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UnrealEngineUWP/Engine/Source/Runtime/Android/AndroidLocalNotification/Private/AndroidLocalNotification.cpp

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// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3147796) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2948319 on 2016/04/19 by Nick.Shin update zlib to v1.2.8 part 1 of 4 - doing this in stages for tracking purposes #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library Change 2948322 on 2016/04/19 by Nick.Shin update libwebsockets to v1.7.4 part 4 of 4 - doing this in stages for tracking purposes #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 2948661 on 2016/04/19 by Nick.Shin keep using old zlibs until they are recompiled with the newer version Change 2948737 on 2016/04/19 by Nick.Shin build warning fix Change 2949334 on 2016/04/20 by Nick.Shin fix library path for some reason, NetworkFileSystem and HttpNetworkReplayStreaming on Mac platform needs full path - even though lib path was set... Change 2951556 on 2016/04/21 by Nick.Shin static libs double checked #jira UE-29674 - Editor fails to open in Dev-Platform Change 2951559 on 2016/04/21 by Nick.Shin static libs double checked forgot these files - they were in another changelist #jira UE-29674 - Editor fails to open in Dev-Platform Change 2952411 on 2016/04/22 by Nick.Shin add win32 build targets for zlib openssl libcurl libwebsockets part 1 of 2: these are the C# build scripts Change 2970016 on 2016/05/07 by Nick.Shin undo all of the following upgrades: - zlib - openssl - libcurl - libwebsockets and reset webrtc #jira UE-30298 - Fortnite and Orion crash on login Change 3118163 on 2016/09/08 by Josh.Adams perm test 2, not a useful file at all Change 3121142 on 2016/09/12 by Daniel.Lamb Attempt to fix deterministic cooking issue for particlelodlevel. Ensure the spawn module has had postload called on it before using. #test Paragon cook Change 3121150 on 2016/09/12 by Daniel.Lamb Added warning logs to help track down issue UE-33453. Change 3121201 on 2016/09/12 by Keith.Judge Xbox One - Replicate CL 3114357 from 4.13 branch. ESRAM clear on create fix. Change 3121302 on 2016/09/12 by Joe.Graf Fixed up the IMPLEMENT_MODULE macro usage to avoid the link errors Change 3121379 on 2016/09/12 by Dmitry.Rekman Linux: only link libraries that export needed symbols (UE-35720). - Fixes very long startup times of modular builds. - Includes PR #2778 by slonopotamus. #jira UE-35720 Change 3121383 on 2016/09/12 by Dmitry.Rekman Linux: added some missing _API declarations on symbols used externally. - Compiling editor with -fvisibility=hidden works after this fix (although running still doesn't). Change 3121456 on 2016/09/12 by Daniel.Lamb Attempt to fix deterministic cooking issue for particlelodlevel. Ensure the spawn module has had postload called on it before using. #test Paragon cook Change 3122939 on 2016/09/13 by Luke.Thatcher [PLATFORM] [PS4] [!] Skip orbismemdmp files in the PS4 crash handler web service. - Writing these files to disk causes orbis-tm.exe to take a file lock on them, which means we can't move the crash directory to the landing zone. Change 3123040 on 2016/09/13 by Brent.Pease + Fix VS compile error by removing ENGINE_API from virtual method decls since ENGINE_API is defined for the entire class now. Change 3123664 on 2016/09/13 by Nick.Shin this was originally checked into: release 4.13.1 bringing here to dev-platform -- original submit comments -- first, safari has a problem with firing off "window resized" events - causing an infinite loop of the window "resizing" next, retina has "bigger" size calculations going off -- so y-delta checks greater than 2 are done to prevent resize event firing off in an infinite loop jira UE-35363 - Huge game window when launching onto Safari 9.1.2 Change 3125282 on 2016/09/14 by Michael.Trepka Fixed iOS and tvOS code indexing in Xcode project Change 3126812 on 2016/09/15 by Josh.Adams Merged Wolf support into Dev-Platform (hidden from almost all people still). Non-Wolf-specific changes: - Added Parse function to JsonObject.cs to be able to parse a string - Replaced some hacky post-reflection-capture functions with RHISubmitCommandsAndFlushGPU() - Split PLATFORM_HAS_BSD_SOCKET_FEATURE_GETADDRINFO off from PLATFORM_HAS_BSD_SOCKET_FEATURE_GETHOSTNAME - Converted the PS4MallocCrash class into a generic one (that Wolf is now also using) - Added AddGenericToInQueueOnlineThread(), useful running a delegate on Online thread instead of game thread - Refactored the GL shader compiler to allow Wolf to modify behavior without a lot of if WOLF checks everywhere - Added ability in the cross compiler to convert the global uniform arrays into named uniform buffer objects - Added ability for GL shader compiler to output original resources names ("VertColor" instead of "u_v[3]" or whatever) - Added "FORCELODGROUP" console command that will apply a StaticMesh LODGroup to selected meshes in the editor. This can batch-Simplygonify all meshes in a level. Should maybe become an editor tool. - Added ability for arrays of structs to specify a property to be the key. So, with LODGroups, the Name key inside the struct can be the unique key, so when you have multiple .ini files in the hierarchy overriding the same LODGroup by name, it will repalce the first with the second, instead of adding two entries with the same name. Set by @ArrayName=KeyPropertyName. Per Object Config sections need a little different handling, which uses * (see BaseDeviceProfiles.ini) - Added ability to change DeviceProfiles at runtime. Use "dp.override <name>". If you do it again to another one, it will reset the settings to what they were originally, before applying the second new DP. This is because the second DP may not set all settings the first one did, but we want to undo the first settings that the second doesn't contain. - Added FRHICommandListImmediate::IsStalled() - returns true while FRHICommandListImmediate::StallRHIThread is happening - Changed runtime GetFeatureLevelMaxTextureSamplers() calls to the new GetMaxTextureSamplers() which can now be handled by the platform. Renamed GetFeatureLevelMaxTextureSamplers to GetExpectedFeatureLevelMaxTextureSamplers() (only used by the shader editor) to guess at what maybe the samplers count will be - but it's not guaranteed correct. - Renamed a UT copy of a global function to not linker-conflict - Changed the OOMBackupMemoryPool to allow each platform to set how much memory to allocate. See FPlatformMemory::GetBackMemoryPoolSize(). Defaults to 0, which was the previous behavior with the now removed FPlatformMemory::SupportBackupMemoryPool(), which was only true in Windows and PS4. - Added an OOM delegate so other systems can get a callback after OOM occurs (after deleting the backup memory pool if it exists) - Changed SetQualityLevels() (in Scalability.cpp) to no longer change the SetBy priority when setting CVars, and now keeps the SetBy the same as it was. Helps with conflicts between game settings and device profiles. See SetWithCurrentPriority() - Added GetRenderingThreadPriority to FPlatformAffinity to allow a platform override priority. Not sure about this one, so may remove it, or maybe add more priorities for all the threads? - Added a new file into the ini hierarchy to begin fixing the Engine/Base -> Project/Default -> Engine/Platform -> Project/Platform mess. We now have Engine/Base -> Engine/BasePlatform -> Project/Default -> Engine/Platform -> Project/Platform. However, Engine/Platform will soonm be deprecated as we move things over to Engine/BasePlatform, that are safe to move. Change 3126842 on 2016/09/15 by Michael.Trepka Make SAssertPicker's search box the default widget to focus on activate so that it doesn't get deactivated on Mac, where we get the window activation event in a tick after SAssertPicker creation. Change 3126956 on 2016/09/15 by Michael.Trepka Added support for compiling Vulkan shaders for Android on Mac Change 3127206 on 2016/09/15 by Michael.Trepka PR #2604: Remove some warnings. (Contributed by reapazor) Change 3127324 on 2016/09/15 by Michael.Trepka Allow third party dylibs on Mac to be loaded from plugin subfolders Change 3127924 on 2016/09/16 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3128369 on 2016/09/16 by Nick.Shin zlib 1.2.8 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128377 on 2016/09/16 by Nick.Shin openssl 1_0_2h headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128383 on 2016/09/16 by Nick.Shin libcurl 7_48_0 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128384 on 2016/09/16 by Nick.Shin libwebsockets 1.7.4 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128464 on 2016/09/16 by Nick.Shin webRTC rev.12643 NOTE: VS2015 - only Win64 is available - Win32 versions is crashing (e.g. EpicGamesLauncher) at the moment NOTE: VS2013 - not tested (i'm working on getting a VS2013 pro license) - so not checking in with this changelist - also, VS2013 is no longer supported by webRTC build scripts, so it will be old anyways FUTURE NOTE: - will continue to try to get VS2015 Win32 functional - and am working on trying to get VS2013 tested headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128500 on 2016/09/16 by Nick.Shin zlib 1.2.8 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128504 on 2016/09/16 by Nick.Shin openssl 1_0_2h - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128506 on 2016/09/16 by Nick.Shin libcurl 7_48_0 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128508 on 2016/09/16 by Nick.Shin libwebsockets 1.7.4 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128513 on 2016/09/16 by Nick.Shin webRTC rev.12643 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128602 on 2016/09/16 by Nick.Shin webRTC rev.9862 - Win64 VS2013 NOTE: - not tested (i'm working on getting a VS2013 pro license) - checking in for testing purposes WARNING: - VS2013 is no longer supported by webRTC latest headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128605 on 2016/09/16 by Nick.Shin re-enabling updated ThirdParySoftware libs: - zlib (v.1.2.8) - openssl (1.0.2h) - libcurl (7_48_0) - libwebsocket (v.1.7.4) - webRTC (rev.12643) to the codereviewers, in my attempt to ensure the older libs are still used for console, mobile and linux -- please refer to this checkin if i broke the build... Change 3128651 on 2016/09/16 by Nick.Shin fix Win32 build error from CL: #3128605 Change 3128704 on 2016/09/16 by Nick.Shin fix Win32 build error from CL: #3128605 - this time actually compiling it... Change 3128825 on 2016/09/16 by Dmitry.Rekman Linux: proper fix for too slow startup times (UE-35967). - Pull request #2793 by slonopotamus. - Now without stripping dependencies on libraries specified before. - Contains a work around for ld bug <2.25. Change 3128972 on 2016/09/16 by Nick.Shin fix to local build error. Change 3129283 on 2016/09/16 by Brent.Pease + Add Android local notification support based on existing system used for iOS + Initial API has been added for cancelling local notifications but the actual platform implementation will be done in the next release Change 3129494 on 2016/09/17 by Nick.Shin fix CIS build errors Change 3129503 on 2016/09/17 by Dmitry.Rekman Fix Linux build (case sensitivity issue). Change 3129514 on 2016/09/17 by Nick.Shin fix CIS build errors for consoles - missing zlib include path special thanks to Dmitry.Rekman for pointing me in the right direction Change 3129647 on 2016/09/17 by Dmitry.Rekman Linux: fix non-unity build. Change 3131043 on 2016/09/19 by Nick.Shin archiving build instructions/steps when building: - zlib (v.1.2.8) win: #3128369 osx: #3128500 - openssl (1.0.2h) win: #3128377 osx: #3128504 - libcurl (7_48_0) win: #3128383 osx: #3128506 - libwebsocket (v.1.7.4) win: #3128384 osx: #3128508 - webRTC win: #3128464 (rev.12643 for vs2015) + 3128602 (rev:9862 for vs2013) -- NOTE: win32 is WiP osx: #3128513 Change 3132801 on 2016/09/20 by Dmitry.Rekman Linux: support specifying default OpenGL version via configs (UE-34777). - The first targeted RHI is going to be used. Change 3132905 on 2016/09/20 by Josh.Adams - Fixed up some paths with the WolfPlat rename Change 3133148 on 2016/09/20 by Josh.Adams - Only show UT EULA if PLATFORM_DESKTOP Change 3133152 on 2016/09/20 by Josh.Adams - Beginning support for applets. Disabled unless you have a special SDK with applet support. Change 3133169 on 2016/09/20 by Josh.Adams - Fixed issue with Wolf access but no SDK installed Change 3133344 on 2016/09/20 by Daniel.Lamb Fixed issue with Iterative cooking not detecting changes to ini files which are loaded using LoadLocalFile. Added new flag to limit number of concurrent shader compiles. #test Cook QAGame, Cook Paragon Change 3133345 on 2016/09/20 by Daniel.Lamb FRedirectCollector collects string asset references all the time when running the editor. #test Cook paragon cook QAGame. Change 3133852 on 2016/09/21 by Luke.Thatcher [PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. Change 3133875 on 2016/09/21 by Luke.Thatcher [PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. (Attempt 2) Change 3134403 on 2016/09/21 by Jonathan.Fitzpatrick Per PS4 documentation, app_type requires the alternate spelling of 'upgradeable', 'upgradable'. Change 3134544 on 2016/09/21 by Josh.Adams - Reduced UT textures for Wolf Change 3134915 on 2016/09/21 by Jonathan.Fitzpatrick FPS4Time::SystemTime now calculates the local machine time, instead of UTC. #jira UE-35170 Change 3135036 on 2016/09/21 by Michael.Trepka Quit the UE4EditorServices app when quitting the Launcher if it was the launcher that spawned the services process Change 3135142 on 2016/09/21 by Jonathan.Fitzpatrick GetBackMemoryPoolSize returned bool on PS4 by accident, should be uint32 Change 3135292 on 2016/09/21 by Jeff.Campeau Change include order to favor the XDK edition specific headers where available. Change 3136414 on 2016/09/22 by Josh.Adams - Fixed a checkf() that had the case reversed #jira ue-36311 Change 3137082 on 2016/09/22 by Dmitry.Rekman Added support for Linux installed builds to 4.14 Change 3137220 on 2016/09/22 by Dmitry.Rekman Linux: do not rebuild hlslcc on each setup. - Now that hlslcc is set to use bundled libc++ there should be no STL binary compatibility conflicts between the engine and hlslcc binary. Change 3137227 on 2016/09/22 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3137259 on 2016/09/22 by Dmitry.Rekman Linux installed build: fix CIS (missed one .csproj) Change 3137290 on 2016/09/22 by Dmitry.Rekman Linux installed builds: fix for the resulting directory. Change 3137291 on 2016/09/22 by Chris.Babcock Restore texture filtering mode properly when movie played on Android #jira UE-36342 #ue4 #android Change 3137376 on 2016/09/22 by Dmitry.Rekman Linux: re-enabled crash handler stack smash protection. - Race condition in FRunnableThreadPThread has been previously fixed. Change 3138498 on 2016/09/23 by Dmitry.Rekman Linux: add missed package for installed builds. - mono-devel package for resgen2. Change 3138523 on 2016/09/23 by Dmitry.Rekman Linux: Update hlslcc now that we're not rebuilding it each time. Change 3138658 on 2016/09/23 by Josh.Adams - Moved UT's Social Plugin into NotForLicensees Change 3139042 on 2016/09/23 by Dmitry.Rekman Linux: more robust check of installed packages. - Also added mono-devel to the list of packages installed on 14.04. Change 3139674 on 2016/09/26 by Dmitry.Rekman Fix crash when editing widget blueprints (UE-35185). - Caused by name collision due to copy/pasted code; aliased classes diverged and this resulted in all kinds of weird memory stomping. - Renamed the class and also applied the same workaround (removing static) to prevent likely crashes on exit as happened with the original class (see UE-30795). Change 3140203 on 2016/09/26 by Josh.Adams - Wolf Fix for SHIPPING Change 3140206 on 2016/09/26 by Josh.Adams - NEX work, still in progress Change 3140276 on 2016/09/26 by Josh.Adams - Fixed Wolf compile error Change 3140485 on 2016/09/26 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3140570 on 2016/09/26 by Dmitry.Rekman SDL2: Delete obsolete files. - We now have local changes to SDL2, so this tarball is no longer accurate and just takes unnecessary space. Change 3140577 on 2016/09/26 by Dmitry.Rekman Fix CudaTest monolithic build. - Not the best fix, the better fix is to build against bundled libc++. Change 3141184 on 2016/09/27 by Keith.Judge Add FXboxOneApplication::GetXboxOneApplication to fix a save/load game assert. #jira UE-35973 Change 3141623 on 2016/09/27 by Chris.Babcock Support hiding virtual keyboard on Android #jira UE-34201 #ue4 #android Change 3141887 on 2016/09/27 by Joe.Graf Added support for additional plugin directories that are specified by the .uproject file New plugin wizard adds to the additional plugin directories if the user specifies a directory outside of Engine/Plugins or Game/Plugins Change 3141916 on 2016/09/27 by Josh.Adams - Worked around compile issues (at least with Wolf UT). This is well documented in a Jira (UE-29925) Change 3141926 on 2016/09/27 by Josh.Adams - Support for skipping Wolf user selector (-nologinui) Change 3141938 on 2016/09/27 by Chris.Babcock Allow Android media player to seek past 999ms (contributed by rcywongaa) #jira UE-36453 #PR #2797 #ue4 #android Change 3142207 on 2016/09/27 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3142219 on 2016/09/27 by Josh.Adams - Wolf PhysX 3.4 libs and includes Change 3142220 on 2016/09/27 by Josh.Adams - File that had to be fixed up after main merge (missed adding it to the huge integrate CL) Change 3142314 on 2016/09/27 by Chase.McAllister #jira UE-35011 fixes to some assets to remove redundancies/output log spam Change 3142510 on 2016/09/27 by Daniel.Lamb Fixed up resave lightmaps commandlet so that world transforms don't get applied twice. #jira UE-35942 Change 3142650 on 2016/09/27 by Chris.Babcock Android support for Linux by yaakuro - requires CodeWorks for Android Linux installed and OpenJDK 1.8 - need to set Android SDK paths manually in Project Settings #jira UE-32752 #jira UE-32753 #PR #2564 #PR #2565 #ue4 #android #linux Change 3142802 on 2016/09/27 by Dmitry.Rekman Upgrade to SDL 2.0.5-ish (still technically 2.0.4). - Upstream revision 10374:dccf51aee79b. - Merged all our changes hopefully. Change 3143075 on 2016/09/28 by Luke.Thatcher [RENDERING] [~] Add check to FBatchedElements::AddSprite to catch null textures. If the texture is null here, we will crash later in the RHI. At least now we'll get the callstack of the code adding the null textured sprite, since I don't have a repro. #jira UE-33077 Change 3143219 on 2016/09/28 by Daniel.Lamb Added new is compiling function which tells you if it's really compiling instead of lying. If def out additional logging for debugging shader compilation issue for 4.14 release. Change 3143428 on 2016/09/28 by Luke.Thatcher [PLATFORM] [PS4] [+] Use PS4 SDK 4.008.061 Change 3143488 on 2016/09/28 by Daniel.Lamb Changed defaults for skip cooking editor content to true. Change 3143526 on 2016/09/28 by Daniel.Lamb Increased the concurrent shader compile limit while in the cooker. #test Cook paragon Change 3143874 on 2016/09/28 by Chris.Babcock Read Android environment variables from .bashrc on Linux #jira UE-36565 #ue4 #android #linux Change 3143911 on 2016/09/28 by Dmitry.Rekman Fix SDL EGL API binding (UE-18979). - Contains PR #1398 by x414e54. - Also fixes offscreen backend that needed to provide a global mouse state after the SDL upgrade. Change 3143929 on 2016/09/28 by Daniel.Lamb Removed some more temporary logging. #test Cook paragon Change 3143959 on 2016/09/28 by Jeff.Campeau Media Player for Xbox One Change 3143997 on 2016/09/28 by Dmitry.Rekman Linux: faster linking in Debug. - Do not apply --as-needed to Debug build since taking a hit of several tens of seconds on startup is better than linking for ~4 more minutes when iterating. Change 3144004 on 2016/09/28 by Dmitry.Rekman Linux: make SCW dump core on crash in debug builds. - If the editor (not SCW itself) is built in Debug, make SCW dump cores if they ever crash. This makes it debug easier (at the risk of running of disk space). Change 3144007 on 2016/09/28 by Dmitry.Rekman Linux: Allow equals character in command line parameter value (UE-26406). - PR #2019 by bozzaro. - Allows passing parameters like -Switch=Key=Value. Change 3144042 on 2016/09/28 by Jeff.Campeau Add tag for DX12 support being experimental in target settings. #jira UE-36150 Change 3144068 on 2016/09/28 by Dmitry.Rekman Linux: enable using xgConsole in UAT (UE-28096). - PR #2144 by bozzaro. - Picks correct xgConsole binary. - Allegedly fixes crash in CombineXGEItemFile on mono. Change 3144120 on 2016/09/28 by Michael.Trepka Copying //Tasks/UE4/Dev-HighDPI/... to //UE4/Dev-Platform/... Change 3144172 on 2016/09/28 by Chris.Babcock Add libpng 1.5.27 for Android #jira UE-36573 #ue4 #android Change 3144318 on 2016/09/28 by Chris.Babcock Correct logic for checking .bashrc on Linux #ue4 #android Change 3144331 on 2016/09/28 by Dmitry.Rekman Linux: repair ARM server builds. - Also: print info about C++ library being used and allow the override via environment variable UE4_LINUX_USE_LIBCXX (either 0 or 1). Change 3144354 on 2016/09/28 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) this is intermediate, not fully working Change 3144368 on 2016/09/28 by Josh.Adams - Moved the new Social files into NFL Change 3144395 on 2016/09/28 by Chris.Babcock Add missing functions for AndroidWebBrowserWindow #ue4 #android Change 3144417 on 2016/09/28 by Josh.Adams - Probable fix for FWebBrowserWindow missing virtuals Change 3144438 on 2016/09/28 by Jeff.Campeau XDK updated to 160802 Change 3144569 on 2016/09/29 by Dmitry.Rekman Linux: allow a selectable clock source (UE-36564). - The engine will now select the best performing clock on start instead of hard-coding CLOCK_REALTIME. This will happen as part of global initialization before main() to prevent clock skew. - Also fixes a problem of the engine not being able to start on Windows 10 since previously hard-coded clock id was not supported there. #tests Compiled and ran a few targets (including non-monolithic). Tried bogus clock sources. Haven't actually tried on Win10 (don't have a machine atm). Change 3145108 on 2016/09/29 by Joe.Graf Fixed cases where path relative external plugin paths would generate the wrong path when running Unreal Header Tool (and probably other tools) Change 3145245 on 2016/09/29 by Joe.Graf #wolf Checking in removal of plugin use on Win64 per Josh's request Change 3145514 on 2016/09/29 by Will.Fissler Updated Mac Info.plist files to disable high DPI on macOS 10.12 Change 3145538 on 2016/09/29 by Josh.Adams - Worked around a physics task graph issue with using the new lock free stuff on Wolf, joining PS4 and XboxOne. Wolf was crashing on some boots. Change 3145540 on 2016/09/29 by Josh.Adams - Fix for checking some Wolf dev tool installation existence - Fix for various Wolf build issues - Fix for Wolf devices not showing up in Launch on Change 3145542 on 2016/09/29 by Josh.Adams - Pulled over Wolf changes from Wolf branch into Dev-Platform Change 3145572 on 2016/09/29 by Josh.Adams - Cleaned up Wolf SDK error logs which really messed up GenProjectFiles for some class of people. #jira UE-36591 Change 3145769 on 2016/09/29 by Chris.Babcock Remove duplicate platforms from deploy list in UFE #jira UE-36636 #ue4 Change 3146061 on 2016/09/29 by Chris.Babcock Linux: be less spammy in log when launching external procs #jira UE-36638 #ue4 #linux Change 3146208 on 2016/09/29 by Dmitry.Rekman Linux: fix PhysX crash (UE-36613). - PX_RESTRICT was unwarrantedly applied to memMove, allowing clang to replace the memmove() call to memcpy() at -O2 and above. - This caused PxArray::remove() to duplicate the elements of its array (in POD case) and this opened doors to all kinds of fun. #jira UE-36613 Change 3146476 on 2016/09/30 by Josh.Adams - Moved a UBT log that could pollute QA logs with Wolf secrets to Verbose Change 3146554 on 2016/09/30 by Josh.Adams - Removed another wolf secret log Change 3146626 on 2016/09/30 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3146712 on 2016/09/30 by Josh.Adams - Fixed case for building Android on Linux #jira #UE-36652 Change 3146844 on 2016/09/30 by Josh.Adams - Removed ES2 shader compiling from TVOS, and force Metal compiling #jira UE-36306 Change 3146865 on 2016/09/30 by Daniel.Lamb Removed temp logging for materials #test Launch on paragon Change 3146874 on 2016/09/30 by Dmitry.Rekman Linux: add rpath for libTextureConverter.so (UE-36620). Change 3147030 on 2016/09/30 by Josh.Adams - Version check workaround for IOS9.3/TVOS9.2 defining __IPHONE_10_0 which breaks our IOS10 code checks #jira UE-36623 Change 3147151 on 2016/09/30 by Josh.Adams - Fixed zlib.build.cs for XboxOne, which came in from another branch without an include path, yet somehow main is compiling? Change 3147621 on 2016/09/30 by Michael.Trepka Fix for setting up RPATHs for third party dylibs for packaged code-based games on Mac Change 3147712 on 2016/09/30 by Josh.Adams - Fixed metal crash StrategyGame crash. Recent code was checking IsES2Platform for HDR decoding in scene capture, and Metal hasn't been IsES2 since may. Changed to IsMobilePlatform. #jira UE-36225 Change 3147725 on 2016/09/30 by Josh.Adams - Fixed yet another Wolf log for people with Wolf access but no SDK [CL 3147801 by Josh Adams in Main branch]
2016-09-30 21:21:09 -04:00
/*=============================================================================
AndroidLocalNotification.cpp: Unreal AndroidLocalNotification service interface object.
=============================================================================*/
/*------------------------------------------------------------------------------------
Includes
------------------------------------------------------------------------------------*/
#include "../Public/AndroidLocalNotification.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "Stats/Stats.h"
#include "Async/TaskGraphInterfaces.h"
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3147796) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2948319 on 2016/04/19 by Nick.Shin update zlib to v1.2.8 part 1 of 4 - doing this in stages for tracking purposes #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library Change 2948322 on 2016/04/19 by Nick.Shin update libwebsockets to v1.7.4 part 4 of 4 - doing this in stages for tracking purposes #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 2948661 on 2016/04/19 by Nick.Shin keep using old zlibs until they are recompiled with the newer version Change 2948737 on 2016/04/19 by Nick.Shin build warning fix Change 2949334 on 2016/04/20 by Nick.Shin fix library path for some reason, NetworkFileSystem and HttpNetworkReplayStreaming on Mac platform needs full path - even though lib path was set... Change 2951556 on 2016/04/21 by Nick.Shin static libs double checked #jira UE-29674 - Editor fails to open in Dev-Platform Change 2951559 on 2016/04/21 by Nick.Shin static libs double checked forgot these files - they were in another changelist #jira UE-29674 - Editor fails to open in Dev-Platform Change 2952411 on 2016/04/22 by Nick.Shin add win32 build targets for zlib openssl libcurl libwebsockets part 1 of 2: these are the C# build scripts Change 2970016 on 2016/05/07 by Nick.Shin undo all of the following upgrades: - zlib - openssl - libcurl - libwebsockets and reset webrtc #jira UE-30298 - Fortnite and Orion crash on login Change 3118163 on 2016/09/08 by Josh.Adams perm test 2, not a useful file at all Change 3121142 on 2016/09/12 by Daniel.Lamb Attempt to fix deterministic cooking issue for particlelodlevel. Ensure the spawn module has had postload called on it before using. #test Paragon cook Change 3121150 on 2016/09/12 by Daniel.Lamb Added warning logs to help track down issue UE-33453. Change 3121201 on 2016/09/12 by Keith.Judge Xbox One - Replicate CL 3114357 from 4.13 branch. ESRAM clear on create fix. Change 3121302 on 2016/09/12 by Joe.Graf Fixed up the IMPLEMENT_MODULE macro usage to avoid the link errors Change 3121379 on 2016/09/12 by Dmitry.Rekman Linux: only link libraries that export needed symbols (UE-35720). - Fixes very long startup times of modular builds. - Includes PR #2778 by slonopotamus. #jira UE-35720 Change 3121383 on 2016/09/12 by Dmitry.Rekman Linux: added some missing _API declarations on symbols used externally. - Compiling editor with -fvisibility=hidden works after this fix (although running still doesn't). Change 3121456 on 2016/09/12 by Daniel.Lamb Attempt to fix deterministic cooking issue for particlelodlevel. Ensure the spawn module has had postload called on it before using. #test Paragon cook Change 3122939 on 2016/09/13 by Luke.Thatcher [PLATFORM] [PS4] [!] Skip orbismemdmp files in the PS4 crash handler web service. - Writing these files to disk causes orbis-tm.exe to take a file lock on them, which means we can't move the crash directory to the landing zone. Change 3123040 on 2016/09/13 by Brent.Pease + Fix VS compile error by removing ENGINE_API from virtual method decls since ENGINE_API is defined for the entire class now. Change 3123664 on 2016/09/13 by Nick.Shin this was originally checked into: release 4.13.1 bringing here to dev-platform -- original submit comments -- first, safari has a problem with firing off "window resized" events - causing an infinite loop of the window "resizing" next, retina has "bigger" size calculations going off -- so y-delta checks greater than 2 are done to prevent resize event firing off in an infinite loop jira UE-35363 - Huge game window when launching onto Safari 9.1.2 Change 3125282 on 2016/09/14 by Michael.Trepka Fixed iOS and tvOS code indexing in Xcode project Change 3126812 on 2016/09/15 by Josh.Adams Merged Wolf support into Dev-Platform (hidden from almost all people still). Non-Wolf-specific changes: - Added Parse function to JsonObject.cs to be able to parse a string - Replaced some hacky post-reflection-capture functions with RHISubmitCommandsAndFlushGPU() - Split PLATFORM_HAS_BSD_SOCKET_FEATURE_GETADDRINFO off from PLATFORM_HAS_BSD_SOCKET_FEATURE_GETHOSTNAME - Converted the PS4MallocCrash class into a generic one (that Wolf is now also using) - Added AddGenericToInQueueOnlineThread(), useful running a delegate on Online thread instead of game thread - Refactored the GL shader compiler to allow Wolf to modify behavior without a lot of if WOLF checks everywhere - Added ability in the cross compiler to convert the global uniform arrays into named uniform buffer objects - Added ability for GL shader compiler to output original resources names ("VertColor" instead of "u_v[3]" or whatever) - Added "FORCELODGROUP" console command that will apply a StaticMesh LODGroup to selected meshes in the editor. This can batch-Simplygonify all meshes in a level. Should maybe become an editor tool. - Added ability for arrays of structs to specify a property to be the key. So, with LODGroups, the Name key inside the struct can be the unique key, so when you have multiple .ini files in the hierarchy overriding the same LODGroup by name, it will repalce the first with the second, instead of adding two entries with the same name. Set by @ArrayName=KeyPropertyName. Per Object Config sections need a little different handling, which uses * (see BaseDeviceProfiles.ini) - Added ability to change DeviceProfiles at runtime. Use "dp.override <name>". If you do it again to another one, it will reset the settings to what they were originally, before applying the second new DP. This is because the second DP may not set all settings the first one did, but we want to undo the first settings that the second doesn't contain. - Added FRHICommandListImmediate::IsStalled() - returns true while FRHICommandListImmediate::StallRHIThread is happening - Changed runtime GetFeatureLevelMaxTextureSamplers() calls to the new GetMaxTextureSamplers() which can now be handled by the platform. Renamed GetFeatureLevelMaxTextureSamplers to GetExpectedFeatureLevelMaxTextureSamplers() (only used by the shader editor) to guess at what maybe the samplers count will be - but it's not guaranteed correct. - Renamed a UT copy of a global function to not linker-conflict - Changed the OOMBackupMemoryPool to allow each platform to set how much memory to allocate. See FPlatformMemory::GetBackMemoryPoolSize(). Defaults to 0, which was the previous behavior with the now removed FPlatformMemory::SupportBackupMemoryPool(), which was only true in Windows and PS4. - Added an OOM delegate so other systems can get a callback after OOM occurs (after deleting the backup memory pool if it exists) - Changed SetQualityLevels() (in Scalability.cpp) to no longer change the SetBy priority when setting CVars, and now keeps the SetBy the same as it was. Helps with conflicts between game settings and device profiles. See SetWithCurrentPriority() - Added GetRenderingThreadPriority to FPlatformAffinity to allow a platform override priority. Not sure about this one, so may remove it, or maybe add more priorities for all the threads? - Added a new file into the ini hierarchy to begin fixing the Engine/Base -> Project/Default -> Engine/Platform -> Project/Platform mess. We now have Engine/Base -> Engine/BasePlatform -> Project/Default -> Engine/Platform -> Project/Platform. However, Engine/Platform will soonm be deprecated as we move things over to Engine/BasePlatform, that are safe to move. Change 3126842 on 2016/09/15 by Michael.Trepka Make SAssertPicker's search box the default widget to focus on activate so that it doesn't get deactivated on Mac, where we get the window activation event in a tick after SAssertPicker creation. Change 3126956 on 2016/09/15 by Michael.Trepka Added support for compiling Vulkan shaders for Android on Mac Change 3127206 on 2016/09/15 by Michael.Trepka PR #2604: Remove some warnings. (Contributed by reapazor) Change 3127324 on 2016/09/15 by Michael.Trepka Allow third party dylibs on Mac to be loaded from plugin subfolders Change 3127924 on 2016/09/16 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3128369 on 2016/09/16 by Nick.Shin zlib 1.2.8 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128377 on 2016/09/16 by Nick.Shin openssl 1_0_2h headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128383 on 2016/09/16 by Nick.Shin libcurl 7_48_0 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128384 on 2016/09/16 by Nick.Shin libwebsockets 1.7.4 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128464 on 2016/09/16 by Nick.Shin webRTC rev.12643 NOTE: VS2015 - only Win64 is available - Win32 versions is crashing (e.g. EpicGamesLauncher) at the moment NOTE: VS2013 - not tested (i'm working on getting a VS2013 pro license) - so not checking in with this changelist - also, VS2013 is no longer supported by webRTC build scripts, so it will be old anyways FUTURE NOTE: - will continue to try to get VS2015 Win32 functional - and am working on trying to get VS2013 tested headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128500 on 2016/09/16 by Nick.Shin zlib 1.2.8 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128504 on 2016/09/16 by Nick.Shin openssl 1_0_2h - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128506 on 2016/09/16 by Nick.Shin libcurl 7_48_0 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128508 on 2016/09/16 by Nick.Shin libwebsockets 1.7.4 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128513 on 2016/09/16 by Nick.Shin webRTC rev.12643 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128602 on 2016/09/16 by Nick.Shin webRTC rev.9862 - Win64 VS2013 NOTE: - not tested (i'm working on getting a VS2013 pro license) - checking in for testing purposes WARNING: - VS2013 is no longer supported by webRTC latest headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128605 on 2016/09/16 by Nick.Shin re-enabling updated ThirdParySoftware libs: - zlib (v.1.2.8) - openssl (1.0.2h) - libcurl (7_48_0) - libwebsocket (v.1.7.4) - webRTC (rev.12643) to the codereviewers, in my attempt to ensure the older libs are still used for console, mobile and linux -- please refer to this checkin if i broke the build... Change 3128651 on 2016/09/16 by Nick.Shin fix Win32 build error from CL: #3128605 Change 3128704 on 2016/09/16 by Nick.Shin fix Win32 build error from CL: #3128605 - this time actually compiling it... Change 3128825 on 2016/09/16 by Dmitry.Rekman Linux: proper fix for too slow startup times (UE-35967). - Pull request #2793 by slonopotamus. - Now without stripping dependencies on libraries specified before. - Contains a work around for ld bug <2.25. Change 3128972 on 2016/09/16 by Nick.Shin fix to local build error. Change 3129283 on 2016/09/16 by Brent.Pease + Add Android local notification support based on existing system used for iOS + Initial API has been added for cancelling local notifications but the actual platform implementation will be done in the next release Change 3129494 on 2016/09/17 by Nick.Shin fix CIS build errors Change 3129503 on 2016/09/17 by Dmitry.Rekman Fix Linux build (case sensitivity issue). Change 3129514 on 2016/09/17 by Nick.Shin fix CIS build errors for consoles - missing zlib include path special thanks to Dmitry.Rekman for pointing me in the right direction Change 3129647 on 2016/09/17 by Dmitry.Rekman Linux: fix non-unity build. Change 3131043 on 2016/09/19 by Nick.Shin archiving build instructions/steps when building: - zlib (v.1.2.8) win: #3128369 osx: #3128500 - openssl (1.0.2h) win: #3128377 osx: #3128504 - libcurl (7_48_0) win: #3128383 osx: #3128506 - libwebsocket (v.1.7.4) win: #3128384 osx: #3128508 - webRTC win: #3128464 (rev.12643 for vs2015) + 3128602 (rev:9862 for vs2013) -- NOTE: win32 is WiP osx: #3128513 Change 3132801 on 2016/09/20 by Dmitry.Rekman Linux: support specifying default OpenGL version via configs (UE-34777). - The first targeted RHI is going to be used. Change 3132905 on 2016/09/20 by Josh.Adams - Fixed up some paths with the WolfPlat rename Change 3133148 on 2016/09/20 by Josh.Adams - Only show UT EULA if PLATFORM_DESKTOP Change 3133152 on 2016/09/20 by Josh.Adams - Beginning support for applets. Disabled unless you have a special SDK with applet support. Change 3133169 on 2016/09/20 by Josh.Adams - Fixed issue with Wolf access but no SDK installed Change 3133344 on 2016/09/20 by Daniel.Lamb Fixed issue with Iterative cooking not detecting changes to ini files which are loaded using LoadLocalFile. Added new flag to limit number of concurrent shader compiles. #test Cook QAGame, Cook Paragon Change 3133345 on 2016/09/20 by Daniel.Lamb FRedirectCollector collects string asset references all the time when running the editor. #test Cook paragon cook QAGame. Change 3133852 on 2016/09/21 by Luke.Thatcher [PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. Change 3133875 on 2016/09/21 by Luke.Thatcher [PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. (Attempt 2) Change 3134403 on 2016/09/21 by Jonathan.Fitzpatrick Per PS4 documentation, app_type requires the alternate spelling of 'upgradeable', 'upgradable'. Change 3134544 on 2016/09/21 by Josh.Adams - Reduced UT textures for Wolf Change 3134915 on 2016/09/21 by Jonathan.Fitzpatrick FPS4Time::SystemTime now calculates the local machine time, instead of UTC. #jira UE-35170 Change 3135036 on 2016/09/21 by Michael.Trepka Quit the UE4EditorServices app when quitting the Launcher if it was the launcher that spawned the services process Change 3135142 on 2016/09/21 by Jonathan.Fitzpatrick GetBackMemoryPoolSize returned bool on PS4 by accident, should be uint32 Change 3135292 on 2016/09/21 by Jeff.Campeau Change include order to favor the XDK edition specific headers where available. Change 3136414 on 2016/09/22 by Josh.Adams - Fixed a checkf() that had the case reversed #jira ue-36311 Change 3137082 on 2016/09/22 by Dmitry.Rekman Added support for Linux installed builds to 4.14 Change 3137220 on 2016/09/22 by Dmitry.Rekman Linux: do not rebuild hlslcc on each setup. - Now that hlslcc is set to use bundled libc++ there should be no STL binary compatibility conflicts between the engine and hlslcc binary. Change 3137227 on 2016/09/22 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3137259 on 2016/09/22 by Dmitry.Rekman Linux installed build: fix CIS (missed one .csproj) Change 3137290 on 2016/09/22 by Dmitry.Rekman Linux installed builds: fix for the resulting directory. Change 3137291 on 2016/09/22 by Chris.Babcock Restore texture filtering mode properly when movie played on Android #jira UE-36342 #ue4 #android Change 3137376 on 2016/09/22 by Dmitry.Rekman Linux: re-enabled crash handler stack smash protection. - Race condition in FRunnableThreadPThread has been previously fixed. Change 3138498 on 2016/09/23 by Dmitry.Rekman Linux: add missed package for installed builds. - mono-devel package for resgen2. Change 3138523 on 2016/09/23 by Dmitry.Rekman Linux: Update hlslcc now that we're not rebuilding it each time. Change 3138658 on 2016/09/23 by Josh.Adams - Moved UT's Social Plugin into NotForLicensees Change 3139042 on 2016/09/23 by Dmitry.Rekman Linux: more robust check of installed packages. - Also added mono-devel to the list of packages installed on 14.04. Change 3139674 on 2016/09/26 by Dmitry.Rekman Fix crash when editing widget blueprints (UE-35185). - Caused by name collision due to copy/pasted code; aliased classes diverged and this resulted in all kinds of weird memory stomping. - Renamed the class and also applied the same workaround (removing static) to prevent likely crashes on exit as happened with the original class (see UE-30795). Change 3140203 on 2016/09/26 by Josh.Adams - Wolf Fix for SHIPPING Change 3140206 on 2016/09/26 by Josh.Adams - NEX work, still in progress Change 3140276 on 2016/09/26 by Josh.Adams - Fixed Wolf compile error Change 3140485 on 2016/09/26 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3140570 on 2016/09/26 by Dmitry.Rekman SDL2: Delete obsolete files. - We now have local changes to SDL2, so this tarball is no longer accurate and just takes unnecessary space. Change 3140577 on 2016/09/26 by Dmitry.Rekman Fix CudaTest monolithic build. - Not the best fix, the better fix is to build against bundled libc++. Change 3141184 on 2016/09/27 by Keith.Judge Add FXboxOneApplication::GetXboxOneApplication to fix a save/load game assert. #jira UE-35973 Change 3141623 on 2016/09/27 by Chris.Babcock Support hiding virtual keyboard on Android #jira UE-34201 #ue4 #android Change 3141887 on 2016/09/27 by Joe.Graf Added support for additional plugin directories that are specified by the .uproject file New plugin wizard adds to the additional plugin directories if the user specifies a directory outside of Engine/Plugins or Game/Plugins Change 3141916 on 2016/09/27 by Josh.Adams - Worked around compile issues (at least with Wolf UT). This is well documented in a Jira (UE-29925) Change 3141926 on 2016/09/27 by Josh.Adams - Support for skipping Wolf user selector (-nologinui) Change 3141938 on 2016/09/27 by Chris.Babcock Allow Android media player to seek past 999ms (contributed by rcywongaa) #jira UE-36453 #PR #2797 #ue4 #android Change 3142207 on 2016/09/27 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3142219 on 2016/09/27 by Josh.Adams - Wolf PhysX 3.4 libs and includes Change 3142220 on 2016/09/27 by Josh.Adams - File that had to be fixed up after main merge (missed adding it to the huge integrate CL) Change 3142314 on 2016/09/27 by Chase.McAllister #jira UE-35011 fixes to some assets to remove redundancies/output log spam Change 3142510 on 2016/09/27 by Daniel.Lamb Fixed up resave lightmaps commandlet so that world transforms don't get applied twice. #jira UE-35942 Change 3142650 on 2016/09/27 by Chris.Babcock Android support for Linux by yaakuro - requires CodeWorks for Android Linux installed and OpenJDK 1.8 - need to set Android SDK paths manually in Project Settings #jira UE-32752 #jira UE-32753 #PR #2564 #PR #2565 #ue4 #android #linux Change 3142802 on 2016/09/27 by Dmitry.Rekman Upgrade to SDL 2.0.5-ish (still technically 2.0.4). - Upstream revision 10374:dccf51aee79b. - Merged all our changes hopefully. Change 3143075 on 2016/09/28 by Luke.Thatcher [RENDERING] [~] Add check to FBatchedElements::AddSprite to catch null textures. If the texture is null here, we will crash later in the RHI. At least now we'll get the callstack of the code adding the null textured sprite, since I don't have a repro. #jira UE-33077 Change 3143219 on 2016/09/28 by Daniel.Lamb Added new is compiling function which tells you if it's really compiling instead of lying. If def out additional logging for debugging shader compilation issue for 4.14 release. Change 3143428 on 2016/09/28 by Luke.Thatcher [PLATFORM] [PS4] [+] Use PS4 SDK 4.008.061 Change 3143488 on 2016/09/28 by Daniel.Lamb Changed defaults for skip cooking editor content to true. Change 3143526 on 2016/09/28 by Daniel.Lamb Increased the concurrent shader compile limit while in the cooker. #test Cook paragon Change 3143874 on 2016/09/28 by Chris.Babcock Read Android environment variables from .bashrc on Linux #jira UE-36565 #ue4 #android #linux Change 3143911 on 2016/09/28 by Dmitry.Rekman Fix SDL EGL API binding (UE-18979). - Contains PR #1398 by x414e54. - Also fixes offscreen backend that needed to provide a global mouse state after the SDL upgrade. Change 3143929 on 2016/09/28 by Daniel.Lamb Removed some more temporary logging. #test Cook paragon Change 3143959 on 2016/09/28 by Jeff.Campeau Media Player for Xbox One Change 3143997 on 2016/09/28 by Dmitry.Rekman Linux: faster linking in Debug. - Do not apply --as-needed to Debug build since taking a hit of several tens of seconds on startup is better than linking for ~4 more minutes when iterating. Change 3144004 on 2016/09/28 by Dmitry.Rekman Linux: make SCW dump core on crash in debug builds. - If the editor (not SCW itself) is built in Debug, make SCW dump cores if they ever crash. This makes it debug easier (at the risk of running of disk space). Change 3144007 on 2016/09/28 by Dmitry.Rekman Linux: Allow equals character in command line parameter value (UE-26406). - PR #2019 by bozzaro. - Allows passing parameters like -Switch=Key=Value. Change 3144042 on 2016/09/28 by Jeff.Campeau Add tag for DX12 support being experimental in target settings. #jira UE-36150 Change 3144068 on 2016/09/28 by Dmitry.Rekman Linux: enable using xgConsole in UAT (UE-28096). - PR #2144 by bozzaro. - Picks correct xgConsole binary. - Allegedly fixes crash in CombineXGEItemFile on mono. Change 3144120 on 2016/09/28 by Michael.Trepka Copying //Tasks/UE4/Dev-HighDPI/... to //UE4/Dev-Platform/... Change 3144172 on 2016/09/28 by Chris.Babcock Add libpng 1.5.27 for Android #jira UE-36573 #ue4 #android Change 3144318 on 2016/09/28 by Chris.Babcock Correct logic for checking .bashrc on Linux #ue4 #android Change 3144331 on 2016/09/28 by Dmitry.Rekman Linux: repair ARM server builds. - Also: print info about C++ library being used and allow the override via environment variable UE4_LINUX_USE_LIBCXX (either 0 or 1). Change 3144354 on 2016/09/28 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) this is intermediate, not fully working Change 3144368 on 2016/09/28 by Josh.Adams - Moved the new Social files into NFL Change 3144395 on 2016/09/28 by Chris.Babcock Add missing functions for AndroidWebBrowserWindow #ue4 #android Change 3144417 on 2016/09/28 by Josh.Adams - Probable fix for FWebBrowserWindow missing virtuals Change 3144438 on 2016/09/28 by Jeff.Campeau XDK updated to 160802 Change 3144569 on 2016/09/29 by Dmitry.Rekman Linux: allow a selectable clock source (UE-36564). - The engine will now select the best performing clock on start instead of hard-coding CLOCK_REALTIME. This will happen as part of global initialization before main() to prevent clock skew. - Also fixes a problem of the engine not being able to start on Windows 10 since previously hard-coded clock id was not supported there. #tests Compiled and ran a few targets (including non-monolithic). Tried bogus clock sources. Haven't actually tried on Win10 (don't have a machine atm). Change 3145108 on 2016/09/29 by Joe.Graf Fixed cases where path relative external plugin paths would generate the wrong path when running Unreal Header Tool (and probably other tools) Change 3145245 on 2016/09/29 by Joe.Graf #wolf Checking in removal of plugin use on Win64 per Josh's request Change 3145514 on 2016/09/29 by Will.Fissler Updated Mac Info.plist files to disable high DPI on macOS 10.12 Change 3145538 on 2016/09/29 by Josh.Adams - Worked around a physics task graph issue with using the new lock free stuff on Wolf, joining PS4 and XboxOne. Wolf was crashing on some boots. Change 3145540 on 2016/09/29 by Josh.Adams - Fix for checking some Wolf dev tool installation existence - Fix for various Wolf build issues - Fix for Wolf devices not showing up in Launch on Change 3145542 on 2016/09/29 by Josh.Adams - Pulled over Wolf changes from Wolf branch into Dev-Platform Change 3145572 on 2016/09/29 by Josh.Adams - Cleaned up Wolf SDK error logs which really messed up GenProjectFiles for some class of people. #jira UE-36591 Change 3145769 on 2016/09/29 by Chris.Babcock Remove duplicate platforms from deploy list in UFE #jira UE-36636 #ue4 Change 3146061 on 2016/09/29 by Chris.Babcock Linux: be less spammy in log when launching external procs #jira UE-36638 #ue4 #linux Change 3146208 on 2016/09/29 by Dmitry.Rekman Linux: fix PhysX crash (UE-36613). - PX_RESTRICT was unwarrantedly applied to memMove, allowing clang to replace the memmove() call to memcpy() at -O2 and above. - This caused PxArray::remove() to duplicate the elements of its array (in POD case) and this opened doors to all kinds of fun. #jira UE-36613 Change 3146476 on 2016/09/30 by Josh.Adams - Moved a UBT log that could pollute QA logs with Wolf secrets to Verbose Change 3146554 on 2016/09/30 by Josh.Adams - Removed another wolf secret log Change 3146626 on 2016/09/30 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3146712 on 2016/09/30 by Josh.Adams - Fixed case for building Android on Linux #jira #UE-36652 Change 3146844 on 2016/09/30 by Josh.Adams - Removed ES2 shader compiling from TVOS, and force Metal compiling #jira UE-36306 Change 3146865 on 2016/09/30 by Daniel.Lamb Removed temp logging for materials #test Launch on paragon Change 3146874 on 2016/09/30 by Dmitry.Rekman Linux: add rpath for libTextureConverter.so (UE-36620). Change 3147030 on 2016/09/30 by Josh.Adams - Version check workaround for IOS9.3/TVOS9.2 defining __IPHONE_10_0 which breaks our IOS10 code checks #jira UE-36623 Change 3147151 on 2016/09/30 by Josh.Adams - Fixed zlib.build.cs for XboxOne, which came in from another branch without an include path, yet somehow main is compiling? Change 3147621 on 2016/09/30 by Michael.Trepka Fix for setting up RPATHs for third party dylibs for packaged code-based games on Mac Change 3147712 on 2016/09/30 by Josh.Adams - Fixed metal crash StrategyGame crash. Recent code was checking IsES2Platform for HDR decoding in scene capture, and Metal hasn't been IsES2 since may. Changed to IsMobilePlatform. #jira UE-36225 Change 3147725 on 2016/09/30 by Josh.Adams - Fixed yet another Wolf log for people with Wolf access but no SDK [CL 3147801 by Josh Adams in Main branch]
2016-09-30 21:21:09 -04:00
DEFINE_LOG_CATEGORY(LogAndroidLocalNotification);
class FAndroidLocalNotificationModule : public ILocalNotificationModule
{
public:
/** Creates a new instance of the service implemented by the module. */
virtual ILocalNotificationService* GetLocalNotificationService() override
{
static ILocalNotificationService* oneTrueLocalNotificationService = nullptr;
if(oneTrueLocalNotificationService == nullptr)
{
oneTrueLocalNotificationService = new FAndroidLocalNotificationService;
}
return oneTrueLocalNotificationService;
}
};
#if PLATFORM_ANDROID
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3383462) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3292174 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - Linux toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3292193 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - ThirdParty libs compiled with new toolchain with wasm support #jira UEPLAT-1437 Switch [to] web assembly Change 3292215 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and wbegl2 support - emscripten toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3292222 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm support - ENGINE changes (c# & cpp files) #jira UEPLAT-1437 Switch [to] web assembly Change 3292223 on 2017/02/08 by Nick.Shin HTML5 merge ThirdParty lib build scripts from Dev-Platform to Dev-Mobile Change 3292228 on 2017/02/08 by Nick.Shin HTML5 emscripten: webgl support - webgl patches - and a lot of UE4 patches to package HTML5 on LINUX - mostly from mozilla's jukka -- thx jukka! #jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5 Change 3292285 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - Windows toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3293994 on 2017/02/09 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - OSX toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3294391 on 2017/02/09 by Nick.Shin HTML5 "black box issues" revisited - jukka rewrote the window resize handler -- much cleaner and more straightforward #jira UE-36341 HTML5 - View is incorrectly drawn #jira UE-32311 Templates on Firefox/Chrome on HTML5 are not full screen during Launch On Change 3296421 on 2017/02/10 by Jack.Porter Fix landscape spline segment splitting placing when using streaming levels Change 3296587 on 2017/02/10 by Jack.Porter Additional fix for landscape spline segment splitting when using streaming levels Change 3301241 on 2017/02/14 by Mi.Wang Fixed DeviceProfileEditor bug for incorrect clamp the Texture Mip LOD size. #jira UE-36237 #rb jack.porter Change 3301387 on 2017/02/14 by Nick.Shin HTML5 emscripten: webgl support - webgl patches from mozilla's jukka + hardware instancing + glBlitFramebuffer + GL AlaphaBlendOperation #jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5 Change 3301405 on 2017/02/14 by Nick.Shin HTML5 plugin fix when blueprint projects are promoted to code projects automatically. #jira UE-41710 HTML5 - Package Failure - Failed to Produce item ProjectName-OnlineSubsystemNull.bc Change 3302278 on 2017/02/14 by Omar.Rodriguez UE-36651: Mac Vulkan Android Projects crash on launch. * Glslang library has been built for Mac but flag was not updated * Set GlslangAvailable to true for Mac when building an Android project with vulkan #jira UE-36651 Change 3302773 on 2017/02/14 by Chris.Babcock Add a dropdown with some common console commands on Android (contributed by rafortis) #jira UE-40834 #PR #3143 #ue4 #android Change 3305604 on 2017/02/16 by Nick.Shin HTML5 webgl2 shader- turn on: instance static mesh vertex factory #jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5 Change 3308154 on 2017/02/16 by Nick.Shin HTML5 GitHub PR #jira UE-42019 GitHub 3258 : Added suport for emscripten --pre-js and --post-js option when building for HTML5 Change 3308510 on 2017/02/16 by Nick.Shin HTML5 webgl2 shader fixes #jria UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3308971 on 2017/02/17 by Jack.Porter Fix for landscape painting when height<0 in the Ortho viewports Change 3309075 on 2017/02/17 by Allan.Bentham Include static subject meshes when masking out modulated shadow casters. #jira UE-41581 Change 3309531 on 2017/02/17 by Chris.Babcock Handle large OBB files in APK #jira UE-41443 #ue4 #android Change 3311320 on 2017/02/19 by Dmitriy.Dyomin Fixed: Particle Cutout Crashes On Mobile Devices That Don't Support Hardware Instancing (Mali-400 GPU) #jira UE-41970 Change 3311347 on 2017/02/20 by Dmitriy.Dyomin Fixed: Engine Crashes When Previewing ES3_1 With Material Using World Position Offset (Need Custom Stencil) #jira UE-41976 Change 3311398 on 2017/02/20 by Dmitriy.Dyomin Fixed: Landscapes do not render on PowerVR device #jira UE-35530 Change 3311428 on 2017/02/20 by Dmitriy.Dyomin Fixed: Exposure Is More Extreme In High-End Mobile Preview Modes #jira UE-42036 Change 3311448 on 2017/02/20 by Dmitriy.Dyomin Fixed: Packaged game Crashes on android after entering "Help" command twice #jira UE-41956 Change 3311587 on 2017/02/20 by Allan.Bentham ES2 GLSL - Silently swap all uint to ints #jira UE-41548 Change 3313930 on 2017/02/21 by Allan.Bentham Print literal uints as ints when generating ES2 code. #jira UE-41548 Change 3317924 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - Linux toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3317929 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - ThirdParty libs compiled with new toolchain with wasm and webgl2 support #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3317951 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - emscripten toolchain WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318004 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - windows toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318669 on 2017/02/23 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - OSX toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318672 on 2017/02/23 by Nick.Shin HTML5 webgl2 shader fixes #jria UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318819 on 2017/02/23 by Dmitriy.Dyomin Fixed: Rendering artifacts with bloom on iPhone7 Metal #jira UE-40978 Change 3319702 on 2017/02/23 by Chris.Babcock Disable eglSwapInterval since it can cause issues with some drivers #ue4 #android Change 3320880 on 2017/02/24 by Dmitriy.Dyomin Added r.Mobile.TonemapperFilm cvar which can be used to enable/disable filmic tonemapper on mobile, independently from desktop (disabled by default) #jira UEMOB-195 Change 3321042 on 2017/02/24 by Jack.Porter Fixed incorrect sizeof in Vulkan pipleine cache pointed out here: http://coconutlizard.co.uk/blog/ue4/ue4-its-a-size-jim/ #code_review: rolando.caloca Change 3322383 on 2017/02/24 by Chris.Babcock Fix issue with ad banner on Android 7.0 devices #jira UE-42390 #ue4 #android Change 3322479 on 2017/02/24 by Omar.Rodriguez UEMOB-199 - WEX: Improved virtual keyboard for Android * Calculating the area covered by the virtual keyboard * Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events * Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event #jira UEMOB-199 Change 3323353 on 2017/02/27 by Allan.Bentham Fix broken mobile scene captures when !mobileHDR and RHINeedsToSwitchVerticalAxis #jira UE-42191 Change 3323431 on 2017/02/27 by Allan.Bentham CIS fix Change 3323687 on 2017/02/27 by Allan.Bentham Disable GRHINeedsUnatlasedCSMDepthsWorkaround for mobile devices. #jira UE-42131 Change 3324652 on 2017/02/28 by Dmitriy.Dyomin Fixed: Canvas elements appear darker on iOS Metal Change 3324885 on 2017/02/28 by Jack.Porter Fixed "Minimum iOS Version" setting display name #jira UE-42270 Change 3324899 on 2017/02/28 by Jack.Porter GitHub 3063 : removed duplicate gc.MaxObjectsInGame setting in IOSEngine.ini #jira UE-40018 #3063 Change 3324932 on 2017/02/28 by Jack.Porter GitHub 3257 : iPhonePackager errors in output log when opening project settings on Windows #jira UE-41984 #3257 #codereview: Peter.Sauerbrei Change 3324956 on 2017/02/28 by Jack.Porter FOpenGLFrontend::GetMaxSamplers incorrect for IOS #jira UE-42038 #3264 Change 3325478 on 2017/02/28 by Allan.Bentham PR # 3188 : Fix far distance bug with cascaded shadows on mobile (Metal) and PC mobile preview (Contributed by ufna) #jira UE-41442 Change 3327300 on 2017/03/01 by Allan.Bentham PR #3175 : Fixes high quality reflection blending seams (Contributed by kallehamalainen) #jira UE-41257 Change 3328917 on 2017/03/02 by Nick.Shin HTML5 project settings expose ini settings to edtior HTML5 project settings panel #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini #jira UE-41584 Editor locks up when adding an element for HTML5 devices on Mac #jira UE-41701 Editor freezes when setting browser filepath for inserted element in project settings Change 3329169 on 2017/03/02 by Allan.Bentham increase render thread timeout to 1 minute for suntemple / android. Prevents low end devices timing out during load. #jira UE-40696 Change 3330849 on 2017/03/02 by Nick.Shin HTML5 project settings expose ini settings to edtior HTML5 project settings panel #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini Change 3331078 on 2017/03/03 by Dmitriy.Dyomin Fixed: Device output log partial lines integrated from WEX (3250488) Change 3331112 on 2017/03/03 by Dmitriy.Dyomin Reduced state setup for slate draw calls (saves about 4ms RT time on mobile) integrated from WEX (3256584) Change 3331117 on 2017/03/03 by Dmitriy.Dyomin Fixed redundant blend state changes in opengl integrated from WEX (3256586) Change 3331173 on 2017/03/03 by Dmitriy.Dyomin Slate pixel shaders will use half precision where possible on mobile integrated from WEX (3256656) Change 3332865 on 2017/03/06 by Dmitriy.Dyomin Better MobileContentScaleFactor defaults for iOS devices #jira UEMOB-330 Change 3333129 on 2017/03/06 by Peter.Sauerbrei move to Library/Caches instead of documents for saved files re-enable iterative deploy on TVOS #jira UEMOB-284 Change 3334692 on 2017/03/06 by Jack.Porter Allow r.MobileContentScaleFactor to be changed at runtime on Android #jira UEMOB-173 Change 3336255 on 2017/03/07 by Nick.Shin HTML5 project settings marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently... #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini Change 3337094 on 2017/03/08 by Nick.Shin HTML5 project settings marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently... #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini Change 3338800 on 2017/03/08 by Chris.Babcock Update AAR handling to deal with versioning, subproject dependencies for resources, and scope #jira UE-42677 #ue4 #android Change 3338813 on 2017/03/08 by Chris.Babcock Pass build configuration to UPL for access during packaging as $S(Configuration) #jira UE-42678 #ue4 #android #ios Change 3339401 on 2017/03/09 by Alicia.Cano Android runtime permissions - Fix for WRITE_EXTERNAL_STORAGE if it is not granted at time of onCreate for non-shipping builds - Fix for Location Services - Fix for if target sdk is not set to 23+ #jira UE-38512 #android #rb: chris.babcock Change 3340736 on 2017/03/09 by Chris.Babcock Implement support for new controllers (Xbox Wireless, SteelSeries Stratus XL, PS4) (contributed by TRS-justing) #jira UE-41965 #PR #3254 #ue4 #android Change 3340744 on 2017/03/09 by Jack.Porter Expose Custom Depth to Foliage #jira UE-6061 Change 3340849 on 2017/03/09 by Dmitriy.Dyomin Fixed: iOS movie become laggy and crashes when played in iPhone 6/6s. #jira UE-42351 Change 3341268 on 2017/03/10 by Alicia.Cano PR #2894: Initial VoiceModuleAndroid support. (Contributed by devbm) #jira UE-37945 #android #rb: chris.babcock, jack.porter Change 3341303 on 2017/03/10 by Allan.Bentham Remove optimisation that prevents full specular occulsion on mobile. PR #3186 : Specular can't be blocked on high-end mobile. #jira UE-41393 Change 3342304 on 2017/03/10 by Alicia.Cano build fix #rb: chris.babcock Change 3343344 on 2017/03/13 by Alicia.Cano build fix #rb: chris.babcock Change 3343591 on 2017/03/13 by Brent.Pease iOS multiplayer fix part 1. Correct byte ordering. #jira UE-34875 Change 3343669 on 2017/03/13 by Chris.Babcock Update carefullyredist script version #jira UE-42832 Change 3344212 on 2017/03/13 by Will.Fissler Various compile fixes for Xcode 8.3. These fixes must also be added to //UE4/Release-4.15. #jira UE-41313 Change 3344396 on 2017/03/13 by Chris.Babcock Fix Java 1.5 obsolete warnings #jira UE-42851 #ue4 #android Change 3345132 on 2017/03/14 by Will.Fissler Added ifdef wrapper to check clang version for presentDrawable. Change 3345336 on 2017/03/14 by Will.Fissler Moved #if (__clang_major__ > 8) || (__clang_major__ == 8 && __clang_minor__ >= 1) check inside of the presentDrawable method. Change 3345460 on 2017/03/14 by Will.Fissler ifdef changes for presentDrawable. The last submission duped the changes, instead of merging. #rb none Change 3346046 on 2017/03/14 by Will.Fissler Fixed MetalCommandBuffer.cpp [again] after last submission duped changes instead of merging. Change 3346367 on 2017/03/14 by Chris.Babcock Fix issue with GoogleVR ARMv7 libraries included for other architectures in link #ue4 #android Change 3347682 on 2017/03/15 by Allan.Bentham Enable HW sRGB correction with retainer widget's render target. Use slate's gamma correction for mobile (where no such support exists) Render retainer box RT content with gamma correction. #jira UE-40967 Change 3348712 on 2017/03/15 by Nick.Shin HTML5 - upload to S3 updated to AWS "signature version 4" authentication #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3349254 on 2017/03/16 by Jack.Porter Fix for crash using the mobile previewer when the LQ lightmap shader permutation is disabled. #jira UE-42971 Change 3349739 on 2017/03/16 by Nick.Shin HTML5 - upload to S3 better error message feedback on upload failures #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3349765 on 2017/03/16 by Alicia.Cano Disable mouseover events in Mobile Previewer #jira UE-19903 #mobile #rb: Jack.Porter Change 3350049 on 2017/03/16 by Nick.Shin HTML5 - upload to S3 folder in bucket is optional #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3350153 on 2017/03/16 by Nick.Shin HTML5 - upload to S3 updated S3 public link generator #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3351582 on 2017/03/17 by Will.Fissler Reverting the attempted fix for Xcode 8.3: Result += " -mcpu=cortex-a9"; Currently we cannot build arm64 for iOS with this change. Change 3352085 on 2017/03/17 by Alicia.Cano iOS doesn't honor request to close the virtual keyboard leading to a crash #jira UE-36447 #ios #rb:Peter.Sauerbrei Change 3353313 on 2017/03/19 by Ben.Marsh Always allow large *.js files in Github. Change 3354444 on 2017/03/20 by Nick.Shin HTML5 - upload to S3 to help make it obvious that "upload to S3" checkbox is set/or not -- disable S3 details if checkbox for "uploading to S3" is not set #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3355618 on 2017/03/20 by Nick.Shin HTML5 Save Game System - ripped out HTML5 code [from Engine's SaveGameSystem.h] and placed it in HTML5Platform.cpp - cleaned up HTML5PlatformFile.cpp (make it match as clost to linux's version) - created HTML5's own PlatformFeature & SaveGameSystem files -- and updated HTML5PlatformMisc to make use of the the new HTML5 SaveGame code #jira UE-42081 Remove heinous HTML5 code from engine Change 3355621 on 2017/03/20 by Nick.Shin remove temp debugging code #jira UE-42081 Remove heinous HTML5 code from engine Change 3356937 on 2017/03/21 by Chris.Babcock Add "stat vulkanrhi" to new console dropdown #jira UE-43149 #ue4 #android Change 3357652 on 2017/03/21 by Nick.Shin HTML5 performance speed ups added "use fixed timestep" setting option for HTML5 builds (this has been separated from Engine - General Settings - Framerate) - this is slightly different to smooth framerate and fixed framerate - thus, the timestep option was put in the HTML5 specific panel this option is based on the suggestions by jukka's post: - https://answers.unrealengine.com/questions/409629/smooth-frame-rate-and-use-fixed-frame-rate-should.html however, using this option will make the player "run faster" on (for example) thirdperson blueprint template -- but, it has no effect on other (for example) zen garden... #jira UE-30214 - Implement a warning message for fps settings Change 3360415 on 2017/03/23 by Allan.Bentham Fix crash that occurs when ES3.1 preview is used with r.MobileHDR32bppMode modes. Change 3360418 on 2017/03/23 by Allan.Bentham Disable filmic tonemapper if r.MobileHDR32bppMode is in use. #jira UE-40913 Change 3360557 on 2017/03/23 by Allan.Bentham Better fix for mobile CSM shadow flickering (UE-42131), now works for PC OpenGL based mobile preview. #jira UE-42131 Change 3362258 on 2017/03/23 by Dmitriy.Dyomin Fixed: Canvas texture element gamma issues on iOS Metal Change 3362321 on 2017/03/24 by Dmitriy.Dyomin GitHub 3173 : MaterialAO support for mobile rendering path (contributed by kallehamalainen) #3173 Change 3363550 on 2017/03/24 by Alicia.Cano build fix for devices < Android 5.0 #jira UE-43299 #android #rb: chris.babcock Change 3363687 on 2017/03/24 by Chris.Babcock Fix Android password hiding in input dialog #jira WEX-5159 #ue4 #android Change 3365280 on 2017/03/27 by Dmitriy.Dyomin Fix for GL_EXT_shader_framebuffer_fetch on Zenfone5. Use UE_EXT_shader_framebuffer_fetch define on all devices to enable extension Change 3365291 on 2017/03/27 by Dmitriy.Dyomin Copied form WEX CL# 3308653 Fixed: Enabling shader cache causes crash on NVIDIA Shield #jira UE-41639 Change 3365293 on 2017/03/27 by Dmitriy.Dyomin GitHub 3411 : Fix crash in patching utils mount method (contributed by nverenik) #jira UE-43247 #3411 Change 3365340 on 2017/03/27 by Dmitriy.Dyomin Fixed: Moving sublevel in world composition browser does not appear in Undo History #jira UE-35535 Change 3365564 on 2017/03/27 by Allan.Bentham SkyLightComponent now serializes IrradianceMap SH values. clicking Recapture sky button in mobile preview switches back to SM4/5 to update captures. Skylights that are dirty from load will trigger reflection capture update once shaders are rebuilt. #jira UE-42436 Change 3366282 on 2017/03/27 by Nick.Shin remove dead links these files to not exist anywhere in the make-3.81 subfolders #UDN-354501 #jira none Change 3366306 on 2017/03/27 by Nick.Shin HTML5 - disable multi-threading for wasm #jira UE-43219 - HTML5 disable multi-threading for wasm Change 3366307 on 2017/03/27 by Nick.Shin HTML5 packaging Shipping builds big cleanup / additions to *gz file support for amazon s3 * both, uploading to s3 * and allowing s3 to host the games there #jira UE-43002 HTML5 in Shipping fails downloading symbols files #jria UE-43001 HTML5 Shipping Projects fail looking for compressed files when "Compress files during shipping packaging" is not selected. Change 3367385 on 2017/03/28 by Allan.Bentham Display skylight serialization warning only when cooking for mobile platforms. #jira UE-42436 Change 3368583 on 2017/03/28 by Chris.Babcock Expose JAVA_HOME setting in Android SDK project settings on Mac #jira UE-43418 #ue4 #android Change 3368803 on 2017/03/28 by Chris.Babcock Fix features requested in manifest for "Daydream and Cardboard" mode #jira UE-43314 #ue4 #android Change 3369087 on 2017/03/28 by Jack.Porter Changed tooltip and added supported devices in paretheses for Android Mobile Deferred / ES31+AEP #jira UE-42438 Change 3369372 on 2017/03/29 by Allan.Bentham Fix disappearing meshes when r.mobile.allowdistancefieldshadows is disabled. #jira UE-43366 Change 3369381 on 2017/03/29 by Jack.Porter Show warnings when mobile shader permutations required for rendering are disbaled Made FReadOnlyCVARCache a singleton and added mobile CVars, used for MobileBasePassRendering. #jira UE-43050 Change 3369430 on 2017/03/29 by Allan.Bentham fix CIS build Change 3369740 on 2017/03/29 by Allan.Bentham Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility) Android links with -gc-sections to remove unused code/data Add JNI_METHOD for java accessible native functions, fixed up existing JNI functions to use macro. Add support for map file generation with android. Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig() bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini #jira UEMOB-168 Change 3369975 on 2017/03/29 by Nick.Shin HTML5 - AWS S3 shareable link for shipping builds corrected #jira UE-43379 Amazon S3 Shareable link does not generate correct filepath. Change 3369998 on 2017/03/29 by Nick.Shin HTML5 python build scripts PR: https://github.com/Mozilla-Games/UnrealEngine/commit/1cb836d43c3015c6ca0fdd039072bb6c5c273db3 #jira none Change 3370214 on 2017/03/29 by Nick.Shin HTML5 - default bUseFixedTimeStep to false... #jira UE-43380 - Default HTML5 gamespeed is faster than equivalent platforms Change 3370762 on 2017/03/29 by Chris.Babcock Fixes to new keyboard for Android - Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference. - Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing when changing focus between multiple EditableTextBox widgets. #ue4 #android Change 3371344 on 2017/03/30 by Jack.Porter Fixed issue where Vulkan screenshot R/B channels were reversed on Android #jira UE-43479 Change 3372926 on 2017/03/30 by Peter.Sauerbrei start the process of sunsetting 32-bit and GLES2 on iOS #jira UE-42266 Change 3372970 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - windows toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3372989 on 2017/03/30 by Peter.Sauerbrei fix for Xcode 8.3 build with 32-bit Change 3373007 on 2017/03/30 by Peter.Sauerbrei fix for crash when online subsystem is disabled on IOS Change 3373108 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - emscripten toolchain WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3373163 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - OSX toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3373169 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support license file updated #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rnx Change 3373287 on 2017/03/30 by Nick.Shin HTML5 - 1.36.11 emscripten - remove old SDK #jira none #rnx Change 3373289 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - Linux toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3373595 on 2017/03/30 by Chris.Babcock Reenable GooglePlay for ARM64 now that it doesn't crash #jira UE-36198 #ue4 #android Change 3373606 on 2017/03/30 by Chris.Babcock Submitting Allan's shelved EXT_shader_framebuffer_fetch fix #ue4 #android Change 3375456 on 2017/03/31 by Chris.Babcock Add missing keycodes for Android keyboard (@ and #) #jira WEX-5777 #ue4 #android Change 3376309 on 2017/04/03 by Allan.Bentham Fix overflow issues with mobile DoF. Change 3377041 on 2017/04/03 by Will.Fissler Adding Testbed content for PlatformShowcase. Change 3377582 on 2017/04/03 by Alicia.Cano adding back in GET_ACCOUNTS permission as it is required for Reset Achievements #jira: UE-43265 #android #rb: Chris.Babcock Change 3377643 on 2017/04/03 by Peter.Sauerbrei fix for memory leak in MallocBinned #jira UE-43008 Change 3378033 on 2017/04/04 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - ThirdParty libs compiled with new toolchain with wasm and webgl2 support #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3378034 on 2017/04/04 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - ThirdParty build scripts #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3378035 on 2017/04/04 by Nick.Shin HTML5 - Update GameX template to make it work with trunk Emscripten PR https://github.com/Mozilla-Games/UnrealEngine/commit/dc2b26f452948f8ee07178bc3e8742af80d8919a#commitcomment-21454978 #jira none #rn Change 3378044 on 2017/04/04 by Nick.Shin HTML5 harfbuzz - double checking recompiled with NO multithreading wasm currently does not support pthreads *** THIS IS STILL WIP *** checking in to match 3rd party libs compiled configuration #jira UE-28588 - Build HarfBuzz for HTML5 #rnx Change 3378264 on 2017/04/04 by Allan.Bentham Fix crash when using consolas font on android sdk 24 #jira UE-43464 Change 3379097 on 2017/04/04 by Nick.Shin CIS HTML5 build warning fix #jria none #rnx Change 3379333 on 2017/04/04 by Chris.Babcock Prevent inserting extra permissions into manifest multiple times #jira UE-43583 #ue4 #android Change 3380870 on 2017/04/05 by Chris.Babcock Fix merge issue Change 3380898 on 2017/04/05 by Chris.Babcock Fixed again Change 3381443 on 2017/04/05 by Chris.Babcock Fix for GearVR non-unity build #ue4 #android Change 3381941 on 2017/04/05 by Chris.Babcock Fix HTTPChunkInstaller texture format checks and missing #define warning #jira UE-43706 #ue4 #android Change 3382056 on 2017/04/05 by Chris.Babcock Updates to Android AARs needed for Facebook plugin Change 3382097 on 2017/04/05 by Chris.Babcock Disable java console cmd receiver only in shipping builds #jira UE-43710 #ue4 #android Change 3382497 on 2017/04/06 by Allan.Bentham Fix Fortnite Cooked Server crashes when joining game from lobby. #jira UE-43695 Change 3383227 on 2017/04/06 by Will.Fissler Reverted case sensitive change, from yesterday, and implemented a pragma instead. #jira UE-41313 [CL 3383473 by Jack Porter in Main branch]
2017-04-06 16:13:17 -04:00
JNI_METHOD void Java_com_epicgames_ue4_GameActivity_nativeAppOpenedWithLocalNotification(JNIEnv* jenv, jobject thiz, jstring jactivationEvent, int32 jFireDate)
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3147796) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2948319 on 2016/04/19 by Nick.Shin update zlib to v1.2.8 part 1 of 4 - doing this in stages for tracking purposes #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library Change 2948322 on 2016/04/19 by Nick.Shin update libwebsockets to v1.7.4 part 4 of 4 - doing this in stages for tracking purposes #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 2948661 on 2016/04/19 by Nick.Shin keep using old zlibs until they are recompiled with the newer version Change 2948737 on 2016/04/19 by Nick.Shin build warning fix Change 2949334 on 2016/04/20 by Nick.Shin fix library path for some reason, NetworkFileSystem and HttpNetworkReplayStreaming on Mac platform needs full path - even though lib path was set... Change 2951556 on 2016/04/21 by Nick.Shin static libs double checked #jira UE-29674 - Editor fails to open in Dev-Platform Change 2951559 on 2016/04/21 by Nick.Shin static libs double checked forgot these files - they were in another changelist #jira UE-29674 - Editor fails to open in Dev-Platform Change 2952411 on 2016/04/22 by Nick.Shin add win32 build targets for zlib openssl libcurl libwebsockets part 1 of 2: these are the C# build scripts Change 2970016 on 2016/05/07 by Nick.Shin undo all of the following upgrades: - zlib - openssl - libcurl - libwebsockets and reset webrtc #jira UE-30298 - Fortnite and Orion crash on login Change 3118163 on 2016/09/08 by Josh.Adams perm test 2, not a useful file at all Change 3121142 on 2016/09/12 by Daniel.Lamb Attempt to fix deterministic cooking issue for particlelodlevel. Ensure the spawn module has had postload called on it before using. #test Paragon cook Change 3121150 on 2016/09/12 by Daniel.Lamb Added warning logs to help track down issue UE-33453. Change 3121201 on 2016/09/12 by Keith.Judge Xbox One - Replicate CL 3114357 from 4.13 branch. ESRAM clear on create fix. Change 3121302 on 2016/09/12 by Joe.Graf Fixed up the IMPLEMENT_MODULE macro usage to avoid the link errors Change 3121379 on 2016/09/12 by Dmitry.Rekman Linux: only link libraries that export needed symbols (UE-35720). - Fixes very long startup times of modular builds. - Includes PR #2778 by slonopotamus. #jira UE-35720 Change 3121383 on 2016/09/12 by Dmitry.Rekman Linux: added some missing _API declarations on symbols used externally. - Compiling editor with -fvisibility=hidden works after this fix (although running still doesn't). Change 3121456 on 2016/09/12 by Daniel.Lamb Attempt to fix deterministic cooking issue for particlelodlevel. Ensure the spawn module has had postload called on it before using. #test Paragon cook Change 3122939 on 2016/09/13 by Luke.Thatcher [PLATFORM] [PS4] [!] Skip orbismemdmp files in the PS4 crash handler web service. - Writing these files to disk causes orbis-tm.exe to take a file lock on them, which means we can't move the crash directory to the landing zone. Change 3123040 on 2016/09/13 by Brent.Pease + Fix VS compile error by removing ENGINE_API from virtual method decls since ENGINE_API is defined for the entire class now. Change 3123664 on 2016/09/13 by Nick.Shin this was originally checked into: release 4.13.1 bringing here to dev-platform -- original submit comments -- first, safari has a problem with firing off "window resized" events - causing an infinite loop of the window "resizing" next, retina has "bigger" size calculations going off -- so y-delta checks greater than 2 are done to prevent resize event firing off in an infinite loop jira UE-35363 - Huge game window when launching onto Safari 9.1.2 Change 3125282 on 2016/09/14 by Michael.Trepka Fixed iOS and tvOS code indexing in Xcode project Change 3126812 on 2016/09/15 by Josh.Adams Merged Wolf support into Dev-Platform (hidden from almost all people still). Non-Wolf-specific changes: - Added Parse function to JsonObject.cs to be able to parse a string - Replaced some hacky post-reflection-capture functions with RHISubmitCommandsAndFlushGPU() - Split PLATFORM_HAS_BSD_SOCKET_FEATURE_GETADDRINFO off from PLATFORM_HAS_BSD_SOCKET_FEATURE_GETHOSTNAME - Converted the PS4MallocCrash class into a generic one (that Wolf is now also using) - Added AddGenericToInQueueOnlineThread(), useful running a delegate on Online thread instead of game thread - Refactored the GL shader compiler to allow Wolf to modify behavior without a lot of if WOLF checks everywhere - Added ability in the cross compiler to convert the global uniform arrays into named uniform buffer objects - Added ability for GL shader compiler to output original resources names ("VertColor" instead of "u_v[3]" or whatever) - Added "FORCELODGROUP" console command that will apply a StaticMesh LODGroup to selected meshes in the editor. This can batch-Simplygonify all meshes in a level. Should maybe become an editor tool. - Added ability for arrays of structs to specify a property to be the key. So, with LODGroups, the Name key inside the struct can be the unique key, so when you have multiple .ini files in the hierarchy overriding the same LODGroup by name, it will repalce the first with the second, instead of adding two entries with the same name. Set by @ArrayName=KeyPropertyName. Per Object Config sections need a little different handling, which uses * (see BaseDeviceProfiles.ini) - Added ability to change DeviceProfiles at runtime. Use "dp.override <name>". If you do it again to another one, it will reset the settings to what they were originally, before applying the second new DP. This is because the second DP may not set all settings the first one did, but we want to undo the first settings that the second doesn't contain. - Added FRHICommandListImmediate::IsStalled() - returns true while FRHICommandListImmediate::StallRHIThread is happening - Changed runtime GetFeatureLevelMaxTextureSamplers() calls to the new GetMaxTextureSamplers() which can now be handled by the platform. Renamed GetFeatureLevelMaxTextureSamplers to GetExpectedFeatureLevelMaxTextureSamplers() (only used by the shader editor) to guess at what maybe the samplers count will be - but it's not guaranteed correct. - Renamed a UT copy of a global function to not linker-conflict - Changed the OOMBackupMemoryPool to allow each platform to set how much memory to allocate. See FPlatformMemory::GetBackMemoryPoolSize(). Defaults to 0, which was the previous behavior with the now removed FPlatformMemory::SupportBackupMemoryPool(), which was only true in Windows and PS4. - Added an OOM delegate so other systems can get a callback after OOM occurs (after deleting the backup memory pool if it exists) - Changed SetQualityLevels() (in Scalability.cpp) to no longer change the SetBy priority when setting CVars, and now keeps the SetBy the same as it was. Helps with conflicts between game settings and device profiles. See SetWithCurrentPriority() - Added GetRenderingThreadPriority to FPlatformAffinity to allow a platform override priority. Not sure about this one, so may remove it, or maybe add more priorities for all the threads? - Added a new file into the ini hierarchy to begin fixing the Engine/Base -> Project/Default -> Engine/Platform -> Project/Platform mess. We now have Engine/Base -> Engine/BasePlatform -> Project/Default -> Engine/Platform -> Project/Platform. However, Engine/Platform will soonm be deprecated as we move things over to Engine/BasePlatform, that are safe to move. Change 3126842 on 2016/09/15 by Michael.Trepka Make SAssertPicker's search box the default widget to focus on activate so that it doesn't get deactivated on Mac, where we get the window activation event in a tick after SAssertPicker creation. Change 3126956 on 2016/09/15 by Michael.Trepka Added support for compiling Vulkan shaders for Android on Mac Change 3127206 on 2016/09/15 by Michael.Trepka PR #2604: Remove some warnings. (Contributed by reapazor) Change 3127324 on 2016/09/15 by Michael.Trepka Allow third party dylibs on Mac to be loaded from plugin subfolders Change 3127924 on 2016/09/16 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3128369 on 2016/09/16 by Nick.Shin zlib 1.2.8 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128377 on 2016/09/16 by Nick.Shin openssl 1_0_2h headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128383 on 2016/09/16 by Nick.Shin libcurl 7_48_0 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128384 on 2016/09/16 by Nick.Shin libwebsockets 1.7.4 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128464 on 2016/09/16 by Nick.Shin webRTC rev.12643 NOTE: VS2015 - only Win64 is available - Win32 versions is crashing (e.g. EpicGamesLauncher) at the moment NOTE: VS2013 - not tested (i'm working on getting a VS2013 pro license) - so not checking in with this changelist - also, VS2013 is no longer supported by webRTC build scripts, so it will be old anyways FUTURE NOTE: - will continue to try to get VS2015 Win32 functional - and am working on trying to get VS2013 tested headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128500 on 2016/09/16 by Nick.Shin zlib 1.2.8 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128504 on 2016/09/16 by Nick.Shin openssl 1_0_2h - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128506 on 2016/09/16 by Nick.Shin libcurl 7_48_0 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128508 on 2016/09/16 by Nick.Shin libwebsockets 1.7.4 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128513 on 2016/09/16 by Nick.Shin webRTC rev.12643 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128602 on 2016/09/16 by Nick.Shin webRTC rev.9862 - Win64 VS2013 NOTE: - not tested (i'm working on getting a VS2013 pro license) - checking in for testing purposes WARNING: - VS2013 is no longer supported by webRTC latest headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128605 on 2016/09/16 by Nick.Shin re-enabling updated ThirdParySoftware libs: - zlib (v.1.2.8) - openssl (1.0.2h) - libcurl (7_48_0) - libwebsocket (v.1.7.4) - webRTC (rev.12643) to the codereviewers, in my attempt to ensure the older libs are still used for console, mobile and linux -- please refer to this checkin if i broke the build... Change 3128651 on 2016/09/16 by Nick.Shin fix Win32 build error from CL: #3128605 Change 3128704 on 2016/09/16 by Nick.Shin fix Win32 build error from CL: #3128605 - this time actually compiling it... Change 3128825 on 2016/09/16 by Dmitry.Rekman Linux: proper fix for too slow startup times (UE-35967). - Pull request #2793 by slonopotamus. - Now without stripping dependencies on libraries specified before. - Contains a work around for ld bug <2.25. Change 3128972 on 2016/09/16 by Nick.Shin fix to local build error. Change 3129283 on 2016/09/16 by Brent.Pease + Add Android local notification support based on existing system used for iOS + Initial API has been added for cancelling local notifications but the actual platform implementation will be done in the next release Change 3129494 on 2016/09/17 by Nick.Shin fix CIS build errors Change 3129503 on 2016/09/17 by Dmitry.Rekman Fix Linux build (case sensitivity issue). Change 3129514 on 2016/09/17 by Nick.Shin fix CIS build errors for consoles - missing zlib include path special thanks to Dmitry.Rekman for pointing me in the right direction Change 3129647 on 2016/09/17 by Dmitry.Rekman Linux: fix non-unity build. Change 3131043 on 2016/09/19 by Nick.Shin archiving build instructions/steps when building: - zlib (v.1.2.8) win: #3128369 osx: #3128500 - openssl (1.0.2h) win: #3128377 osx: #3128504 - libcurl (7_48_0) win: #3128383 osx: #3128506 - libwebsocket (v.1.7.4) win: #3128384 osx: #3128508 - webRTC win: #3128464 (rev.12643 for vs2015) + 3128602 (rev:9862 for vs2013) -- NOTE: win32 is WiP osx: #3128513 Change 3132801 on 2016/09/20 by Dmitry.Rekman Linux: support specifying default OpenGL version via configs (UE-34777). - The first targeted RHI is going to be used. Change 3132905 on 2016/09/20 by Josh.Adams - Fixed up some paths with the WolfPlat rename Change 3133148 on 2016/09/20 by Josh.Adams - Only show UT EULA if PLATFORM_DESKTOP Change 3133152 on 2016/09/20 by Josh.Adams - Beginning support for applets. Disabled unless you have a special SDK with applet support. Change 3133169 on 2016/09/20 by Josh.Adams - Fixed issue with Wolf access but no SDK installed Change 3133344 on 2016/09/20 by Daniel.Lamb Fixed issue with Iterative cooking not detecting changes to ini files which are loaded using LoadLocalFile. Added new flag to limit number of concurrent shader compiles. #test Cook QAGame, Cook Paragon Change 3133345 on 2016/09/20 by Daniel.Lamb FRedirectCollector collects string asset references all the time when running the editor. #test Cook paragon cook QAGame. Change 3133852 on 2016/09/21 by Luke.Thatcher [PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. Change 3133875 on 2016/09/21 by Luke.Thatcher [PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. (Attempt 2) Change 3134403 on 2016/09/21 by Jonathan.Fitzpatrick Per PS4 documentation, app_type requires the alternate spelling of 'upgradeable', 'upgradable'. Change 3134544 on 2016/09/21 by Josh.Adams - Reduced UT textures for Wolf Change 3134915 on 2016/09/21 by Jonathan.Fitzpatrick FPS4Time::SystemTime now calculates the local machine time, instead of UTC. #jira UE-35170 Change 3135036 on 2016/09/21 by Michael.Trepka Quit the UE4EditorServices app when quitting the Launcher if it was the launcher that spawned the services process Change 3135142 on 2016/09/21 by Jonathan.Fitzpatrick GetBackMemoryPoolSize returned bool on PS4 by accident, should be uint32 Change 3135292 on 2016/09/21 by Jeff.Campeau Change include order to favor the XDK edition specific headers where available. Change 3136414 on 2016/09/22 by Josh.Adams - Fixed a checkf() that had the case reversed #jira ue-36311 Change 3137082 on 2016/09/22 by Dmitry.Rekman Added support for Linux installed builds to 4.14 Change 3137220 on 2016/09/22 by Dmitry.Rekman Linux: do not rebuild hlslcc on each setup. - Now that hlslcc is set to use bundled libc++ there should be no STL binary compatibility conflicts between the engine and hlslcc binary. Change 3137227 on 2016/09/22 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3137259 on 2016/09/22 by Dmitry.Rekman Linux installed build: fix CIS (missed one .csproj) Change 3137290 on 2016/09/22 by Dmitry.Rekman Linux installed builds: fix for the resulting directory. Change 3137291 on 2016/09/22 by Chris.Babcock Restore texture filtering mode properly when movie played on Android #jira UE-36342 #ue4 #android Change 3137376 on 2016/09/22 by Dmitry.Rekman Linux: re-enabled crash handler stack smash protection. - Race condition in FRunnableThreadPThread has been previously fixed. Change 3138498 on 2016/09/23 by Dmitry.Rekman Linux: add missed package for installed builds. - mono-devel package for resgen2. Change 3138523 on 2016/09/23 by Dmitry.Rekman Linux: Update hlslcc now that we're not rebuilding it each time. Change 3138658 on 2016/09/23 by Josh.Adams - Moved UT's Social Plugin into NotForLicensees Change 3139042 on 2016/09/23 by Dmitry.Rekman Linux: more robust check of installed packages. - Also added mono-devel to the list of packages installed on 14.04. Change 3139674 on 2016/09/26 by Dmitry.Rekman Fix crash when editing widget blueprints (UE-35185). - Caused by name collision due to copy/pasted code; aliased classes diverged and this resulted in all kinds of weird memory stomping. - Renamed the class and also applied the same workaround (removing static) to prevent likely crashes on exit as happened with the original class (see UE-30795). Change 3140203 on 2016/09/26 by Josh.Adams - Wolf Fix for SHIPPING Change 3140206 on 2016/09/26 by Josh.Adams - NEX work, still in progress Change 3140276 on 2016/09/26 by Josh.Adams - Fixed Wolf compile error Change 3140485 on 2016/09/26 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3140570 on 2016/09/26 by Dmitry.Rekman SDL2: Delete obsolete files. - We now have local changes to SDL2, so this tarball is no longer accurate and just takes unnecessary space. Change 3140577 on 2016/09/26 by Dmitry.Rekman Fix CudaTest monolithic build. - Not the best fix, the better fix is to build against bundled libc++. Change 3141184 on 2016/09/27 by Keith.Judge Add FXboxOneApplication::GetXboxOneApplication to fix a save/load game assert. #jira UE-35973 Change 3141623 on 2016/09/27 by Chris.Babcock Support hiding virtual keyboard on Android #jira UE-34201 #ue4 #android Change 3141887 on 2016/09/27 by Joe.Graf Added support for additional plugin directories that are specified by the .uproject file New plugin wizard adds to the additional plugin directories if the user specifies a directory outside of Engine/Plugins or Game/Plugins Change 3141916 on 2016/09/27 by Josh.Adams - Worked around compile issues (at least with Wolf UT). This is well documented in a Jira (UE-29925) Change 3141926 on 2016/09/27 by Josh.Adams - Support for skipping Wolf user selector (-nologinui) Change 3141938 on 2016/09/27 by Chris.Babcock Allow Android media player to seek past 999ms (contributed by rcywongaa) #jira UE-36453 #PR #2797 #ue4 #android Change 3142207 on 2016/09/27 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3142219 on 2016/09/27 by Josh.Adams - Wolf PhysX 3.4 libs and includes Change 3142220 on 2016/09/27 by Josh.Adams - File that had to be fixed up after main merge (missed adding it to the huge integrate CL) Change 3142314 on 2016/09/27 by Chase.McAllister #jira UE-35011 fixes to some assets to remove redundancies/output log spam Change 3142510 on 2016/09/27 by Daniel.Lamb Fixed up resave lightmaps commandlet so that world transforms don't get applied twice. #jira UE-35942 Change 3142650 on 2016/09/27 by Chris.Babcock Android support for Linux by yaakuro - requires CodeWorks for Android Linux installed and OpenJDK 1.8 - need to set Android SDK paths manually in Project Settings #jira UE-32752 #jira UE-32753 #PR #2564 #PR #2565 #ue4 #android #linux Change 3142802 on 2016/09/27 by Dmitry.Rekman Upgrade to SDL 2.0.5-ish (still technically 2.0.4). - Upstream revision 10374:dccf51aee79b. - Merged all our changes hopefully. Change 3143075 on 2016/09/28 by Luke.Thatcher [RENDERING] [~] Add check to FBatchedElements::AddSprite to catch null textures. If the texture is null here, we will crash later in the RHI. At least now we'll get the callstack of the code adding the null textured sprite, since I don't have a repro. #jira UE-33077 Change 3143219 on 2016/09/28 by Daniel.Lamb Added new is compiling function which tells you if it's really compiling instead of lying. If def out additional logging for debugging shader compilation issue for 4.14 release. Change 3143428 on 2016/09/28 by Luke.Thatcher [PLATFORM] [PS4] [+] Use PS4 SDK 4.008.061 Change 3143488 on 2016/09/28 by Daniel.Lamb Changed defaults for skip cooking editor content to true. Change 3143526 on 2016/09/28 by Daniel.Lamb Increased the concurrent shader compile limit while in the cooker. #test Cook paragon Change 3143874 on 2016/09/28 by Chris.Babcock Read Android environment variables from .bashrc on Linux #jira UE-36565 #ue4 #android #linux Change 3143911 on 2016/09/28 by Dmitry.Rekman Fix SDL EGL API binding (UE-18979). - Contains PR #1398 by x414e54. - Also fixes offscreen backend that needed to provide a global mouse state after the SDL upgrade. Change 3143929 on 2016/09/28 by Daniel.Lamb Removed some more temporary logging. #test Cook paragon Change 3143959 on 2016/09/28 by Jeff.Campeau Media Player for Xbox One Change 3143997 on 2016/09/28 by Dmitry.Rekman Linux: faster linking in Debug. - Do not apply --as-needed to Debug build since taking a hit of several tens of seconds on startup is better than linking for ~4 more minutes when iterating. Change 3144004 on 2016/09/28 by Dmitry.Rekman Linux: make SCW dump core on crash in debug builds. - If the editor (not SCW itself) is built in Debug, make SCW dump cores if they ever crash. This makes it debug easier (at the risk of running of disk space). Change 3144007 on 2016/09/28 by Dmitry.Rekman Linux: Allow equals character in command line parameter value (UE-26406). - PR #2019 by bozzaro. - Allows passing parameters like -Switch=Key=Value. Change 3144042 on 2016/09/28 by Jeff.Campeau Add tag for DX12 support being experimental in target settings. #jira UE-36150 Change 3144068 on 2016/09/28 by Dmitry.Rekman Linux: enable using xgConsole in UAT (UE-28096). - PR #2144 by bozzaro. - Picks correct xgConsole binary. - Allegedly fixes crash in CombineXGEItemFile on mono. Change 3144120 on 2016/09/28 by Michael.Trepka Copying //Tasks/UE4/Dev-HighDPI/... to //UE4/Dev-Platform/... Change 3144172 on 2016/09/28 by Chris.Babcock Add libpng 1.5.27 for Android #jira UE-36573 #ue4 #android Change 3144318 on 2016/09/28 by Chris.Babcock Correct logic for checking .bashrc on Linux #ue4 #android Change 3144331 on 2016/09/28 by Dmitry.Rekman Linux: repair ARM server builds. - Also: print info about C++ library being used and allow the override via environment variable UE4_LINUX_USE_LIBCXX (either 0 or 1). Change 3144354 on 2016/09/28 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) this is intermediate, not fully working Change 3144368 on 2016/09/28 by Josh.Adams - Moved the new Social files into NFL Change 3144395 on 2016/09/28 by Chris.Babcock Add missing functions for AndroidWebBrowserWindow #ue4 #android Change 3144417 on 2016/09/28 by Josh.Adams - Probable fix for FWebBrowserWindow missing virtuals Change 3144438 on 2016/09/28 by Jeff.Campeau XDK updated to 160802 Change 3144569 on 2016/09/29 by Dmitry.Rekman Linux: allow a selectable clock source (UE-36564). - The engine will now select the best performing clock on start instead of hard-coding CLOCK_REALTIME. This will happen as part of global initialization before main() to prevent clock skew. - Also fixes a problem of the engine not being able to start on Windows 10 since previously hard-coded clock id was not supported there. #tests Compiled and ran a few targets (including non-monolithic). Tried bogus clock sources. Haven't actually tried on Win10 (don't have a machine atm). Change 3145108 on 2016/09/29 by Joe.Graf Fixed cases where path relative external plugin paths would generate the wrong path when running Unreal Header Tool (and probably other tools) Change 3145245 on 2016/09/29 by Joe.Graf #wolf Checking in removal of plugin use on Win64 per Josh's request Change 3145514 on 2016/09/29 by Will.Fissler Updated Mac Info.plist files to disable high DPI on macOS 10.12 Change 3145538 on 2016/09/29 by Josh.Adams - Worked around a physics task graph issue with using the new lock free stuff on Wolf, joining PS4 and XboxOne. Wolf was crashing on some boots. Change 3145540 on 2016/09/29 by Josh.Adams - Fix for checking some Wolf dev tool installation existence - Fix for various Wolf build issues - Fix for Wolf devices not showing up in Launch on Change 3145542 on 2016/09/29 by Josh.Adams - Pulled over Wolf changes from Wolf branch into Dev-Platform Change 3145572 on 2016/09/29 by Josh.Adams - Cleaned up Wolf SDK error logs which really messed up GenProjectFiles for some class of people. #jira UE-36591 Change 3145769 on 2016/09/29 by Chris.Babcock Remove duplicate platforms from deploy list in UFE #jira UE-36636 #ue4 Change 3146061 on 2016/09/29 by Chris.Babcock Linux: be less spammy in log when launching external procs #jira UE-36638 #ue4 #linux Change 3146208 on 2016/09/29 by Dmitry.Rekman Linux: fix PhysX crash (UE-36613). - PX_RESTRICT was unwarrantedly applied to memMove, allowing clang to replace the memmove() call to memcpy() at -O2 and above. - This caused PxArray::remove() to duplicate the elements of its array (in POD case) and this opened doors to all kinds of fun. #jira UE-36613 Change 3146476 on 2016/09/30 by Josh.Adams - Moved a UBT log that could pollute QA logs with Wolf secrets to Verbose Change 3146554 on 2016/09/30 by Josh.Adams - Removed another wolf secret log Change 3146626 on 2016/09/30 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3146712 on 2016/09/30 by Josh.Adams - Fixed case for building Android on Linux #jira #UE-36652 Change 3146844 on 2016/09/30 by Josh.Adams - Removed ES2 shader compiling from TVOS, and force Metal compiling #jira UE-36306 Change 3146865 on 2016/09/30 by Daniel.Lamb Removed temp logging for materials #test Launch on paragon Change 3146874 on 2016/09/30 by Dmitry.Rekman Linux: add rpath for libTextureConverter.so (UE-36620). Change 3147030 on 2016/09/30 by Josh.Adams - Version check workaround for IOS9.3/TVOS9.2 defining __IPHONE_10_0 which breaks our IOS10 code checks #jira UE-36623 Change 3147151 on 2016/09/30 by Josh.Adams - Fixed zlib.build.cs for XboxOne, which came in from another branch without an include path, yet somehow main is compiling? Change 3147621 on 2016/09/30 by Michael.Trepka Fix for setting up RPATHs for third party dylibs for packaged code-based games on Mac Change 3147712 on 2016/09/30 by Josh.Adams - Fixed metal crash StrategyGame crash. Recent code was checking IsES2Platform for HDR decoding in scene capture, and Metal hasn't been IsES2 since may. Changed to IsMobilePlatform. #jira UE-36225 Change 3147725 on 2016/09/30 by Josh.Adams - Fixed yet another Wolf log for people with Wolf access but no SDK [CL 3147801 by Josh Adams in Main branch]
2016-09-30 21:21:09 -04:00
{
FString ActivationEvent;
const char* ActivationEventChars = jenv->GetStringUTFChars(jactivationEvent, 0);
ActivationEvent = FString(UTF8_TO_TCHAR(ActivationEventChars));
jenv->ReleaseStringUTFChars(jactivationEvent, ActivationEventChars);
int32 FireDate = (int32)jFireDate;
DECLARE_CYCLE_STAT(TEXT("FSimpleDelegateGraphTask.ProcessAppOpenedWithLocalNotification"), STAT_FSimpleDelegateGraphTask_ProcessAppOpenedWithLocalNotification, STATGROUP_TaskGraphTasks);
FSimpleDelegateGraphTask::CreateAndDispatchWhenReady(
FSimpleDelegateGraphTask::FDelegate::CreateLambda([=]()
{
ILocalNotificationService* AndroidLocalNotificationService = NULL;
FString ModuleName = "AndroidLocalNotification";
// load the module by name
ILocalNotificationModule* module = FModuleManager::LoadModulePtr<ILocalNotificationModule>(*ModuleName);
// did the module exist?
if (module != nullptr)
{
AndroidLocalNotificationService = module->GetLocalNotificationService();
AndroidLocalNotificationService->SetLaunchNotification(ActivationEvent, FireDate);
}
}),
GET_STATID(STAT_FSimpleDelegateGraphTask_ProcessAppOpenedWithLocalNotification),
nullptr,
ENamedThreads::GameThread
);
}
#endif
IMPLEMENT_MODULE(FAndroidLocalNotificationModule, AndroidLocalNotification);
/*------------------------------------------------------------------------------------
FAndroidLocalNotification
------------------------------------------------------------------------------------*/
FAndroidLocalNotificationService::FAndroidLocalNotificationService(){
AppLaunchedWithNotification = false;
LaunchNotificationActivationEvent = "None";
LaunchNotificationFireDate = 0;
}
void FAndroidLocalNotificationService::ClearAllLocalNotifications()
{
#if PLATFORM_ANDROID
extern void AndroidThunkCpp_ClearAllLocalNotifications();
AndroidThunkCpp_ClearAllLocalNotifications();
#endif
}
void FAndroidLocalNotificationService::ScheduleLocalNotificationAtTime(const FDateTime& FireDateTime, bool LocalTime, const FText& Title, const FText& Body, const FText& Action, const FString& ActivationEvent)
{
#if PLATFORM_ANDROID
extern void AndroidThunkCpp_ScheduleLocalNotificationAtTime(const FDateTime& FireDateTime, bool LocalTime, const FText& Title, const FText& Body, const FText& Action, const FString& ActivationEvent);
AndroidThunkCpp_ScheduleLocalNotificationAtTime(FireDateTime , LocalTime, Title, Body, Action, ActivationEvent);
#endif
}
Copying //UE4/WEX-Staging to //UE4/Dev-Main (Source: //WEX/Main @ 3440877) #lockdown nick.penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3437481 on 2017/05/12 by Brian.Zaugg@Brian.Zaugg_A4140_WexDevMain #wex - Put the change to sort the CookedAssetRegistry back in. #jira WEX-5841 Back out changelist 3437412 Change 3437412 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Back out change to CookedAssetRegistry, which turned out to be unnecessary. #jira WEX-5841 Back out changelist 3437372 Change 3437372 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Sort the cooked asset registry on save to fix nondeterministic cook. #jira WEX-5841 Change 3435902 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Removed UpgradeTrackRows from MovieScenes. It was no longer needed and was causing nondeterministic cooks. #jira WEX-5841 Change 3435900 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Merge in fix for nondeterministic script compilation from Dev-General. #jira WEX-5841 Merging //Orion/Dev-General/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp to //WEX/Main/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp Change 3435897 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Merge in fix for nondeterministic blueprint cook from Dev-Editor #jira WEX-5841 Merging //UE4/Dev-Editor/Engine/Source/Runtime/MovieScene/... to //WEX/Main/Engine/Source/Runtime/MovieScene/... Change 3435896 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Merge in fix for nondeterministic script compilation from Dev-Framework. #jira WEX-5841 Merging //UE4/Dev-Framework/Engine/Source/Editor/... to //WEX/Main/Engine/Source/Editor/... Change 3435387 on 2017/05/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX Upload Crashlytics symbols after succesful build by build machine #jira none Change 3433935 on 2017/05/10 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Resaved more assets to fix nondeterministic cooks. #jira WEX-5841 Change 3433707 on 2017/05/10 by robomerge@ROBOMERGE_WEX_Main fix for thinking Android is always on WiFi even when it is on LTE #jira none Change 3433634 on 2017/05/10 by peter.sauerbrei@peter.sauerbrei_WEX fix for loading a null object when the object is just pending kill not happy with this fix, but it works #jira WEX-6265 Change 3432228 on 2017/05/10 by Dmitriy.Dyomin@dmitriy.dyomin-wex Added LoadTimes.Reset console command to reset accumulated data reported by LoadTimes.DumpReport #jira WEX-6319 Change 3431341 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX Make sure file handle is valid for flush #jira none Change 3431036 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX Capture UE_LOG for Crashlytics (can be disabled by setting ENABLE_CRASHLYTICS_LOGGING to 0 in CrashlyticsModule.cpp) - Added IFileHandle::Flush() to get the full pre-init log #jira WEX-6311 Change 3429394 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main fix for missing logs when crashing in crash reporter #jira none Change 3428450 on 2017/05/08 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-6248, WEX-6285 - Converted the MonsterPit hero list over to using the new UListView-based WExpHexGrid. - Generalized some of the item selection logic from B_HexGrid_Heroes. - Removed a bunch of MonsterPit-specific cruft from the HeroIcons. Change 3428177 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main fix for no symbols on the crashreport site #jira none Change 3428110 on 2017/05/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX Enable CL as store version for Android #jira WEX-5432 #ue4 #android Change 3427082 on 2017/05/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX Crashlytics for Android - also adds support for CL used as StoreVersion (requires bUseChangleListAsStoreVersion=true and environment variable IsBuildMachine=1), but not enabled yet #jira WEX-5785 Change 3426577 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main another pass at deprecation warnings #jira none Change 3426360 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main write out the UUID for the dSYM when generating the debug symbols #jira none Change 3426356 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main fix for deprecation warnings on IOS #jira none Change 3424160 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main fix for resetting the load status when attempting a second load of an asset #jira WEX-6226 Change 3423174 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main made an extra change I didn't need #jira none Change 3423173 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main fix for crash reports from build machine builds not symbolicating #jira none Change 3422009 on 2017/05/03 by Josh.May@WEX-Main-JMAY #WEX #JIRA: None - Added generic widget pooling support. Among other things, this allows us to reuse the same pool of HeroIcon widgets between all HeroLists. Change 3421747 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main [NULL MERGE] make it so we are back to 100MB temporary fix until I can either download the symbol file or symbolicate on the server #jira WEX-6142 Change 3420916 on 2017/05/03 by Brian.Zaugg@brian.zaugg_8402_WexDevMain #wex - Resaved Entry.umap to fix nondeterministic cooks. #jira WEX-5841 Change 3420757 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main fix for debug symbols not showing up in the ipa #jira none Change 3420620 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main fix for some more warnings #jira none Change 3420069 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main fix for build warning #JIRA none Change 3419305 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main crashreporter part 2, now sending reports to the database on successive run #jira WEX-5531 Change 3419050 on 2017/05/02 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-6037 - Added support for alert-less local notifications on iOS. Change 3418171 on 2017/05/02 by David.Nikdel@david.nikdel_WEX #WEX: Merging 3385512 by Aaron.McLeran minus 2 XBOX specific merge conflicts in XBoxOneTargetPlatform.cpp and libOpus.build.cs #JIRA: WEX-5829 Change 3412179 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main fix for new warnings from CrashDebugHelper in IOS #jira none Change 3411573 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main initial crash reporter changes (pt. 1) * client side to generate the crash report * inclusion of the debug symbols in the ipa #jira WEX-5531 Change 3410200 on 2017/04/26 by robomerge@ROBOMERGE_WEX_Main update to the dSymExporter to handle IOS #jira none Change 3409679 on 2017/04/26 by Rob.Cannaday@rob.cannaday_wex OpenSSL 1.0.2g updates from //UE4/Main Fixes prompt asking user to insert a disk on a removable drive #jira WEX-6136 Change 3408188 on 2017/04/25 by robomerge@ROBOMERGE_WEX_Main update to the chunk data to allow characters to have some duplicate data in their chunks this increases the installed size only slightly #jira WEX-6118 #jira WEX-5996 Change 3405129 on 2017/04/23 by Dmitriy.Dyomin@dmitriy.dyomin-wex Removed ZOrder manipulations for world map region widgets and restored caching in B_MenuBars #jira WEX-6071 Change 3404674 on 2017/04/21 by Chris.Babcock@Chris.Babcock_Z2433_WEX Better Android web browser closing #jira WEX-5871 #ue4 #android Change 3404003 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main revert out the lock free list change, was bleed over from a memory test #jira WEX-6077 Change 3403125 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main #WEX #JIRA: WEX-5669 - Exposed binadable OnRowReleased delegate for UListView. - Added UListView widget resuse for the FriendsList. As is, each FriendsList instance now uses at most 16 FriendWidget's apiece. Change 3402992 on 2017/04/20 by josh.may@WEX-Main-JMAY #WEX #JIRA: WEX-5669 - Refactored the FriendsList to use a UListView. Instead of handling UWExpFriendWidgets directly, the UListView tracks an array of UWExpFriendProxy objects and sets up the widgets based on what's visible. - Exposed a few STableViewBase functions to UListView's blueprint interface (scroll to start/end, list refreshing). Change 3402970 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix copy-paste bug #jira WEX-5871 Change 3402914 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX Better behavior for Android LaunchURL #jira WEX-5871 #ue4 #android Change 3401897 on 2017/04/20 by robomerge@ROBOMERGE_WEX_Main Xcode 8.3 compiler fixes #jira none Change 3397963 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: josh.may #WEX #JIRA: WEX-5966 - Added safer SAndroidWebBrowserWidget lookups. Rather than using the GetNativePtr result directly, we treat it as a key to lookup a WeakPtr to the corresponding SAndroidWebBrowserWidget. For the future, we may want to convert the key type to an FName to make this relationship more clear. Change 3397360 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: michael.noland UMG - Fixing widget alignment in the viewport when using the widget component with screen space, with an aspect ratio lock on the player's camera. The widgets should now show up in the right locations. #reimplementing CL# 3371590 from Dev-Editor #jira None Change 3387613 on 2017/04/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - moving Android Facebook SDK to NFL directory #jira OGS-636 Change 3383489 on 2017/04/06 by Peter.Sauerbrei@peter.sauerbrei_WEX use pngs for iconbs in the plist properly copy icon pngs #jira none Change 3375079 on 2017/03/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX Add missing keycodes for Android keyboard #jira WEX-5777 #android Change 3369953 on 2017/03/29 by David.Nikdel@david.nikdel_WEX #Android: (from ChrisB) - Workaround to not having GET_ACCOUNTS permission but calling GoogleAuthUtil.getToken anyway (causes a crash) - We don't need this token anyway so band-aiding it out #JIRA: WEX-5730 Change 3369826 on 2017/03/29 by Daniel.Vogel@battle_breakers trimmed include to only include what is needed #jira none Change 3369563 on 2017/03/29 by Allan.Bentham@allan.bentham_WEX Fix Android build error. fallout from 3358094 #jira WEX-5193 #rb none Change 3368945 on 2017/03/28 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5675 - Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference. - Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing when changing focus between multiple EditableTextBox widgets. Change 3368793 on 2017/03/28 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - java toolchain changes for OnlineSubsystemGoogle - update google auth to 9.8.0 - update required sdk to 25 #jira none Change 3366529 on 2017/03/27 by Daniel.Vogel@battle_breakers added CSV output w/ class type skip /Script/ dependencies #jira n/a Change 3366478 on 2017/03/27 by Chris.Babcock@Chris.Babcock_Z2433_WEX Updated Android newkeyboard support * AndroidRuntimeSetting bEnableNewKeyboard instead of commandline to enable * Calculating the area covered by the virtual keyboard * Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events * Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event #jira WEX-5675 Change 3364155 on 2017/03/24 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5538 - Removed FPlatformMisc::IsPluggedIn() and migrated the iOS/Android implementations over to FPlatformMisc::IsRunningOnBattery(). - Fixed EBatteryState enumeration ordering in FAndroidMisc. According to Google's documentation, BATTERY_STATUS_CHARGING=2, BATTERY_STATUS_DISCHARGING=3, BATTERY_STATUS_FULL=5, BATTERY_STATUS_NOT_CHARGING=4, BATTERY_STATUS_UNKNOWN=1. Change 3363599 on 2017/03/24 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5538 - Added FPlatformMisc::IsPluggedIn(). - Block battery drainage tracking when the device is plugged in. Change 3363498 on 2017/03/24 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for archives having truncated directory names #jira none Change 3363297 on 2017/03/24 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix Android password hiding #jira WEX-5159 #ue4 #android #rb Peter.Sauerbrei Change 3362117 on 2017/03/23 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5538, WEX-5591 - Added FPlatformMisc::GetBatteryLevel(). - Added battery usage tracking to the PerformanceTrackingManger. This is tracked per SecondaryContext and accumulated whenever the SecondaryContext changes. - Added BatteryTimeSpent and BatteryDelta attributes to the Perf_Menu analytics events. - Added OnEnterForeground and OnEnterBackground handling for performance analytics tracking. FWExpAnalytics now maintains it's own multicast delegates for both scenarios to avoid delegate registration ordering issues (i.e. OnEnterBackground informs subscribers prior to flushing it's AnalyticsProvider). Unfortunately, events sent during these transitions need to use the AnalyticsProvider directly to get around IsInGameThread() checks in FWExpAnalytics. I've added notes in FWExpAnalytics explaining this. - Added DevicePerfBucket to the FWExpAnalytics::StartSessionAttrs(). Change 3359313 on 2017/03/22 by David.Nikdel@david.nikdel_WEX #WidgetComponent - Create a simple box proxy for cases where the widget wouldn't otherwise be visible in the editor. #JIRA: none Change 3359294 on 2017/03/22 by David.Nikdel@david.nikdel_WEX #Engine #ActorComponents: Pasting components - Try to respect the pasted component's name if possible. - Disable tree updates while pasting (pasting 100 components generated O(100^2) node updates) - Scroll into view after pasting #JIRA: none Change 3359262 on 2017/03/22 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5286 - Added an ActionMapping for toggling a 4th ParticleLODBias preset (VeryLow). - Added editor hotkeys for switching between specific LODLevels in Cascade. As is, the hotkeys are CTRL+M for LOD0, CTRL+Comma for LOD1, CTRL +Period for LOD3, and CTRL+Slash for LOD4. - Remapped the in-game ParticleLODBias hotkeys to match the hotkeys in Cascade. Change 3358952 on 2017/03/22 by Josh.May@WEX-Main-JMAY #WEX #JIRA: None Reverted my change that reversed Cascade's LOD ordering. Change 3358816 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei some changes to track down this rare streaming crash #jira WEX-5631 Change 3358544 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for IOS 8 crash when trying to link Facebook addition of IOSVersionCompare to FIOSPlatformMisc #jira WEX-5613 Change 3358099 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig() bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini #jira WEX-5193 Change 3358094 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility) Android links with -gc-sections to remove unused code/data Add JNI_METHOD for java accessible native functions, fix up existing JNI functions to use macro. Add support to generate a map file with android. #rb chris.babcock #jira WEX-5193 Change 3357775 on 2017/03/21 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5286 - Promoted r.ParticleLODBias to a full-blown scalability setting. - Ensure DirectSet particle systems don't set their initial LODLevel based on LOD distances. - Ensure ParticleSystems get their initial LODLevel set on activation relative to the LODBias. - Reversed the Cascade's LOD ordering to be consistent with other systems. Change 3352516 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: perforce is the devil #JIRA: none Change 3352404 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: Moving LocalMCP into the WEX folder so UGS will sync it along with everything else #JIRA: none Change 3352291 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: Fix for a bug in run-local-mcp-main.bat #JIRA: none Change 3352242 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: Change build.gradle to pull from the EPIC_BUILD_CREDENTIALS_NEXUS_* env vars and hardcode repo url for now #JIRA: none Change 3352046 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: Get the stream name from P4 in the run-local-mcp-main.bat script - removed wex's run-release.bat (won't be necessary) - removed the product_version param (going off stream name now) #JIRA: none Change 3351635 on 2017/03/17 by David.Nikdel@david.nikdel_WEX #WEX: LocalMCP changes to support release branch MCP download (still need maven to support RELEASE in addition to LATEST) #JIRA: none Change 3351165 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei compile fix #jira none Change 3351162 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei pull chunk 1 back out #jira WEX-4037 Change 3351075 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei put all of the onboarding data in the apk, iinitial windows install, IOS is still too large for now #jira WEX-4037 Change 3351059 on 2017/03/16 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5526 - Added analytics events for map load times (on Chance's behalf). No info about chunk downloading yet, though. Change 3350595 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei move some of the onboarding data in to the IPA #jira WEX-4037 Change 3349934 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for splash screen disappearing on iPhone 5s and iPod Touch #jira none Change 3348093 on 2017/03/15 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for iPod Touch 6 splash screen #jira WEX-5482 Change 3346183 on 2017/03/14 by robomerge@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for portrait only not being respected #jira WEX-5517 Change 3344276 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix target value 1.5 obsolete warning #android #jira: none Change 3344177 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX Add new notification icons #jira WEX-5173 #ue4 #android Change 3343706 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX Update script version for CarefullyRedist (need to use jdk1.8) #jira: none #android Change 3342571 on 2017/03/11 by David.Nikdel@david.nikdel_WEX #GooglePlay #Android #IAP: compile fix #JIRA: WEX-5479 Change 3342524 on 2017/03/11 by David.Nikdel@david.nikdel_WEX #IAP #GooglePlay #Engine: Fix for possible integer overflow getting price_amount_micros out of JSON. Really we should be returning this value (unadjusted) to C++ as a long to avoid precision loss, but converting to double until after removing micros is probably fine for all practical currency prices. #JIRA: WEX-5479 Change 3340549 on 2017/03/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX Update handling of device and advertiser IDs for Android - remove GetUniqueDeviceId() - deprecated - add GetLoginId() - uses GUID approach - remove fallback from GetUnqiueAdvertisingId() - changed CreateUserId - don't send Attribution and UniqueDeviceId from USERLOGIN #jira WEX-5461 #ue4 #android #rb Wes.Hunt Change 3339488 on 2017/03/09 by David.Nikdel@david.nikdel_WEX #Engine #JSON - Expose FJsonObjectConverter::GetTextFromObject conversion method so this can be used elsewhere as appropriate #JIRA: none Change 3338332 on 2017/03/08 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5367 - Added background transparency support for AndroidWebBrowserWidget. Change 3338176 on 2017/03/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX Support large OBB files in APK - moved over since it also reduces process space used because OBB previously was mmapped #jira: none Change 3336630 on 2017/03/07 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5367 - Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances. This was a fix I added in CL 3214410 that got clobbered by the most recent engine merge. After repro'ing the crash again consistently on older devices, I figured I should readd it. - Added background transparency support for IOSWebViewWrapper. Change 3331981 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Online Subsystem consistency cleanup - all OSS classes use the instance name passed into the CreateFactory function - nothing should be using the default constructor - OnlineSubsystemImpl requires two params now (OSS name, Instance name) - added GetSubsystemName to return OSS name from OnlineSubsystemNames.h #JIRA none Change 3331955 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Google sign-in first pass - discovery service query - user consent screen - token exchange for access/refresh token - retrieve user profile - logout #JIRA WEX-5103 Change 3331947 on 2017/03/03 by Daniel.Vogel@battle_breakers added GDF export support #JIRA n/a Change 3331709 on 2017/03/03 by Daniel.Vogel@battle_breakers Added ExportDependencies to UnrealPak. It spits out a JSON of the game's package dependencies joined with size information from the PAK file. The format of the Json is array<Packages> InclusiveSize ExclusiveSize Name array<string> DirectlyReferencing array<string> DirectlyReferencedBy array<string> AllReferences allowing easy graph building and digestion of data. Usage example C:\Development\BB\WEX\Saved\StagedBuilds\WindowsNoEditor\WorldExplorers\Content\Paks\WorldExplorers-WindowsNoEditor.pak WorldExplorers WEX - exportdependencies=c:\dvtemp\output.json -debug -NoAssetRegistryCache -ForceDependsGathering #JIRA n/a Change 3329259 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX switch to using jpgs for icons and splash screens Change 3329240 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX remove all duplicate data from the paks Change 3328658 on 2017/03/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for low resolution on iPad Pro #jira WEX-5157 Change 3326751 on 2017/03/01 by Josh.May@WEX-Main-JMAY #WEX #JIRA: WEX-5278 - Reenable the system idle timer after FinalizeLevel has completed, as per David's feedback. - Added hooks for enabling/disabling the idle timer based on auto-battle being "paused" (i.e. having he options menu open). - Reworked the idle timer enable/disable logic for iOS to get around a silly platform limitation. As it turns out, re-enabling the system idle timer won't reset the system-recorded idle time, meaning the idle timeout can kick-in immediately after re-enabling the idle timer after long periods of inactivity (i.e. finishing a level with auto-battle enabled). Change 3323981 on 2017/02/27 by Josh.May@WEX-Main-MacBookPro #WEX - Fixed a iOS startup crash. It looks like the splash image path-string was getting released prematurely in cases where the JPG splash image doesn't exist. Change 3323478 on 2017/02/27 by Peter.Sauerbrei@peter.sauerbrei_WEX check for png and then jpg for splash screens Change 3320989 on 2017/02/24 by Chris.Babcock@Home_WEX Ignore AAR/JAR dependencies with scope "test" #android Change 3319897 on 2017/02/23 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Last of the facebook cleanup - moved profile fields to common - added facebook profile picture to profile and friends structures - moved FacebookError to OnlineSubsystemFacebookTypes.h Change 3318425 on 2017/02/22 by Chris.Babcock@Chris.Babcock_Z2433_WEX Remove eglSwapInterval causing S6 to freeze #jira WEX-5147 #android Change 3317974 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Java toolchain fix for Facebook SDK - hack per ChrisB @codereview Chris.Babcock Change 3317968 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook SDK for Android enabled Change 3317216 on 2017/02/22 by David.Nikdel@david.nikdel_WEX #Engine: Break out cursor building from settings into UGameViewportClient::RebuildCursors so that game code can call this method after RemoveAllViewportWidgets if we don't want to lose cursor settings. Change 3315560 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook TPS files for iOS and Android latest SDKs Change 3315541 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #WEX - Fixes for Facebook SDK changes - Fix for comment in DefaultPlatformService ini entry Change 3315529 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Android toolchain changes Change 3315492 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook IOS Change 3315490 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook Common Change 3315283 on 2017/02/21 by Colin.Pyle@Colin.Pyle_WEX_Main #WEX #JIRA: WEX-5114, WEX-5116 - Buttons now only respond to first finger touch events. Change 3315045 on 2017/02/21 by Peter.Sauerbrei@peter.sauerbrei_WEX enable compile for size on iOS Change 3310519 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX Implement GetUniqueDeviceId for Android - this doesn't identify the device uniquely if reinstalled; it will show as a new device since it uses GUID stored to local file #android Change 3310043 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix bad merge related to UPL configuration variable (needed for Adjust on Android to use correct server) Change 3310024 on 2017/02/17 by David.Nikdel@david.nikdel_WEX #Android #AdvertisingId Merging shelf CL 3195079 for Chris.Babcock Change 3309580 on 2017/02/17 by Josh.May@WEX-Main-JMAY #WEX - Moved SOURCE_IN_LINEAR_SPACE shader #define to SlateShaderCommon. Change 3308653 on 2017/02/17 by Dmitriy.Dyomin@dmitriy.dyomin-wex ShaderCache will use up to 16 samplers #rb jack.porter Change 3307584 on 2017/02/16 by Josh.May@WEX-Main-MacBookPro #WEX #JIRA: WEX-5019 - Fixed "washed out" UMG widget coloring on iOS. Change 3305699 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex Clear for viewport instead of drawing quad on top, when scene rendering is disabled #rb Jack.Porter Change 3305662 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex Update invalidation panel to account for a new LayoutToRenderTransform Change 3305615 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex Invalidation panel fixes. Moved geometry checks and caching from Tick to OnPaint to account for Window resize transforms. Updating scissor rect inside cached elements. Change 3305019 on 2017/02/15 by Peter.Sauerbrei@peter.sauerbrei_WEX Merging using WEX_Main_to_UE4_WEX_Staging Change 3301188 on 2017/02/14 by Jack.Porter@Jack.Porter_WEX_Stream Added support for runtime change of the Android GT and RT affinity masks at the console. eg "android.DefaultThreadAffinity GT 0x1 RT 0x2". args are bitmasks for core(s) to run on, 0=all #rb Dmitriy.Dyomin Change 3300968 on 2017/02/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex Option for invalidation panel to cache just drawable elements instead of render data (slate.CacheRenderData=0) Iinvalidation panel fixes #rb nick.darnell Change 3300554 on 2017/02/13 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: david.nikdel #WEX: serialize ClientVersion as a number instead of a string of the form "CL_####" Change 3300114 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX fix for iOS build failure Change 3300059 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_WEX turn on PLCrashReporter for iOS Change 3300057 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX built PLCrashReporter for IOS Change 3298338 on 2017/02/10 by Chris.Babcock@Chris.Babcock_Z2433_WEX Updated Java files that look like were missed in merge #rb none Change 3295755 on 2017/02/09 by Aaron.McLeran@Wex2 UE-41567 Fixes for duplicating sound assets Change 3295429 on 2017/02/09 by Peter.Sauerbrei@peter.sauerbrei_MacWEX re-enable pak pre-cache Change 3294463 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX Bump shader version, hopefully will make WEX-4517 go away... #rb none Change 3294229 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX Prevent UI materials producing encoded results. #jira WEX-4975 #rb Jack.Porter Change 3293759 on 2017/02/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX Don't enqueue TickVideo since it is causing a hang (movies not used in WEX) DO NOT MOVE BACK #jira WEX-5046 #rb Max.Preussner Change 3291872 on 2017/02/08 by Allan.Bentham@allan.bentham_WEX add RGBA8 mode to mobile HDR 32bpp encoding methods. (render directly to RGBA8 scene colour target) r.MobileHDR32bppMode == 3 to override devices encoding mode with RGBA enabled in WEX for android low end devices. add mosaic state to android window's resolution cache conditions. #jira WEX-4927 #rb chris.babcock, jack.porter Change 3289698 on 2017/02/07 by Dmitriy.Dyomin@dmitriy.dyomin-wex Enabled bExplicitCanvasChildZOrder by default (saves more than 100 drawcalls in Heroes tab) Fixed ordering of CommanderBar image in B_HeroIcon Removed unique ZOrder for world map region widgets (saves more than 100 drawcalls in WorldMap) Change 3289082 on 2017/02/06 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO #UE4 - cleaned up some dev garbage in Facebook module file Change 3288589 on 2017/02/06 by Chris.Babcock@Chris.Babcock_Z2433_WEX Temporarily limit GMaxTextureSamples to 16 for Android #jira WEX-5051 #rb Peter.Sauerbrei Change 3286181 on 2017/02/03 by Tyler.Cole@tyler.cole-Z6140-stream-wex [Engine] LocalMcp run script: - Remove quotes from output. - Display progress bar when downloading artifact. - Output MongoDB data directory. Change 3286118 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei [NULL MERGE] turn off logging in test builds in release stream Change 3286106 on 2017/02/03 by Kevin.Abbott@WEX2017 #LocalMCP: Fix for BAT file terribleness (the whole if command is evailuated at once so an internal SET doesn't take effect until outside the block) Change 3285065 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei better fix for the app name in the archive Change 3285060 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for archive failure Change 3284408 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei properly naming the dSYM for uploading #rb none Change 3284022 on 2017/02/02 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - Facebook changes to get Windows/iOS up to date - Facebook user data structure gets information from proper URL request with valid public fields, stores consistently on both platforms -- store values in generic key value pairs - RequestElevatedPermissions feature that goes through external ui to grant more permissions (Windows) - Reorder shutdown so that sharing interface can properly register/unregister from LoginStatusChanged events Change 3283978 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei [NULL MERGE] potential fix for dSYM not uploading properly #rb none Change 3283672 on 2017/02/02 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fix for web browser crash on Android distribution (from 4.15) #jira WEX-4947 #rb none Change 3283329 on 2017/02/02 by Tyler.Cole@tyler.cole-Z6140-stream-wex [Engine] Add support for uberjar MCPs in LocalMcp scripts. [WEX] Use uberjar when launching local MCP. Change 3283030 on 2017/02/02 by Allan.Bentham@allan.bentham_WEX Fix for tangents not being avaliable in ES2 pixel shader when transformvector/transformposition nodes are used. #jira WEX-4517. #rb jack.porter Change 3281190 on 2017/02/01 by Peter.Sauerbrei@peter.sauerbrei_MacWEX pull over the metal state rasterizer fix from main #jira WEX-4855 Change 3280541 on 2017/01/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX More GCM work - platform=ANDROID for registration URL (case-sensitive) - hooked up registration through FPlatformMisc like iOS - removed old retrigger for delegates (not needed) - stubbed in unregister for later - added notification generation on message (disabled for now) Change 3280255 on 2017/01/31 by Michael.Noland@mnoland_T2801_WEX_Main Canvas: Fixed a bug where UCanvas::K2_DrawMaterial did not respect the currently active canvas draw color Upgrade Notes: This does change the behavior, so K2_DrawMaterial calls with a non-white color set will now be affected by the color *if* they use a vertex color node. Impact is expected to be minimal because most of the materials people used with it were unlikely to include the vertex color node. Change 3280150 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for double add to manifests Change 3279807 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for iOS build failure Change 3279583 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for animation crash #jira WEX-4906 Change 3279310 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX reduce the parallelism of the packaging step to alleviate strain on Mac Change 3278827 on 2017/01/31 by Dmitriy.Dyomin@dmitriy.dyomin-wex Fixed: Multiple UI assets appear too dark when accessed (replicated CL#3278637, 3278802 from 4.15) #jira WEX-4862 Change 3278558 on 2017/01/30 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main #WEX #JIRA: WEX-4634 - Attempt to re-hide the navigation bar when we detect a few different events Change 3277376 on 2017/01/30 by Peter.Sauerbrei@peter.sauerbrei_WEX disable pak precaching as it seems to be causing crashes Change 3276469 on 2017/01/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX Fixes for GoogleCloudMessaging - moved registration later to correct issues with engine not ready - save registration status message and token for later retrigger - UWExpMcpProfile::Initialize uses retrigger after binding to delegate so it gets the earlier success/fail - send correct platform in OnRegisteredForRemoteNotifications (Android or IOS) Change 3276308 on 2017/01/27 by Michael.Noland@mnoland_T2801_WEX_Main UBT: Improved the error message when the wrong header is first in an engine file to include the wrong file name Change 3275574 on 2017/01/27 by David.Nikdel@david.nikdel_WEX #WEX: performance tracking analytics tags - make FPerformanceTrackingChart::DumpChartToAnalyticsParams const-correct - Broke out the event firing code into their own functions and added scraper documentation (unsure if 100% correct, Michael please review) - changed #if to regular if so inner code gets compiled in all cases #JIRA: WEX-4838 Change 3275275 on 2017/01/27 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for missing virtual keyboard #jira WEX-4859 Change 3275266 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO #UE4 - Facebook iOS upgrade to 4.18 IdentityInterface should be using proper in app dialogs now Change 3275263 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO Facebook SDK 4.18 Change 3274408 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for tower collision Change 3273928 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX Merging //UE4/Release-4.15/Engine/Source/Runtime/... to //WEX/Main/Engine/Source/Runtime/... Change 3273907 on 2017/01/26 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - moved parsing of LogCategory verbosity slightly sooner to occur before plugins are loaded - fixes plugins not printing proper log levels if initialized too early #rb gil.gribb Change 3272834 on 2017/01/25 by Chris.Babcock@Chris.Babcock_Z2433_WEX Add GoogleCloudMessaging plugin for Android Change 3272124 on 2017/01/25 by Jamie.Dale@JamieDale_BHX-WD-7636_WEX Updated the GatherText commandlet to no longer hold a ConfigFile pointer while it runs This pointer is internal to GConfig, and may be updated (or invalidated) when other config files are loaded (as can happen via game code while gathering text). #rb Peter.Sauerbrei Change 3272044 on 2017/01/25 by David.Nikdel@david.nikdel_WEX #Json: Adding MapProperty support to JsonObjectConverter - Only TMaps with FString keys are allowed (to match JSON spec) - ScheduledEvents module is dependent on this commit (at runtime, compile is ok) Change 3272035 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for crash when trying to pre-cache a pak file smaller than the cache granularity Change 3271618 on 2017/01/25 by Allan.Bentham@allan.bentham_WEX Avoid unneeded stencil clear in mobile renderer. #rb jack.porter Change 3271536 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for non-unity compile failures Change 3270865 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for another warning Change 3270781 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX some warning fixes Change 3270395 on 2017/01/24 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Adding a way to config the default option for how Scaleboxes should perform layout, single or double. #rb none Change 3270051 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX Merging using WEX_Main_to_UE4_WEX_Staging #rb none Change 3268999 on 2017/01/23 by Colin.Pyle@Colin.Pyle_WEX_Main #WEX #JIRA: WEX-4685 - Scale boxes now default to single pass Change 3263481 on 2017/01/19 by Dmitriy.Dyomin@dmitriy.dyomin-wex Enabled shader cache on Android Also added recorded shader cache from my play session (need to record more complete cache later) #rb jack.porter #jira WEX-4691 Change 3258935 on 2017/01/16 by David.Nikdel@david.nikdel_WEX #WebBrowser: Fix field initialization order warning. Change 3258614 on 2017/01/16 by David.Nikdel@david.nikdel_WEX #Engine #WebBrowser: - LoadString literally didn't work on strings with line breaks in them due to our forwarding of the request content via the headers (wut?). Cef barfed trying to parse header values with newlines in them. - Changed locally generated requests to use PostData instead. - Added a way to specify the mime type by appending a hash to the dummy url (the BP params for this are all kinds of weird, but I don't want to change the signature) - Default mime type to text/html to support the old behavior Change 3257030 on 2017/01/13 by Peter.Sauerbrei@peter.sauerbrei_WEX turn on test logging DO NOT SUBMIT THIS TO UE4/MAIN #rb none Change 3256835 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Fixing the size of Paper2D sprites when used as box brushes in Slate. #rb none Change 3256813 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate/UMG - The ScaleBox now supports a SingleLayoutPass mode. This mode is not the default, but it can save a considerable amount of time in the right situation. Generally when wrapped around a large UI, where the outer bounds of the scalebox are constant. #rb none Change 3256777 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints. #rb none Change 3256774 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints. #rb none Change 3256656 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex Slate pixel shaders will use half precision where possible on mobile #rb jack.porter Change 3256586 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex Fixed redundant blend state changes in opengl #rb jack.porter Change 3256584 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex Reduced state setup for slate draw calls (saves about 4ms RT time on mobile) #rb jack.porter Change 3256380 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei properly set the file extension for the dSYM for the manifest #rb none Change 3256260 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei trying to track down why the dSYM isn't working #rb none Change 3255825 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei return the zip version for now #rb none Change 3255652 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei add dSYM.zip to the output produced if we want the dSYMBundle utilize that if it exists to populate the xcarchive #rb none Change 3254552 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for build error #rb none Change 3254462 on 2017/01/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX C string is not null terminated in FCurlHttpRequest::DebugCallback #jira WEX-4610 Change 3254448 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei make it so xcarchives can be archived to a directory on build machines make it so the build machine puts the CL in as the CFBundleVersion make it so we generated an XCArchive and a dSYM #rb none Change 3251055 on 2017/01/09 by Nick.Darnell@Nick.Darnell_BattleBreakers Platform - Adding the degree symbol to the log statement for android's temperature update, and noting that it's celsius. #rb none Change 3250488 on 2017/01/08 by Dmitriy.Dyomin@dmitriy.dyomin-wex Fixed: Device output log partial lines #rb jack.porter Change 3249072 on 2017/01/06 by Dmitriy.Dyomin@dmitriy.dyomin-wex Disable java console cmd receiver only in shipping builds #rb jack.porter Change 3248990 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream Support Dynamic r.MobileContentScaleFactor change on Android #rb Dmitriy.Dyomin Change 3248989 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream Integrating Mobile Support for r.ScreenPercentage #rb Dmitriy.Dyomin Change 3248156 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX Added trackSubsessionStart to iOS Adjust plugin (for real) #ios Change 3248131 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX Added trackSubsessionStart to iOS Adjust plugin #ios Change 3245184 on 2017/01/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - FB OSS for PC - login flow implemented using web based LoginFlow module - implemented ShowLoginUI for external UI interface - added Login function with existing access token - fixed GetAuthType function - added reference to main online subsystem to Friend/Identity interfaces Change 3243067 on 2016/12/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - used more prpoer shared pointer cast Change 3241011 on 2016/12/20 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main #WEX #JIRA WEX-4557 - An engine change that separates serializing the actor from file operations - Serialize the saved level on the main thread, save it to a slot during the async task Change 3240508 on 2016/12/19 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Added GetGameInstance<T> and GetGameInstanceChecked<T> wrappers to UWorld that automatically Cast/CastChecked to the specified subclass of UGameInstance Change 3240366 on 2016/12/19 by Josh.May@josh.may-WEX-MacBookPro-DevMain #WEX #JIRA: WEX-4475 - Block UIWebView closure from granting keyboard focus to the parent IOSView. This was causing the keyboard to show when closing the UIWebView after interacting with it in any way. Change 3239026 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Removing a crashing check that turned out to not be nessesary. Change 3238569 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Disabling the deferred desired size optimization. Change 3237052 on 2016/12/15 by David.Nikdel@david.nikdel_WEX #PlatformMisc: GetUniqueAdvertisingId should return empty string unless one is defined by the platform (no fallback to GetUniqueDeviceId) Change 3237024 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Core Refactor. Found a way to save about 2ms on mobile for an average screen. It involves deferring when slate computes the desired size of a widget, from during prepass, to instead doing it on demand, and only invalidating it during Prepass. It saves time because not every widget cares what the desired size of their children is. I'm enabling it with the code define SLATE_DEFERRED_DESIRED_SIZE. I've added an ensure prints the message, "The layout is cyclically dependent. A child widget can not ask the desired size of a parent while the parent is asking the desired size of its children." Change 3236593 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Optimizing some usage of FWidgetPath and other reduction on copies on the stack/heap. Change 3236579 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - You can now visualize batching by doing Slate.ShowBatching 1. Change 3236453 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Further refactoring how the scrollbox manages when and how to perform scrolling when dealing with touch input. Feels really tight to me now and this change should resolve the problem where it sometimes doesn't respond to input, or where it over-responds to touch and amplifies movement by the user, not able to reproduce those conditions now. Change 3236435 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Core - Fixing some bugs with FrameValue, making it a bit simpler by just being composed of a TOptional and a uint64. Change 3236410 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Engine - Fixing a crash in the game viewport client if no debug canvas is provded. Change 3236405 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers Android - Fixing the code that sends remote commands to android. Change 3233400 on 2016/12/13 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for console entry #jira WEX-4488 Change 3233247 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Adding some scoped performance counters for more rendering infromation in slate. Change 3233242 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Making a few calls more efficent for mobile, by caching values for a frame that end up getting called a lot if you have several widget components. Change 3233236 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Core - Adding a frame cached value struct that keeps a value as valid for one GFrameCounter, which is incremented once an engine tick. Change 3233229 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Don't layout components if they're not marked as visible in the world widget screen layer for widget componets. Change 3233219 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Blueprints - Making the array K2 Nodes not self referencial in doing layout logic, that causes really strange behavior. Change 3233209 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - You can now show overdraw in slate by doing Slate.ShowOverdraw 1, or 0 to disable. Change 3233202 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - We now have a scope counter for text layout now, to let people determine when their text is a massive performance drain usually due to scaleboxes. Change 3233012 on 2016/12/13 by Michael.Noland@mnoland_T2801_WEX_Main Sound: Added SoundClassObject to the asset registry searchable data for sound assets, to make it easier to track down volume/muting bugs when assets have the wrong sound class set - Note: Assets will need to be resaved before this data will show up for unloaded assets (loaded assets should work immediately) Change 3230757 on 2016/12/12 by Andrew.Brown@Andrew.Brown_G5751_WEX_Main LauncherCheck module no longer has a dependancy on the DesktopPlatform module #jira OPP-6491 : LauncherCheck module is dependent on a DeveloperModule #branch WEX_Dev-Main #change Removed all the Launcher specific calls that the LauncherCheck module makes out of DesktopPlatform and into a new runtime module called LauncherPlatform (and fixed up all the associated calls). #change Also removed DesktopPlatform header/module usage from files if it's no longer needed. Change 3229399 on 2016/12/09 by Josh.May@josh.may-WEX-MacBookPro-DevMain #WEX #JIRA: WEX-3793 - Added config support for enabling/disabling the iOS integrated keyboard implementation. - Switched over to using the iOS integrated keyboard implementation. - Ensure the character code, rather than the key code, is passed in to IOSInputInterface's calls to OnKeyChar. This caused the backspace key to not function as intended... - Expanded the iOS integrated keyboard implementation to support different keyboard types and keyboard deactivation when text field widget focus is lost. Change 3228702 on 2016/12/09 by Nick.Darnell@Nick.Darnell_BattleBreakers Widget Compiler - Improving the error message for multiple widget trees. Change 3228369 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers Engine - Adding an OnStart to UGameInstance that is called for both StartPIEGameInstance and StartGameInstance. Change 3228267 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers Windows - Adding code to catch remote desktop cases where no mouse was detected, but it's a remote session, which sometimes doesn't list a mouse, which affects how the engine handles input. Change 3226374 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Exposing a way to dynamically set the touch/click method on buttons. Change 3226320 on 2016/12/07 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for get-task-allow being true when distribution is enabled Change 3226103 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers Editor - Adding PPI/DPI to the unit conversion tables. Change 3225274 on 2016/12/07 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Made "Can't load invalid package" warning clearer that it has a name (and thus clearer when there was no name at all) Change 3224426 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main Platform: Improved the warning message slightly when there is no local notification service Change 3224421 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Prevent fighting between GEngine->SetMaxFPS and UGameUserSettings::SetFrameRateLimitCVar that caused log spam by preserving the 'last set' reason when changing the value Change 3224401 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main [Reimplemented CL# 3134965 from Dev-Blueprints] Fix for crash in FCDODiffControl when CDOs have different numbers of properties. First branch in the while loop would incorrectly advance Iter past the end of the array. Comments courtesy of Jon.Nabozny #jira UE-36263 Change 3224380 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main UMG: Added a compilation warning for naughty child blueprints that define a widget hierarchy if the parent also has one (only the children widgets will be created, the parent ones are ignored) Change 3224084 on 2016/12/06 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: josh.markiewicz #UE4 - Add ue4.displaymetrics.dpi metadata to query device DPI for Android *MERGED* Change: 3216126 Date: 11/30/2016 6:10 PM Change 3223665 on 2016/12/06 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main #WEX #JIRA: WEX-3557 - Reduce the uniform buffer size for Android GPU's Change 3222576 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main MediaPlayer: Fixed a typo in the editor style that included .png twice Change 3222574 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main Editor: Added the missing editor Slate brush WhiteGroupBorder (been missing since branch creation, no idea why) Change 3222487 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main [Reimplementing CL# 3149669 from Dev-Core] Lower verbosity of warnings from deleting native properties. These cases do not cause any problems and are not fixable without resaving the content after it has started warning. I checked Jira history and neither of these warnings has ever found a real bug, but has caused a lot of content to be resaved unnecessarily. Change 3222486 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main [Reimplementing CL# 3149397 from Dev-Framework] Fix collision profile writing out response values to channels that don't exist. Change 3222485 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Undoing a temporary workaround for one kind of warning that caused a different kind of warning (RE: property in collision profiles) Change 3222341 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: david.nikdel Back out changelist 3220848 now that NickD's proper fix is in Change 3222327 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers UI - Missions markers should now accept a single click to become activated. UI - This should resolve the majority of problems with the game getting stuck in a state where mouse capture was stolen permanatly. UI - Game should no longer register swipe too easily, it's now using the physical distance calculation for the screen. #jira WEX-4390 #jira WEX-4137 #jira WEX-4373 Change 3222046 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers Android / IOS / Platform - Updating the logic for screen density to call an internal one overridden by each platform, and to cache that in GenericPlatformMisc, also adding some calls to convert Inches to Pixels and Pixels to Inches. Did some general cleanup around this work with names and such. Slate - Also fixing an issue in SlateApp, we now always break mouse lock on Touch input when a finger is released. Change 3221875 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: david.nikdel #ChunkInstaller: - Added support for errors that may occur during ParseManifest - Renamed BuildVersion (variable) to BuildUrl to match JSON key - Fail parsing on bad file entry - In the event of a client mismatch, fail manifest download with a specific error (will need to plus this later at the app level) - Don't rebind delegates when entering Setup after a Retry - Check bNeedsRetry befpre doing countdown for auto-retry Change 3221737 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Added the ability to suppress warnings when using on-screen log warning/error display (DurationOfErrorsAndWarningsOnHUD > 0) by setting Engine.SupressWarningsInOnScreenDisplay to 1 Change 3221593 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for icons missing in the IPA #jira WEX-4380 Change 3220588 on 2016/12/03 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: david.nikdel #IOS #PlatformMisc: Adding PPI information for IOS_IPhone7 and IOS_IPhone7Plus Change 3220084 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei fix for iPhone 7/7Plus not finding the correct splash screen image for holding addition of iPhone 7/7Plus device profiles hold the splash screen until the manifest is downloaded Change 3220056 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei changes to make it so we only copy the images needed for the support orientations set minimu iOS to 8 Change 3220036 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei make it so the engine doesn't try to load editor only content in the game #jira WEX-4319 Change 3219992 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Locking down the exposure of ComputeDesiredSize, this function was never intended to be public on widgets, so trying to prevent that. Change 3219754 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers Adding the console command Slate.ShowDebugTextLayout to help debug layout issues in Slate. Change 3218374 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei some code missed in an earlier check-in to reduce data duplication in chunks Change 3218358 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: michael.noland Engine: Changed FPSChart analytics events to send IniPlatformName instead of PlatformName for the PlatformName parameter - Most platforms don't change - Android removes the texture format suffix from it (main goal of the change, though it also unifies behavior with a number of other analytics events that were already using IniPlatformName) - Desktop platforms remove the editor/client/server distinction, which should be fine since the event names for client/server are different already #rb david.nikdel Change 3218354 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: michael.noland Engine: Added FPlatformMisc::GetDeviceMakeAndModel() which tries to return DeviceMake|DeviceModel where possible, and CPUVendor|CPUBrand otherwise #rb david.nikdel Change 3218353 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: michael.noland Engine: Added reporting of PeakPhysical and PeakVirtual memory usage to FPS chart analytics #rb david.nikdel #jira WEX-4342 Change 3217769 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Disabled widgets now render correctly on mobile. Previously they were being transformed as if they were in linear space, on mobile the textures and fonts are already in gamma space, so the transform for luminance needs to also be done in gamma space. Change 3217059 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate/UMG - Tweaking how the scrollbars fade on different platforms to be a platform defined feature. Cleaning up some logic in the InertialScrollManager to be configurable externally. Change 3216605 on 2016/12/01 by Dmitriy.Dyomin@dmitriy.dyomin-wex Fixed precision issues on Adreno devices when sampling sRGB textures #rb Jack.Porter Change 3216388 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers IOS - Tweaking the unknown screen density value to be a multiple of the native CSF, which should get us pretty close. Change 3216382 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Android - Calculating CSF using the surface size vs window size. Change 3216376 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers IOS - Fixing a bug with scaling screen density by the content scale factor. Change 3216335 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Android - Converting the code over in GetPhysicalScreenDensity to use an average of xdpi and ydpi as the approximate density, as the direct density call is affected by users adjusting their screen size option in the OS, which we definitely are not interested in taking into account here. Change 3216313 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Build - Fixing the build on mac. Change 3216126 on 2016/11/30 by Chris.Babcock@Chris.Babcock_Z2433_WEX Add ue4.displaymetrics.dpi metadata to query device DPI for Android Change 3215983 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Slate - Reverting a change to button I was testing things with. Change 3215971 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG/Android - Making several improvements to the way mobile scrolling is handled in UMG/Slate. Introducing a way to get the Physical Screen Density on Android and iOS. On iOS it's a hardcoded set of densities, for android they're loaded from the AndroidEngine.ini. If we can't find a match to the model phone you're on, we rely on the OS to report a reasonable screen density. With physical screen dimension knowledge, we can make much better decisions about deadzones around the finger before things like Drags are triggered. This change also introduces a gesture detector to Slate so that Slate can simulate gestures that may not be provided by the OS. The first and only gesture we currently support is the new Long Press gesture that has been added. The innertial scrolling logic has been rewriten on the ScrollBox, and the inertial scroll manager now has a better default experience. Change 3215963 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers UMG - Making a pass on invalidation. The ability to store invalidated elements in local space locations and apply transforms in the GPU had rotted, restoring that functionality. Change 3214960 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers Android - Adding a visualizers file for the Nsight Tegra debugger for visual studio for UE4 types. Change 3214557 on 2016/11/29 by Dmitriy.Dyomin@dmitriy.dyomin-wex Disable dynamic buffer discarding on Adreno330 (was casuing 10ms stalls on slate buffers update) #rb Jack.Porter Change 3214410 on 2016/11/29 by Josh.May@josh.may-WEX-MacBookPro-DevMain #WEX #JIRA: WEX-4255 - Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances. Change 3213890 on 2016/11/29 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei update to the notification delegates to add a parameter for the state of the app when the notification was recieved Change 3212287 on 2016/11/28 by Josh.May@josh.may-WEX-JMAY-Main #WEX #JIRA: WEX-4135 - Added a full purge of GC array pool following full GC purges. Change 3212256 on 2016/11/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX Adjust analytics plugin for Android and iOS #jira WEX-3939 #rb David.Nikdel Change 3211730 on 2016/11/28 by Allan.Bentham@allan.bentham_WEX Create and set PrimitiveSceneProxy->PrimitiveSceneInfo before SetTransform render thread command is enqueued. Avoids race condition with FPrimitiveSceneInfo's constructor which can occur on out-of-order CPUs. #jira WEX-3691 #rb jack.porter Change 3207395 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: bruce.knapik #WEX Final fix for buildmachine crash Change 3207375 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: bruce.knapik #WEX Fix for crash on buildmachine part 2: this time I saved the file! Change 3207341 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: bruce.knapik #WEX Fix for crash on buildmachine Change 3207019 on 2016/11/21 by Jason.Bestimt@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei temporary fix for crash after logging in #jira WEX-4085 Change 3205594 on 2016/11/20 by Jack.Porter@Jack.Porter_WEX_Stream Added workaround for WEX-2079 - Fog effects on the map are rendering as circles. Change 3204498 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX update IPP to look at Library/Caches as well when backing up the documents Change 3204238 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_MacWEX implement peak memory stats on IOS #jira WEX-3947 Change 3204187 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX GPU vendor data from MichaelN Change 3203487 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX latest changes to generate the proper manifest and be ready for MCP Change 3203362 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX bringing over fix for Apple HTTP requests Change 3203188 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX slightly better fix for the curl crash Change 3202785 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_MacWEX IOS now reads/writes from Library/Caches instead of Documents Change 3202565 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX switch to platform manifest names in prep for switch to MCP disable screen saver while downloading chunks another potential build machine speed up Change 3202141 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX correct fix for cook crash Change 3201994 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for crash when cooking without chunks Change 3201552 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX chunk assignment fixes Change 3201315 on 2016/11/16 by Chris.Babcock@Chris.Babcock_Z2433_WEX Return Android Make, Model, and Version for GetCPUVendor, GetCPUBrand, GetOSVersions #rb Michael.Noland Change 3200892 on 2016/11/16 by Michael.Noland@mnoland_T2801_WEX_Main Editor: Fixed a crash when opening the cooker settings panel (and got rid of some junk string literals) Change 3200737 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for Android build error Change 3200719 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX potential speed up of builds Change 3200608 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for crash in the curl debug info callback #jira WEX-4039 Change 3200237 on 2016/11/16 by Jack.Porter@Jack.Porter_WEX_Stream Remove mosaic resolution limitation on ES3 devices #jira WEX-3119 #rb Dmitriy.Dyomin Change 3199640 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX addition of the device token to the log Change 3199313 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX switch back to IOSCompile-01 for default mac Change 3198769 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX allow different deployments from the command line when using chunking NOTE: you can NOT change the deployment after starting due to the way chunking downloads data #jira WEX-3951 Change 3198423 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX potential fix for audio cued at different speeds #jira WEX-3637 Change 3197915 on 2016/11/15 by Josh.May@josh.may-WEX-MacBookPro-DevMain #WEX - Disabled freed alloc caching for MallocBinned on mobile. Change 3197734 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for IOS never enabling the chunk data Change 3197732 on 2016/11/14 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Moved FDumpFPSChartToEndpoint to the public header, and fixed an ensure if sending FPS chart analytics during shutdown (now sends 0,0 for SizeX/SizeY rather than omitting them entirely) Change 3197720 on 2016/11/14 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #WEX - reconciled android settings - added placeholder app id Change 3196696 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for missing platform for promotion Change 3196628 on 2016/11/14 by David.Nikdel@david.nikdel_WEX #Analytics: Added "AttributionId" field to SessionStart event. This reflects the advertising tracking ID for a given device (for iOS this is the IDFA). Change 3196534 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX missed one texture on the resave Change 3196310 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX warning reduction Change 3196287 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX resaved engine materials to a version Change 3196103 on 2016/11/12 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for heroes not showing up in the hero inspect menu for chunking they will briefly show as a question mark until the download completes, might want an animated effect instead for the future #jira WEX-3936 #jira WEX-3958 Change 3195827 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main UMG: Changed wording of warning slightly Change 3195806 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main UMG: Added a warning message to UWidget::RemoveFromParent when being used to remove an instantiated widget that has no UMG parent owner (e.g., someone manually called TakeWidget and placed it in a native Slate slot). In this case it is a no-op, and the user was probably expecting it to remove it from the native parent widget and destroy the slot, which is impossible at this level (the calling code needs to handle that directly) Change 3195210 on 2016/11/11 by Peter.Sauerbrei@peter.sauerbrei_WEX addition of advertising id, IOS implemented Change 3195124 on 2016/11/11 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #WEX - android setup for new permanent backend - added BattleBreakers keystore - added billing settings for android in both Engine/Game AndroidEngine.ini (why do we have settings in both that overlap, DefaultPlatform for OSS was wrong there) - turned on ForDistribution (not sure how this affects other platforms, but Android won't work without this) Change 3194283 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - hopefully last of the Android/GooglePlay cleanup - QueryInAppPurchases never needed an array of consumables flag - BeginPurchase doesn't take a bConsumable flag (old code calls it inside PurchaseComplete, new interface requires call to FinalizePurchase) - all java functions now return the productToken as part of the callback if applicable -- token easily accessible in java, saves Base64 decode and json calls to get in native - ** note ** fixed up GameCircle/Amazon, fortunately it didn't use these flags either Change 3194208 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - GooglePlay purchasing refactor - finished QueryReceipts to not care about bRestorePurchases and left comment with explanation - delegates to low level GooglePlay calls return FGoogleTransactionData to sooner encapsulate the opaque data - fixed up RestoreTransactions for StoreV1 to use multicast delegate as well - changed delegate assignment to use thread safe shared pointers (required adding Init() and moving code out of constructor where .AsShared is premature) - reduced log verbosity and log spam Change 3194205 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #Android - small java code cleanup Change 3194003 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main Engine: Made the set of interesting FPS thresholds for FPS charts configurable (as a comma separated list in cvar t.FPSChart.InterestingFramerates) Engine: Exposed helpers on FPerformanceTrackingChart (GetAverageFramerate() and GetPercentMissedVSync()) #rb david.nikdel Change 3194002 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main Core: Added FHistogram::InitFromArray to create a histogram from an explicit list of thresholds #rb david.nikdel Change 3193771 on 2016/11/10 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main #WEX #JIRA: WEX-3856 - Refactored how loading screens work - Allow Pre / Post load map to handle loading screen setup / teardown by default - Manually show the loading screen when we perform the initial level save - Re-enable the loading screen ensure Change 3193723 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for crash when bringing up the console in chunked build #jira WEX-3922 fix for missing assets at game start in chunked build Change 3193503 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX start pushing streaming data to the appropriate deployment Change 3193210 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX allow CloudStorage to be re-initialized with new credentials if necessary Change 3192750 on 2016/11/09 by Josh.May@josh.may-WEX-JMAY-Main #WEX - Added a mechanism for force-disabling GPU particles. - Disabled GPU particles for all iOS devices. This was eating up a constant 56MB of render target memory, whether or not the feature was used. Change 3192686 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX latest s3 chunk data placement Change 3192468 on 2016/11/09 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #Android - added features to GooglePlay IAP apis - audited code against example code - added some code to JNI to make IAP functions not optional if store is enabled - added ConsumePurchase call to separate consumption until after entitlements have been granted - added QueryExistingPurchases call to enumerate pending/permanent transactions Change 3192246 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for windows build failure first attempt at promotion code Change 3191660 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for PC build of IOS Change 3191598 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for too many open handles Change 3191459 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX more fixes for building chunks on the build machines Change 3190565 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_MacWEX fixes for Remote notifications Change 3190466 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_WEX pointing at the s3 servers Change 3189120 on 2016/11/07 by Peter.Sauerbrei@peter.sauerbrei_WEX optimization for obtaining chunk data startup screen which checks for updated data before loading the entry (not yet enabled) Change 3186019 on 2016/11/03 by David.Nikdel@david.nikdel_WEX #Engine: Empty string is a valid ImportText for an array (indicates an empty array) Change 3185461 on 2016/11/03 by Chris.Babcock@Chris.Babcock_Z2433_WEX Corrections to memory stats for Android #jira WEX-3760 #ue4 #android Change 3184309 on 2016/11/02 by Chance.Lyon@Chance.Lyon_WEX_Main #WEX #JIRA: WEX-3721 - Remove all the "WaitForLoadingScreen" calls. These actually kill the loading screen before the travel, causing the actual travel to be a visible hang instead of a spinner - Commented out and ensure that got hit before it killed the loading screen. Seems like the wrong check to me. Change 3184029 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for some load hitches on mobile Change 3183761 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX allow Android to specify which texture format to get Change 3183760 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX updates for chunking on the various platforms Change 3182107 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX when chunking is disable, initialize the chunk installer in a paused state Change 3182068 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for Scheme name when project is not UE4Game Change 3182007 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX more logging to track down this iOS signing failure Change 3181844 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX attempt to generate the plist before trying to generate the project for stub generation for iOS Change 3181816 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX revert out the extra logging for the iOS build now that I have verified it is working correctly Change 3181806 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for warnings on IOS Change 3181779 on 2016/11/01 by David.Nikdel@david.nikdel_WEX #Engine: Fix for null pointer dereference if you have closed the animation tool window. Change 3181773 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for shipping build failure Change 3181763 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for Android compile failure Change 3181667 on 2016/11/01 by Josh.May@josh.may-WEX-JMAY-Main #WEX #JIRA: WEX-3753 - Ensure the input type of Android keyboard input textbox is set before populating the initial content. Change 3181666 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX initial chunk installer submission, first pass, disabled by default #rb none Change 3181408 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX some logging to track down why the build machine is using the wrong certificate and provision Change 3181070 on 2016/11/01 by Nathan.Green@Nathan.Green_Friday_Main #WEX - Fixing broken android build temporarily Change 3180690 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #WEX - Android support enabled - some better java logging - added ini placeholder for GooglePlay features that need setting (set locally, not ready to check in yet without backend app setup) Change 3180322 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - setup catalog to be GooglePlay aware - fixed up some log output inconsistencies Change 3180307 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - updating libPNG to 1.5.27 for Android only (from Main, early integration) - wolf platform commented out (needs to be reinstated before merge to main) Change 3175413 on 2016/10/26 by Peter.Sauerbrei@peter.sauerbrei_MacWEX fix for buffer being re-used before it was out of use by GPU #rb mark.satterthwaite #jira WEX-3482 Change 3175143 on 2016/10/26 by Steve.Allison@steve.allison_Z4797_6338 Adding: Personal_iPhone6SP_DavidN Personal_iPhone7P_DonaldM Change 3174322 on 2016/10/25 by Steve.Allison@steve.allison_Z4797_6338 Adding: Personal_iPhone6P_ZakP Change 3173760 on 2016/10/25 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for incorrect icons and missing splash screens #rb none #jira wex-3012 Change 3169892 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: UX_iPadMini4_UX8 UX_iPadMini4_UX7 UX_iPadAir2_UX6 UX_iPadAir2_UX5 UX_iPhone6SP_UX4 UX_iPhone6SP_UX3 UX_iPhone6S_UX2 UX_iPhone6S_UX1 Personal_iPhone5S_PaulH Personal_iPhone6_PaulI Personal_iPhone6_EdZ Change 3169848 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: Personal_iPhone6S_NickP Personal_iPhone6SP_SteveA Personal_iPhone6_NickC Personal_iPhone6_GeremyM Personal_iPhone6S_AndyK_HSL Personal_iPhone6_LizS_HSL Personal_iPhone7_JoshM_HSL Personal_iPhone6_CaseyS Personal_iPhone6S_GregL Personal_iPhone6S_BruceK Personal2_iPhone7P_DavidH Personal1_iPhone7P_DavidH Personal_iPhone6SP_SimonH Change 3169651 on 2016/10/20 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for profile captures not working with Metal Change 3169537 on 2016/10/20 by Josh.May@josh.may-WEX-MacPro2-Main #WEX #JIRA: WEX-3059 - Added injection of TouchMoved events whenever a TouchBegin is triggered. This allows legacy iOS devices (i.e. pre-3D Touch) to properly emulate MouseOver/MouseMoved events for rapid taps. Change 3169294 on 2016/10/20 by Josh.May@josh.may-WEX-JMAY-Main #WEX #JIRA: WEX-3497, WEX-3499 - Downgraded a few Engine-level log warnings to verbose. These are cases where the logs are either redundent or triggering in spite of nothing being functionally wrong. Change 3168564 on 2016/10/19 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - typo fix Change 3165381 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - changed log formatting line for GFrameCounter to properly use %llu instead of %d - fixes Android display problems #rb josh.adams Change 3165359 on 2016/10/17 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: Partner_01_iPhone6SP_HardSuit Change 3165127 on 2016/10/17 by Nathan.Green@Nathan.Green_Friday_Main #WEX #JIRA: WEX-3320 - Putting back code erased by the merge, since the viewport is always handling touch commands we'll never get a chance to attempt to drop the object and cancel the operation if we fail, instead we should handle DropEvents first as otherwise our widgets will never recieve an NativeOnDragCancelled event. Change 3164936 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN #UE4 - missing code related to the OSS plugin refactor to respect the "enabled by default" settings in the .plugin file Change 3164933 on 2016/10/17 by Josh.May@josh.may-WEX-MacPro2-Main #WEX - Fixed naming conventions for the iPadPro device profile configs. Change 3162452 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX missed one engine texture for optimization, do not merge back to engine #rb none Change 3162414 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX reduce the engine texture sizes, do not merge this back to the main engine stream #rb none Change 3162326 on 2016/10/13 by Nathan.Green@Nathan.Green_Friday_Main #WEX - Reverting change, with Peter's ok, to fix scrollboxes behaving strangely on mobile devices Change 3160261 on 2016/10/12 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: 9744_iPhone7P_EpicQA 9745_iPhone7_EpicQA Change 3157269 on 2016/10/10 by Peter.Sauerbrei@peter.sauerbrei_WEX removed a line that shouldn't have been in, fixes MattH save crash #rb none Change 3155086 on 2016/10/07 by David.Nikdel@david.nikdel_WEX #Analytics: Better support for connection loss scenarios - Enforce a minimum delay (2 min) after any failed submission. - Delay only applies to timeout/capcaity flushes, not flushes due to end of session or manually requested flushes. - Remove URL from the DroppedSubmission event per Wes Change 3154873 on 2016/10/07 by Steve.Allison@steve.allison_Friday_Main_Stream Add: 8034_iPhone7_EpicQA Change 3153367 on 2016/10/06 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: 9597_iPhone6SP_Epic Change 3153322 on 2016/10/06 by Peter.Sauerbrei@peter.sauerbrei_WEX disable shadows for android devices as well Change 3152758 on 2016/10/05 by Peter.Sauerbrei@peter.sauerbrei_MacWEX disable shadows for all IOS device profiles enable arm64 for development and shipping #rb none Change 3150660 on 2016/10/04 by David.Nikdel@ROBOMERGE_WEX_Main #ROBOMERGE-AUTHOR: peter.sauerbrei Merging //WEX/Main/Engine/... to //WEX/Release-03/Engine/... Change 3150347 on 2016/10/04 by Steve.Allison@steve.allison_Friday_Main_Stream Adding: 9724_iPadAir2_EpicQA Change 3149190 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX bring over the rest of the code signing fixes for Xcode 8 #rb none Change 3149101 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX re-submit a built IPP with the code signing changes Change 3147338 on 2016/09/30 by David.Nikdel@david.nikdel_WEX Merging CL 3136158 from //UE4/Main/... to //WEX/Main/... UBT: Fix support for the x64-on-x86 compiler shipped with Visual Studio Express, which is causing errors for artists generating project files with UGS. Was not looking for the compiler executable at the correct path. Change 3143944 on 2016/09/28 by Peter.Sauerbrei@peter.sauerbrei_WEX Merging using WEX_Main_to_UE4_WEX_Staging Bringing in Main from WEX-Staging #rb none Change 3138249 on 2016/09/23 by Chad.Garyet@cgaryet_wex_main Integrating codesign fix into WEX/Main Change 3137757 on 2016/09/23 by Peter.Sauerbrei@peter.sauerbrei_WEX fix for code signing on Xcode 8 (re-made from 4.13 stream) #rb none Change 3133037 on 2016/09/20 by Chance.Lyon@Chance.Lyon_WEX_Main #WEX - Fix warning about architecture mismatch Change 3131645 on 2016/09/19 by Josh.May@josh.may-WEX-MacPro2-Main #WEX - Changed hard-coded TextureCube asset defaults from SunsetAmbientCubemap to DefaultTextureCube. This buys us ~16MB memory savings on mobile. Change 3131515 on 2016/09/19 by David.Nikdel@david.nikdel_WEX #Slate: Replace WheelScrollAmount constant with a CVAR Change 3130602 on 2016/09/19 by Nathan.Green@Nathan.Green_Friday_Main #WEX #JIRA: WEX-3154, WEX-2954, WEX-2953 - Fix location of WidgetComponents when we're offsetting the screen of the game (fullscreen mode in the game state) [CL 3479958 by Peter Sauerbrei in Main branch]
2017-06-08 10:21:39 -04:00
void FAndroidLocalNotificationService::ScheduleLocalNotificationBadgeAtTime(const FDateTime& FireDateTime, bool LocalTime, const FString& ActivationEvent)
{
// Do nothing...
}
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3147796) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2948319 on 2016/04/19 by Nick.Shin update zlib to v1.2.8 part 1 of 4 - doing this in stages for tracking purposes #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library Change 2948322 on 2016/04/19 by Nick.Shin update libwebsockets to v1.7.4 part 4 of 4 - doing this in stages for tracking purposes #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 2948661 on 2016/04/19 by Nick.Shin keep using old zlibs until they are recompiled with the newer version Change 2948737 on 2016/04/19 by Nick.Shin build warning fix Change 2949334 on 2016/04/20 by Nick.Shin fix library path for some reason, NetworkFileSystem and HttpNetworkReplayStreaming on Mac platform needs full path - even though lib path was set... Change 2951556 on 2016/04/21 by Nick.Shin static libs double checked #jira UE-29674 - Editor fails to open in Dev-Platform Change 2951559 on 2016/04/21 by Nick.Shin static libs double checked forgot these files - they were in another changelist #jira UE-29674 - Editor fails to open in Dev-Platform Change 2952411 on 2016/04/22 by Nick.Shin add win32 build targets for zlib openssl libcurl libwebsockets part 1 of 2: these are the C# build scripts Change 2970016 on 2016/05/07 by Nick.Shin undo all of the following upgrades: - zlib - openssl - libcurl - libwebsockets and reset webrtc #jira UE-30298 - Fortnite and Orion crash on login Change 3118163 on 2016/09/08 by Josh.Adams perm test 2, not a useful file at all Change 3121142 on 2016/09/12 by Daniel.Lamb Attempt to fix deterministic cooking issue for particlelodlevel. Ensure the spawn module has had postload called on it before using. #test Paragon cook Change 3121150 on 2016/09/12 by Daniel.Lamb Added warning logs to help track down issue UE-33453. Change 3121201 on 2016/09/12 by Keith.Judge Xbox One - Replicate CL 3114357 from 4.13 branch. ESRAM clear on create fix. Change 3121302 on 2016/09/12 by Joe.Graf Fixed up the IMPLEMENT_MODULE macro usage to avoid the link errors Change 3121379 on 2016/09/12 by Dmitry.Rekman Linux: only link libraries that export needed symbols (UE-35720). - Fixes very long startup times of modular builds. - Includes PR #2778 by slonopotamus. #jira UE-35720 Change 3121383 on 2016/09/12 by Dmitry.Rekman Linux: added some missing _API declarations on symbols used externally. - Compiling editor with -fvisibility=hidden works after this fix (although running still doesn't). Change 3121456 on 2016/09/12 by Daniel.Lamb Attempt to fix deterministic cooking issue for particlelodlevel. Ensure the spawn module has had postload called on it before using. #test Paragon cook Change 3122939 on 2016/09/13 by Luke.Thatcher [PLATFORM] [PS4] [!] Skip orbismemdmp files in the PS4 crash handler web service. - Writing these files to disk causes orbis-tm.exe to take a file lock on them, which means we can't move the crash directory to the landing zone. Change 3123040 on 2016/09/13 by Brent.Pease + Fix VS compile error by removing ENGINE_API from virtual method decls since ENGINE_API is defined for the entire class now. Change 3123664 on 2016/09/13 by Nick.Shin this was originally checked into: release 4.13.1 bringing here to dev-platform -- original submit comments -- first, safari has a problem with firing off "window resized" events - causing an infinite loop of the window "resizing" next, retina has "bigger" size calculations going off -- so y-delta checks greater than 2 are done to prevent resize event firing off in an infinite loop jira UE-35363 - Huge game window when launching onto Safari 9.1.2 Change 3125282 on 2016/09/14 by Michael.Trepka Fixed iOS and tvOS code indexing in Xcode project Change 3126812 on 2016/09/15 by Josh.Adams Merged Wolf support into Dev-Platform (hidden from almost all people still). Non-Wolf-specific changes: - Added Parse function to JsonObject.cs to be able to parse a string - Replaced some hacky post-reflection-capture functions with RHISubmitCommandsAndFlushGPU() - Split PLATFORM_HAS_BSD_SOCKET_FEATURE_GETADDRINFO off from PLATFORM_HAS_BSD_SOCKET_FEATURE_GETHOSTNAME - Converted the PS4MallocCrash class into a generic one (that Wolf is now also using) - Added AddGenericToInQueueOnlineThread(), useful running a delegate on Online thread instead of game thread - Refactored the GL shader compiler to allow Wolf to modify behavior without a lot of if WOLF checks everywhere - Added ability in the cross compiler to convert the global uniform arrays into named uniform buffer objects - Added ability for GL shader compiler to output original resources names ("VertColor" instead of "u_v[3]" or whatever) - Added "FORCELODGROUP" console command that will apply a StaticMesh LODGroup to selected meshes in the editor. This can batch-Simplygonify all meshes in a level. Should maybe become an editor tool. - Added ability for arrays of structs to specify a property to be the key. So, with LODGroups, the Name key inside the struct can be the unique key, so when you have multiple .ini files in the hierarchy overriding the same LODGroup by name, it will repalce the first with the second, instead of adding two entries with the same name. Set by @ArrayName=KeyPropertyName. Per Object Config sections need a little different handling, which uses * (see BaseDeviceProfiles.ini) - Added ability to change DeviceProfiles at runtime. Use "dp.override <name>". If you do it again to another one, it will reset the settings to what they were originally, before applying the second new DP. This is because the second DP may not set all settings the first one did, but we want to undo the first settings that the second doesn't contain. - Added FRHICommandListImmediate::IsStalled() - returns true while FRHICommandListImmediate::StallRHIThread is happening - Changed runtime GetFeatureLevelMaxTextureSamplers() calls to the new GetMaxTextureSamplers() which can now be handled by the platform. Renamed GetFeatureLevelMaxTextureSamplers to GetExpectedFeatureLevelMaxTextureSamplers() (only used by the shader editor) to guess at what maybe the samplers count will be - but it's not guaranteed correct. - Renamed a UT copy of a global function to not linker-conflict - Changed the OOMBackupMemoryPool to allow each platform to set how much memory to allocate. See FPlatformMemory::GetBackMemoryPoolSize(). Defaults to 0, which was the previous behavior with the now removed FPlatformMemory::SupportBackupMemoryPool(), which was only true in Windows and PS4. - Added an OOM delegate so other systems can get a callback after OOM occurs (after deleting the backup memory pool if it exists) - Changed SetQualityLevels() (in Scalability.cpp) to no longer change the SetBy priority when setting CVars, and now keeps the SetBy the same as it was. Helps with conflicts between game settings and device profiles. See SetWithCurrentPriority() - Added GetRenderingThreadPriority to FPlatformAffinity to allow a platform override priority. Not sure about this one, so may remove it, or maybe add more priorities for all the threads? - Added a new file into the ini hierarchy to begin fixing the Engine/Base -> Project/Default -> Engine/Platform -> Project/Platform mess. We now have Engine/Base -> Engine/BasePlatform -> Project/Default -> Engine/Platform -> Project/Platform. However, Engine/Platform will soonm be deprecated as we move things over to Engine/BasePlatform, that are safe to move. Change 3126842 on 2016/09/15 by Michael.Trepka Make SAssertPicker's search box the default widget to focus on activate so that it doesn't get deactivated on Mac, where we get the window activation event in a tick after SAssertPicker creation. Change 3126956 on 2016/09/15 by Michael.Trepka Added support for compiling Vulkan shaders for Android on Mac Change 3127206 on 2016/09/15 by Michael.Trepka PR #2604: Remove some warnings. (Contributed by reapazor) Change 3127324 on 2016/09/15 by Michael.Trepka Allow third party dylibs on Mac to be loaded from plugin subfolders Change 3127924 on 2016/09/16 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3128369 on 2016/09/16 by Nick.Shin zlib 1.2.8 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128377 on 2016/09/16 by Nick.Shin openssl 1_0_2h headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128383 on 2016/09/16 by Nick.Shin libcurl 7_48_0 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128384 on 2016/09/16 by Nick.Shin libwebsockets 1.7.4 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128464 on 2016/09/16 by Nick.Shin webRTC rev.12643 NOTE: VS2015 - only Win64 is available - Win32 versions is crashing (e.g. EpicGamesLauncher) at the moment NOTE: VS2013 - not tested (i'm working on getting a VS2013 pro license) - so not checking in with this changelist - also, VS2013 is no longer supported by webRTC build scripts, so it will be old anyways FUTURE NOTE: - will continue to try to get VS2015 Win32 functional - and am working on trying to get VS2013 tested headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128500 on 2016/09/16 by Nick.Shin zlib 1.2.8 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128504 on 2016/09/16 by Nick.Shin openssl 1_0_2h - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128506 on 2016/09/16 by Nick.Shin libcurl 7_48_0 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128508 on 2016/09/16 by Nick.Shin libwebsockets 1.7.4 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128513 on 2016/09/16 by Nick.Shin webRTC rev.12643 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128602 on 2016/09/16 by Nick.Shin webRTC rev.9862 - Win64 VS2013 NOTE: - not tested (i'm working on getting a VS2013 pro license) - checking in for testing purposes WARNING: - VS2013 is no longer supported by webRTC latest headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128605 on 2016/09/16 by Nick.Shin re-enabling updated ThirdParySoftware libs: - zlib (v.1.2.8) - openssl (1.0.2h) - libcurl (7_48_0) - libwebsocket (v.1.7.4) - webRTC (rev.12643) to the codereviewers, in my attempt to ensure the older libs are still used for console, mobile and linux -- please refer to this checkin if i broke the build... Change 3128651 on 2016/09/16 by Nick.Shin fix Win32 build error from CL: #3128605 Change 3128704 on 2016/09/16 by Nick.Shin fix Win32 build error from CL: #3128605 - this time actually compiling it... Change 3128825 on 2016/09/16 by Dmitry.Rekman Linux: proper fix for too slow startup times (UE-35967). - Pull request #2793 by slonopotamus. - Now without stripping dependencies on libraries specified before. - Contains a work around for ld bug <2.25. Change 3128972 on 2016/09/16 by Nick.Shin fix to local build error. Change 3129283 on 2016/09/16 by Brent.Pease + Add Android local notification support based on existing system used for iOS + Initial API has been added for cancelling local notifications but the actual platform implementation will be done in the next release Change 3129494 on 2016/09/17 by Nick.Shin fix CIS build errors Change 3129503 on 2016/09/17 by Dmitry.Rekman Fix Linux build (case sensitivity issue). Change 3129514 on 2016/09/17 by Nick.Shin fix CIS build errors for consoles - missing zlib include path special thanks to Dmitry.Rekman for pointing me in the right direction Change 3129647 on 2016/09/17 by Dmitry.Rekman Linux: fix non-unity build. Change 3131043 on 2016/09/19 by Nick.Shin archiving build instructions/steps when building: - zlib (v.1.2.8) win: #3128369 osx: #3128500 - openssl (1.0.2h) win: #3128377 osx: #3128504 - libcurl (7_48_0) win: #3128383 osx: #3128506 - libwebsocket (v.1.7.4) win: #3128384 osx: #3128508 - webRTC win: #3128464 (rev.12643 for vs2015) + 3128602 (rev:9862 for vs2013) -- NOTE: win32 is WiP osx: #3128513 Change 3132801 on 2016/09/20 by Dmitry.Rekman Linux: support specifying default OpenGL version via configs (UE-34777). - The first targeted RHI is going to be used. Change 3132905 on 2016/09/20 by Josh.Adams - Fixed up some paths with the WolfPlat rename Change 3133148 on 2016/09/20 by Josh.Adams - Only show UT EULA if PLATFORM_DESKTOP Change 3133152 on 2016/09/20 by Josh.Adams - Beginning support for applets. Disabled unless you have a special SDK with applet support. Change 3133169 on 2016/09/20 by Josh.Adams - Fixed issue with Wolf access but no SDK installed Change 3133344 on 2016/09/20 by Daniel.Lamb Fixed issue with Iterative cooking not detecting changes to ini files which are loaded using LoadLocalFile. Added new flag to limit number of concurrent shader compiles. #test Cook QAGame, Cook Paragon Change 3133345 on 2016/09/20 by Daniel.Lamb FRedirectCollector collects string asset references all the time when running the editor. #test Cook paragon cook QAGame. Change 3133852 on 2016/09/21 by Luke.Thatcher [PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. Change 3133875 on 2016/09/21 by Luke.Thatcher [PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. (Attempt 2) Change 3134403 on 2016/09/21 by Jonathan.Fitzpatrick Per PS4 documentation, app_type requires the alternate spelling of 'upgradeable', 'upgradable'. Change 3134544 on 2016/09/21 by Josh.Adams - Reduced UT textures for Wolf Change 3134915 on 2016/09/21 by Jonathan.Fitzpatrick FPS4Time::SystemTime now calculates the local machine time, instead of UTC. #jira UE-35170 Change 3135036 on 2016/09/21 by Michael.Trepka Quit the UE4EditorServices app when quitting the Launcher if it was the launcher that spawned the services process Change 3135142 on 2016/09/21 by Jonathan.Fitzpatrick GetBackMemoryPoolSize returned bool on PS4 by accident, should be uint32 Change 3135292 on 2016/09/21 by Jeff.Campeau Change include order to favor the XDK edition specific headers where available. Change 3136414 on 2016/09/22 by Josh.Adams - Fixed a checkf() that had the case reversed #jira ue-36311 Change 3137082 on 2016/09/22 by Dmitry.Rekman Added support for Linux installed builds to 4.14 Change 3137220 on 2016/09/22 by Dmitry.Rekman Linux: do not rebuild hlslcc on each setup. - Now that hlslcc is set to use bundled libc++ there should be no STL binary compatibility conflicts between the engine and hlslcc binary. Change 3137227 on 2016/09/22 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3137259 on 2016/09/22 by Dmitry.Rekman Linux installed build: fix CIS (missed one .csproj) Change 3137290 on 2016/09/22 by Dmitry.Rekman Linux installed builds: fix for the resulting directory. Change 3137291 on 2016/09/22 by Chris.Babcock Restore texture filtering mode properly when movie played on Android #jira UE-36342 #ue4 #android Change 3137376 on 2016/09/22 by Dmitry.Rekman Linux: re-enabled crash handler stack smash protection. - Race condition in FRunnableThreadPThread has been previously fixed. Change 3138498 on 2016/09/23 by Dmitry.Rekman Linux: add missed package for installed builds. - mono-devel package for resgen2. Change 3138523 on 2016/09/23 by Dmitry.Rekman Linux: Update hlslcc now that we're not rebuilding it each time. Change 3138658 on 2016/09/23 by Josh.Adams - Moved UT's Social Plugin into NotForLicensees Change 3139042 on 2016/09/23 by Dmitry.Rekman Linux: more robust check of installed packages. - Also added mono-devel to the list of packages installed on 14.04. Change 3139674 on 2016/09/26 by Dmitry.Rekman Fix crash when editing widget blueprints (UE-35185). - Caused by name collision due to copy/pasted code; aliased classes diverged and this resulted in all kinds of weird memory stomping. - Renamed the class and also applied the same workaround (removing static) to prevent likely crashes on exit as happened with the original class (see UE-30795). Change 3140203 on 2016/09/26 by Josh.Adams - Wolf Fix for SHIPPING Change 3140206 on 2016/09/26 by Josh.Adams - NEX work, still in progress Change 3140276 on 2016/09/26 by Josh.Adams - Fixed Wolf compile error Change 3140485 on 2016/09/26 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3140570 on 2016/09/26 by Dmitry.Rekman SDL2: Delete obsolete files. - We now have local changes to SDL2, so this tarball is no longer accurate and just takes unnecessary space. Change 3140577 on 2016/09/26 by Dmitry.Rekman Fix CudaTest monolithic build. - Not the best fix, the better fix is to build against bundled libc++. Change 3141184 on 2016/09/27 by Keith.Judge Add FXboxOneApplication::GetXboxOneApplication to fix a save/load game assert. #jira UE-35973 Change 3141623 on 2016/09/27 by Chris.Babcock Support hiding virtual keyboard on Android #jira UE-34201 #ue4 #android Change 3141887 on 2016/09/27 by Joe.Graf Added support for additional plugin directories that are specified by the .uproject file New plugin wizard adds to the additional plugin directories if the user specifies a directory outside of Engine/Plugins or Game/Plugins Change 3141916 on 2016/09/27 by Josh.Adams - Worked around compile issues (at least with Wolf UT). This is well documented in a Jira (UE-29925) Change 3141926 on 2016/09/27 by Josh.Adams - Support for skipping Wolf user selector (-nologinui) Change 3141938 on 2016/09/27 by Chris.Babcock Allow Android media player to seek past 999ms (contributed by rcywongaa) #jira UE-36453 #PR #2797 #ue4 #android Change 3142207 on 2016/09/27 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3142219 on 2016/09/27 by Josh.Adams - Wolf PhysX 3.4 libs and includes Change 3142220 on 2016/09/27 by Josh.Adams - File that had to be fixed up after main merge (missed adding it to the huge integrate CL) Change 3142314 on 2016/09/27 by Chase.McAllister #jira UE-35011 fixes to some assets to remove redundancies/output log spam Change 3142510 on 2016/09/27 by Daniel.Lamb Fixed up resave lightmaps commandlet so that world transforms don't get applied twice. #jira UE-35942 Change 3142650 on 2016/09/27 by Chris.Babcock Android support for Linux by yaakuro - requires CodeWorks for Android Linux installed and OpenJDK 1.8 - need to set Android SDK paths manually in Project Settings #jira UE-32752 #jira UE-32753 #PR #2564 #PR #2565 #ue4 #android #linux Change 3142802 on 2016/09/27 by Dmitry.Rekman Upgrade to SDL 2.0.5-ish (still technically 2.0.4). - Upstream revision 10374:dccf51aee79b. - Merged all our changes hopefully. Change 3143075 on 2016/09/28 by Luke.Thatcher [RENDERING] [~] Add check to FBatchedElements::AddSprite to catch null textures. If the texture is null here, we will crash later in the RHI. At least now we'll get the callstack of the code adding the null textured sprite, since I don't have a repro. #jira UE-33077 Change 3143219 on 2016/09/28 by Daniel.Lamb Added new is compiling function which tells you if it's really compiling instead of lying. If def out additional logging for debugging shader compilation issue for 4.14 release. Change 3143428 on 2016/09/28 by Luke.Thatcher [PLATFORM] [PS4] [+] Use PS4 SDK 4.008.061 Change 3143488 on 2016/09/28 by Daniel.Lamb Changed defaults for skip cooking editor content to true. Change 3143526 on 2016/09/28 by Daniel.Lamb Increased the concurrent shader compile limit while in the cooker. #test Cook paragon Change 3143874 on 2016/09/28 by Chris.Babcock Read Android environment variables from .bashrc on Linux #jira UE-36565 #ue4 #android #linux Change 3143911 on 2016/09/28 by Dmitry.Rekman Fix SDL EGL API binding (UE-18979). - Contains PR #1398 by x414e54. - Also fixes offscreen backend that needed to provide a global mouse state after the SDL upgrade. Change 3143929 on 2016/09/28 by Daniel.Lamb Removed some more temporary logging. #test Cook paragon Change 3143959 on 2016/09/28 by Jeff.Campeau Media Player for Xbox One Change 3143997 on 2016/09/28 by Dmitry.Rekman Linux: faster linking in Debug. - Do not apply --as-needed to Debug build since taking a hit of several tens of seconds on startup is better than linking for ~4 more minutes when iterating. Change 3144004 on 2016/09/28 by Dmitry.Rekman Linux: make SCW dump core on crash in debug builds. - If the editor (not SCW itself) is built in Debug, make SCW dump cores if they ever crash. This makes it debug easier (at the risk of running of disk space). Change 3144007 on 2016/09/28 by Dmitry.Rekman Linux: Allow equals character in command line parameter value (UE-26406). - PR #2019 by bozzaro. - Allows passing parameters like -Switch=Key=Value. Change 3144042 on 2016/09/28 by Jeff.Campeau Add tag for DX12 support being experimental in target settings. #jira UE-36150 Change 3144068 on 2016/09/28 by Dmitry.Rekman Linux: enable using xgConsole in UAT (UE-28096). - PR #2144 by bozzaro. - Picks correct xgConsole binary. - Allegedly fixes crash in CombineXGEItemFile on mono. Change 3144120 on 2016/09/28 by Michael.Trepka Copying //Tasks/UE4/Dev-HighDPI/... to //UE4/Dev-Platform/... Change 3144172 on 2016/09/28 by Chris.Babcock Add libpng 1.5.27 for Android #jira UE-36573 #ue4 #android Change 3144318 on 2016/09/28 by Chris.Babcock Correct logic for checking .bashrc on Linux #ue4 #android Change 3144331 on 2016/09/28 by Dmitry.Rekman Linux: repair ARM server builds. - Also: print info about C++ library being used and allow the override via environment variable UE4_LINUX_USE_LIBCXX (either 0 or 1). Change 3144354 on 2016/09/28 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) this is intermediate, not fully working Change 3144368 on 2016/09/28 by Josh.Adams - Moved the new Social files into NFL Change 3144395 on 2016/09/28 by Chris.Babcock Add missing functions for AndroidWebBrowserWindow #ue4 #android Change 3144417 on 2016/09/28 by Josh.Adams - Probable fix for FWebBrowserWindow missing virtuals Change 3144438 on 2016/09/28 by Jeff.Campeau XDK updated to 160802 Change 3144569 on 2016/09/29 by Dmitry.Rekman Linux: allow a selectable clock source (UE-36564). - The engine will now select the best performing clock on start instead of hard-coding CLOCK_REALTIME. This will happen as part of global initialization before main() to prevent clock skew. - Also fixes a problem of the engine not being able to start on Windows 10 since previously hard-coded clock id was not supported there. #tests Compiled and ran a few targets (including non-monolithic). Tried bogus clock sources. Haven't actually tried on Win10 (don't have a machine atm). Change 3145108 on 2016/09/29 by Joe.Graf Fixed cases where path relative external plugin paths would generate the wrong path when running Unreal Header Tool (and probably other tools) Change 3145245 on 2016/09/29 by Joe.Graf #wolf Checking in removal of plugin use on Win64 per Josh's request Change 3145514 on 2016/09/29 by Will.Fissler Updated Mac Info.plist files to disable high DPI on macOS 10.12 Change 3145538 on 2016/09/29 by Josh.Adams - Worked around a physics task graph issue with using the new lock free stuff on Wolf, joining PS4 and XboxOne. Wolf was crashing on some boots. Change 3145540 on 2016/09/29 by Josh.Adams - Fix for checking some Wolf dev tool installation existence - Fix for various Wolf build issues - Fix for Wolf devices not showing up in Launch on Change 3145542 on 2016/09/29 by Josh.Adams - Pulled over Wolf changes from Wolf branch into Dev-Platform Change 3145572 on 2016/09/29 by Josh.Adams - Cleaned up Wolf SDK error logs which really messed up GenProjectFiles for some class of people. #jira UE-36591 Change 3145769 on 2016/09/29 by Chris.Babcock Remove duplicate platforms from deploy list in UFE #jira UE-36636 #ue4 Change 3146061 on 2016/09/29 by Chris.Babcock Linux: be less spammy in log when launching external procs #jira UE-36638 #ue4 #linux Change 3146208 on 2016/09/29 by Dmitry.Rekman Linux: fix PhysX crash (UE-36613). - PX_RESTRICT was unwarrantedly applied to memMove, allowing clang to replace the memmove() call to memcpy() at -O2 and above. - This caused PxArray::remove() to duplicate the elements of its array (in POD case) and this opened doors to all kinds of fun. #jira UE-36613 Change 3146476 on 2016/09/30 by Josh.Adams - Moved a UBT log that could pollute QA logs with Wolf secrets to Verbose Change 3146554 on 2016/09/30 by Josh.Adams - Removed another wolf secret log Change 3146626 on 2016/09/30 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3146712 on 2016/09/30 by Josh.Adams - Fixed case for building Android on Linux #jira #UE-36652 Change 3146844 on 2016/09/30 by Josh.Adams - Removed ES2 shader compiling from TVOS, and force Metal compiling #jira UE-36306 Change 3146865 on 2016/09/30 by Daniel.Lamb Removed temp logging for materials #test Launch on paragon Change 3146874 on 2016/09/30 by Dmitry.Rekman Linux: add rpath for libTextureConverter.so (UE-36620). Change 3147030 on 2016/09/30 by Josh.Adams - Version check workaround for IOS9.3/TVOS9.2 defining __IPHONE_10_0 which breaks our IOS10 code checks #jira UE-36623 Change 3147151 on 2016/09/30 by Josh.Adams - Fixed zlib.build.cs for XboxOne, which came in from another branch without an include path, yet somehow main is compiling? Change 3147621 on 2016/09/30 by Michael.Trepka Fix for setting up RPATHs for third party dylibs for packaged code-based games on Mac Change 3147712 on 2016/09/30 by Josh.Adams - Fixed metal crash StrategyGame crash. Recent code was checking IsES2Platform for HDR decoding in scene capture, and Metal hasn't been IsES2 since may. Changed to IsMobilePlatform. #jira UE-36225 Change 3147725 on 2016/09/30 by Josh.Adams - Fixed yet another Wolf log for people with Wolf access but no SDK [CL 3147801 by Josh Adams in Main branch]
2016-09-30 21:21:09 -04:00
void FAndroidLocalNotificationService::GetLaunchNotification(bool& NotificationLaunchedApp, FString& ActivationEvent, int32& FireDate)
{
#if PLATFORM_ANDROID
extern void AndroidThunkCpp_GetLaunchNotification(bool& NotificationLaunchedApp, FString& ActivationEvent, int32& FireDate);
AndroidThunkCpp_GetLaunchNotification(NotificationLaunchedApp, ActivationEvent, FireDate);
#endif
}
void FAndroidLocalNotificationService::SetLaunchNotification(FString const& ActivationEvent, int32 FireDate)
{
// Don't do anything here since this is taken care of in java land
}
void FAndroidLocalNotificationService::CancelLocalNotification(const FString& ActivationEvent)
{
// TODO
}