post-process materails
Change 3149852 on 2016/10/04 by Dmitriy.Dyomin
Fixed comments for SortBasePass console variable
Change 3149857 on 2016/10/04 by Jack.Porter
Remove dead code in ProceduralFoliageComponentDetails.cpp
Change 3149863 on 2016/10/04 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3149896 on 2016/10/04 by Dmitriy.Dyomin
Fixed: SkyLight makes level entire green on Android devices
#jira UE-34469
Change 3150102 on 2016/10/04 by Jack.Porter
Bring Protostar 4.13 fixes back to Dev-Mobile
Engine
- MaxDescriptorSets = 16384 to prevent crash on Mali
- Include texture formats in FRenderTargetLayoutHashableStruct to solve RT aliasing issue
- Use ERenderTargetLoadAction::EClear for planar reflection target to work around Adreno issue
- Default Adreno to SPIR-V
Contents
- Disable fog, reduce CSM shadow quality, fix device profiles
- Add PSO cache
Change 3150113 on 2016/10/04 by Jack.Porter
Ensure automation testing screenshots have Alpha=255 (fixes automation screenshots on Mobile)
Change 3150231 on 2016/10/04 by Jack.Porter
Use a new SessionID GUID each time you use the launcher to launch a session.
Change 3150608 on 2016/10/04 by Jack.Porter
Changes for automated testing screenshots on Android.
- Prevent automation screenshots from changing resolution on platforms with fixed resolution
- Set GRHIAdapterInternalDriverVersion for OpenGL and Vulkan
- Parse ImgTec/ARM/Qualcomm GRHIVendorId on OpenGL
- Added helper to convert GRHIVendorId to string
Change 3151318 on 2016/10/04 by Jack.Porter
Fixed compile error with AdapterVendor
Change 3151366 on 2016/10/04 by Jack.Porter
Prevent FTcpMessageTransportConnection deadlock on device disconnect
Change 3151397 on 2016/10/05 by Dmitriy.Dyomin
More consistent BP categories for Mobile Patching utils
Change 3151576 on 2016/10/05 by Dmitriy.Dyomin
Added on screen warning for invalid reflection captures, can be seen only in game running with FeatureLevel < SM4 and no valid capture data
Change 3151795 on 2016/10/05 by Dmitry.Rekman
Linux: update UBT to use a v8 multiarch toolchain.
- Also added toolchain build scripts and ct-ng configs.
Change 3151966 on 2016/10/05 by Allan.Bentham
Add mobile support for inverse opacity to mobile scene captures as well as SCS_SceneColorSceneDepth and SCS_SceneDepth.
#jira UEMOB-106
Change 3152664 on 2016/10/05 by Chris.Babcock
Merging //UE4/Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3152675 on 2016/10/05 by Will.Fissler
Fixed patching so that it searches for pak files as well as pkg files.
#test Patch for QAGame
Change 3152728 on 2016/10/05 by Chris.Babcock
Update ReflectionCaptureDDCVer (need to resave maps)
Change 3152910 on 2016/10/05 by Dmitry.Rekman
Linux: Fix toolchain for non-AutoSDKs (github) case (UE-36899).
Change 3152966 on 2016/10/05 by Dmitry.Rekman
Linux: Fix test for the installed SDK (UE-36899).
Change 3153004 on 2016/10/05 by Dmitry.Rekman
Linux: fix CIS (UT server case-sens errors).
Change 3153694 on 2016/10/06 by Jack.Porter
Rollback ReflectionCaptureDDCVer change as bug intended to fix UE-36919 does not repro
Change 3154766 on 2016/10/07 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3154833 on 2016/10/07 by Jack.Porter
Fix merge error of MobileShadingRenderer.cpp
Change 3154848 on 2016/10/07 by Allan.Bentham
Fix mobile scene capture's clear code
Change 3154875 on 2016/10/07 by Allan.Bentham
fix vk build issues
Change 3154941 on 2016/10/07 by Allan.Bentham
Fix gearvr build fail
Change 3154950 on 2016/10/07 by Allan.Bentham
Fix shadowed local variable vk build warning on android.
Change 3155909 on 2016/10/07 by Ben.Marsh
UBT: Attempt to work around C1076 error ("internal heap limit reached: use /Zm to specify a higher limit"), encountered when building with XGE. Specify the AutoReserveMemory attribute on XGE tool tasks that manipulate precompiled headers.
[CL 3155988 by Chris Babcock in Main branch]
2016-10-07 23:11:00 -04:00
|
|
|
void SDeviceOutputLog::OnDeviceSelectionChanged(FTargetDeviceEntryPtr DeviceEntry)
|
2015-09-30 03:39:09 -04:00
|
|
|
{
|
|
|
|
|
CurrentDeviceOutputPtr.Reset();
|
|
|
|
|
OnClearLog();
|
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3155909)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3118534 on 2016/09/08 by Steve.Cano
Certain non-looping SFX would not properly fire "Stop" events when the effect was finished, and therefore Sound Mixes that should end at the end of a SFX (such as ducking the BGM volume) were not properly finishing. Fixing the IsSourceFinished call to check the Position of the player to determine if we are actually done playing, which was not working properly before for PCM sounds.
#jira UE-35016
#ue4
#android
Change 3119125 on 2016/09/09 by Dmitriy.Dyomin
Mobile launcher profile wizard:
Fixed case where DLC will not be built if user selects non Development build configuration
Fixed case where project maps will be empty if UE4 and project located on different drives
Change 3122584 on 2016/09/13 by Allan.Bentham
Add simple clip plane for planar reflections.
#jira UE-32449
Change 3129390 on 2016/09/16 by Chris.Babcock
Fixed ES 3.1 detection to also support devices returning ES 3.2 support (eg Note 7)
#jira UE-35598
Change 3129867 on 2016/09/18 by Jack.Porter
Fixed ES 3.1 detection to also support devices returning ES 3.2 support (eg Note 7)
#jira UE-35598
Change 3131961 on 2016/09/20 by Allan.Bentham
Fix missing editor widgets and gamma incorrectness when mobileHDR == false.
Fix editor widget rendering when hdr encoding is active.
#jira UE-34281
Change 3132717 on 2016/09/20 by Chris.Babcock
Add $S(ProjectDir) to UPL
#jira UE-35483
#ue4
Change 3132940 on 2016/09/20 by Chris.Babcock
Corrected case for some include files (contributed by Yukariin)
#jira UE-33816
#PR #2636
#ue4
#android
Change 3134098 on 2016/09/21 by Allan.Bentham
Mobile CSM shadow quality controllable via quality levels.
#jira UEMOB-74
Change 3134931 on 2016/09/21 by Chris.Babcock
Allow Windows types in vulkan.h
#jira UE-36270
#ue4
#vulkan
Change 3135380 on 2016/09/21 by Dmitriy.Dyomin
Plugin which exposes some of BuildPatchServices functionality to BP. Inteded to be used on mobile platforms for donwloading game content.
Right now misses: IOS download directory and iOS WiFi detection
#jira UEMOB-157
Change 3136004 on 2016/09/22 by Allan.Bentham
Add project option to disable vertex fog on mobile.
Vertex fog is now enabled even when mobile HDR is not.
#jira UEMOB-148
Change 3137377 on 2016/09/22 by Dmitriy.Dyomin
Fix compile error from CL# 3135380
Change 3139571 on 2016/09/26 by Jack.Porter
Applied deferred change CL 3101462 to mobile to make planar reflections no longer update GPU particles
Change 3139663 on 2016/09/26 by Jack.Porter
Include Android shader cache files when packaging
Change 3142839 on 2016/09/28 by Dmitriy.Dyomin
Added WiFi connection detection on iOS
Change 3142845 on 2016/09/28 by Jack.Porter
Fixed various issues with TcpMessageTransport discovered when transferring automation testing screenshots from mobile devices
- socket not readable or writable is not an error condition if output buffer is full
- messages were previously limited to 64kb but screenshots overflowed this
- messages over 8kb were not reliably received as the inbound buffer was full so the available bytes was always less than the message length
- sending large messages was not reliable due to the output buffer being full
Change 3143280 on 2016/09/28 by Jack.Porter
Clear out UnbuiltInstanceBoundsList when async building a tree with no instances
Change 3143282 on 2016/09/28 by Jack.Porter
Fix issue where client functional tests in the current map do not appear on clients running with cooked content.
Problem is that the AssetRegistry uses in-memory metadata created on load for currently-loaded assets, but cooked content only has the serialized AssetRegistry and individual assets do not contain any metadata.
Change 3143808 on 2016/09/28 by Steve.Cano
Assume that the app starts in focus at startup and don't wait for an "APP_EVENT_STATE_WINDOW_GAINED_FOCUS" event to fire, as this event will not come down from SplashActivity since it is not a NativeActivity. If the user then rotates the device in Sensor or FullSensor orientation during SplashActivity and forces an eglSurface recreation, the initial Create will properly execute if we're "in focus". Previously, the create-destroy-create cycle would not properly execute due to the EventManager thinking the app was not yet in focus, and would cause the second create to get a 0x3003 error (EGL_BAD_ALLOC)
#jira UE-35004
#ue4
#android
Change 3144880 on 2016/09/29 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3146220 on 2016/09/30 by Dmitriy.Dyomin
Adjusted device button style to make it more readable.
#jira UE-21881
Change 3146280 on 2016/09/30 by Dmitriy.Dyomin
Replaced IBuildManifest::ComputeDownloadSize with a new function
Change 3146302 on 2016/09/30 by Allan.Bentham
Added more stringent checks for ES3.1 compatibility
#jira UE-36241
Change 3146435 on 2016/09/30 by Jack.Porter
Prevent landscape grass being duplicated for PIE, causing ensure
#jira UE-36531
Change 3147532 on 2016/09/30 by Chris.Babcock
Use .sh extension for Android install scripts on Linux
#jira UE-36669
#ue4
#android
#linux
Change 3149851 on 2016/10/04 by Dmitriy.Dyomin
Mobile: Added custom depth rendering
Mobile: Added support for CustomDepth and SceneDepth in post-process materails
Change 3149852 on 2016/10/04 by Dmitriy.Dyomin
Fixed comments for SortBasePass console variable
Change 3149857 on 2016/10/04 by Jack.Porter
Remove dead code in ProceduralFoliageComponentDetails.cpp
Change 3149863 on 2016/10/04 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3149896 on 2016/10/04 by Dmitriy.Dyomin
Fixed: SkyLight makes level entire green on Android devices
#jira UE-34469
Change 3150102 on 2016/10/04 by Jack.Porter
Bring Protostar 4.13 fixes back to Dev-Mobile
Engine
- MaxDescriptorSets = 16384 to prevent crash on Mali
- Include texture formats in FRenderTargetLayoutHashableStruct to solve RT aliasing issue
- Use ERenderTargetLoadAction::EClear for planar reflection target to work around Adreno issue
- Default Adreno to SPIR-V
Contents
- Disable fog, reduce CSM shadow quality, fix device profiles
- Add PSO cache
Change 3150113 on 2016/10/04 by Jack.Porter
Ensure automation testing screenshots have Alpha=255 (fixes automation screenshots on Mobile)
Change 3150231 on 2016/10/04 by Jack.Porter
Use a new SessionID GUID each time you use the launcher to launch a session.
Change 3150608 on 2016/10/04 by Jack.Porter
Changes for automated testing screenshots on Android.
- Prevent automation screenshots from changing resolution on platforms with fixed resolution
- Set GRHIAdapterInternalDriverVersion for OpenGL and Vulkan
- Parse ImgTec/ARM/Qualcomm GRHIVendorId on OpenGL
- Added helper to convert GRHIVendorId to string
Change 3151318 on 2016/10/04 by Jack.Porter
Fixed compile error with AdapterVendor
Change 3151366 on 2016/10/04 by Jack.Porter
Prevent FTcpMessageTransportConnection deadlock on device disconnect
Change 3151397 on 2016/10/05 by Dmitriy.Dyomin
More consistent BP categories for Mobile Patching utils
Change 3151576 on 2016/10/05 by Dmitriy.Dyomin
Added on screen warning for invalid reflection captures, can be seen only in game running with FeatureLevel < SM4 and no valid capture data
Change 3151795 on 2016/10/05 by Dmitry.Rekman
Linux: update UBT to use a v8 multiarch toolchain.
- Also added toolchain build scripts and ct-ng configs.
Change 3151966 on 2016/10/05 by Allan.Bentham
Add mobile support for inverse opacity to mobile scene captures as well as SCS_SceneColorSceneDepth and SCS_SceneDepth.
#jira UEMOB-106
Change 3152664 on 2016/10/05 by Chris.Babcock
Merging //UE4/Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3152675 on 2016/10/05 by Will.Fissler
Fixed patching so that it searches for pak files as well as pkg files.
#test Patch for QAGame
Change 3152728 on 2016/10/05 by Chris.Babcock
Update ReflectionCaptureDDCVer (need to resave maps)
Change 3152910 on 2016/10/05 by Dmitry.Rekman
Linux: Fix toolchain for non-AutoSDKs (github) case (UE-36899).
Change 3152966 on 2016/10/05 by Dmitry.Rekman
Linux: Fix test for the installed SDK (UE-36899).
Change 3153004 on 2016/10/05 by Dmitry.Rekman
Linux: fix CIS (UT server case-sens errors).
Change 3153694 on 2016/10/06 by Jack.Porter
Rollback ReflectionCaptureDDCVer change as bug intended to fix UE-36919 does not repro
Change 3154766 on 2016/10/07 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3154833 on 2016/10/07 by Jack.Porter
Fix merge error of MobileShadingRenderer.cpp
Change 3154848 on 2016/10/07 by Allan.Bentham
Fix mobile scene capture's clear code
Change 3154875 on 2016/10/07 by Allan.Bentham
fix vk build issues
Change 3154941 on 2016/10/07 by Allan.Bentham
Fix gearvr build fail
Change 3154950 on 2016/10/07 by Allan.Bentham
Fix shadowed local variable vk build warning on android.
Change 3155909 on 2016/10/07 by Ben.Marsh
UBT: Attempt to work around C1076 error ("internal heap limit reached: use /Zm to specify a higher limit"), encountered when building with XGE. Specify the AutoReserveMemory attribute on XGE tool tasks that manipulate precompiled headers.
[CL 3155988 by Chris Babcock in Main branch]
2016-10-07 23:11:00 -04:00
|
|
|
CurrentDevicePtr = DeviceEntry;
|
2015-09-30 03:39:09 -04:00
|
|
|
|
|
|
|
|
if (DeviceEntry.IsValid())
|
|
|
|
|
{
|
|
|
|
|
ITargetDevicePtr PinnedPtr = DeviceEntry->DeviceWeakPtr.Pin();
|
|
|
|
|
if (PinnedPtr.IsValid() && PinnedPtr->IsConnected())
|
|
|
|
|
{
|
|
|
|
|
CurrentDeviceOutputPtr = PinnedPtr->CreateDeviceOutputRouter(this);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3155909)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3118534 on 2016/09/08 by Steve.Cano
Certain non-looping SFX would not properly fire "Stop" events when the effect was finished, and therefore Sound Mixes that should end at the end of a SFX (such as ducking the BGM volume) were not properly finishing. Fixing the IsSourceFinished call to check the Position of the player to determine if we are actually done playing, which was not working properly before for PCM sounds.
#jira UE-35016
#ue4
#android
Change 3119125 on 2016/09/09 by Dmitriy.Dyomin
Mobile launcher profile wizard:
Fixed case where DLC will not be built if user selects non Development build configuration
Fixed case where project maps will be empty if UE4 and project located on different drives
Change 3122584 on 2016/09/13 by Allan.Bentham
Add simple clip plane for planar reflections.
#jira UE-32449
Change 3129390 on 2016/09/16 by Chris.Babcock
Fixed ES 3.1 detection to also support devices returning ES 3.2 support (eg Note 7)
#jira UE-35598
Change 3129867 on 2016/09/18 by Jack.Porter
Fixed ES 3.1 detection to also support devices returning ES 3.2 support (eg Note 7)
#jira UE-35598
Change 3131961 on 2016/09/20 by Allan.Bentham
Fix missing editor widgets and gamma incorrectness when mobileHDR == false.
Fix editor widget rendering when hdr encoding is active.
#jira UE-34281
Change 3132717 on 2016/09/20 by Chris.Babcock
Add $S(ProjectDir) to UPL
#jira UE-35483
#ue4
Change 3132940 on 2016/09/20 by Chris.Babcock
Corrected case for some include files (contributed by Yukariin)
#jira UE-33816
#PR #2636
#ue4
#android
Change 3134098 on 2016/09/21 by Allan.Bentham
Mobile CSM shadow quality controllable via quality levels.
#jira UEMOB-74
Change 3134931 on 2016/09/21 by Chris.Babcock
Allow Windows types in vulkan.h
#jira UE-36270
#ue4
#vulkan
Change 3135380 on 2016/09/21 by Dmitriy.Dyomin
Plugin which exposes some of BuildPatchServices functionality to BP. Inteded to be used on mobile platforms for donwloading game content.
Right now misses: IOS download directory and iOS WiFi detection
#jira UEMOB-157
Change 3136004 on 2016/09/22 by Allan.Bentham
Add project option to disable vertex fog on mobile.
Vertex fog is now enabled even when mobile HDR is not.
#jira UEMOB-148
Change 3137377 on 2016/09/22 by Dmitriy.Dyomin
Fix compile error from CL# 3135380
Change 3139571 on 2016/09/26 by Jack.Porter
Applied deferred change CL 3101462 to mobile to make planar reflections no longer update GPU particles
Change 3139663 on 2016/09/26 by Jack.Porter
Include Android shader cache files when packaging
Change 3142839 on 2016/09/28 by Dmitriy.Dyomin
Added WiFi connection detection on iOS
Change 3142845 on 2016/09/28 by Jack.Porter
Fixed various issues with TcpMessageTransport discovered when transferring automation testing screenshots from mobile devices
- socket not readable or writable is not an error condition if output buffer is full
- messages were previously limited to 64kb but screenshots overflowed this
- messages over 8kb were not reliably received as the inbound buffer was full so the available bytes was always less than the message length
- sending large messages was not reliable due to the output buffer being full
Change 3143280 on 2016/09/28 by Jack.Porter
Clear out UnbuiltInstanceBoundsList when async building a tree with no instances
Change 3143282 on 2016/09/28 by Jack.Porter
Fix issue where client functional tests in the current map do not appear on clients running with cooked content.
Problem is that the AssetRegistry uses in-memory metadata created on load for currently-loaded assets, but cooked content only has the serialized AssetRegistry and individual assets do not contain any metadata.
Change 3143808 on 2016/09/28 by Steve.Cano
Assume that the app starts in focus at startup and don't wait for an "APP_EVENT_STATE_WINDOW_GAINED_FOCUS" event to fire, as this event will not come down from SplashActivity since it is not a NativeActivity. If the user then rotates the device in Sensor or FullSensor orientation during SplashActivity and forces an eglSurface recreation, the initial Create will properly execute if we're "in focus". Previously, the create-destroy-create cycle would not properly execute due to the EventManager thinking the app was not yet in focus, and would cause the second create to get a 0x3003 error (EGL_BAD_ALLOC)
#jira UE-35004
#ue4
#android
Change 3144880 on 2016/09/29 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3146220 on 2016/09/30 by Dmitriy.Dyomin
Adjusted device button style to make it more readable.
#jira UE-21881
Change 3146280 on 2016/09/30 by Dmitriy.Dyomin
Replaced IBuildManifest::ComputeDownloadSize with a new function
Change 3146302 on 2016/09/30 by Allan.Bentham
Added more stringent checks for ES3.1 compatibility
#jira UE-36241
Change 3146435 on 2016/09/30 by Jack.Porter
Prevent landscape grass being duplicated for PIE, causing ensure
#jira UE-36531
Change 3147532 on 2016/09/30 by Chris.Babcock
Use .sh extension for Android install scripts on Linux
#jira UE-36669
#ue4
#android
#linux
Change 3149851 on 2016/10/04 by Dmitriy.Dyomin
Mobile: Added custom depth rendering
Mobile: Added support for CustomDepth and SceneDepth in post-process materails
Change 3149852 on 2016/10/04 by Dmitriy.Dyomin
Fixed comments for SortBasePass console variable
Change 3149857 on 2016/10/04 by Jack.Porter
Remove dead code in ProceduralFoliageComponentDetails.cpp
Change 3149863 on 2016/10/04 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3149896 on 2016/10/04 by Dmitriy.Dyomin
Fixed: SkyLight makes level entire green on Android devices
#jira UE-34469
Change 3150102 on 2016/10/04 by Jack.Porter
Bring Protostar 4.13 fixes back to Dev-Mobile
Engine
- MaxDescriptorSets = 16384 to prevent crash on Mali
- Include texture formats in FRenderTargetLayoutHashableStruct to solve RT aliasing issue
- Use ERenderTargetLoadAction::EClear for planar reflection target to work around Adreno issue
- Default Adreno to SPIR-V
Contents
- Disable fog, reduce CSM shadow quality, fix device profiles
- Add PSO cache
Change 3150113 on 2016/10/04 by Jack.Porter
Ensure automation testing screenshots have Alpha=255 (fixes automation screenshots on Mobile)
Change 3150231 on 2016/10/04 by Jack.Porter
Use a new SessionID GUID each time you use the launcher to launch a session.
Change 3150608 on 2016/10/04 by Jack.Porter
Changes for automated testing screenshots on Android.
- Prevent automation screenshots from changing resolution on platforms with fixed resolution
- Set GRHIAdapterInternalDriverVersion for OpenGL and Vulkan
- Parse ImgTec/ARM/Qualcomm GRHIVendorId on OpenGL
- Added helper to convert GRHIVendorId to string
Change 3151318 on 2016/10/04 by Jack.Porter
Fixed compile error with AdapterVendor
Change 3151366 on 2016/10/04 by Jack.Porter
Prevent FTcpMessageTransportConnection deadlock on device disconnect
Change 3151397 on 2016/10/05 by Dmitriy.Dyomin
More consistent BP categories for Mobile Patching utils
Change 3151576 on 2016/10/05 by Dmitriy.Dyomin
Added on screen warning for invalid reflection captures, can be seen only in game running with FeatureLevel < SM4 and no valid capture data
Change 3151795 on 2016/10/05 by Dmitry.Rekman
Linux: update UBT to use a v8 multiarch toolchain.
- Also added toolchain build scripts and ct-ng configs.
Change 3151966 on 2016/10/05 by Allan.Bentham
Add mobile support for inverse opacity to mobile scene captures as well as SCS_SceneColorSceneDepth and SCS_SceneDepth.
#jira UEMOB-106
Change 3152664 on 2016/10/05 by Chris.Babcock
Merging //UE4/Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3152675 on 2016/10/05 by Will.Fissler
Fixed patching so that it searches for pak files as well as pkg files.
#test Patch for QAGame
Change 3152728 on 2016/10/05 by Chris.Babcock
Update ReflectionCaptureDDCVer (need to resave maps)
Change 3152910 on 2016/10/05 by Dmitry.Rekman
Linux: Fix toolchain for non-AutoSDKs (github) case (UE-36899).
Change 3152966 on 2016/10/05 by Dmitry.Rekman
Linux: Fix test for the installed SDK (UE-36899).
Change 3153004 on 2016/10/05 by Dmitry.Rekman
Linux: fix CIS (UT server case-sens errors).
Change 3153694 on 2016/10/06 by Jack.Porter
Rollback ReflectionCaptureDDCVer change as bug intended to fix UE-36919 does not repro
Change 3154766 on 2016/10/07 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3154833 on 2016/10/07 by Jack.Porter
Fix merge error of MobileShadingRenderer.cpp
Change 3154848 on 2016/10/07 by Allan.Bentham
Fix mobile scene capture's clear code
Change 3154875 on 2016/10/07 by Allan.Bentham
fix vk build issues
Change 3154941 on 2016/10/07 by Allan.Bentham
Fix gearvr build fail
Change 3154950 on 2016/10/07 by Allan.Bentham
Fix shadowed local variable vk build warning on android.
Change 3155909 on 2016/10/07 by Ben.Marsh
UBT: Attempt to work around C1076 error ("internal heap limit reached: use /Zm to specify a higher limit"), encountered when building with XGE. Specify the AutoReserveMemory attribute on XGE tool tasks that manipulate precompiled headers.
[CL 3155988 by Chris Babcock in Main branch]
2016-10-07 23:11:00 -04:00
|
|
|
TSharedRef<SWidget> SDeviceOutputLog::MakeDeviceComboButtonMenu()
|
|
|
|
|
{
|
|
|
|
|
FMenuBuilder MenuBuilder(/*bInShouldCloseWindowAfterMenuSelection=*/true, nullptr);
|
|
|
|
|
for (const FTargetDeviceEntryPtr& TargetDeviceEntryPtr : DeviceList)
|
|
|
|
|
{
|
|
|
|
|
TSharedRef<SWidget> MenuEntryWidget = GenerateWidgetForDeviceComboBox(TargetDeviceEntryPtr);
|
|
|
|
|
|
|
|
|
|
MenuBuilder.AddMenuEntry(
|
|
|
|
|
FUIAction(FExecuteAction::CreateSP(this, &SDeviceOutputLog::OnDeviceSelectionChanged, TargetDeviceEntryPtr)),
|
|
|
|
|
MenuEntryWidget
|
|
|
|
|
);
|
|
|
|
|
}
|
|
|
|
|
return MenuBuilder.MakeWidget();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
TSharedRef<SWidget> SDeviceOutputLog::GenerateWidgetForDeviceComboBox(const FTargetDeviceEntryPtr& DeviceEntry) const
|
2015-09-30 03:39:09 -04:00
|
|
|
{
|
|
|
|
|
return
|
|
|
|
|
SNew(SBox)
|
|
|
|
|
[
|
|
|
|
|
SNew(SHorizontalBox)
|
|
|
|
|
|
|
|
|
|
+SHorizontalBox::Slot()
|
|
|
|
|
.AutoWidth()
|
|
|
|
|
[
|
|
|
|
|
SNew(SBox)
|
|
|
|
|
.WidthOverride(24)
|
|
|
|
|
.HeightOverride(24)
|
|
|
|
|
[
|
|
|
|
|
SNew(SImage).Image(GetTargetDeviceBrush(DeviceEntry))
|
|
|
|
|
]
|
|
|
|
|
]
|
|
|
|
|
|
|
|
|
|
+SHorizontalBox::Slot()
|
|
|
|
|
.VAlign(VAlign_Center)
|
|
|
|
|
.Padding(FMargin(4.0f, 0.0f))
|
|
|
|
|
[
|
|
|
|
|
SNew(STextBlock).Text(this, &SDeviceOutputLog::GetTargetDeviceText, DeviceEntry)
|
|
|
|
|
]
|
|
|
|
|
];
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
const FSlateBrush* SDeviceOutputLog::GetTargetDeviceBrush(FTargetDeviceEntryPtr DeviceEntry) const
|
|
|
|
|
{
|
|
|
|
|
if (DeviceEntry.IsValid())
|
|
|
|
|
{
|
|
|
|
|
return DeviceEntry->DeviceIconBrush;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
return FEditorStyle::GetBrush("Launcher.Instance_Unknown");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
const FSlateBrush* SDeviceOutputLog::GetSelectedTargetDeviceBrush() const
|
|
|
|
|
{
|
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3155909)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3118534 on 2016/09/08 by Steve.Cano
Certain non-looping SFX would not properly fire "Stop" events when the effect was finished, and therefore Sound Mixes that should end at the end of a SFX (such as ducking the BGM volume) were not properly finishing. Fixing the IsSourceFinished call to check the Position of the player to determine if we are actually done playing, which was not working properly before for PCM sounds.
#jira UE-35016
#ue4
#android
Change 3119125 on 2016/09/09 by Dmitriy.Dyomin
Mobile launcher profile wizard:
Fixed case where DLC will not be built if user selects non Development build configuration
Fixed case where project maps will be empty if UE4 and project located on different drives
Change 3122584 on 2016/09/13 by Allan.Bentham
Add simple clip plane for planar reflections.
#jira UE-32449
Change 3129390 on 2016/09/16 by Chris.Babcock
Fixed ES 3.1 detection to also support devices returning ES 3.2 support (eg Note 7)
#jira UE-35598
Change 3129867 on 2016/09/18 by Jack.Porter
Fixed ES 3.1 detection to also support devices returning ES 3.2 support (eg Note 7)
#jira UE-35598
Change 3131961 on 2016/09/20 by Allan.Bentham
Fix missing editor widgets and gamma incorrectness when mobileHDR == false.
Fix editor widget rendering when hdr encoding is active.
#jira UE-34281
Change 3132717 on 2016/09/20 by Chris.Babcock
Add $S(ProjectDir) to UPL
#jira UE-35483
#ue4
Change 3132940 on 2016/09/20 by Chris.Babcock
Corrected case for some include files (contributed by Yukariin)
#jira UE-33816
#PR #2636
#ue4
#android
Change 3134098 on 2016/09/21 by Allan.Bentham
Mobile CSM shadow quality controllable via quality levels.
#jira UEMOB-74
Change 3134931 on 2016/09/21 by Chris.Babcock
Allow Windows types in vulkan.h
#jira UE-36270
#ue4
#vulkan
Change 3135380 on 2016/09/21 by Dmitriy.Dyomin
Plugin which exposes some of BuildPatchServices functionality to BP. Inteded to be used on mobile platforms for donwloading game content.
Right now misses: IOS download directory and iOS WiFi detection
#jira UEMOB-157
Change 3136004 on 2016/09/22 by Allan.Bentham
Add project option to disable vertex fog on mobile.
Vertex fog is now enabled even when mobile HDR is not.
#jira UEMOB-148
Change 3137377 on 2016/09/22 by Dmitriy.Dyomin
Fix compile error from CL# 3135380
Change 3139571 on 2016/09/26 by Jack.Porter
Applied deferred change CL 3101462 to mobile to make planar reflections no longer update GPU particles
Change 3139663 on 2016/09/26 by Jack.Porter
Include Android shader cache files when packaging
Change 3142839 on 2016/09/28 by Dmitriy.Dyomin
Added WiFi connection detection on iOS
Change 3142845 on 2016/09/28 by Jack.Porter
Fixed various issues with TcpMessageTransport discovered when transferring automation testing screenshots from mobile devices
- socket not readable or writable is not an error condition if output buffer is full
- messages were previously limited to 64kb but screenshots overflowed this
- messages over 8kb were not reliably received as the inbound buffer was full so the available bytes was always less than the message length
- sending large messages was not reliable due to the output buffer being full
Change 3143280 on 2016/09/28 by Jack.Porter
Clear out UnbuiltInstanceBoundsList when async building a tree with no instances
Change 3143282 on 2016/09/28 by Jack.Porter
Fix issue where client functional tests in the current map do not appear on clients running with cooked content.
Problem is that the AssetRegistry uses in-memory metadata created on load for currently-loaded assets, but cooked content only has the serialized AssetRegistry and individual assets do not contain any metadata.
Change 3143808 on 2016/09/28 by Steve.Cano
Assume that the app starts in focus at startup and don't wait for an "APP_EVENT_STATE_WINDOW_GAINED_FOCUS" event to fire, as this event will not come down from SplashActivity since it is not a NativeActivity. If the user then rotates the device in Sensor or FullSensor orientation during SplashActivity and forces an eglSurface recreation, the initial Create will properly execute if we're "in focus". Previously, the create-destroy-create cycle would not properly execute due to the EventManager thinking the app was not yet in focus, and would cause the second create to get a 0x3003 error (EGL_BAD_ALLOC)
#jira UE-35004
#ue4
#android
Change 3144880 on 2016/09/29 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3146220 on 2016/09/30 by Dmitriy.Dyomin
Adjusted device button style to make it more readable.
#jira UE-21881
Change 3146280 on 2016/09/30 by Dmitriy.Dyomin
Replaced IBuildManifest::ComputeDownloadSize with a new function
Change 3146302 on 2016/09/30 by Allan.Bentham
Added more stringent checks for ES3.1 compatibility
#jira UE-36241
Change 3146435 on 2016/09/30 by Jack.Porter
Prevent landscape grass being duplicated for PIE, causing ensure
#jira UE-36531
Change 3147532 on 2016/09/30 by Chris.Babcock
Use .sh extension for Android install scripts on Linux
#jira UE-36669
#ue4
#android
#linux
Change 3149851 on 2016/10/04 by Dmitriy.Dyomin
Mobile: Added custom depth rendering
Mobile: Added support for CustomDepth and SceneDepth in post-process materails
Change 3149852 on 2016/10/04 by Dmitriy.Dyomin
Fixed comments for SortBasePass console variable
Change 3149857 on 2016/10/04 by Jack.Porter
Remove dead code in ProceduralFoliageComponentDetails.cpp
Change 3149863 on 2016/10/04 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3149896 on 2016/10/04 by Dmitriy.Dyomin
Fixed: SkyLight makes level entire green on Android devices
#jira UE-34469
Change 3150102 on 2016/10/04 by Jack.Porter
Bring Protostar 4.13 fixes back to Dev-Mobile
Engine
- MaxDescriptorSets = 16384 to prevent crash on Mali
- Include texture formats in FRenderTargetLayoutHashableStruct to solve RT aliasing issue
- Use ERenderTargetLoadAction::EClear for planar reflection target to work around Adreno issue
- Default Adreno to SPIR-V
Contents
- Disable fog, reduce CSM shadow quality, fix device profiles
- Add PSO cache
Change 3150113 on 2016/10/04 by Jack.Porter
Ensure automation testing screenshots have Alpha=255 (fixes automation screenshots on Mobile)
Change 3150231 on 2016/10/04 by Jack.Porter
Use a new SessionID GUID each time you use the launcher to launch a session.
Change 3150608 on 2016/10/04 by Jack.Porter
Changes for automated testing screenshots on Android.
- Prevent automation screenshots from changing resolution on platforms with fixed resolution
- Set GRHIAdapterInternalDriverVersion for OpenGL and Vulkan
- Parse ImgTec/ARM/Qualcomm GRHIVendorId on OpenGL
- Added helper to convert GRHIVendorId to string
Change 3151318 on 2016/10/04 by Jack.Porter
Fixed compile error with AdapterVendor
Change 3151366 on 2016/10/04 by Jack.Porter
Prevent FTcpMessageTransportConnection deadlock on device disconnect
Change 3151397 on 2016/10/05 by Dmitriy.Dyomin
More consistent BP categories for Mobile Patching utils
Change 3151576 on 2016/10/05 by Dmitriy.Dyomin
Added on screen warning for invalid reflection captures, can be seen only in game running with FeatureLevel < SM4 and no valid capture data
Change 3151795 on 2016/10/05 by Dmitry.Rekman
Linux: update UBT to use a v8 multiarch toolchain.
- Also added toolchain build scripts and ct-ng configs.
Change 3151966 on 2016/10/05 by Allan.Bentham
Add mobile support for inverse opacity to mobile scene captures as well as SCS_SceneColorSceneDepth and SCS_SceneDepth.
#jira UEMOB-106
Change 3152664 on 2016/10/05 by Chris.Babcock
Merging //UE4/Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3152675 on 2016/10/05 by Will.Fissler
Fixed patching so that it searches for pak files as well as pkg files.
#test Patch for QAGame
Change 3152728 on 2016/10/05 by Chris.Babcock
Update ReflectionCaptureDDCVer (need to resave maps)
Change 3152910 on 2016/10/05 by Dmitry.Rekman
Linux: Fix toolchain for non-AutoSDKs (github) case (UE-36899).
Change 3152966 on 2016/10/05 by Dmitry.Rekman
Linux: Fix test for the installed SDK (UE-36899).
Change 3153004 on 2016/10/05 by Dmitry.Rekman
Linux: fix CIS (UT server case-sens errors).
Change 3153694 on 2016/10/06 by Jack.Porter
Rollback ReflectionCaptureDDCVer change as bug intended to fix UE-36919 does not repro
Change 3154766 on 2016/10/07 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3154833 on 2016/10/07 by Jack.Porter
Fix merge error of MobileShadingRenderer.cpp
Change 3154848 on 2016/10/07 by Allan.Bentham
Fix mobile scene capture's clear code
Change 3154875 on 2016/10/07 by Allan.Bentham
fix vk build issues
Change 3154941 on 2016/10/07 by Allan.Bentham
Fix gearvr build fail
Change 3154950 on 2016/10/07 by Allan.Bentham
Fix shadowed local variable vk build warning on android.
Change 3155909 on 2016/10/07 by Ben.Marsh
UBT: Attempt to work around C1076 error ("internal heap limit reached: use /Zm to specify a higher limit"), encountered when building with XGE. Specify the AutoReserveMemory attribute on XGE tool tasks that manipulate precompiled headers.
[CL 3155988 by Chris Babcock in Main branch]
2016-10-07 23:11:00 -04:00
|
|
|
return GetTargetDeviceBrush(CurrentDevicePtr);
|
2015-09-30 03:39:09 -04:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
FText SDeviceOutputLog::GetTargetDeviceText(FTargetDeviceEntryPtr DeviceEntry) const
|
|
|
|
|
{
|
|
|
|
|
if (DeviceEntry.IsValid())
|
|
|
|
|
{
|
|
|
|
|
ITargetDevicePtr PinnedPtr = DeviceEntry->DeviceWeakPtr.Pin();
|
|
|
|
|
if (PinnedPtr.IsValid() && PinnedPtr->IsConnected())
|
|
|
|
|
{
|
2018-02-22 11:25:06 -05:00
|
|
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FString DeviceName = PinnedPtr->GetName();
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return FText::FromString(DeviceName);
|
2015-09-30 03:39:09 -04:00
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}
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|
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else
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|
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{
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2018-02-22 11:25:06 -05:00
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|
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FString DeviceName = DeviceEntry->DeviceId.GetDeviceName();
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|
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return FText::Format(NSLOCTEXT("OutputLog", "TargetDeviceOffline", "{0} (Offline)"), FText::FromString(DeviceName));
|
2015-09-30 03:39:09 -04:00
|
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|
}
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}
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else
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{
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return NSLOCTEXT("OutputLog", "UnknownTargetDevice", "<Unknown device>");
|
|
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}
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|
|
|
|
}
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FText SDeviceOutputLog::GetSelectedTargetDeviceText() const
|
|
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{
|
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3155909)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3118534 on 2016/09/08 by Steve.Cano
Certain non-looping SFX would not properly fire "Stop" events when the effect was finished, and therefore Sound Mixes that should end at the end of a SFX (such as ducking the BGM volume) were not properly finishing. Fixing the IsSourceFinished call to check the Position of the player to determine if we are actually done playing, which was not working properly before for PCM sounds.
#jira UE-35016
#ue4
#android
Change 3119125 on 2016/09/09 by Dmitriy.Dyomin
Mobile launcher profile wizard:
Fixed case where DLC will not be built if user selects non Development build configuration
Fixed case where project maps will be empty if UE4 and project located on different drives
Change 3122584 on 2016/09/13 by Allan.Bentham
Add simple clip plane for planar reflections.
#jira UE-32449
Change 3129390 on 2016/09/16 by Chris.Babcock
Fixed ES 3.1 detection to also support devices returning ES 3.2 support (eg Note 7)
#jira UE-35598
Change 3129867 on 2016/09/18 by Jack.Porter
Fixed ES 3.1 detection to also support devices returning ES 3.2 support (eg Note 7)
#jira UE-35598
Change 3131961 on 2016/09/20 by Allan.Bentham
Fix missing editor widgets and gamma incorrectness when mobileHDR == false.
Fix editor widget rendering when hdr encoding is active.
#jira UE-34281
Change 3132717 on 2016/09/20 by Chris.Babcock
Add $S(ProjectDir) to UPL
#jira UE-35483
#ue4
Change 3132940 on 2016/09/20 by Chris.Babcock
Corrected case for some include files (contributed by Yukariin)
#jira UE-33816
#PR #2636
#ue4
#android
Change 3134098 on 2016/09/21 by Allan.Bentham
Mobile CSM shadow quality controllable via quality levels.
#jira UEMOB-74
Change 3134931 on 2016/09/21 by Chris.Babcock
Allow Windows types in vulkan.h
#jira UE-36270
#ue4
#vulkan
Change 3135380 on 2016/09/21 by Dmitriy.Dyomin
Plugin which exposes some of BuildPatchServices functionality to BP. Inteded to be used on mobile platforms for donwloading game content.
Right now misses: IOS download directory and iOS WiFi detection
#jira UEMOB-157
Change 3136004 on 2016/09/22 by Allan.Bentham
Add project option to disable vertex fog on mobile.
Vertex fog is now enabled even when mobile HDR is not.
#jira UEMOB-148
Change 3137377 on 2016/09/22 by Dmitriy.Dyomin
Fix compile error from CL# 3135380
Change 3139571 on 2016/09/26 by Jack.Porter
Applied deferred change CL 3101462 to mobile to make planar reflections no longer update GPU particles
Change 3139663 on 2016/09/26 by Jack.Porter
Include Android shader cache files when packaging
Change 3142839 on 2016/09/28 by Dmitriy.Dyomin
Added WiFi connection detection on iOS
Change 3142845 on 2016/09/28 by Jack.Porter
Fixed various issues with TcpMessageTransport discovered when transferring automation testing screenshots from mobile devices
- socket not readable or writable is not an error condition if output buffer is full
- messages were previously limited to 64kb but screenshots overflowed this
- messages over 8kb were not reliably received as the inbound buffer was full so the available bytes was always less than the message length
- sending large messages was not reliable due to the output buffer being full
Change 3143280 on 2016/09/28 by Jack.Porter
Clear out UnbuiltInstanceBoundsList when async building a tree with no instances
Change 3143282 on 2016/09/28 by Jack.Porter
Fix issue where client functional tests in the current map do not appear on clients running with cooked content.
Problem is that the AssetRegistry uses in-memory metadata created on load for currently-loaded assets, but cooked content only has the serialized AssetRegistry and individual assets do not contain any metadata.
Change 3143808 on 2016/09/28 by Steve.Cano
Assume that the app starts in focus at startup and don't wait for an "APP_EVENT_STATE_WINDOW_GAINED_FOCUS" event to fire, as this event will not come down from SplashActivity since it is not a NativeActivity. If the user then rotates the device in Sensor or FullSensor orientation during SplashActivity and forces an eglSurface recreation, the initial Create will properly execute if we're "in focus". Previously, the create-destroy-create cycle would not properly execute due to the EventManager thinking the app was not yet in focus, and would cause the second create to get a 0x3003 error (EGL_BAD_ALLOC)
#jira UE-35004
#ue4
#android
Change 3144880 on 2016/09/29 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3146220 on 2016/09/30 by Dmitriy.Dyomin
Adjusted device button style to make it more readable.
#jira UE-21881
Change 3146280 on 2016/09/30 by Dmitriy.Dyomin
Replaced IBuildManifest::ComputeDownloadSize with a new function
Change 3146302 on 2016/09/30 by Allan.Bentham
Added more stringent checks for ES3.1 compatibility
#jira UE-36241
Change 3146435 on 2016/09/30 by Jack.Porter
Prevent landscape grass being duplicated for PIE, causing ensure
#jira UE-36531
Change 3147532 on 2016/09/30 by Chris.Babcock
Use .sh extension for Android install scripts on Linux
#jira UE-36669
#ue4
#android
#linux
Change 3149851 on 2016/10/04 by Dmitriy.Dyomin
Mobile: Added custom depth rendering
Mobile: Added support for CustomDepth and SceneDepth in post-process materails
Change 3149852 on 2016/10/04 by Dmitriy.Dyomin
Fixed comments for SortBasePass console variable
Change 3149857 on 2016/10/04 by Jack.Porter
Remove dead code in ProceduralFoliageComponentDetails.cpp
Change 3149863 on 2016/10/04 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3149896 on 2016/10/04 by Dmitriy.Dyomin
Fixed: SkyLight makes level entire green on Android devices
#jira UE-34469
Change 3150102 on 2016/10/04 by Jack.Porter
Bring Protostar 4.13 fixes back to Dev-Mobile
Engine
- MaxDescriptorSets = 16384 to prevent crash on Mali
- Include texture formats in FRenderTargetLayoutHashableStruct to solve RT aliasing issue
- Use ERenderTargetLoadAction::EClear for planar reflection target to work around Adreno issue
- Default Adreno to SPIR-V
Contents
- Disable fog, reduce CSM shadow quality, fix device profiles
- Add PSO cache
Change 3150113 on 2016/10/04 by Jack.Porter
Ensure automation testing screenshots have Alpha=255 (fixes automation screenshots on Mobile)
Change 3150231 on 2016/10/04 by Jack.Porter
Use a new SessionID GUID each time you use the launcher to launch a session.
Change 3150608 on 2016/10/04 by Jack.Porter
Changes for automated testing screenshots on Android.
- Prevent automation screenshots from changing resolution on platforms with fixed resolution
- Set GRHIAdapterInternalDriverVersion for OpenGL and Vulkan
- Parse ImgTec/ARM/Qualcomm GRHIVendorId on OpenGL
- Added helper to convert GRHIVendorId to string
Change 3151318 on 2016/10/04 by Jack.Porter
Fixed compile error with AdapterVendor
Change 3151366 on 2016/10/04 by Jack.Porter
Prevent FTcpMessageTransportConnection deadlock on device disconnect
Change 3151397 on 2016/10/05 by Dmitriy.Dyomin
More consistent BP categories for Mobile Patching utils
Change 3151576 on 2016/10/05 by Dmitriy.Dyomin
Added on screen warning for invalid reflection captures, can be seen only in game running with FeatureLevel < SM4 and no valid capture data
Change 3151795 on 2016/10/05 by Dmitry.Rekman
Linux: update UBT to use a v8 multiarch toolchain.
- Also added toolchain build scripts and ct-ng configs.
Change 3151966 on 2016/10/05 by Allan.Bentham
Add mobile support for inverse opacity to mobile scene captures as well as SCS_SceneColorSceneDepth and SCS_SceneDepth.
#jira UEMOB-106
Change 3152664 on 2016/10/05 by Chris.Babcock
Merging //UE4/Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3152675 on 2016/10/05 by Will.Fissler
Fixed patching so that it searches for pak files as well as pkg files.
#test Patch for QAGame
Change 3152728 on 2016/10/05 by Chris.Babcock
Update ReflectionCaptureDDCVer (need to resave maps)
Change 3152910 on 2016/10/05 by Dmitry.Rekman
Linux: Fix toolchain for non-AutoSDKs (github) case (UE-36899).
Change 3152966 on 2016/10/05 by Dmitry.Rekman
Linux: Fix test for the installed SDK (UE-36899).
Change 3153004 on 2016/10/05 by Dmitry.Rekman
Linux: fix CIS (UT server case-sens errors).
Change 3153694 on 2016/10/06 by Jack.Porter
Rollback ReflectionCaptureDDCVer change as bug intended to fix UE-36919 does not repro
Change 3154766 on 2016/10/07 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3154833 on 2016/10/07 by Jack.Porter
Fix merge error of MobileShadingRenderer.cpp
Change 3154848 on 2016/10/07 by Allan.Bentham
Fix mobile scene capture's clear code
Change 3154875 on 2016/10/07 by Allan.Bentham
fix vk build issues
Change 3154941 on 2016/10/07 by Allan.Bentham
Fix gearvr build fail
Change 3154950 on 2016/10/07 by Allan.Bentham
Fix shadowed local variable vk build warning on android.
Change 3155909 on 2016/10/07 by Ben.Marsh
UBT: Attempt to work around C1076 error ("internal heap limit reached: use /Zm to specify a higher limit"), encountered when building with XGE. Specify the AutoReserveMemory attribute on XGE tool tasks that manipulate precompiled headers.
[CL 3155988 by Chris Babcock in Main branch]
2016-10-07 23:11:00 -04:00
|
|
|
return GetTargetDeviceText(CurrentDevicePtr);
|
2015-09-30 03:39:09 -04:00
|
|
|
}
|