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UnrealEngineUWP/Engine/Build/Android/Java/src/com/epicgames/ue4/GameActivity.java.template

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// Copyright Epic Games, Inc. All Rights Reserved.
//This file needs to be here so the "ant" build step doesnt fail when looking for a /src folder.
package com.epicgames.ue4;
import android.app.NotificationManager;
import android.opengl.EGL14;
import android.opengl.EGLConfig;
import android.opengl.EGLContext;
import android.opengl.EGLDisplay;
import android.opengl.EGLSurface;
import android.opengl.GLES20;
import java.util.regex.Pattern;
import java.util.regex.Matcher;
import org.json.JSONObject;
import org.json.JSONArray;
import org.json.JSONException;
import javax.crypto.Cipher;
import javax.crypto.SecretKey;
import javax.crypto.SecretKeyFactory;
import javax.crypto.spec.PBEKeySpec;
import javax.crypto.spec.SecretKeySpec;
import java.io.File;
import java.nio.Buffer;
import java.nio.ByteBuffer;
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 3600060) #rb none #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3292215 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and wbegl2 support - emscripten toolchain #jira UEPLAT-1437 Switch [to] web assembly #rb none Change 3293994 on 2017/02/09 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - OSX toolchain #jira UEPLAT-1437 Switch [to] web assembly #rb none 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 #rb none 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 #rb none Change 3462146 on 2017/05/26 by Nick.Shin HTML5 - merge from Release-4.16 to Dev-Mobile #jira none #rb none #rnx Change 3504996 on 2017/06/22 by Cosmin.Sulea UEMOB-362 - Add per-texture and per-format compression quality override settings #rb Dmitriy.Dyomin #jira UEMOB-362 #codereview Dmitriy.Dyomin #codereview Jack.Porter Change 3505056 on 2017/06/22 by Cosmin.Sulea Back out changelist 3504996 - due to errors generated in xboxOne, PS4 and Switch versions #rb none Change 3508049 on 2017/06/23 by Nick.Shin HTML5 toolchain notes corrections #jira none #rb none #rnx Change 3508663 on 2017/06/24 by Nick.Shin HTML5LaunchHelper.exe on linux - redo - it seems that i need to also check-in the exe and pdb file instead of having CIS make and checking-in them itself... - modified c# program to output a version number to help track which version of HTML5LaunchHelper is running... #jira UE-45302 HTML5LaunchHelper.exe hosts the files in the current working directory on Linux #rnx #rb none Change 3509210 on 2017/06/26 by Dmitriy.Dyomin ExposureScale will be applied during tonemap pass when MobileHDR is on #rb jack.porter #codereview Allan.Bentham Change 3511058 on 2017/06/27 by Cosmin.Sulea UEMOB-362 - Add per-texture and per-format compression quality override settings - resubmitted #rb Dmitriy.Dyomin #jira UEMOB-362 #codereview Dmitriy.Dyomin Change 3511069 on 2017/06/27 by Jack.Porter PS4, XboxOne and Switch fixes for changes to ITextureFormat interface #rb Dmitriy.Dyomin #jira UEMOB-362 Change 3513028 on 2017/06/28 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) #rb None Change 3517409 on 2017/06/30 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) #rb None Change 3517730 on 2017/06/30 by Cosmin.Sulea UEMOB-328 - Improve handling of iOS signing key on remote Mac system keychain when using remote toolchain #rb Jack.Porter #jira UEMOB-328 #codereview: peter.sauerbrei Change 3517757 on 2017/06/30 by Cosmin.Sulea UE-46245 - Building with remote toolchain does not use Project Setting for iOS signing identity which can cause signing errors #rb Jack.Porter #jira UE-46245 #codereview: peter.sauerbrei Change 3518149 on 2017/06/30 by Adrian.Chelu UE-43035 Tilt axis for X and Z are not consistent between Android and iOS devices #rb Jack.Porter #jira UE-46245 #codereview: Chris Babcock <chris.babcock@epicgames.com> Change 3524242 on 2017/07/06 by Nick.Shin HTML5 - refraction shader note: this CL also contains fixes to webgl2 [float4 vs half2] and a [% vs Mod()] material custom function changes to some TM-ShaderModels shaders specifically: fixes to and similar with: DitherTemporalAA #jria UE-46434 No Refraction in QA Game TM-Shadermodels HTML5 #rb none #rn #codereview jack.porter dmitriy.dyomin Change 3535295 on 2017/07/13 by Allan.Bentham #jira UEMOB-390 Add Android cpu stats. add 'stat AndroidCPU' to android's console spinner UI. increase GetCPUState's core count support to 16. #jira UE-45888 Use cvar value to limit android cpu stat update rate. #rb none Change 3535306 on 2017/07/13 by Allan.Bentham Add missing pragma once #rb none Change 3537047 on 2017/07/13 by Ben.Marsh Fixing case of iOS directories, pt1 #rb none Change 3537051 on 2017/07/13 by Ben.Marsh Fixing case of iOS directories, pt2 #rb none Change 3537373 on 2017/07/14 by Allan.Bentham Add scope level android egl error verification. work around minor issue with invalid egl config property. #rb chris.babcock Change 3541735 on 2017/07/18 by Allan.Bentham Add 'sustained performance mode' support for API 24+ devices. #jira UEMOB-386 #rb chris.babcock Change 3543001 on 2017/07/18 by Sorin.Gradinaru #jira UE-45766 Improved Virtual Keyboard cannot receive non-English characters. - for Android, add an native EditBox above the virtual keyboard to receive the text and pass it to the object from the slate #rb Chris.Babcock Change 3554399 on 2017/07/25 by Nick.Shin STATS disabled for non multi-threaded platforms #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox #rnx #rb none Change 3554402 on 2017/07/25 by Nick.Shin STATS TaskGraph disabled for non multi-threaded platforms #jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test #rb none #rnx Change 3556957 on 2017/07/26 by Nick.Shin HTML5 - WASM enabled by default - part 1 -- commenting out asmjs stuff begin sunsetting ASM.JS note to self: CL#3462146 "backout" asmjs #jira UEMOB-416 WASM enabled by default #rnx #rb none Change 3557654 on 2017/07/26 by Nick.Shin HTML5 - WASM enabled by default - part 2 -- remove asmjs code sunsetting ASM.JS note to self: CL#3462146 "backout" asmjs #jira UEMOB-416 WASM enabled by default #rn #rb none Change 3557910 on 2017/07/27 by Jack.Porter Support Client configuration when packaging in the editor #jira UE-39973 #rb Dmitriy.Dyomin Change 3557917 on 2017/07/27 by Jack.Porter Missing file from CL 3557910 #rb trivial Change 3559642 on 2017/07/27 by Nick.Shin STATS TaskGraph disabled for non multi-threaded platforms - both "LockFree stress test" and "task graph benchmark" are disabled - no multi-threading for WASM exist yet (note: ASM.JS has been sunsetted) - stat command crash "fixed" - but, font size are totally broken - i can look at this (much) later... - new bug: physx will crash on "gc and level load stress test" -- please bug this as a new jira #jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test #rb none #rnx Change 3565656 on 2017/07/31 by Dmitriy.Dyomin Added a way to lock level position in Word Composition #jira UE-47713 #rb none Change 3565757 on 2017/08/01 by Dmitriy.Dyomin compile fix #rb none Change 3567446 on 2017/08/01 by Chris.Babcock Allow addElement and addElements to only insert once with once="true" attribute in UPL #jira UE-47951 #ue4 #android #rb Peter.Sauerbrei Change 3567592 on 2017/08/01 by Chris.Babcock Use absolute path for repositories for Gradle #jira UE-47952 #ue4 #android #rb Tim.Lincoln Change 3568690 on 2017/08/02 by Chris.Babcock Removed warnings for once attribute in UPL #ue4 #android #rb none Change 3569975 on 2017/08/02 by Chris.Babcock Add <baseBuildGradleAdditions> to UPL to allow additions to the root-level build.gradle #jira UE-47995 #ue4 #android #rb Tim.Lincoln Change 3570117 on 2017/08/02 by Chris.Babcock Add <setBoolFromPropertyContains> to UPL - sets bool to true if string list in ini matches contains attribute #jira UE-47996 #ue4 #android #rb Jack.Porter Change 3571552 on 2017/08/03 by Chris.Babcock Removed unneeded settings.gradle file (generated) #jira UE-48041 #ue4 #android #rb none Change 3572224 on 2017/08/04 by Dmitriy.Dyomin Better selection tracking in world composition #rb none Change 3573662 on 2017/08/04 by Nick.Shin HTML5 remove PreLoadMap "feature" (was only available/used with HTML5) - asyncronous loads are not allowed during UEngine::LoadMap() - the files/code will be repurposed for pakfile CHUNK support #jira UEMOB-425 HTML5 streaming content investigation (part 1 of 2) #rn #rb none Change 3574471 on 2017/08/07 by Dmitriy.Dyomin Export ULevelStreamingKismet::LoadLevelInstance function #rb none Change 3576262 on 2017/08/08 by Dmitriy.Dyomin Fixed: widget clipping issues in world composition #rb none Change 3576845 on 2017/08/08 by Nick.Shin set HTML5LaunchHelper application's icon to UE4.ico #jira UE-19225 HTML5LaunchHelper application does not have an unreal icon #rb none #rnx Change 3578313 on 2017/08/09 by Dmitriy.Dyomin Added: an RHI call to invalidate/clear cached state, RHIInvalidateCachedState #jira UEMOB-435 #rb jack.porter Change 3578364 on 2017/08/09 by Dmitriy.Dyomin Vertex Fog is disabled on mobile by default. If scene uses vertex fog - Mobile preview and device will show on screen message: PROJECT HAS VERTEX FOG ON MOBILE DISABLED This saves about 90 instructions in VS and a few in PS #jira UEMOB-166 #rb jack.porter Change 3578703 on 2017/08/09 by Nick.Shin set HTML5LaunchHelper application's icon to UE4.ico forgot to check in exe and pdb file #jira UE-19225 HTML5LaunchHelper application does not have an unreal icon #rb none #rnx Change 3578961 on 2017/08/09 by Peter.Sauerbrei deprecate IOS 8 as the minimum OS supported. #jira UEMOB-429 #rb chris.babcock Change 3579319 on 2017/08/09 by Peter.Sauerbrei fixes for compile errors with Xcode 9 beta 4 #rb none Change 3579356 on 2017/08/09 by Peter.Sauerbrei modified minimum IOS to build with #rb chris.babcock Change 3579687 on 2017/08/09 by Chris.Babcock Fix GoogleVR Gradle packaging #jira UE-48239 #ue4 #android #rb none Change 3579921 on 2017/08/10 by Dmitriy.Dyomin GitHub 3670 : More zoom levels for World Composition (300) #contributedby: user37337 #jira UE-45977 #3670 #rb none Change 3580576 on 2017/08/10 by Peter.Sauerbrei detection of iPad Pro 10.5 and IPad Pro 12.9 (2nd Gen) #rb chris.babcock Change 3580611 on 2017/08/10 by Chris.Babcock Set online provider back to GooglePlay and remove forcing IAP permission (contributed by umerov1999) #jira UE-48185 #PR #3876 #ue4 #android #rb Peter.Sauerbrei Change 3582166 on 2017/08/11 by Nick.Shin nuke PLATFORM_HTML5_WIN32 PLATFORM_HTML5_WIN32 code removal tested successfully with (force rebuild and repackaging): * Win64 server (WindowsServer) * Win64 client (WindowsNoEditor) * HTML5 client all playing together via websocket net driver (i've attached a screen shot of this in jira) code changes touches: physics, audio and main build files #jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code #rb ben.marsh #rnx #codereview josh.adams #fyi ori.cohen, aaron.mclera Change 3582474 on 2017/08/11 by Chris.Babcock Don't use V2 signing for Gear VR APKs #jira UE-48354 #ue4 #android #rb Peter.Sauerbrei Change 3582614 on 2017/08/11 by Chris.Babcock Filter out unneeded architectures from APK for Gradle builds #jira UE-48355 #ue4 #android #rb Peter.Sauerbrei Change 3582923 on 2017/08/11 by Nick.Shin backport release 4.17 to dev-mobile #jira none #rb none #rnx Change 3582924 on 2017/08/11 by Nick.Shin FNetworkFileServerHttp - error gracefully when port is already in use #jira UE-46409 [CrashReport] Assertion on Mac: Could not create a libwebsocket - FNetworkFileServerHttp::Init() #rnx #rb none Change 3582925 on 2017/08/11 by Nick.Shin HTML5 - turn off pak file compression in favor of gzip packages #jira UE-46729 HTML5 - on shipping builds - turn off pak file compression in favor of gzip packages #rn #rb none Change 3583943 on 2017/08/14 by Cosmin.Sulea UEMOB-363 - second iteration - Project wide texture quality control by texture group #rb Dmitriy Dyomin #jira UEMOB-363 Change 3583967 on 2017/08/14 by Cosmin.Sulea Back out changelist 3583943 #rb none Change 3584121 on 2017/08/14 by Peter.Sauerbrei fix for mac compile failure #rb none Change 3587877 on 2017/08/15 by Peter.Sauerbrei josh's suggested fix is not working for Xcode 8.3, so brute forcing for now #rb none Change 3588612 on 2017/08/15 by Peter.Sauerbrei Xcode 9 project compatbility updates #rb chris.babcock #codereview michael.trepka Change 3589223 on 2017/08/15 by Dmitriy.Dyomin Fixed: bNavigationAutoUpdateEnabled was not always working when reopeinig the map Fixed: Navigation Build was not clearing some mesh tiles when bNavigationAutoUpdateEnabled is enabled Fixed: Streaming out a level in editor was not always updating NavMesh debug draw #rb lukasz.furman Change 3589900 on 2017/08/16 by Dmitriy.Dyomin Support vulkan validation layers on Android, only in Debug and Development configuration (requires r.Vulkan.EnableValidation=1) #codereview chris.babcock, rolando.caloca #rb none Change 3590592 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 OSX #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 OSX Change 3590597 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 Linux #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 Linux Change 3590624 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 toolchain #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 toolchain Change 3591720 on 2017/08/16 by Chris.Babcock Enable Gradle by default and add button to accept Android SDK license to project settings #jira UE-48519 #ue4 #android #rb Tim.Lincoln #fyi Peter.Sauerbrei Change 3591998 on 2017/08/16 by Chris.Babcock Fix nonunity build #ue4 #android #rb none Change 3592407 on 2017/08/17 by Nick.Shin HTML5 emscripten 1.37.19 Win64 #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 Win64 Change 3592479 on 2017/08/17 by Nick.Shin HTML5 3rd Party Libs - compiled with emscripten 1.37.19 #jira UE-47813 #rb none #rn HTML5 3rd Party Libs - compiled with emscripten 1.37.19 toolchain Change 3592480 on 2017/08/17 by Nick.Shin HTML5 emscripten 1.37.19 toolchain Epic edits as well as setting UE4 HTML c# scripts to use new toolchain #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 toolchain Epic edits Change 3592481 on 2017/08/17 by Nick.Shin HTML5 remove old emscripten toolchain #jira UE-47813 #rb none #rn HTML5 remove old emscripten toolchain Change 3592485 on 2017/08/17 by Nick.Shin HTML5 undo CanUseXGE - this might be breaking CIS for HTML5 builds... #jira UE-47813 #rb none #rnx Change 3592549 on 2017/08/17 by Dmitriy.Dyomin Added GetDiskTotalAndFreeSpace for IOS and Android #jira UE-46479 #codereview chris.babcock, peter.sauerbrei #rb none Change 3594045 on 2017/08/17 by Peter.Sauerbrei comment about potential failure case in the remote tool chain #rb none Change 3594342 on 2017/08/17 by Peter.Sauerbrei Merging //UE4/Main/... to //UE4/Dev-Mobile/... #rb none Change 3594920 on 2017/08/17 by Peter.Sauerbrei fix for non-unity builds (accidentally merged something incorrectly) #rb none Change 3595347 on 2017/08/17 by Chris.Babcock merge fixes for Android #ue4 #android #rb Peter.Sauerbrei #lockdown Peter.Sauerbrei Change 3595752 on 2017/08/17 by Chris.Babcock Update Facebook plugin to support Gradle #jira UE-48569 #ue4 #android #fyi Josh.Markiewicz #rb none #lockdown Peter.Sauerbrei Change 3595849 on 2017/08/17 by Chris.Babcock Fix issue with libovrplatformloader.so for non armv7 targets #jira UE-48533 #ue4 #android #rb none #lockdown Peter.Sauerbrei Change 3596419 on 2017/08/18 by Peter.Sauerbrei fix for Mac Editor build failure #rb none Change 3597023 on 2017/08/18 by Peter.Sauerbrei fix for game editor build failure #rb none Change 3597032 on 2017/08/18 by Peter.Sauerbrei fix for app bundle id in Info-Editor.plist #rb none Change 3597034 on 2017/08/18 by Peter.Sauerbrei put back the info.plist, found the real problem #rb none Change 3597197 on 2017/08/18 by Peter.Sauerbrei pull Info.plist from the build products #rb none [CL 3600450 by Chris Babcock in Main branch]
2017-08-21 15:05:19 -04:00
import android.hardware.SensorManager;
import android.hardware.Sensor;
import android.hardware.SensorEvent;
import android.hardware.SensorEventListener;
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
import java.lang.Override;
import java.util.Arrays;
import java.util.List;
import java.util.Map;
import java.util.HashMap;
import java.util.ArrayList;
import java.text.DecimalFormat;
import java.text.DecimalFormatSymbols;
import java.text.BreakIterator;
import java.util.zip.Inflater;
import java.util.Stack;
import java.util.Timer;
import java.util.TimerTask;
import java.lang.Runnable;
import java.io.BufferedReader;
import java.io.BufferedWriter;
import java.io.BufferedInputStream;
import java.io.BufferedOutputStream;
import java.io.ByteArrayInputStream;
import java.io.Reader;
import java.io.Writer;
import java.io.File;
import java.io.FileInputStream;
import java.io.FileNotFoundException;
import java.io.FileOutputStream;
import java.io.FileReader;
import java.io.FileWriter;
import java.io.IOException;
import java.io.InputStream;
import java.io.InputStreamReader;
import java.io.InputStream;
import java.io.InputStreamReader;
import java.io.OutputStream;
import java.io.OutputStreamWriter;
import java.io.StringWriter;
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
import android.annotation.TargetApi;
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 4047413) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3795481 by Nick.Shin HTML5 - disable SupportsScreenPercentage() - render the full screen otherwise, this is causing HTML5 screen to only render a portion of the screen and in black... - there may be another function is that not getting fired off "to render the screen" properly - this may be due to IsMobileHDR checks that are not fully accounted for the HTML5 platform #jira UE-52640 HTML5 only renders a black rectangle in the browser when launched Change 3807007 by Nick.Shin HTML5 - remove webgl1 only precompile guards (UE4_HTML5_TARGET_WEBGL2) toolchain can "fallback" to webgl1 -- webgl2 functions in UE4 code are "if checked"/configured/setup at start up #jira UE-51267 WebGL1 fails to compile Change 3822593 by Nick.Shin #jira UE-27141 Remove all #if PLATFORM_HTML5 from high level code Change 3823512 by Nick.Shin #jira UE-27141 Remove all #if PLATFORM_HTML5 from high level code Change 3824639 by Nick.Shin HTML5 - OSX - RunMacHTML5LaunchHelper.command - more helpful warning messages #jira UE-49861 A copied RunMacHTML5LaunchHelper.command gives unspecific Mono error Change 3829092 by Josh.Adams - Updated UnrealRemote to 1.4.1 Change 3832708 by Chris.Babcock Allow UE4Commandline.txt in APK #jira #ue4 #android Change 3835867 by Nick.Shin HTML5 - code cleanup origial work was for: UE-27141 (Remove all #if PLATFORM_HTML5 from high level code) this exposed an issue that i totally forgot about (.../Engine/Source/Developer/... only does builds tools -- which does not make use of PLATFORM_XXX preprocessor) tested with HTML5 builds with QAGame project :: TM-ShaderModels map #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3839967 by Mi.Wang Override MaxObjectInGame on Android to save ~30M with the ObjectArray size. #Android Change 3842022 by Mi.Wang Fix an AssetRegistry size calculation bug. Change 3843552 by Sorin.Gradinaru UE-54139 Possible crash with new virtual keyboard on Android if suggestions not disabled #4.19 #Android #jira UE-54139 S8 on 7.0 is not hiding suggestions and disabling predictive input. There are cases with this that can cause a crash. Fix: On text change, downgrade to simple suggestions all the easy correction spans that are not a spell check span (remove android.text.style.SuggestionSpan.FLAG_EASY_CORRECT flags) Change 3844210 by Nick.Shin HTML5 - filter out "windows/super" keys - these are not used in UE4 - but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead... #jira UE-54056 HTML5 crashes inside browser upon pressing windows key Change 3844874 by Nick.Shin HTML5 - detect "SyntaxError: " and do a forced reload - an actual syntax error would be caught during compile time - this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page #jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit Change 3846695 by Nick.Shin #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3847309 by Nick.Shin HTML5 - (not to) show virtual joystick - virtual joysticks are not shown by default-- and the mouse not captured - this now behaves like the win64 client version #jira UE-33854 Virtual Joysticks In HTML5 if Mobile/Tablet Project is chosen Change 3847310 by Nick.Shin HTML5 - set controller axis and button max value in code instead of relying on emscripten_get_gamepad_status() - seems emscripten might be uninitialized by the time controlers are used... #jira UE-28513 - Using a controller in HTML5 causes error Change 3850606 by Nick.Shin HTML5 - more static warning fix ups #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3850624 by Nick.Shin HTML5 - tell user/developer to show unsupported WebGL browsers on old hardware -- will need to try another browser note: using following jira to track progress: #jira UE-47066 Packaged HTML 5 Map Prompts for Firefox Update in Chrome Change 3855610 by Sorin.Gradinaru UE-49173 Progress bar causes black screen on iOS #iOS #4.20 #jira UE-49173 The bug occurs on iOS with Metal, when the last Slate element to be draw in the scene is a ScrollBar with progress between 0 and 1. As a workaround, adding another widget (eg. button, image) in the Blueprint solves the problem. The bug can be reproduced by adding OutDrawElements.PushClip & OutDrawElements.PopClip in any SWidget::OnPaint. The solution is to disable the scissor RHICmdList.SetScissorRect(false, 0, 0, 0, 0); in FSlateRHIRenderingPolicy::DrawElements after the batch rendering Change 3855652 by Sorin.Gradinaru iOS 3D browser UE-53248 Web Browser on a Widget Component is 2D when launching on to iOS #jira UE-53248 #iOS #4.20 Uses the same WebTexture from the WebBrowser plugin as the Android version. + Code contributed by Juan.Belon from Alea S.r.l at https://udn.unrealengine.com/questions/390166/3d-world-space-widget-is-being-rendered-in-screen.html Change 3856174 by Nick.Shin HTML5 - python forking will still error while trying to terminate already terminated processes - added same "WindowsError code 5" handler found in subprocess.py #jira UE-51618 HTML5 fails to build, [Error 5] Access is denied Change 3863322 by Sorin.Gradinaru UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format #jira UE-54317 #Android #4.19 Change 3878088 by Nick.Shin UEMOB-425 superceeds this jira #jira UE-25257 Mac HTML5 project crashes upon downloading expression HasFoundDataDirectory failed Change 3884560 by Jack.Porter Fix logspam in FAVMoviePlayer #jira UE-54760 Change 3886533 by Mi.Wang Fix a potential crash that the VirtualKeyboardWidget has been hide while trying to use in gamethread. Change 3889081 by Sorin.Gradinaru UE-54490 Android Startup Movie audio still playing when app paused, and after app resumed the movie is blackscreen until engine ticked. #Android #4.20 #jira UE-54490 Call ForceCompletion for the intial movie player on onPause. Call App Restart on Resume. Programmatically restarting an Android application basically consists in killing the current app, then using the launch intent as parameter for startActivity. This can be done only in onResume , which means that the movie player still has to be manually paused/stopped in onPause. I╞ve tried to kill the activity on onPause, tested on several devices, with various problems: the app doesn╞t restart anymore (onResume is not called) or the app is automatically sent to background (seems to be crashing when using the multitasking soft key). Change 3890320 by Chris.Babcock Fix initializer ordering #jira UE-55189 #ue4 Change 3958226 by Nick.Shin HTML5 disable memory poison tests and fix a bug during Realloc() // for Linux... and in turn for HTML5 #jria none Change 3958250 by Nick.Shin HTML5 - FText::FormatStr - skip if multi-threading not supported #jira none Change 3968328 by Nick.Shin HTML5 CORS fixes still need datarouter.ol.epicgames.com fixes to completely solve these issues. (API server own estimates no later than mid-April) note: the following are all related: + answerhub 756723 - HTML5 CORS / Access-Control-Allow-Headers + answerhub 756942 - HTML5 CORS Issue to my Hosts API / Hosted Server + UE-22285 - Session events are not generated for HTML5 + UE-19330 - HTML5 Analytics cross-origin request blocked header Access-Control-Allow-Origin missing #jira UE-19330 Change 3971405 by Nick.Shin HTML5 suppress double printing to console.log #jira none Change 3978767 by Nick.Shin HTML5 CORS fixes note: the following are all related: + answerhub 756723 - HTML5 CORS / Access-Control-Allow-Headers + answerhub 756942 - HTML5 CORS Issue to my Hosts API / Hosted Server + UE-22285 - Session events are not generated for HTML5 + UE-19330 - HTML5 Analytics cross-origin request blocked header Access-Control-Allow-Origin missing tested (against datarouter.ol.epicgames.com fixes) and found to be functional #jira UE-22285 Change 3981103 by Nick.Shin HTML5 - num pad keys crashes project match latest Engine/Source/Runtime/InputCore/Private/Linux/LinuxPlatformInput.cpp to HTML5PlatformInput.cpp also fix a HUD crash... #jira UE-54056 HTML5 crashes inside browser upon pressing windows key Change 3983424 by Sorin.Gradinaru UE-57107 Attempting to load a streamed media source causes the app to become unresponsive when device is not connected to internet #jira UE-57107 #Android #4.20 The ANR is because the android.media.MediaExtractor.setDataSource(UrlPath) calls an underlying api which retries the download (10-30 times). Additional issue (all platforms): the MediaFrameworkTest/StreamSource_Infiltrator souce seems to have been removed (no longer at https://docs.unrealengine.com/latest/attachments/Engine/MediaFramework/HowTo/StreamMediaSource/Infiltrator%20Demo.mp4). According to the docs (https://docs.unrealengine.com/en-US/Engine/MediaFramework/HowTo/StreamMediaSource) the new location of the Sample Video is at https://dnnrz1gqa.blob.core.windows.net/portals/attachments/Engine/MediaFramework/HowTo/StreamMediaSource/Infiltrator%20Demo.mp4?sr=b&si=DNNFileManagerPolicy&sig=F%2BBpnYueeQTUTSW0nCRSrXEfr35LIawe7C3MQoe2%2FPI%3D Change 3985248 by Nick.Shin HTML5 game window size add project setting drop down box to select canvas scaling mode #jira UE-46555 HTML5 game window does not scale with browser size Change 3986190 by Sorin.Gradinaru UE-56076 Android Launch On "Running..." toast intermittently doesn't appear #jira UE-56076 #Android #4.10 When cancelling Launch on Device, always call CancelContinuations for the current task Change 3986412 by Nick.Shin CIS error fix #jira none Change 3987007 by Nick.Shin HTML5 fullscreen size fix - when using FIXED scale mode initially, there's some strange padding margins - but, setting UE4_fullscreenScaleMode to anything "but FIXED scale mode" will work... #jira UE-46555 HTML5 game window does not scale with browser size Change 3988408 by Nick.Shin HTML5 call EndSession() onbeforeunload() ? should PreExit() be called instead? #jira UE-57207 Session End event is not generated for HTML5 Change 3991828 by Nick.Shin HTML5 shipping build crash some FVector2D needs ContainsNaN() checks #jira UE-57401 Projects packaged for Shipping HTML5 do not launch the engine in the browser Change 3992884 by Nick.Shin HTML5 call EndSession() onbeforeunload() code cleanup #jira UE-57207 Session End event is not generated for HTML5 Change 3992887 by Nick.Shin datarouter: Session events code cleanup #jira UE-22285 - Session events are not generated for HTML5 Change 4002603 by Sorin.Gradinaru UE-56177 Unplugging a device while launching onto it from a source build will result in the "Running..." toast staying open #jira UE-56177 #Android #iOS #4.10 Using the device discovery to signal when the running device gets disconnected Change 4007162 by Dmitriy.Dyomin Merging using Dev-Mobile->FortMain Added ObjectOrientation material node for decals, returns decal projection direction ( X-axis) #jira none Change 4012196 by Sorin.Gradinaru UE-57120 Lighting needs to be rebuilt error appears on Camera test app on Nexus 9 and Note 4. #jira UE-57120 #Android #4.20 Level lightings rebuilt and QA-Media_Camera_BuiltData.uasset added. The message appeared (rarely and only on certain devices) because the engine tries to load the pre-computed lightmap data on the render thread, then to add it to the scene on the game thread (in FPrecomputedVolumetricLightmap::AddToScene). Most of the times there is a desync and the data is not yet loaded when the lightmap is validated (in FScene::AddPrecomputedVolumetricLightmap). Change 4013034 by Sorin.Gradinaru UE-55427 iOS application crashes when suspending and resuming the startup movie in rapid succession #jira UE-55427 #iOS #4.20 Caused by ToggleSuspend waiting for FDefaultGameMoviePlayer::WaitForMovieToFinish() Renamed InitialMovie to StartupMovie, including the methods related to the Android platform. Change 4015449 by Sorin.Gradinaru UE-38306 "Running xxx on yyy" panel Cancel button should terminate app #jira UE-38306 #Android #4.10 Run on device: Pressing Cancel on the "Running..." message should stop the application, if running Cancel Android builds using "adb shell am force-stop <bundle_id> <device_id>" Note: Using a new AutomationTool command (re-starting the Automation tool after canceling the BuildCookRun task chain) is too slow - takes 3-10 sec depending on the PC configuration. AutomationTool is used now only to correctly retrieve the bundle id for each Android device. This is done inside the BuildCookRun command when the application is deployed on the device(s). Cannot simply use the current project's properties to retrieve the bundle id, because when using Launch-> Device Launcher, the user can choose to cook&deploy a different project/texture format, also the user can create & use a profile with multiple devices / with different texture formats. Change 4016057 by Sorin.Gradinaru UE-57845 GitHub 4666 : Pull request clipboard on android #jira UE-57845 #4.20 #Android #4666 https://github.com/EpicGames/UnrealEngine/pull/4666 Implemented Clipboard function on Android. Change 4020229 by Sorin.Gradinaru UE-57845 GitHub 4666 : Pull request clipboard on android #jira UE-57845 #Android #4.20 GameActivity.java: moving the methods related to clipboard above the native public declarations Change 4021188 by Sorin.Gradinaru UE-57876 Location accuracy is ignored by ULocationServicesIOSImpl #jira UE-57876 #iOS #4.30 In ULocationServicesIOSImpl::InitLocationServices(ELocationAccuracy Accuracy, float UpdateFrequency, float MinDistance) the first param must be converted to CLLocationAccuracy and used as the first param of LocationDelegateinitLocationServices, rather than using the hardcoded kCLLocationAccuracyHundredMeters. Also fixed a compilation error (!) when enabling The Location Services plugin on iOS Change 4024839 by Sorin.Gradinaru UE-38306 "Running xxx on yyy" panel Cancel button should terminate app #jira UE-38306 #Android #4.10 Removed unnecessary #include "AndroidTargetDevice.h", causing circular reference => nightly build errors Change 4024962 by Cosmin.Sulea UE-56294 - Packaging step fails when packaging project for distribution #jira UE-56294 Change 4026122 by Sorin.Gradinaru UE-57149 Razer Phone: Crash after Switching Camera Format 22-26 times #jira UE-57149 #Android #4.20 jobject obj = env->GetObjectArrayElement must be followed by env->DeleteLocalRef(obj) The bug can probably be reproduced by using a MediaPlayer. Change 4038185 by Nick.Shin HTML5 - merge error fix MallocAnsi.cpp was stomped on #jira UE-58367 //UE4/Dev-Mobile - Compile UE4Game HTML5 - use of undeclared identifier 'malloc_usable_size' Change 4039521 by Dmitriy.Dyomin Export WorldBrowser API so plugin makers can use it #jira UE-57323 Change 4039523 by Dmitriy.Dyomin Exposed MobilePatchingLibrary API #jira UE-55941 Change 4039526 by Dmitriy.Dyomin Fixed: Hierarchy filtering does not work in world composition #jira UE-57900 Change 4039529 by Dmitriy.Dyomin Fixed: 'Apply Fogging' in Material does not work on Mobile (GitHub 4357) #jira UE-53618 #4357 Change 4039874 by Sorin.Gradinaru UEMOB-436 Support "All Android" Launch On and Project Launcher options The main change is in the DeviceProxy class. A new type ("All devices" proxy) was added, and the proxy now holds a list of physical device IDs for every variant (texture format), instead of a single device ID. The "All devices" proxy is updated automatically by the device discovery thread. The change was necessary because the list in the Project Launcher is using the device proxy list. #jira UEMOB-436 #Android #UE4 #4.19 Change 4041446 by John.Mauney Fix that Chris B made locally on my machine #jira UE-58420 Change 4041791 by Jack.Porter Fix CIS incremental UE4Editor Win64 #jira 0 [CL 4047603 by Jack Porter in Main branch]
2018-05-02 22:53:38 -04:00
import android.app.Activity;
import android.app.NativeActivity;
import android.app.ActivityManager;
import android.app.ProgressDialog;
import android.os.Bundle;
import android.util.Log;
import android.os.Vibrator;
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
import android.os.SystemClock;
import android.os.Looper;
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
import android.os.Handler;
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3627362) #lockdown Nick.Penwarden #rb None ============================ MAJOR FEATURES & CHANGES ============================ Change 3600639 by Nick.Shin HTML5 remove old emscripten toolchain forgot to remove this (was checked out in another changelist) #jira UE-47813 Change 3600641 by Nick.Shin HTML5 TM-Core crash fixes new PhysX HTML5 libs #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600644 by Nick.Shin HTML5 TM-Core crash fixes emscripten doesn't seem to know how to look at <PxRigidActor> from the PxActor class... #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600647 by Nick.Shin HTML5 UInterpTrackInst::GetGroupActor() pre-null check #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3601439 by Dmitriy.Dyomin Fixed: Protostar leads to device reboot in Galaxy S7 Adreno device. (SM-G930V) #jira UE-48323 Change 3601440 by Dmitriy.Dyomin Fixed: Texture streaming after world origin was rebased Change 3601456 by Dmitriy.Dyomin Added: Async loading bytecode from shader library - Shader library will be packed into single file - Shader library will be created only when packaging project by the book #jira UEMOB-381 Change 3601624 by Jack.Porter Fix landscape crash on HTML5 Exception !IsInRenderingThread() failed. #jira UE-48527 Change 3603890 by Dmitriy.Dyomin GitHub 3905 : Engine crash in LandscapeComponent when streaming levels #3905 #jira UE-48422 Change 3603933 by Dmitriy.Dyomin Fixed: Crash after Splash Screen on Android (ETC2) when Adding r.UseShaderCaching and r.UseShaderPredraw - Added r.SaveShaderCache command to save current cache on demand - Removed support for caching multiple platfroms at the same time, each platform now uses separate cache/file - Significantly reduced size of draw log on disk - Mobile platfroms support only basic caching, logging shaders and bound shader states without full gfx state #jira UE-47553 Change 3604050 by Sorin.Gradinaru #jira UE-47428 Android virtual keyboard polishing Done: Multiline should be disabled when not needed Hide suggestions and autocorrect "Done" / back button behavior to make it feel natural - Done/Enter and the Back key event sent to the engine If the keyboard is up and you click on the same control you're currently inputting into, it will hide the keyboard. Look into animation - not critical. S6 with Swiftkey. The numbers don't show up in our textedit but the string is updated (we see dots in the Slate control) with the password entry Could not reproduce/test: Make sure we don't use negative coords for the input box if the keyboard is at the top of the screen Change 3604081 by Allan.Bentham Reduce redundant log spam from SustainedPerformanceMode on android. Change 3604152 by Allan.Bentham Improved vulkanRHI availability and selection reporting. Change 3604186 by Dmitriy.Dyomin Vulkan: Write to buffers directly on UMA devices (no staging) Change 3604396 by Nick.Shin HTML5 - stats and multi-threading checks more null & multi-threading - and some functions flat out disabled for HTML5 platform the big "don't use on HTML5" is TLockFreeFixedSizeAllocator_TLSCacheBase's manual TLS.PartialBundle memory handler... i'm not sure it's working properly... switched on USE_NIEVE_TLockFreeFixedSizeAllocator_TLSCacheBase sections of code (i.e. basic malloc and free) for PLATFORM_HTML5 - it seems only the stats function was exacerbating the memory bug ... but, shutting this completely out for HTML5... don't know if it's an emscripten compiler/corruption that's causing this... - will send this to emscripten makers as another test case for them to help see what's going on... #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3604752 by Allan.Bentham Reduce battery status log spam. Change 3604825 by Nick.Shin HTML5 emscripten 1.37.19 updated license file #jira UE-47813 Change 3606486 by Jack.Porter Enabled refraction on tvOS #jira UE-47229 Change 3606546 by Dmitriy.Dyomin Vulkan: Missed null check from CL# 3601439 Change 3606654 by Allan.Bentham mobile post process shaders will not attempt depth buffer fetch, instead they will always read from the depth texture. #jira UE-41919 Change 3606672 by Dmitriy.Dyomin Fixed: Vulkan mode crashes without error on Tegra K1 Nvidia Shield due to OOM - fixed r.MobileReduceLoadedMips has no effect - added r.MobileMaxLoadedMips to set a limit to a number of mips - reduced size of vulkan allocation pages on android #jira UE-42838 Change 3607204 by Allan.Bentham Do not attempt getprocaddress for GL_EXT_DEBUG_LABEL functions when the extension is not declared. Change 3607214 by Nick.Shin HTML5 - stats font crash fix #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3609164 by Chris.Babcock More informative Android SDK license requirements and errors #jra UE-48837 #ue4 #android Change 3609175 by Chris.Babcock Linux build fix #jira none Change 3609516 by Dmitriy.Dyomin Fixed: Decals in TM-ShaderModels appearing and disappearing when viewed at certain angles on Android #jira UE-45342 Change 3609618 by Dmitriy.Dyomin Back out changelist 3603933, to help merge from main Change 3610979 by Peter.Sauerbrei addition of asset catalogs for icons on Xcode 9 for iOS 11 Change 3612145 by Dmitriy.Dyomin Resubmitting CL #3603933 (shader cache fixes) Change 3613981 by Chris.Babcock Fix issue with Android password keyboard input #jira WEX-7343 #ue4 #android Change 3614375 by Sorin.Gradinaru #jira UE-44656 StrategyGame Crashes on launch on KindleFire 5th Gen. Kindle Fire HD7 5th (CPU Mali 450) seems to have problems with thread rendering, crashing when returning to the main thread. Added new device profile [Android_Mali_4xx_KindleFire] with a new cvar r.AndroidDisableThreadedRenderingFirstLoad=1, disabling movie player rendering on the intial screen. For subsequent loading screens, the (same) code apparently runs Ok. A warning "Initial loading screen disabled from BaseDeviceProfiles.ini: r.AndroidDisableThreadedRenderingFirstLoad=1" should appear when the thread rendering is disabled Change 3614971 by Cosmin.Sulea UE-46769 - GitHub 3745 : bForcePVRTC4 was ignored. #jira UE-46769 Change 3616431 by Peter.Sauerbrei PR3657,3658 - fixes for InApp purchase bugs courtesy of nverenik Change 3617306 by Jack.Porter Fix issue where undocked tabs had no way to be made visible again when hidden #jira UE-12044 Change 3617312 by Jack.Porter Find a new best MobileDirectionalLights[channel] when then current one is removed from the world (eg by a level streaming operation) #jira UE-47135 #3785 Change 3617383 by Dmitriy.Dyomin Vk - only dynamic buffers in HostVisible on UMA devices Change 3617437 by Dmitriy.Dyomin Vk - SRV allocates one BufferView for each buffer in FVulkanResourceMultiBuffer, so they can be reused (contributed by Samsung) Change 3617474 by Dmitriy.Dyomin Vk - Don't use fences on image acquire on Android Change 3617483 by Dmitriy.Dyomin Vk - Remove redundant dynamic state setup (viewport, scissor, stencilref) (contributed by Samsung) Change 3617521 by Dmitriy.Dyomin Fix CIS warnings Change 3617574 by Dmitriy.Dyomin Vk - Optimized RenderPass pool and Framebuffer pool (reduced vkObject count) (contributed by Samsung) ProtoStar: Framebuffer count : 133 -> 108, Renderpass count : 21 -> 18 Change 3617585 by Dmitriy.Dyomin compile fix for CL# 3617574 Change 3617849 by Allan.Bentham Log UnsatisfiedLinkError's content when loadlibrary fails. Change 3617945 by Chris.Babcock Allow UPL variable expansion in addPermission, addFeature, and addLibrary #jira UE-47421 #ue4 #android Change 3618097 by Allan.Bentham Fix Y axis switch with android GLES when rendering triangles to canvas. #jira UE-44510 Change 3618733 by Peter.Sauerbrei fix from Dev-Rendering for tvOS shader compilation Change 3618761 by Peter.Sauerbrei fix for shader crash on startup on iOS Change 3618769 by Peter.Sauerbrei bump metal shader guid to force a rebuild of shaders Change 3620061 by Peter.Sauerbrei fix for resource directory on Asset catalogs #jira UE-49074 Change 3620520 by Peter.Sauerbrei remove the texture warning, the logic was incorrect and in the end we don't need the warning #jira UE-49057 Change 3621811 by Allan.Bentham Add mipindex and array slice index to framebuffer hashing code. #jira UE-49171 Change 3624410 by Jack.Porter Fix issue where the Shared Material Native Libraries checkbox causes packaging for Android to fail #jira UE-49105 Change 3627361 by Jack.Porter Fixing case on iOS files #jira None Change 3627362 by Jack.Porter Fixed case on IOS files #jira None [CL 3627373 by Jack Porter in Main branch]
2017-09-06 01:04:25 -04:00
import android.os.HandlerThread;
import android.app.AlertDialog;
import android.app.Dialog;
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
import android.app.PendingIntent;
import android.app.AlarmManager;
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
import android.widget.AdapterView;
import android.widget.ArrayAdapter;
import android.widget.EditText;
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
import android.widget.Spinner;
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
import android.text.Editable;
import android.text.InputFilter;
import android.text.InputType;
import android.text.Spanned;
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
import android.text.method.PasswordTransformationMethod;
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
import android.text.TextWatcher;
import android.view.inputmethod.EditorInfo;
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 4047413) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3795481 by Nick.Shin HTML5 - disable SupportsScreenPercentage() - render the full screen otherwise, this is causing HTML5 screen to only render a portion of the screen and in black... - there may be another function is that not getting fired off "to render the screen" properly - this may be due to IsMobileHDR checks that are not fully accounted for the HTML5 platform #jira UE-52640 HTML5 only renders a black rectangle in the browser when launched Change 3807007 by Nick.Shin HTML5 - remove webgl1 only precompile guards (UE4_HTML5_TARGET_WEBGL2) toolchain can "fallback" to webgl1 -- webgl2 functions in UE4 code are "if checked"/configured/setup at start up #jira UE-51267 WebGL1 fails to compile Change 3822593 by Nick.Shin #jira UE-27141 Remove all #if PLATFORM_HTML5 from high level code Change 3823512 by Nick.Shin #jira UE-27141 Remove all #if PLATFORM_HTML5 from high level code Change 3824639 by Nick.Shin HTML5 - OSX - RunMacHTML5LaunchHelper.command - more helpful warning messages #jira UE-49861 A copied RunMacHTML5LaunchHelper.command gives unspecific Mono error Change 3829092 by Josh.Adams - Updated UnrealRemote to 1.4.1 Change 3832708 by Chris.Babcock Allow UE4Commandline.txt in APK #jira #ue4 #android Change 3835867 by Nick.Shin HTML5 - code cleanup origial work was for: UE-27141 (Remove all #if PLATFORM_HTML5 from high level code) this exposed an issue that i totally forgot about (.../Engine/Source/Developer/... only does builds tools -- which does not make use of PLATFORM_XXX preprocessor) tested with HTML5 builds with QAGame project :: TM-ShaderModels map #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3839967 by Mi.Wang Override MaxObjectInGame on Android to save ~30M with the ObjectArray size. #Android Change 3842022 by Mi.Wang Fix an AssetRegistry size calculation bug. Change 3843552 by Sorin.Gradinaru UE-54139 Possible crash with new virtual keyboard on Android if suggestions not disabled #4.19 #Android #jira UE-54139 S8 on 7.0 is not hiding suggestions and disabling predictive input. There are cases with this that can cause a crash. Fix: On text change, downgrade to simple suggestions all the easy correction spans that are not a spell check span (remove android.text.style.SuggestionSpan.FLAG_EASY_CORRECT flags) Change 3844210 by Nick.Shin HTML5 - filter out "windows/super" keys - these are not used in UE4 - but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead... #jira UE-54056 HTML5 crashes inside browser upon pressing windows key Change 3844874 by Nick.Shin HTML5 - detect "SyntaxError: " and do a forced reload - an actual syntax error would be caught during compile time - this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page #jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit Change 3846695 by Nick.Shin #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3847309 by Nick.Shin HTML5 - (not to) show virtual joystick - virtual joysticks are not shown by default-- and the mouse not captured - this now behaves like the win64 client version #jira UE-33854 Virtual Joysticks In HTML5 if Mobile/Tablet Project is chosen Change 3847310 by Nick.Shin HTML5 - set controller axis and button max value in code instead of relying on emscripten_get_gamepad_status() - seems emscripten might be uninitialized by the time controlers are used... #jira UE-28513 - Using a controller in HTML5 causes error Change 3850606 by Nick.Shin HTML5 - more static warning fix ups #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3850624 by Nick.Shin HTML5 - tell user/developer to show unsupported WebGL browsers on old hardware -- will need to try another browser note: using following jira to track progress: #jira UE-47066 Packaged HTML 5 Map Prompts for Firefox Update in Chrome Change 3855610 by Sorin.Gradinaru UE-49173 Progress bar causes black screen on iOS #iOS #4.20 #jira UE-49173 The bug occurs on iOS with Metal, when the last Slate element to be draw in the scene is a ScrollBar with progress between 0 and 1. As a workaround, adding another widget (eg. button, image) in the Blueprint solves the problem. The bug can be reproduced by adding OutDrawElements.PushClip & OutDrawElements.PopClip in any SWidget::OnPaint. The solution is to disable the scissor RHICmdList.SetScissorRect(false, 0, 0, 0, 0); in FSlateRHIRenderingPolicy::DrawElements after the batch rendering Change 3855652 by Sorin.Gradinaru iOS 3D browser UE-53248 Web Browser on a Widget Component is 2D when launching on to iOS #jira UE-53248 #iOS #4.20 Uses the same WebTexture from the WebBrowser plugin as the Android version. + Code contributed by Juan.Belon from Alea S.r.l at https://udn.unrealengine.com/questions/390166/3d-world-space-widget-is-being-rendered-in-screen.html Change 3856174 by Nick.Shin HTML5 - python forking will still error while trying to terminate already terminated processes - added same "WindowsError code 5" handler found in subprocess.py #jira UE-51618 HTML5 fails to build, [Error 5] Access is denied Change 3863322 by Sorin.Gradinaru UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format #jira UE-54317 #Android #4.19 Change 3878088 by Nick.Shin UEMOB-425 superceeds this jira #jira UE-25257 Mac HTML5 project crashes upon downloading expression HasFoundDataDirectory failed Change 3884560 by Jack.Porter Fix logspam in FAVMoviePlayer #jira UE-54760 Change 3886533 by Mi.Wang Fix a potential crash that the VirtualKeyboardWidget has been hide while trying to use in gamethread. Change 3889081 by Sorin.Gradinaru UE-54490 Android Startup Movie audio still playing when app paused, and after app resumed the movie is blackscreen until engine ticked. #Android #4.20 #jira UE-54490 Call ForceCompletion for the intial movie player on onPause. Call App Restart on Resume. Programmatically restarting an Android application basically consists in killing the current app, then using the launch intent as parameter for startActivity. This can be done only in onResume , which means that the movie player still has to be manually paused/stopped in onPause. I╞ve tried to kill the activity on onPause, tested on several devices, with various problems: the app doesn╞t restart anymore (onResume is not called) or the app is automatically sent to background (seems to be crashing when using the multitasking soft key). Change 3890320 by Chris.Babcock Fix initializer ordering #jira UE-55189 #ue4 Change 3958226 by Nick.Shin HTML5 disable memory poison tests and fix a bug during Realloc() // for Linux... and in turn for HTML5 #jria none Change 3958250 by Nick.Shin HTML5 - FText::FormatStr - skip if multi-threading not supported #jira none Change 3968328 by Nick.Shin HTML5 CORS fixes still need datarouter.ol.epicgames.com fixes to completely solve these issues. (API server own estimates no later than mid-April) note: the following are all related: + answerhub 756723 - HTML5 CORS / Access-Control-Allow-Headers + answerhub 756942 - HTML5 CORS Issue to my Hosts API / Hosted Server + UE-22285 - Session events are not generated for HTML5 + UE-19330 - HTML5 Analytics cross-origin request blocked header Access-Control-Allow-Origin missing #jira UE-19330 Change 3971405 by Nick.Shin HTML5 suppress double printing to console.log #jira none Change 3978767 by Nick.Shin HTML5 CORS fixes note: the following are all related: + answerhub 756723 - HTML5 CORS / Access-Control-Allow-Headers + answerhub 756942 - HTML5 CORS Issue to my Hosts API / Hosted Server + UE-22285 - Session events are not generated for HTML5 + UE-19330 - HTML5 Analytics cross-origin request blocked header Access-Control-Allow-Origin missing tested (against datarouter.ol.epicgames.com fixes) and found to be functional #jira UE-22285 Change 3981103 by Nick.Shin HTML5 - num pad keys crashes project match latest Engine/Source/Runtime/InputCore/Private/Linux/LinuxPlatformInput.cpp to HTML5PlatformInput.cpp also fix a HUD crash... #jira UE-54056 HTML5 crashes inside browser upon pressing windows key Change 3983424 by Sorin.Gradinaru UE-57107 Attempting to load a streamed media source causes the app to become unresponsive when device is not connected to internet #jira UE-57107 #Android #4.20 The ANR is because the android.media.MediaExtractor.setDataSource(UrlPath) calls an underlying api which retries the download (10-30 times). Additional issue (all platforms): the MediaFrameworkTest/StreamSource_Infiltrator souce seems to have been removed (no longer at https://docs.unrealengine.com/latest/attachments/Engine/MediaFramework/HowTo/StreamMediaSource/Infiltrator%20Demo.mp4). According to the docs (https://docs.unrealengine.com/en-US/Engine/MediaFramework/HowTo/StreamMediaSource) the new location of the Sample Video is at https://dnnrz1gqa.blob.core.windows.net/portals/attachments/Engine/MediaFramework/HowTo/StreamMediaSource/Infiltrator%20Demo.mp4?sr=b&si=DNNFileManagerPolicy&sig=F%2BBpnYueeQTUTSW0nCRSrXEfr35LIawe7C3MQoe2%2FPI%3D Change 3985248 by Nick.Shin HTML5 game window size add project setting drop down box to select canvas scaling mode #jira UE-46555 HTML5 game window does not scale with browser size Change 3986190 by Sorin.Gradinaru UE-56076 Android Launch On "Running..." toast intermittently doesn't appear #jira UE-56076 #Android #4.10 When cancelling Launch on Device, always call CancelContinuations for the current task Change 3986412 by Nick.Shin CIS error fix #jira none Change 3987007 by Nick.Shin HTML5 fullscreen size fix - when using FIXED scale mode initially, there's some strange padding margins - but, setting UE4_fullscreenScaleMode to anything "but FIXED scale mode" will work... #jira UE-46555 HTML5 game window does not scale with browser size Change 3988408 by Nick.Shin HTML5 call EndSession() onbeforeunload() ? should PreExit() be called instead? #jira UE-57207 Session End event is not generated for HTML5 Change 3991828 by Nick.Shin HTML5 shipping build crash some FVector2D needs ContainsNaN() checks #jira UE-57401 Projects packaged for Shipping HTML5 do not launch the engine in the browser Change 3992884 by Nick.Shin HTML5 call EndSession() onbeforeunload() code cleanup #jira UE-57207 Session End event is not generated for HTML5 Change 3992887 by Nick.Shin datarouter: Session events code cleanup #jira UE-22285 - Session events are not generated for HTML5 Change 4002603 by Sorin.Gradinaru UE-56177 Unplugging a device while launching onto it from a source build will result in the "Running..." toast staying open #jira UE-56177 #Android #iOS #4.10 Using the device discovery to signal when the running device gets disconnected Change 4007162 by Dmitriy.Dyomin Merging using Dev-Mobile->FortMain Added ObjectOrientation material node for decals, returns decal projection direction ( X-axis) #jira none Change 4012196 by Sorin.Gradinaru UE-57120 Lighting needs to be rebuilt error appears on Camera test app on Nexus 9 and Note 4. #jira UE-57120 #Android #4.20 Level lightings rebuilt and QA-Media_Camera_BuiltData.uasset added. The message appeared (rarely and only on certain devices) because the engine tries to load the pre-computed lightmap data on the render thread, then to add it to the scene on the game thread (in FPrecomputedVolumetricLightmap::AddToScene). Most of the times there is a desync and the data is not yet loaded when the lightmap is validated (in FScene::AddPrecomputedVolumetricLightmap). Change 4013034 by Sorin.Gradinaru UE-55427 iOS application crashes when suspending and resuming the startup movie in rapid succession #jira UE-55427 #iOS #4.20 Caused by ToggleSuspend waiting for FDefaultGameMoviePlayer::WaitForMovieToFinish() Renamed InitialMovie to StartupMovie, including the methods related to the Android platform. Change 4015449 by Sorin.Gradinaru UE-38306 "Running xxx on yyy" panel Cancel button should terminate app #jira UE-38306 #Android #4.10 Run on device: Pressing Cancel on the "Running..." message should stop the application, if running Cancel Android builds using "adb shell am force-stop <bundle_id> <device_id>" Note: Using a new AutomationTool command (re-starting the Automation tool after canceling the BuildCookRun task chain) is too slow - takes 3-10 sec depending on the PC configuration. AutomationTool is used now only to correctly retrieve the bundle id for each Android device. This is done inside the BuildCookRun command when the application is deployed on the device(s). Cannot simply use the current project's properties to retrieve the bundle id, because when using Launch-> Device Launcher, the user can choose to cook&deploy a different project/texture format, also the user can create & use a profile with multiple devices / with different texture formats. Change 4016057 by Sorin.Gradinaru UE-57845 GitHub 4666 : Pull request clipboard on android #jira UE-57845 #4.20 #Android #4666 https://github.com/EpicGames/UnrealEngine/pull/4666 Implemented Clipboard function on Android. Change 4020229 by Sorin.Gradinaru UE-57845 GitHub 4666 : Pull request clipboard on android #jira UE-57845 #Android #4.20 GameActivity.java: moving the methods related to clipboard above the native public declarations Change 4021188 by Sorin.Gradinaru UE-57876 Location accuracy is ignored by ULocationServicesIOSImpl #jira UE-57876 #iOS #4.30 In ULocationServicesIOSImpl::InitLocationServices(ELocationAccuracy Accuracy, float UpdateFrequency, float MinDistance) the first param must be converted to CLLocationAccuracy and used as the first param of LocationDelegateinitLocationServices, rather than using the hardcoded kCLLocationAccuracyHundredMeters. Also fixed a compilation error (!) when enabling The Location Services plugin on iOS Change 4024839 by Sorin.Gradinaru UE-38306 "Running xxx on yyy" panel Cancel button should terminate app #jira UE-38306 #Android #4.10 Removed unnecessary #include "AndroidTargetDevice.h", causing circular reference => nightly build errors Change 4024962 by Cosmin.Sulea UE-56294 - Packaging step fails when packaging project for distribution #jira UE-56294 Change 4026122 by Sorin.Gradinaru UE-57149 Razer Phone: Crash after Switching Camera Format 22-26 times #jira UE-57149 #Android #4.20 jobject obj = env->GetObjectArrayElement must be followed by env->DeleteLocalRef(obj) The bug can probably be reproduced by using a MediaPlayer. Change 4038185 by Nick.Shin HTML5 - merge error fix MallocAnsi.cpp was stomped on #jira UE-58367 //UE4/Dev-Mobile - Compile UE4Game HTML5 - use of undeclared identifier 'malloc_usable_size' Change 4039521 by Dmitriy.Dyomin Export WorldBrowser API so plugin makers can use it #jira UE-57323 Change 4039523 by Dmitriy.Dyomin Exposed MobilePatchingLibrary API #jira UE-55941 Change 4039526 by Dmitriy.Dyomin Fixed: Hierarchy filtering does not work in world composition #jira UE-57900 Change 4039529 by Dmitriy.Dyomin Fixed: 'Apply Fogging' in Material does not work on Mobile (GitHub 4357) #jira UE-53618 #4357 Change 4039874 by Sorin.Gradinaru UEMOB-436 Support "All Android" Launch On and Project Launcher options The main change is in the DeviceProxy class. A new type ("All devices" proxy) was added, and the proxy now holds a list of physical device IDs for every variant (texture format), instead of a single device ID. The "All devices" proxy is updated automatically by the device discovery thread. The change was necessary because the list in the Project Launcher is using the device proxy list. #jira UEMOB-436 #Android #UE4 #4.19 Change 4041446 by John.Mauney Fix that Chris B made locally on my machine #jira UE-58420 Change 4041791 by Jack.Porter Fix CIS incremental UE4Editor Win64 #jira 0 [CL 4047603 by Jack Porter in Main branch]
2018-05-02 22:53:38 -04:00
import android.content.ClipboardManager;
import android.content.ClipData;
import android.content.ComponentCallbacks2;
import android.content.Context;
import android.content.DialogInterface;
import android.content.Intent;
import android.content.IntentFilter;
import android.content.res.AssetManager;
import android.content.res.Configuration;
import android.content.IntentSender.SendIntentException;
import android.content.pm.ApplicationInfo;
import android.content.pm.PackageManager;
import android.content.pm.PackageManager.NameNotFoundException;
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3116515) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3065209 on 2016/07/26 by Steve.Cano Add Android Texture Format used for packaging/cooking to the Manifest File #ue4 #android #jira UE-33645 Change 3068915 on 2016/07/28 by Steve.Cano Add an additional Texture Compression support line in the manifest for DXT #ue4 #android #jira UE-33645 Change 3075911 on 2016/08/03 by Steve.Cano Make the "Running {ProjectName} on {Device}" toast stay up when launching a game to an Android device until we've finished running it, as it does on other platforms. This logic already existed but only ran if the "Prebuilt" flag was passed in, however we want this to always run now. Re-writing to run through waiting on each process to finish for each device launched on #jira UE-3122 #ue4 #android Change 3080981 on 2016/08/08 by Steve.Cano Clear any input before removing the TouchInterface from the screen to prevent infinite input after it is cleared #jira UE-33956 #ue4 #platform Change 3092587 on 2016/08/17 by Steve.Cano Adding "IsGamepadAttached" functionality to Android Application #jira UE-33264 #ue4 #android Change 3095840 on 2016/08/21 by Dmitriy.Dyomin Fixed: Particle Cutout Crashes On Certain Devices (Samsung Galaxy Note 2) Happens only with non-instanced path #jira UE-34604 Change 3095855 on 2016/08/22 by Dmitriy.Dyomin Allow UWorldComposition::GetTilesList to be used in runtime code Licensee request https://udn.unrealengine.com/questions/307586/world-compositions-world-dimensions.html Change 3096093 on 2016/08/22 by Allan.Bentham Allow Vulkan api logging on android Change 3096361 on 2016/08/22 by Steve.Cano Github 2663 pull - Pass any extras used to launch SplashActivity down to GameActivity (Contributed by sangpan) #jira UE-34050 #github #2663 #ue4 #android Change 3097412 on 2016/08/23 by Dmitriy.Dyomin Using BulkSerialize for cooked collision data to speed up serialization Change 3098957 on 2016/08/23 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3099058 on 2016/08/24 by Jack.Porter Check EXT_debug_label and EXT_debug_marker functions were found before calling as a few devices to not implement these extensions #UE-35087 Change 3099131 on 2016/08/24 by Dmitriy.Dyomin Fixed: HDR compressed texture become black in some mali devices Use sized internal format for half-float textures on ES3 devices, as ES3 spec expects it #jira UE-35018 Change 3099150 on 2016/08/24 by Dmitriy.Dyomin Enable HALF_FLOAT and UNSIGNED_INT_2_10_10_10_REV vertex formats on ES3+ devices, spec req Change 3102252 on 2016/08/26 by Dmitriy.Dyomin Prevent view uniform buffer crash on ES2 devices that do not support 3D textures Change 3102258 on 2016/08/26 by Dmitriy.Dyomin Enabled refraction on iPadMini4 #jira UE-35079 Change 3102651 on 2016/08/26 by Dmitriy.Dyomin Fixed: instanced static mesh world normals Also removed unnecessary instance matrix transposing #jira UE-35075 Change 3109397 on 2016/09/01 by Jack.Porter Fix problem with Android sessions not appearing in Session Frontend #jira UE-35261 Change 3109490 on 2016/09/01 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3111628 on 2016/09/02 by Jack.Porter Landscape wireframe LOD visualization with tessellation Change 3112809 on 2016/09/02 by Chris.Babcock Update cached length when file is written to on Android #jira UE-35558 #ue4 #android Change 3113245 on 2016/09/04 by Dmitriy.Dyomin Fixed: Subway Sequencer plays only a black screen when packaged for ESDSR (3.1+AEP) #jira UE-34291 Change 3113249 on 2016/09/04 by Dmitriy.Dyomin Replicated fix from 4.13: GPU particles no longer work on iOS or TVOS Metal devices #jira UE-34782 Change 3113513 on 2016/09/05 by Allan.Bentham Add vulkan version parameter to android device profile selector's source inputs . reinstate Vulkan Disable cvar functionality. Added mali no vulkan device profile. Change 3113519 on 2016/09/05 by Allan.Bentham Remove temp 4.13 hack to avoid public header changes. Change 3113535 on 2016/09/05 by Allan.Bentham Decode 32 bit HDR formats when using scene captures. #jira UE-25444 Change 3113813 on 2016/09/06 by Dmitriy.Dyomin Resend to server sub-levels visibility state right after world actors are initialized. During seamless travel client loads always-loaded sub-levels before world actors are initialized and ServerUpdateLevelVisibility calls in UWorld::AddToWorld are skipped. Change 3113870 on 2016/09/06 by Jack.Porter Fix issue with ES2 Feature Level preview and Mobile Preview PIE not limiting materials to 8 textures #jira UE-35591 Change 3115031 on 2016/09/06 by Chris.Babcock Add Vulkan version code not moved over from 4.13.1 #jira UE-35642 #ue4 #android Change 3115496 on 2016/09/07 by Dmitriy.Dyomin Use the same DDC key for source reflection data and encoded data. Fixes broken reflections on mobile #jira UE-35647 [CL 3116720 by Chris Babcock in Main branch]
2016-09-07 17:04:11 -04:00
import android.content.pm.FeatureInfo;
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
import android.content.SharedPreferences;
import android.content.SharedPreferences.Editor;
import android.provider.Settings;
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
import android.provider.Settings.Secure;
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
import android.content.pm.PackageInfo;
import android.webkit.CookieManager;
import android.webkit.CookieSyncManager;
import android.media.AudioManager;
import android.util.DisplayMetrics;
import android.view.DisplayCutout;
import android.view.InputDevice;
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
import android.view.KeyEvent;
import android.view.Gravity;
import android.view.MotionEvent;
import android.view.View;
import android.view.View.OnTouchListener;
import android.view.ViewConfiguration;
import android.view.ViewGroup.LayoutParams;
import android.view.ViewGroup.MarginLayoutParams;
import android.view.Surface;
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2719147 on 2015/10/07 by Mark.Satterthwaite Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track. Change 2719182 on 2015/10/07 by Mark.Satterthwaite Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient. Change 2719185 on 2015/10/07 by Mark.Satterthwaite Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw. Change 2719434 on 2015/10/07 by Mark.Satterthwaite Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server. Change 2724764 on 2015/10/12 by Josh.Adams [Initial AppleTV support] Merging //depot/YakBranch/... to //UE4/Dev-Platform/... Change 2726266 on 2015/10/13 by Lee.Clark PS4 - Calc reserve size required for DMA copy when using unsafe command buffers Change 2726401 on 2015/10/13 by Mark.Satterthwaite Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected. #jira UE-15228 Change 2726421 on 2015/10/13 by Lee.Clark PS4 - Don't try to clear invalid targets Change 2727040 on 2015/10/13 by Michael.Trepka Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72 Change 2729783 on 2015/10/15 by Keith.Judge Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty. Change 2729847 on 2015/10/15 by Mark.Satterthwaite Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff. #jira UE-21992 Change 2729865 on 2015/10/15 by Keith.Judge Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition. Change 2729897 on 2015/10/15 by Keith.Judge Fast Semantics - Make sure all GetData() calls are made safe with GPU fences. Change 2729972 on 2015/10/15 by Keith.Judge Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly. This should be marginally quicker as it stops a double call to ClearState(). Change 2731503 on 2015/10/16 by Keith.Judge Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict). Change 2731596 on 2015/10/16 by Keith.Judge Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step. Change 2731928 on 2015/10/16 by Michael.Trepka PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl) Change 2731934 on 2015/10/16 by Michael.Trepka PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura) Change 2732018 on 2015/10/16 by Mark.Satterthwaite Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached. - The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders. - Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this. - Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL. Change 2732365 on 2015/10/16 by Josh.Adams - Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On) Change 2733170 on 2015/10/18 by Terence.Burns Fix for Android IAP query not returning entire inventory. Change 2733174 on 2015/10/18 by Terence.Burns Fix Movie player issue where wait for movie to finish isnt being respected. Seems a stray bUserCanceled event flag was causing this not to be observed. Added some verbose logging to apple movie player. Change 2733488 on 2015/10/19 by Mark.Satterthwaite Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information. - Fixed a bug that would cause invalid shader membership and draw state information to be logged. - Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too. Change 2735226 on 2015/10/20 by Mark.Satterthwaite Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently. #jira UE-21214 #jira UE-19913 Change 2736722 on 2015/10/21 by Daniel.Lamb Improved performance of cooking stats system. Change 2737172 on 2015/10/21 by Daniel.Lamb Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00
import android.view.SurfaceHolder;
import android.view.SurfaceView;
import android.view.WindowInsets;
import android.view.WindowManager;
import android.view.Window;
import android.widget.LinearLayout;
import android.widget.PopupWindow;
import android.text.TextUtils;
import android.media.AudioManager;
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3155909) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3118534 on 2016/09/08 by Steve.Cano Certain non-looping SFX would not properly fire "Stop" events when the effect was finished, and therefore Sound Mixes that should end at the end of a SFX (such as ducking the BGM volume) were not properly finishing. Fixing the IsSourceFinished call to check the Position of the player to determine if we are actually done playing, which was not working properly before for PCM sounds. #jira UE-35016 #ue4 #android Change 3119125 on 2016/09/09 by Dmitriy.Dyomin Mobile launcher profile wizard: Fixed case where DLC will not be built if user selects non Development build configuration Fixed case where project maps will be empty if UE4 and project located on different drives Change 3122584 on 2016/09/13 by Allan.Bentham Add simple clip plane for planar reflections. #jira UE-32449 Change 3129390 on 2016/09/16 by Chris.Babcock Fixed ES 3.1 detection to also support devices returning ES 3.2 support (eg Note 7) #jira UE-35598 Change 3129867 on 2016/09/18 by Jack.Porter Fixed ES 3.1 detection to also support devices returning ES 3.2 support (eg Note 7) #jira UE-35598 Change 3131961 on 2016/09/20 by Allan.Bentham Fix missing editor widgets and gamma incorrectness when mobileHDR == false. Fix editor widget rendering when hdr encoding is active. #jira UE-34281 Change 3132717 on 2016/09/20 by Chris.Babcock Add $S(ProjectDir) to UPL #jira UE-35483 #ue4 Change 3132940 on 2016/09/20 by Chris.Babcock Corrected case for some include files (contributed by Yukariin) #jira UE-33816 #PR #2636 #ue4 #android Change 3134098 on 2016/09/21 by Allan.Bentham Mobile CSM shadow quality controllable via quality levels. #jira UEMOB-74 Change 3134931 on 2016/09/21 by Chris.Babcock Allow Windows types in vulkan.h #jira UE-36270 #ue4 #vulkan Change 3135380 on 2016/09/21 by Dmitriy.Dyomin Plugin which exposes some of BuildPatchServices functionality to BP. Inteded to be used on mobile platforms for donwloading game content. Right now misses: IOS download directory and iOS WiFi detection #jira UEMOB-157 Change 3136004 on 2016/09/22 by Allan.Bentham Add project option to disable vertex fog on mobile. Vertex fog is now enabled even when mobile HDR is not. #jira UEMOB-148 Change 3137377 on 2016/09/22 by Dmitriy.Dyomin Fix compile error from CL# 3135380 Change 3139571 on 2016/09/26 by Jack.Porter Applied deferred change CL 3101462 to mobile to make planar reflections no longer update GPU particles Change 3139663 on 2016/09/26 by Jack.Porter Include Android shader cache files when packaging Change 3142839 on 2016/09/28 by Dmitriy.Dyomin Added WiFi connection detection on iOS Change 3142845 on 2016/09/28 by Jack.Porter Fixed various issues with TcpMessageTransport discovered when transferring automation testing screenshots from mobile devices - socket not readable or writable is not an error condition if output buffer is full - messages were previously limited to 64kb but screenshots overflowed this - messages over 8kb were not reliably received as the inbound buffer was full so the available bytes was always less than the message length - sending large messages was not reliable due to the output buffer being full Change 3143280 on 2016/09/28 by Jack.Porter Clear out UnbuiltInstanceBoundsList when async building a tree with no instances Change 3143282 on 2016/09/28 by Jack.Porter Fix issue where client functional tests in the current map do not appear on clients running with cooked content. Problem is that the AssetRegistry uses in-memory metadata created on load for currently-loaded assets, but cooked content only has the serialized AssetRegistry and individual assets do not contain any metadata. Change 3143808 on 2016/09/28 by Steve.Cano Assume that the app starts in focus at startup and don't wait for an "APP_EVENT_STATE_WINDOW_GAINED_FOCUS" event to fire, as this event will not come down from SplashActivity since it is not a NativeActivity. If the user then rotates the device in Sensor or FullSensor orientation during SplashActivity and forces an eglSurface recreation, the initial Create will properly execute if we're "in focus". Previously, the create-destroy-create cycle would not properly execute due to the EventManager thinking the app was not yet in focus, and would cause the second create to get a 0x3003 error (EGL_BAD_ALLOC) #jira UE-35004 #ue4 #android Change 3144880 on 2016/09/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3146220 on 2016/09/30 by Dmitriy.Dyomin Adjusted device button style to make it more readable. #jira UE-21881 Change 3146280 on 2016/09/30 by Dmitriy.Dyomin Replaced IBuildManifest::ComputeDownloadSize with a new function Change 3146302 on 2016/09/30 by Allan.Bentham Added more stringent checks for ES3.1 compatibility #jira UE-36241 Change 3146435 on 2016/09/30 by Jack.Porter Prevent landscape grass being duplicated for PIE, causing ensure #jira UE-36531 Change 3147532 on 2016/09/30 by Chris.Babcock Use .sh extension for Android install scripts on Linux #jira UE-36669 #ue4 #android #linux Change 3149851 on 2016/10/04 by Dmitriy.Dyomin Mobile: Added custom depth rendering Mobile: Added support for CustomDepth and SceneDepth in post-process materails Change 3149852 on 2016/10/04 by Dmitriy.Dyomin Fixed comments for SortBasePass console variable Change 3149857 on 2016/10/04 by Jack.Porter Remove dead code in ProceduralFoliageComponentDetails.cpp Change 3149863 on 2016/10/04 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3149896 on 2016/10/04 by Dmitriy.Dyomin Fixed: SkyLight makes level entire green on Android devices #jira UE-34469 Change 3150102 on 2016/10/04 by Jack.Porter Bring Protostar 4.13 fixes back to Dev-Mobile Engine - MaxDescriptorSets = 16384 to prevent crash on Mali - Include texture formats in FRenderTargetLayoutHashableStruct to solve RT aliasing issue - Use ERenderTargetLoadAction::EClear for planar reflection target to work around Adreno issue - Default Adreno to SPIR-V Contents - Disable fog, reduce CSM shadow quality, fix device profiles - Add PSO cache Change 3150113 on 2016/10/04 by Jack.Porter Ensure automation testing screenshots have Alpha=255 (fixes automation screenshots on Mobile) Change 3150231 on 2016/10/04 by Jack.Porter Use a new SessionID GUID each time you use the launcher to launch a session. Change 3150608 on 2016/10/04 by Jack.Porter Changes for automated testing screenshots on Android. - Prevent automation screenshots from changing resolution on platforms with fixed resolution - Set GRHIAdapterInternalDriverVersion for OpenGL and Vulkan - Parse ImgTec/ARM/Qualcomm GRHIVendorId on OpenGL - Added helper to convert GRHIVendorId to string Change 3151318 on 2016/10/04 by Jack.Porter Fixed compile error with AdapterVendor Change 3151366 on 2016/10/04 by Jack.Porter Prevent FTcpMessageTransportConnection deadlock on device disconnect Change 3151397 on 2016/10/05 by Dmitriy.Dyomin More consistent BP categories for Mobile Patching utils Change 3151576 on 2016/10/05 by Dmitriy.Dyomin Added on screen warning for invalid reflection captures, can be seen only in game running with FeatureLevel < SM4 and no valid capture data Change 3151795 on 2016/10/05 by Dmitry.Rekman Linux: update UBT to use a v8 multiarch toolchain. - Also added toolchain build scripts and ct-ng configs. Change 3151966 on 2016/10/05 by Allan.Bentham Add mobile support for inverse opacity to mobile scene captures as well as SCS_SceneColorSceneDepth and SCS_SceneDepth. #jira UEMOB-106 Change 3152664 on 2016/10/05 by Chris.Babcock Merging //UE4/Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3152675 on 2016/10/05 by Will.Fissler Fixed patching so that it searches for pak files as well as pkg files. #test Patch for QAGame Change 3152728 on 2016/10/05 by Chris.Babcock Update ReflectionCaptureDDCVer (need to resave maps) Change 3152910 on 2016/10/05 by Dmitry.Rekman Linux: Fix toolchain for non-AutoSDKs (github) case (UE-36899). Change 3152966 on 2016/10/05 by Dmitry.Rekman Linux: Fix test for the installed SDK (UE-36899). Change 3153004 on 2016/10/05 by Dmitry.Rekman Linux: fix CIS (UT server case-sens errors). Change 3153694 on 2016/10/06 by Jack.Porter Rollback ReflectionCaptureDDCVer change as bug intended to fix UE-36919 does not repro Change 3154766 on 2016/10/07 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3154833 on 2016/10/07 by Jack.Porter Fix merge error of MobileShadingRenderer.cpp Change 3154848 on 2016/10/07 by Allan.Bentham Fix mobile scene capture's clear code Change 3154875 on 2016/10/07 by Allan.Bentham fix vk build issues Change 3154941 on 2016/10/07 by Allan.Bentham Fix gearvr build fail Change 3154950 on 2016/10/07 by Allan.Bentham Fix shadowed local variable vk build warning on android. Change 3155909 on 2016/10/07 by Ben.Marsh UBT: Attempt to work around C1076 error ("internal heap limit reached: use /Zm to specify a higher limit"), encountered when building with XGE. Specify the AutoReserveMemory attribute on XGE tool tasks that manipulate precompiled headers. [CL 3155988 by Chris Babcock in Main branch]
2016-10-07 23:11:00 -04:00
import android.net.ConnectivityManager;
import android.net.NetworkInfo;
import android.net.Uri;
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3155909) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3118534 on 2016/09/08 by Steve.Cano Certain non-looping SFX would not properly fire "Stop" events when the effect was finished, and therefore Sound Mixes that should end at the end of a SFX (such as ducking the BGM volume) were not properly finishing. Fixing the IsSourceFinished call to check the Position of the player to determine if we are actually done playing, which was not working properly before for PCM sounds. #jira UE-35016 #ue4 #android Change 3119125 on 2016/09/09 by Dmitriy.Dyomin Mobile launcher profile wizard: Fixed case where DLC will not be built if user selects non Development build configuration Fixed case where project maps will be empty if UE4 and project located on different drives Change 3122584 on 2016/09/13 by Allan.Bentham Add simple clip plane for planar reflections. #jira UE-32449 Change 3129390 on 2016/09/16 by Chris.Babcock Fixed ES 3.1 detection to also support devices returning ES 3.2 support (eg Note 7) #jira UE-35598 Change 3129867 on 2016/09/18 by Jack.Porter Fixed ES 3.1 detection to also support devices returning ES 3.2 support (eg Note 7) #jira UE-35598 Change 3131961 on 2016/09/20 by Allan.Bentham Fix missing editor widgets and gamma incorrectness when mobileHDR == false. Fix editor widget rendering when hdr encoding is active. #jira UE-34281 Change 3132717 on 2016/09/20 by Chris.Babcock Add $S(ProjectDir) to UPL #jira UE-35483 #ue4 Change 3132940 on 2016/09/20 by Chris.Babcock Corrected case for some include files (contributed by Yukariin) #jira UE-33816 #PR #2636 #ue4 #android Change 3134098 on 2016/09/21 by Allan.Bentham Mobile CSM shadow quality controllable via quality levels. #jira UEMOB-74 Change 3134931 on 2016/09/21 by Chris.Babcock Allow Windows types in vulkan.h #jira UE-36270 #ue4 #vulkan Change 3135380 on 2016/09/21 by Dmitriy.Dyomin Plugin which exposes some of BuildPatchServices functionality to BP. Inteded to be used on mobile platforms for donwloading game content. Right now misses: IOS download directory and iOS WiFi detection #jira UEMOB-157 Change 3136004 on 2016/09/22 by Allan.Bentham Add project option to disable vertex fog on mobile. Vertex fog is now enabled even when mobile HDR is not. #jira UEMOB-148 Change 3137377 on 2016/09/22 by Dmitriy.Dyomin Fix compile error from CL# 3135380 Change 3139571 on 2016/09/26 by Jack.Porter Applied deferred change CL 3101462 to mobile to make planar reflections no longer update GPU particles Change 3139663 on 2016/09/26 by Jack.Porter Include Android shader cache files when packaging Change 3142839 on 2016/09/28 by Dmitriy.Dyomin Added WiFi connection detection on iOS Change 3142845 on 2016/09/28 by Jack.Porter Fixed various issues with TcpMessageTransport discovered when transferring automation testing screenshots from mobile devices - socket not readable or writable is not an error condition if output buffer is full - messages were previously limited to 64kb but screenshots overflowed this - messages over 8kb were not reliably received as the inbound buffer was full so the available bytes was always less than the message length - sending large messages was not reliable due to the output buffer being full Change 3143280 on 2016/09/28 by Jack.Porter Clear out UnbuiltInstanceBoundsList when async building a tree with no instances Change 3143282 on 2016/09/28 by Jack.Porter Fix issue where client functional tests in the current map do not appear on clients running with cooked content. Problem is that the AssetRegistry uses in-memory metadata created on load for currently-loaded assets, but cooked content only has the serialized AssetRegistry and individual assets do not contain any metadata. Change 3143808 on 2016/09/28 by Steve.Cano Assume that the app starts in focus at startup and don't wait for an "APP_EVENT_STATE_WINDOW_GAINED_FOCUS" event to fire, as this event will not come down from SplashActivity since it is not a NativeActivity. If the user then rotates the device in Sensor or FullSensor orientation during SplashActivity and forces an eglSurface recreation, the initial Create will properly execute if we're "in focus". Previously, the create-destroy-create cycle would not properly execute due to the EventManager thinking the app was not yet in focus, and would cause the second create to get a 0x3003 error (EGL_BAD_ALLOC) #jira UE-35004 #ue4 #android Change 3144880 on 2016/09/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3146220 on 2016/09/30 by Dmitriy.Dyomin Adjusted device button style to make it more readable. #jira UE-21881 Change 3146280 on 2016/09/30 by Dmitriy.Dyomin Replaced IBuildManifest::ComputeDownloadSize with a new function Change 3146302 on 2016/09/30 by Allan.Bentham Added more stringent checks for ES3.1 compatibility #jira UE-36241 Change 3146435 on 2016/09/30 by Jack.Porter Prevent landscape grass being duplicated for PIE, causing ensure #jira UE-36531 Change 3147532 on 2016/09/30 by Chris.Babcock Use .sh extension for Android install scripts on Linux #jira UE-36669 #ue4 #android #linux Change 3149851 on 2016/10/04 by Dmitriy.Dyomin Mobile: Added custom depth rendering Mobile: Added support for CustomDepth and SceneDepth in post-process materails Change 3149852 on 2016/10/04 by Dmitriy.Dyomin Fixed comments for SortBasePass console variable Change 3149857 on 2016/10/04 by Jack.Porter Remove dead code in ProceduralFoliageComponentDetails.cpp Change 3149863 on 2016/10/04 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3149896 on 2016/10/04 by Dmitriy.Dyomin Fixed: SkyLight makes level entire green on Android devices #jira UE-34469 Change 3150102 on 2016/10/04 by Jack.Porter Bring Protostar 4.13 fixes back to Dev-Mobile Engine - MaxDescriptorSets = 16384 to prevent crash on Mali - Include texture formats in FRenderTargetLayoutHashableStruct to solve RT aliasing issue - Use ERenderTargetLoadAction::EClear for planar reflection target to work around Adreno issue - Default Adreno to SPIR-V Contents - Disable fog, reduce CSM shadow quality, fix device profiles - Add PSO cache Change 3150113 on 2016/10/04 by Jack.Porter Ensure automation testing screenshots have Alpha=255 (fixes automation screenshots on Mobile) Change 3150231 on 2016/10/04 by Jack.Porter Use a new SessionID GUID each time you use the launcher to launch a session. Change 3150608 on 2016/10/04 by Jack.Porter Changes for automated testing screenshots on Android. - Prevent automation screenshots from changing resolution on platforms with fixed resolution - Set GRHIAdapterInternalDriverVersion for OpenGL and Vulkan - Parse ImgTec/ARM/Qualcomm GRHIVendorId on OpenGL - Added helper to convert GRHIVendorId to string Change 3151318 on 2016/10/04 by Jack.Porter Fixed compile error with AdapterVendor Change 3151366 on 2016/10/04 by Jack.Porter Prevent FTcpMessageTransportConnection deadlock on device disconnect Change 3151397 on 2016/10/05 by Dmitriy.Dyomin More consistent BP categories for Mobile Patching utils Change 3151576 on 2016/10/05 by Dmitriy.Dyomin Added on screen warning for invalid reflection captures, can be seen only in game running with FeatureLevel < SM4 and no valid capture data Change 3151795 on 2016/10/05 by Dmitry.Rekman Linux: update UBT to use a v8 multiarch toolchain. - Also added toolchain build scripts and ct-ng configs. Change 3151966 on 2016/10/05 by Allan.Bentham Add mobile support for inverse opacity to mobile scene captures as well as SCS_SceneColorSceneDepth and SCS_SceneDepth. #jira UEMOB-106 Change 3152664 on 2016/10/05 by Chris.Babcock Merging //UE4/Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3152675 on 2016/10/05 by Will.Fissler Fixed patching so that it searches for pak files as well as pkg files. #test Patch for QAGame Change 3152728 on 2016/10/05 by Chris.Babcock Update ReflectionCaptureDDCVer (need to resave maps) Change 3152910 on 2016/10/05 by Dmitry.Rekman Linux: Fix toolchain for non-AutoSDKs (github) case (UE-36899). Change 3152966 on 2016/10/05 by Dmitry.Rekman Linux: Fix test for the installed SDK (UE-36899). Change 3153004 on 2016/10/05 by Dmitry.Rekman Linux: fix CIS (UT server case-sens errors). Change 3153694 on 2016/10/06 by Jack.Porter Rollback ReflectionCaptureDDCVer change as bug intended to fix UE-36919 does not repro Change 3154766 on 2016/10/07 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3154833 on 2016/10/07 by Jack.Porter Fix merge error of MobileShadingRenderer.cpp Change 3154848 on 2016/10/07 by Allan.Bentham Fix mobile scene capture's clear code Change 3154875 on 2016/10/07 by Allan.Bentham fix vk build issues Change 3154941 on 2016/10/07 by Allan.Bentham Fix gearvr build fail Change 3154950 on 2016/10/07 by Allan.Bentham Fix shadowed local variable vk build warning on android. Change 3155909 on 2016/10/07 by Ben.Marsh UBT: Attempt to work around C1076 error ("internal heap limit reached: use /Zm to specify a higher limit"), encountered when building with XGE. Specify the AutoReserveMemory attribute on XGE tool tasks that manipulate precompiled headers. [CL 3155988 by Chris Babcock in Main branch]
2016-10-07 23:11:00 -04:00
import com.google.android.gms.auth.GoogleAuthUtil;
import com.google.android.gms.common.api.GoogleApiClient;
import com.google.android.gms.common.GooglePlayServicesUtil;
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
import com.google.android.gms.common.ConnectionResult;
import com.google.android.gms.games.Games;
import com.google.android.gms.plus.Plus;
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
import com.google.vr.sdk.samples.permission.PermissionHelper;
import java.nio.charset.StandardCharsets;
import java.net.URL;
import java.net.URLEncoder;
import java.net.URLConnection;
import java.net.HttpURLConnection;
import java.net.MalformedURLException;
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
import java.text.DateFormat;
import java.text.ParseException;
import java.text.SimpleDateFormat;
import java.util.Date;
import java.util.TimeZone;
import java.util.UUID;
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
import com.epicgames.ue4.GooglePlayStoreHelper;
import com.epicgames.ue4.GooglePlayLicensing;
// Console commands listener, only for debug builds
import com.epicgames.ue4.ConsoleCmdReceiver;
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2719147 on 2015/10/07 by Mark.Satterthwaite Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track. Change 2719182 on 2015/10/07 by Mark.Satterthwaite Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient. Change 2719185 on 2015/10/07 by Mark.Satterthwaite Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw. Change 2719434 on 2015/10/07 by Mark.Satterthwaite Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server. Change 2724764 on 2015/10/12 by Josh.Adams [Initial AppleTV support] Merging //depot/YakBranch/... to //UE4/Dev-Platform/... Change 2726266 on 2015/10/13 by Lee.Clark PS4 - Calc reserve size required for DMA copy when using unsafe command buffers Change 2726401 on 2015/10/13 by Mark.Satterthwaite Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected. #jira UE-15228 Change 2726421 on 2015/10/13 by Lee.Clark PS4 - Don't try to clear invalid targets Change 2727040 on 2015/10/13 by Michael.Trepka Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72 Change 2729783 on 2015/10/15 by Keith.Judge Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty. Change 2729847 on 2015/10/15 by Mark.Satterthwaite Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff. #jira UE-21992 Change 2729865 on 2015/10/15 by Keith.Judge Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition. Change 2729897 on 2015/10/15 by Keith.Judge Fast Semantics - Make sure all GetData() calls are made safe with GPU fences. Change 2729972 on 2015/10/15 by Keith.Judge Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly. This should be marginally quicker as it stops a double call to ClearState(). Change 2731503 on 2015/10/16 by Keith.Judge Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict). Change 2731596 on 2015/10/16 by Keith.Judge Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step. Change 2731928 on 2015/10/16 by Michael.Trepka PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl) Change 2731934 on 2015/10/16 by Michael.Trepka PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura) Change 2732018 on 2015/10/16 by Mark.Satterthwaite Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached. - The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders. - Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this. - Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL. Change 2732365 on 2015/10/16 by Josh.Adams - Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On) Change 2733170 on 2015/10/18 by Terence.Burns Fix for Android IAP query not returning entire inventory. Change 2733174 on 2015/10/18 by Terence.Burns Fix Movie player issue where wait for movie to finish isnt being respected. Seems a stray bUserCanceled event flag was causing this not to be observed. Added some verbose logging to apple movie player. Change 2733488 on 2015/10/19 by Mark.Satterthwaite Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information. - Fixed a bug that would cause invalid shader membership and draw state information to be logged. - Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too. Change 2735226 on 2015/10/20 by Mark.Satterthwaite Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently. #jira UE-21214 #jira UE-19913 Change 2736722 on 2015/10/21 by Daniel.Lamb Improved performance of cooking stats system. Change 2737172 on 2015/10/21 by Daniel.Lamb Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00
import android.os.Build;
// TODO: use the resources from the UE4 lib project once we've got the packager up and running
//import com.epicgames.ue4.R;
import com.epicgames.ue4.DownloadShim;
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3233741) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== [NOTE: Switch changes have been removed from this list, and will be in a comment in //UE4/Main/Engine/Build/Switch/SwitchChanges.txt] Change 3207431 on 2016/11/22 by Keith.Judge Make VectorSign on XB1 match (incorrect) SSE implementation rather than the reference FPU implementation. Too many things seem to rely on this to change the default behaviour now. #jira UE-36921 #jira UE-38560 Change 3208206 on 2016/11/22 by Josh.Adams - Changed plugins upgrading a content-only project to code-based, even if the modules inside aren't compiled for the current platform. There are issues with runtime not knowing the plugin isn't needed. The proper way is to non-whitelist the platform in the project, not in the modules, if you don't want it to upgrade the project. See the comments in this change for more info. #jira UE-38929 Change 3209137 on 2016/11/23 by Alicia.Cano Add a check to iOS tool chain for exception flag #jira UE-36528 #ios Change 3209296 on 2016/11/23 by Ben.Marsh Always send build failure notifications in Dev-Platform to Will.Fissler@epicgames.com and Owen.Stupka@epicgames.com Change 3211316 on 2016/11/28 by Joe.Barnes Fix some typos Change 3211318 on 2016/11/28 by Joe.Barnes Fix wrong function name in header file. Didn't match actual function name in RenderingThread.cpp Change 3213227 on 2016/11/29 by Dmitry.Rekman Add -fPIC to libwebsockets on Linux. Change 3213463 on 2016/11/29 by Nick.Shin helper build scripts for CentOS 7 Linux (via Docker) LINUX: pull source and compile: zlib openssl libcurl & libwebsockets using [ glibc 2.17 ] & [ gcc 4.8.5 ] Docker creates an image (that is essentially a CentOS box) and runs the build script within that environment (called a container). think of this as a VM -- but waaaaaaay better -- nothing is virtualized -- it's all on the metal. #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1203 - Add Linux library for libwebsockets #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 3213939 on 2016/11/29 by Michael.Trepka Ignore parent widget's geometry scale when showing a popup menu in a separate window #jira UE-38706 Change 3215583 on 2016/11/30 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3216345 on 2016/11/30 by Josh.Adams Better fix for poison proxy fix Change 3217106 on 2016/12/01 by Michael.Trepka Fixed a crash caused by an attempt to use FPlayWorldCommands::GlobalPlayWorldActions before it's initialized when showing suppressable warning dialogs in UEditorEngine::UpdateAutoLoadProject() #jira UE-38816 Change 3217223 on 2016/12/01 by Josh.Adams - Fixed some TEXT macro warnings that crept in from IWYU changes Change 3217253 on 2016/12/01 by Dmitry.Rekman Linux: fix GL crash (UE-17649). - Making sure all streams are set up. Fix by Cengiz. Change 3217473 on 2016/12/01 by Daniel.Lamb Fixed a case when we load a map it might not have it's sublevels loaded because it's not treated like a map. #test cook run QAGame Change 3217588 on 2016/12/01 by Peter.Sauerbrei Pull in IPv6 fix Change 3217654 on 2016/12/01 by Michael.Trepka Changed the Mac-specific high DPI code to use system backingScaleFactor only if NSHighResolutionCapable in Info.plist is set to true. This solves the problem with macOS Sierra giving us actual backingScaleFactor values even in low DPI modes. Change 3217873 on 2016/12/01 by Josh.Adams - Added some logging to a tvOS assert, since debugging it right away is tricky Change 3218097 on 2016/12/01 by Josh.Adams - Fixed up the Switch MediaFramework, making editor better, etc - ALso changed PS4 and Xbox plugins to be enabled by default by having two entries in the plugin module for the Factory modules (an editor only entry, and a platform specific runtime entry... this will make it so that UE4Game.exe won't ahve it compiled in, even with it enabled by default) Change 3218133 on 2016/12/01 by Dmitry.Rekman Linux: report server hangs by crashing the hung thread (UE-39164). Change 3218512 on 2016/12/01 by Josh.Adams - Made the MfMedia plugin to be distributable in public builds, since it's for Windows and Xbox Change 3219804 on 2016/12/02 by Dmitry.Rekman Linux: fix project settings crash (UE-38800). - Also submitted as a pull request #2945. Change 3220027 on 2016/12/02 by Nick.Shin plow all physx libs into build NOTE: most browsers will not function - chrome and firefox nightly only works checking this in as per email #jira UE-38323 VehicleTemplate Vehicle does not move in HTML5 Change 3221620 on 2016/12/05 by Joe.Barnes UE-37275 - Temporary workaround for log lines losing carriage returns. Add's a \n when outputting lines if there isn't one at the end. Change 3221689 on 2016/12/05 by Dmitry.Rekman Attempt to change/rename. Change 3221700 on 2016/12/05 by Dmitry.Rekman Another attempt to change renamed file (from Linux). Change 3221731 on 2016/12/05 by Michael.Trepka Added missing initialization for FAvfVideoSampler::MetalTextureCache #jira UE-38689 Change 3221792 on 2016/12/05 by Michael.Trepka Fixed a crash in FMetalDynamicRHI::RHIAsyncReallocateTexture2D for PVRTC2 textures Change 3222675 on 2016/12/05 by Josh.Adams - Removed some resolution setting junk that was recently added to PlatformerGame - settings resolution on AppleTV is bad, it doesn't need to change resolution on non-desktop platforms #jira UE-39188 Change 3223546 on 2016/12/06 by Brent.Pease + Properly set and use the realtime compression for ios. + Reduce unused memory on ios from the precached first buffer + Fix a resource tracking issue that was causing a double free on the sound buffer Change 3223785 on 2016/12/06 by Brent.Pease + Add support for iPhone7 (implemented by peter.sauerbrei, merged in from WEX) #jira ue-38701 Change 3224314 on 2016/12/06 by Chris.Babcock Send OnTargetPlatformChangedSupportedFormats when format changed in Android project settings in editor #jira UE-38361 #ue4 #android Change 3225367 on 2016/12/07 by Josh.Adams - Added FKey::Virtual_Accept and Virtual_Back, which will map to FaceButton Right/Down appropriately based on platform (Switch swaps them) - Made changes to ShooterGame and VehicleGame for Virtual_Accept and Back - Added some icons for ShooterGame, and changed some text blocks to SRichTextBlock to insert the icons Change 3225426 on 2016/12/07 by Chris.Babcock Add missing Android UPL file for binary builds #jira UE-39420 #ue4 #android Change 3225471 on 2016/12/07 by Dmitry.Rekman Update all platforms to C++14. Change 3225525 on 2016/12/07 by Nick.Shin Cook-On-The-Fly for HTML5 - re-enabled: ENetworkFileServerProtocol::NFSP_Http - cleaned up port numbers used with cook-on-the-fly situations - fixed null_ptr in NetworkFileServerHttp.cpp - fix CORS issue with HTML5LaunchHelper (not really needed -- but doesn't hurt to have it in the test server) - finally, the core of the jira issue: o fix serialization bug: do not append zero sized data o fix de-serialization bug: removed double insertion of packet "Marker and Size" header #jira UE-38281 Quicklaunch UFE HTML5 fails to get COTF Header Size Change 3225690 on 2016/12/07 by Dmitry.Rekman Linux: improvements in touch support. - Multiple fingers. - Filtering out "moved" events from the same location. - Consistent logging. (Edigrating 3225194 from Wombat to Dev-Platform) Change 3225868 on 2016/12/07 by Josh.Stoddard Gracefully handle delete without matching new on iOS & Mac #jira UE-39395 Change 3226159 on 2016/12/07 by Omar.Rodriguez UEPLAT-1423 WEX: Improved virtual keyboard for Android * Renamed old virtual keyboard functions by adding "Dialog" suffix to the name * Added new virtual keyboard functions that use InputMethodManager to show/hide keyboard * Hide the virtual keyboard, if shown, onPause * Slate edit box decides which functions to call for showing/hiding keyboard - eventually will be based on command line parameter like in IOS #jira UEPLAT-1423 Change 3226167 on 2016/12/07 by Dmitry.Rekman Allow running as root on ARM. (Edigrating 3204974 to Dev-Platform) Change 3226168 on 2016/12/07 by Dmitry.Rekman Print current CVar value when denying an override. (Based on CL 3205476). Change 3226169 on 2016/12/07 by Dmitry.Rekman Allow enabling sound (if disabled by default). (Based on CL 3205505) Change 3226171 on 2016/12/07 by Dmitry.Rekman Allow running from symlinks. (Edigrating 3205518 to Dev-Platform). Change 3226174 on 2016/12/07 by Dmitry.Rekman Linux: do not init SDL audio (we do not use it anyway). (Based on CL 3205505). Change 3226327 on 2016/12/07 by Nick.Shin fix CIS warning #jira UE-38281 Quicklaunch UFE HTML5 fails to get COTF Header Size Change 3226506 on 2016/12/08 by Dmitry.Rekman Fix one more case-sensitive misspelling (UE-39030). - Submitted as part of PR #2976. Change 3226542 on 2016/12/08 by Dmitry.Rekman Linux: fix weirdness with tesselation in GL4 (UE-32865). - Workaround by CengizT. Proper fix tracked as UE-39489. Change 3226570 on 2016/12/08 by Dmitry.Rekman Fix for ar failing due to too long command line (UE-39009). - Based on PR #2973. Change 3226575 on 2016/12/08 by Dmitry.Rekman Add build-essential to dependencies (UE-39053). - PR #2981 contributed by cpyarger. Change 3227129 on 2016/12/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Fixed up a deferred GL error as well Fixed some copyrights of files not in main Change 3227260 on 2016/12/08 by Omar.Rodriguez UE-39140 Projects with iCloud are failing provisioning check when code signing. * Set default value of bEnableCloudKitSupport to False * Set value of get-task-allow to true only on non-distribution builds * Only write out the entitlements file if changes have been made #jira UE-39140 Change 3229312 on 2016/12/09 by Dmitry.Rekman Fix missing responses (UE-39572). - Proper implementation of UE-39009. Change 3230849 on 2016/12/12 by Dmitry.Rekman Linux: fixed Android packaging (UE-39635). - Misspelled case; fixed by JohnHenry Carawon. #jira UE-39635 Change 3231591 on 2016/12/12 by Peter.Sauerbrei fix for splash screen not being turned off by default #jira UE-39591 Change 3231880 on 2016/12/12 by Josh.Adams - Fixing StaticAnalysis warnings, but -enablecodeanalysis stopped working for some reason, and the /Zm thing has hit me really hard, so this is a hopeful checkin for static analysis issues #jira UE-39680 Change 3232816 on 2016/12/13 by Dmitry.Rekman Linux: fix for CEF (UE-39682) - Fix by Cengiz.Terzibas. Change 3232873 on 2016/12/13 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3232933 on 2016/12/13 by Josh.Adams - Missed the files that were needed to fix up after merge from main, but didn';t come from main Change 3233066 on 2016/12/13 by Ben.Marsh UBT: Ignore exception if PATH variable contains invalid characters when looking for XGE. Change 3233512 on 2016/12/13 by Ben.Marsh Fix static analysis warnings. [CL 3233813 by Josh Adams in Main branch]
2016-12-13 19:47:16 -05:00
// used in new virtual keyboard
import android.view.inputmethod.InputMethodManager;
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
import android.graphics.Rect;
import android.graphics.RectF;
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
import android.view.ViewTreeObserver;
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 3600060) #rb none #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3292215 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and wbegl2 support - emscripten toolchain #jira UEPLAT-1437 Switch [to] web assembly #rb none Change 3293994 on 2017/02/09 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - OSX toolchain #jira UEPLAT-1437 Switch [to] web assembly #rb none 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 #rb none 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 #rb none Change 3462146 on 2017/05/26 by Nick.Shin HTML5 - merge from Release-4.16 to Dev-Mobile #jira none #rb none #rnx Change 3504996 on 2017/06/22 by Cosmin.Sulea UEMOB-362 - Add per-texture and per-format compression quality override settings #rb Dmitriy.Dyomin #jira UEMOB-362 #codereview Dmitriy.Dyomin #codereview Jack.Porter Change 3505056 on 2017/06/22 by Cosmin.Sulea Back out changelist 3504996 - due to errors generated in xboxOne, PS4 and Switch versions #rb none Change 3508049 on 2017/06/23 by Nick.Shin HTML5 toolchain notes corrections #jira none #rb none #rnx Change 3508663 on 2017/06/24 by Nick.Shin HTML5LaunchHelper.exe on linux - redo - it seems that i need to also check-in the exe and pdb file instead of having CIS make and checking-in them itself... - modified c# program to output a version number to help track which version of HTML5LaunchHelper is running... #jira UE-45302 HTML5LaunchHelper.exe hosts the files in the current working directory on Linux #rnx #rb none Change 3509210 on 2017/06/26 by Dmitriy.Dyomin ExposureScale will be applied during tonemap pass when MobileHDR is on #rb jack.porter #codereview Allan.Bentham Change 3511058 on 2017/06/27 by Cosmin.Sulea UEMOB-362 - Add per-texture and per-format compression quality override settings - resubmitted #rb Dmitriy.Dyomin #jira UEMOB-362 #codereview Dmitriy.Dyomin Change 3511069 on 2017/06/27 by Jack.Porter PS4, XboxOne and Switch fixes for changes to ITextureFormat interface #rb Dmitriy.Dyomin #jira UEMOB-362 Change 3513028 on 2017/06/28 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) #rb None Change 3517409 on 2017/06/30 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) #rb None Change 3517730 on 2017/06/30 by Cosmin.Sulea UEMOB-328 - Improve handling of iOS signing key on remote Mac system keychain when using remote toolchain #rb Jack.Porter #jira UEMOB-328 #codereview: peter.sauerbrei Change 3517757 on 2017/06/30 by Cosmin.Sulea UE-46245 - Building with remote toolchain does not use Project Setting for iOS signing identity which can cause signing errors #rb Jack.Porter #jira UE-46245 #codereview: peter.sauerbrei Change 3518149 on 2017/06/30 by Adrian.Chelu UE-43035 Tilt axis for X and Z are not consistent between Android and iOS devices #rb Jack.Porter #jira UE-46245 #codereview: Chris Babcock <chris.babcock@epicgames.com> Change 3524242 on 2017/07/06 by Nick.Shin HTML5 - refraction shader note: this CL also contains fixes to webgl2 [float4 vs half2] and a [% vs Mod()] material custom function changes to some TM-ShaderModels shaders specifically: fixes to and similar with: DitherTemporalAA #jria UE-46434 No Refraction in QA Game TM-Shadermodels HTML5 #rb none #rn #codereview jack.porter dmitriy.dyomin Change 3535295 on 2017/07/13 by Allan.Bentham #jira UEMOB-390 Add Android cpu stats. add 'stat AndroidCPU' to android's console spinner UI. increase GetCPUState's core count support to 16. #jira UE-45888 Use cvar value to limit android cpu stat update rate. #rb none Change 3535306 on 2017/07/13 by Allan.Bentham Add missing pragma once #rb none Change 3537047 on 2017/07/13 by Ben.Marsh Fixing case of iOS directories, pt1 #rb none Change 3537051 on 2017/07/13 by Ben.Marsh Fixing case of iOS directories, pt2 #rb none Change 3537373 on 2017/07/14 by Allan.Bentham Add scope level android egl error verification. work around minor issue with invalid egl config property. #rb chris.babcock Change 3541735 on 2017/07/18 by Allan.Bentham Add 'sustained performance mode' support for API 24+ devices. #jira UEMOB-386 #rb chris.babcock Change 3543001 on 2017/07/18 by Sorin.Gradinaru #jira UE-45766 Improved Virtual Keyboard cannot receive non-English characters. - for Android, add an native EditBox above the virtual keyboard to receive the text and pass it to the object from the slate #rb Chris.Babcock Change 3554399 on 2017/07/25 by Nick.Shin STATS disabled for non multi-threaded platforms #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox #rnx #rb none Change 3554402 on 2017/07/25 by Nick.Shin STATS TaskGraph disabled for non multi-threaded platforms #jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test #rb none #rnx Change 3556957 on 2017/07/26 by Nick.Shin HTML5 - WASM enabled by default - part 1 -- commenting out asmjs stuff begin sunsetting ASM.JS note to self: CL#3462146 "backout" asmjs #jira UEMOB-416 WASM enabled by default #rnx #rb none Change 3557654 on 2017/07/26 by Nick.Shin HTML5 - WASM enabled by default - part 2 -- remove asmjs code sunsetting ASM.JS note to self: CL#3462146 "backout" asmjs #jira UEMOB-416 WASM enabled by default #rn #rb none Change 3557910 on 2017/07/27 by Jack.Porter Support Client configuration when packaging in the editor #jira UE-39973 #rb Dmitriy.Dyomin Change 3557917 on 2017/07/27 by Jack.Porter Missing file from CL 3557910 #rb trivial Change 3559642 on 2017/07/27 by Nick.Shin STATS TaskGraph disabled for non multi-threaded platforms - both "LockFree stress test" and "task graph benchmark" are disabled - no multi-threading for WASM exist yet (note: ASM.JS has been sunsetted) - stat command crash "fixed" - but, font size are totally broken - i can look at this (much) later... - new bug: physx will crash on "gc and level load stress test" -- please bug this as a new jira #jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test #rb none #rnx Change 3565656 on 2017/07/31 by Dmitriy.Dyomin Added a way to lock level position in Word Composition #jira UE-47713 #rb none Change 3565757 on 2017/08/01 by Dmitriy.Dyomin compile fix #rb none Change 3567446 on 2017/08/01 by Chris.Babcock Allow addElement and addElements to only insert once with once="true" attribute in UPL #jira UE-47951 #ue4 #android #rb Peter.Sauerbrei Change 3567592 on 2017/08/01 by Chris.Babcock Use absolute path for repositories for Gradle #jira UE-47952 #ue4 #android #rb Tim.Lincoln Change 3568690 on 2017/08/02 by Chris.Babcock Removed warnings for once attribute in UPL #ue4 #android #rb none Change 3569975 on 2017/08/02 by Chris.Babcock Add <baseBuildGradleAdditions> to UPL to allow additions to the root-level build.gradle #jira UE-47995 #ue4 #android #rb Tim.Lincoln Change 3570117 on 2017/08/02 by Chris.Babcock Add <setBoolFromPropertyContains> to UPL - sets bool to true if string list in ini matches contains attribute #jira UE-47996 #ue4 #android #rb Jack.Porter Change 3571552 on 2017/08/03 by Chris.Babcock Removed unneeded settings.gradle file (generated) #jira UE-48041 #ue4 #android #rb none Change 3572224 on 2017/08/04 by Dmitriy.Dyomin Better selection tracking in world composition #rb none Change 3573662 on 2017/08/04 by Nick.Shin HTML5 remove PreLoadMap "feature" (was only available/used with HTML5) - asyncronous loads are not allowed during UEngine::LoadMap() - the files/code will be repurposed for pakfile CHUNK support #jira UEMOB-425 HTML5 streaming content investigation (part 1 of 2) #rn #rb none Change 3574471 on 2017/08/07 by Dmitriy.Dyomin Export ULevelStreamingKismet::LoadLevelInstance function #rb none Change 3576262 on 2017/08/08 by Dmitriy.Dyomin Fixed: widget clipping issues in world composition #rb none Change 3576845 on 2017/08/08 by Nick.Shin set HTML5LaunchHelper application's icon to UE4.ico #jira UE-19225 HTML5LaunchHelper application does not have an unreal icon #rb none #rnx Change 3578313 on 2017/08/09 by Dmitriy.Dyomin Added: an RHI call to invalidate/clear cached state, RHIInvalidateCachedState #jira UEMOB-435 #rb jack.porter Change 3578364 on 2017/08/09 by Dmitriy.Dyomin Vertex Fog is disabled on mobile by default. If scene uses vertex fog - Mobile preview and device will show on screen message: PROJECT HAS VERTEX FOG ON MOBILE DISABLED This saves about 90 instructions in VS and a few in PS #jira UEMOB-166 #rb jack.porter Change 3578703 on 2017/08/09 by Nick.Shin set HTML5LaunchHelper application's icon to UE4.ico forgot to check in exe and pdb file #jira UE-19225 HTML5LaunchHelper application does not have an unreal icon #rb none #rnx Change 3578961 on 2017/08/09 by Peter.Sauerbrei deprecate IOS 8 as the minimum OS supported. #jira UEMOB-429 #rb chris.babcock Change 3579319 on 2017/08/09 by Peter.Sauerbrei fixes for compile errors with Xcode 9 beta 4 #rb none Change 3579356 on 2017/08/09 by Peter.Sauerbrei modified minimum IOS to build with #rb chris.babcock Change 3579687 on 2017/08/09 by Chris.Babcock Fix GoogleVR Gradle packaging #jira UE-48239 #ue4 #android #rb none Change 3579921 on 2017/08/10 by Dmitriy.Dyomin GitHub 3670 : More zoom levels for World Composition (300) #contributedby: user37337 #jira UE-45977 #3670 #rb none Change 3580576 on 2017/08/10 by Peter.Sauerbrei detection of iPad Pro 10.5 and IPad Pro 12.9 (2nd Gen) #rb chris.babcock Change 3580611 on 2017/08/10 by Chris.Babcock Set online provider back to GooglePlay and remove forcing IAP permission (contributed by umerov1999) #jira UE-48185 #PR #3876 #ue4 #android #rb Peter.Sauerbrei Change 3582166 on 2017/08/11 by Nick.Shin nuke PLATFORM_HTML5_WIN32 PLATFORM_HTML5_WIN32 code removal tested successfully with (force rebuild and repackaging): * Win64 server (WindowsServer) * Win64 client (WindowsNoEditor) * HTML5 client all playing together via websocket net driver (i've attached a screen shot of this in jira) code changes touches: physics, audio and main build files #jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code #rb ben.marsh #rnx #codereview josh.adams #fyi ori.cohen, aaron.mclera Change 3582474 on 2017/08/11 by Chris.Babcock Don't use V2 signing for Gear VR APKs #jira UE-48354 #ue4 #android #rb Peter.Sauerbrei Change 3582614 on 2017/08/11 by Chris.Babcock Filter out unneeded architectures from APK for Gradle builds #jira UE-48355 #ue4 #android #rb Peter.Sauerbrei Change 3582923 on 2017/08/11 by Nick.Shin backport release 4.17 to dev-mobile #jira none #rb none #rnx Change 3582924 on 2017/08/11 by Nick.Shin FNetworkFileServerHttp - error gracefully when port is already in use #jira UE-46409 [CrashReport] Assertion on Mac: Could not create a libwebsocket - FNetworkFileServerHttp::Init() #rnx #rb none Change 3582925 on 2017/08/11 by Nick.Shin HTML5 - turn off pak file compression in favor of gzip packages #jira UE-46729 HTML5 - on shipping builds - turn off pak file compression in favor of gzip packages #rn #rb none Change 3583943 on 2017/08/14 by Cosmin.Sulea UEMOB-363 - second iteration - Project wide texture quality control by texture group #rb Dmitriy Dyomin #jira UEMOB-363 Change 3583967 on 2017/08/14 by Cosmin.Sulea Back out changelist 3583943 #rb none Change 3584121 on 2017/08/14 by Peter.Sauerbrei fix for mac compile failure #rb none Change 3587877 on 2017/08/15 by Peter.Sauerbrei josh's suggested fix is not working for Xcode 8.3, so brute forcing for now #rb none Change 3588612 on 2017/08/15 by Peter.Sauerbrei Xcode 9 project compatbility updates #rb chris.babcock #codereview michael.trepka Change 3589223 on 2017/08/15 by Dmitriy.Dyomin Fixed: bNavigationAutoUpdateEnabled was not always working when reopeinig the map Fixed: Navigation Build was not clearing some mesh tiles when bNavigationAutoUpdateEnabled is enabled Fixed: Streaming out a level in editor was not always updating NavMesh debug draw #rb lukasz.furman Change 3589900 on 2017/08/16 by Dmitriy.Dyomin Support vulkan validation layers on Android, only in Debug and Development configuration (requires r.Vulkan.EnableValidation=1) #codereview chris.babcock, rolando.caloca #rb none Change 3590592 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 OSX #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 OSX Change 3590597 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 Linux #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 Linux Change 3590624 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 toolchain #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 toolchain Change 3591720 on 2017/08/16 by Chris.Babcock Enable Gradle by default and add button to accept Android SDK license to project settings #jira UE-48519 #ue4 #android #rb Tim.Lincoln #fyi Peter.Sauerbrei Change 3591998 on 2017/08/16 by Chris.Babcock Fix nonunity build #ue4 #android #rb none Change 3592407 on 2017/08/17 by Nick.Shin HTML5 emscripten 1.37.19 Win64 #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 Win64 Change 3592479 on 2017/08/17 by Nick.Shin HTML5 3rd Party Libs - compiled with emscripten 1.37.19 #jira UE-47813 #rb none #rn HTML5 3rd Party Libs - compiled with emscripten 1.37.19 toolchain Change 3592480 on 2017/08/17 by Nick.Shin HTML5 emscripten 1.37.19 toolchain Epic edits as well as setting UE4 HTML c# scripts to use new toolchain #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 toolchain Epic edits Change 3592481 on 2017/08/17 by Nick.Shin HTML5 remove old emscripten toolchain #jira UE-47813 #rb none #rn HTML5 remove old emscripten toolchain Change 3592485 on 2017/08/17 by Nick.Shin HTML5 undo CanUseXGE - this might be breaking CIS for HTML5 builds... #jira UE-47813 #rb none #rnx Change 3592549 on 2017/08/17 by Dmitriy.Dyomin Added GetDiskTotalAndFreeSpace for IOS and Android #jira UE-46479 #codereview chris.babcock, peter.sauerbrei #rb none Change 3594045 on 2017/08/17 by Peter.Sauerbrei comment about potential failure case in the remote tool chain #rb none Change 3594342 on 2017/08/17 by Peter.Sauerbrei Merging //UE4/Main/... to //UE4/Dev-Mobile/... #rb none Change 3594920 on 2017/08/17 by Peter.Sauerbrei fix for non-unity builds (accidentally merged something incorrectly) #rb none Change 3595347 on 2017/08/17 by Chris.Babcock merge fixes for Android #ue4 #android #rb Peter.Sauerbrei #lockdown Peter.Sauerbrei Change 3595752 on 2017/08/17 by Chris.Babcock Update Facebook plugin to support Gradle #jira UE-48569 #ue4 #android #fyi Josh.Markiewicz #rb none #lockdown Peter.Sauerbrei Change 3595849 on 2017/08/17 by Chris.Babcock Fix issue with libovrplatformloader.so for non armv7 targets #jira UE-48533 #ue4 #android #rb none #lockdown Peter.Sauerbrei Change 3596419 on 2017/08/18 by Peter.Sauerbrei fix for Mac Editor build failure #rb none Change 3597023 on 2017/08/18 by Peter.Sauerbrei fix for game editor build failure #rb none Change 3597032 on 2017/08/18 by Peter.Sauerbrei fix for app bundle id in Info-Editor.plist #rb none Change 3597034 on 2017/08/18 by Peter.Sauerbrei put back the info.plist, found the real problem #rb none Change 3597197 on 2017/08/18 by Peter.Sauerbrei pull Info.plist from the build products #rb none [CL 3600450 by Chris Babcock in Main branch]
2017-08-21 15:05:19 -04:00
import java.lang.reflect.Method;
import java.lang.reflect.Field;
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 3600060) #rb none #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3292215 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and wbegl2 support - emscripten toolchain #jira UEPLAT-1437 Switch [to] web assembly #rb none Change 3293994 on 2017/02/09 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - OSX toolchain #jira UEPLAT-1437 Switch [to] web assembly #rb none 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 #rb none 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 #rb none Change 3462146 on 2017/05/26 by Nick.Shin HTML5 - merge from Release-4.16 to Dev-Mobile #jira none #rb none #rnx Change 3504996 on 2017/06/22 by Cosmin.Sulea UEMOB-362 - Add per-texture and per-format compression quality override settings #rb Dmitriy.Dyomin #jira UEMOB-362 #codereview Dmitriy.Dyomin #codereview Jack.Porter Change 3505056 on 2017/06/22 by Cosmin.Sulea Back out changelist 3504996 - due to errors generated in xboxOne, PS4 and Switch versions #rb none Change 3508049 on 2017/06/23 by Nick.Shin HTML5 toolchain notes corrections #jira none #rb none #rnx Change 3508663 on 2017/06/24 by Nick.Shin HTML5LaunchHelper.exe on linux - redo - it seems that i need to also check-in the exe and pdb file instead of having CIS make and checking-in them itself... - modified c# program to output a version number to help track which version of HTML5LaunchHelper is running... #jira UE-45302 HTML5LaunchHelper.exe hosts the files in the current working directory on Linux #rnx #rb none Change 3509210 on 2017/06/26 by Dmitriy.Dyomin ExposureScale will be applied during tonemap pass when MobileHDR is on #rb jack.porter #codereview Allan.Bentham Change 3511058 on 2017/06/27 by Cosmin.Sulea UEMOB-362 - Add per-texture and per-format compression quality override settings - resubmitted #rb Dmitriy.Dyomin #jira UEMOB-362 #codereview Dmitriy.Dyomin Change 3511069 on 2017/06/27 by Jack.Porter PS4, XboxOne and Switch fixes for changes to ITextureFormat interface #rb Dmitriy.Dyomin #jira UEMOB-362 Change 3513028 on 2017/06/28 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) #rb None Change 3517409 on 2017/06/30 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) #rb None Change 3517730 on 2017/06/30 by Cosmin.Sulea UEMOB-328 - Improve handling of iOS signing key on remote Mac system keychain when using remote toolchain #rb Jack.Porter #jira UEMOB-328 #codereview: peter.sauerbrei Change 3517757 on 2017/06/30 by Cosmin.Sulea UE-46245 - Building with remote toolchain does not use Project Setting for iOS signing identity which can cause signing errors #rb Jack.Porter #jira UE-46245 #codereview: peter.sauerbrei Change 3518149 on 2017/06/30 by Adrian.Chelu UE-43035 Tilt axis for X and Z are not consistent between Android and iOS devices #rb Jack.Porter #jira UE-46245 #codereview: Chris Babcock <chris.babcock@epicgames.com> Change 3524242 on 2017/07/06 by Nick.Shin HTML5 - refraction shader note: this CL also contains fixes to webgl2 [float4 vs half2] and a [% vs Mod()] material custom function changes to some TM-ShaderModels shaders specifically: fixes to and similar with: DitherTemporalAA #jria UE-46434 No Refraction in QA Game TM-Shadermodels HTML5 #rb none #rn #codereview jack.porter dmitriy.dyomin Change 3535295 on 2017/07/13 by Allan.Bentham #jira UEMOB-390 Add Android cpu stats. add 'stat AndroidCPU' to android's console spinner UI. increase GetCPUState's core count support to 16. #jira UE-45888 Use cvar value to limit android cpu stat update rate. #rb none Change 3535306 on 2017/07/13 by Allan.Bentham Add missing pragma once #rb none Change 3537047 on 2017/07/13 by Ben.Marsh Fixing case of iOS directories, pt1 #rb none Change 3537051 on 2017/07/13 by Ben.Marsh Fixing case of iOS directories, pt2 #rb none Change 3537373 on 2017/07/14 by Allan.Bentham Add scope level android egl error verification. work around minor issue with invalid egl config property. #rb chris.babcock Change 3541735 on 2017/07/18 by Allan.Bentham Add 'sustained performance mode' support for API 24+ devices. #jira UEMOB-386 #rb chris.babcock Change 3543001 on 2017/07/18 by Sorin.Gradinaru #jira UE-45766 Improved Virtual Keyboard cannot receive non-English characters. - for Android, add an native EditBox above the virtual keyboard to receive the text and pass it to the object from the slate #rb Chris.Babcock Change 3554399 on 2017/07/25 by Nick.Shin STATS disabled for non multi-threaded platforms #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox #rnx #rb none Change 3554402 on 2017/07/25 by Nick.Shin STATS TaskGraph disabled for non multi-threaded platforms #jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test #rb none #rnx Change 3556957 on 2017/07/26 by Nick.Shin HTML5 - WASM enabled by default - part 1 -- commenting out asmjs stuff begin sunsetting ASM.JS note to self: CL#3462146 "backout" asmjs #jira UEMOB-416 WASM enabled by default #rnx #rb none Change 3557654 on 2017/07/26 by Nick.Shin HTML5 - WASM enabled by default - part 2 -- remove asmjs code sunsetting ASM.JS note to self: CL#3462146 "backout" asmjs #jira UEMOB-416 WASM enabled by default #rn #rb none Change 3557910 on 2017/07/27 by Jack.Porter Support Client configuration when packaging in the editor #jira UE-39973 #rb Dmitriy.Dyomin Change 3557917 on 2017/07/27 by Jack.Porter Missing file from CL 3557910 #rb trivial Change 3559642 on 2017/07/27 by Nick.Shin STATS TaskGraph disabled for non multi-threaded platforms - both "LockFree stress test" and "task graph benchmark" are disabled - no multi-threading for WASM exist yet (note: ASM.JS has been sunsetted) - stat command crash "fixed" - but, font size are totally broken - i can look at this (much) later... - new bug: physx will crash on "gc and level load stress test" -- please bug this as a new jira #jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test #rb none #rnx Change 3565656 on 2017/07/31 by Dmitriy.Dyomin Added a way to lock level position in Word Composition #jira UE-47713 #rb none Change 3565757 on 2017/08/01 by Dmitriy.Dyomin compile fix #rb none Change 3567446 on 2017/08/01 by Chris.Babcock Allow addElement and addElements to only insert once with once="true" attribute in UPL #jira UE-47951 #ue4 #android #rb Peter.Sauerbrei Change 3567592 on 2017/08/01 by Chris.Babcock Use absolute path for repositories for Gradle #jira UE-47952 #ue4 #android #rb Tim.Lincoln Change 3568690 on 2017/08/02 by Chris.Babcock Removed warnings for once attribute in UPL #ue4 #android #rb none Change 3569975 on 2017/08/02 by Chris.Babcock Add <baseBuildGradleAdditions> to UPL to allow additions to the root-level build.gradle #jira UE-47995 #ue4 #android #rb Tim.Lincoln Change 3570117 on 2017/08/02 by Chris.Babcock Add <setBoolFromPropertyContains> to UPL - sets bool to true if string list in ini matches contains attribute #jira UE-47996 #ue4 #android #rb Jack.Porter Change 3571552 on 2017/08/03 by Chris.Babcock Removed unneeded settings.gradle file (generated) #jira UE-48041 #ue4 #android #rb none Change 3572224 on 2017/08/04 by Dmitriy.Dyomin Better selection tracking in world composition #rb none Change 3573662 on 2017/08/04 by Nick.Shin HTML5 remove PreLoadMap "feature" (was only available/used with HTML5) - asyncronous loads are not allowed during UEngine::LoadMap() - the files/code will be repurposed for pakfile CHUNK support #jira UEMOB-425 HTML5 streaming content investigation (part 1 of 2) #rn #rb none Change 3574471 on 2017/08/07 by Dmitriy.Dyomin Export ULevelStreamingKismet::LoadLevelInstance function #rb none Change 3576262 on 2017/08/08 by Dmitriy.Dyomin Fixed: widget clipping issues in world composition #rb none Change 3576845 on 2017/08/08 by Nick.Shin set HTML5LaunchHelper application's icon to UE4.ico #jira UE-19225 HTML5LaunchHelper application does not have an unreal icon #rb none #rnx Change 3578313 on 2017/08/09 by Dmitriy.Dyomin Added: an RHI call to invalidate/clear cached state, RHIInvalidateCachedState #jira UEMOB-435 #rb jack.porter Change 3578364 on 2017/08/09 by Dmitriy.Dyomin Vertex Fog is disabled on mobile by default. If scene uses vertex fog - Mobile preview and device will show on screen message: PROJECT HAS VERTEX FOG ON MOBILE DISABLED This saves about 90 instructions in VS and a few in PS #jira UEMOB-166 #rb jack.porter Change 3578703 on 2017/08/09 by Nick.Shin set HTML5LaunchHelper application's icon to UE4.ico forgot to check in exe and pdb file #jira UE-19225 HTML5LaunchHelper application does not have an unreal icon #rb none #rnx Change 3578961 on 2017/08/09 by Peter.Sauerbrei deprecate IOS 8 as the minimum OS supported. #jira UEMOB-429 #rb chris.babcock Change 3579319 on 2017/08/09 by Peter.Sauerbrei fixes for compile errors with Xcode 9 beta 4 #rb none Change 3579356 on 2017/08/09 by Peter.Sauerbrei modified minimum IOS to build with #rb chris.babcock Change 3579687 on 2017/08/09 by Chris.Babcock Fix GoogleVR Gradle packaging #jira UE-48239 #ue4 #android #rb none Change 3579921 on 2017/08/10 by Dmitriy.Dyomin GitHub 3670 : More zoom levels for World Composition (300) #contributedby: user37337 #jira UE-45977 #3670 #rb none Change 3580576 on 2017/08/10 by Peter.Sauerbrei detection of iPad Pro 10.5 and IPad Pro 12.9 (2nd Gen) #rb chris.babcock Change 3580611 on 2017/08/10 by Chris.Babcock Set online provider back to GooglePlay and remove forcing IAP permission (contributed by umerov1999) #jira UE-48185 #PR #3876 #ue4 #android #rb Peter.Sauerbrei Change 3582166 on 2017/08/11 by Nick.Shin nuke PLATFORM_HTML5_WIN32 PLATFORM_HTML5_WIN32 code removal tested successfully with (force rebuild and repackaging): * Win64 server (WindowsServer) * Win64 client (WindowsNoEditor) * HTML5 client all playing together via websocket net driver (i've attached a screen shot of this in jira) code changes touches: physics, audio and main build files #jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code #rb ben.marsh #rnx #codereview josh.adams #fyi ori.cohen, aaron.mclera Change 3582474 on 2017/08/11 by Chris.Babcock Don't use V2 signing for Gear VR APKs #jira UE-48354 #ue4 #android #rb Peter.Sauerbrei Change 3582614 on 2017/08/11 by Chris.Babcock Filter out unneeded architectures from APK for Gradle builds #jira UE-48355 #ue4 #android #rb Peter.Sauerbrei Change 3582923 on 2017/08/11 by Nick.Shin backport release 4.17 to dev-mobile #jira none #rb none #rnx Change 3582924 on 2017/08/11 by Nick.Shin FNetworkFileServerHttp - error gracefully when port is already in use #jira UE-46409 [CrashReport] Assertion on Mac: Could not create a libwebsocket - FNetworkFileServerHttp::Init() #rnx #rb none Change 3582925 on 2017/08/11 by Nick.Shin HTML5 - turn off pak file compression in favor of gzip packages #jira UE-46729 HTML5 - on shipping builds - turn off pak file compression in favor of gzip packages #rn #rb none Change 3583943 on 2017/08/14 by Cosmin.Sulea UEMOB-363 - second iteration - Project wide texture quality control by texture group #rb Dmitriy Dyomin #jira UEMOB-363 Change 3583967 on 2017/08/14 by Cosmin.Sulea Back out changelist 3583943 #rb none Change 3584121 on 2017/08/14 by Peter.Sauerbrei fix for mac compile failure #rb none Change 3587877 on 2017/08/15 by Peter.Sauerbrei josh's suggested fix is not working for Xcode 8.3, so brute forcing for now #rb none Change 3588612 on 2017/08/15 by Peter.Sauerbrei Xcode 9 project compatbility updates #rb chris.babcock #codereview michael.trepka Change 3589223 on 2017/08/15 by Dmitriy.Dyomin Fixed: bNavigationAutoUpdateEnabled was not always working when reopeinig the map Fixed: Navigation Build was not clearing some mesh tiles when bNavigationAutoUpdateEnabled is enabled Fixed: Streaming out a level in editor was not always updating NavMesh debug draw #rb lukasz.furman Change 3589900 on 2017/08/16 by Dmitriy.Dyomin Support vulkan validation layers on Android, only in Debug and Development configuration (requires r.Vulkan.EnableValidation=1) #codereview chris.babcock, rolando.caloca #rb none Change 3590592 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 OSX #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 OSX Change 3590597 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 Linux #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 Linux Change 3590624 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 toolchain #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 toolchain Change 3591720 on 2017/08/16 by Chris.Babcock Enable Gradle by default and add button to accept Android SDK license to project settings #jira UE-48519 #ue4 #android #rb Tim.Lincoln #fyi Peter.Sauerbrei Change 3591998 on 2017/08/16 by Chris.Babcock Fix nonunity build #ue4 #android #rb none Change 3592407 on 2017/08/17 by Nick.Shin HTML5 emscripten 1.37.19 Win64 #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 Win64 Change 3592479 on 2017/08/17 by Nick.Shin HTML5 3rd Party Libs - compiled with emscripten 1.37.19 #jira UE-47813 #rb none #rn HTML5 3rd Party Libs - compiled with emscripten 1.37.19 toolchain Change 3592480 on 2017/08/17 by Nick.Shin HTML5 emscripten 1.37.19 toolchain Epic edits as well as setting UE4 HTML c# scripts to use new toolchain #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 toolchain Epic edits Change 3592481 on 2017/08/17 by Nick.Shin HTML5 remove old emscripten toolchain #jira UE-47813 #rb none #rn HTML5 remove old emscripten toolchain Change 3592485 on 2017/08/17 by Nick.Shin HTML5 undo CanUseXGE - this might be breaking CIS for HTML5 builds... #jira UE-47813 #rb none #rnx Change 3592549 on 2017/08/17 by Dmitriy.Dyomin Added GetDiskTotalAndFreeSpace for IOS and Android #jira UE-46479 #codereview chris.babcock, peter.sauerbrei #rb none Change 3594045 on 2017/08/17 by Peter.Sauerbrei comment about potential failure case in the remote tool chain #rb none Change 3594342 on 2017/08/17 by Peter.Sauerbrei Merging //UE4/Main/... to //UE4/Dev-Mobile/... #rb none Change 3594920 on 2017/08/17 by Peter.Sauerbrei fix for non-unity builds (accidentally merged something incorrectly) #rb none Change 3595347 on 2017/08/17 by Chris.Babcock merge fixes for Android #ue4 #android #rb Peter.Sauerbrei #lockdown Peter.Sauerbrei Change 3595752 on 2017/08/17 by Chris.Babcock Update Facebook plugin to support Gradle #jira UE-48569 #ue4 #android #fyi Josh.Markiewicz #rb none #lockdown Peter.Sauerbrei Change 3595849 on 2017/08/17 by Chris.Babcock Fix issue with libovrplatformloader.so for non armv7 targets #jira UE-48533 #ue4 #android #rb none #lockdown Peter.Sauerbrei Change 3596419 on 2017/08/18 by Peter.Sauerbrei fix for Mac Editor build failure #rb none Change 3597023 on 2017/08/18 by Peter.Sauerbrei fix for game editor build failure #rb none Change 3597032 on 2017/08/18 by Peter.Sauerbrei fix for app bundle id in Info-Editor.plist #rb none Change 3597034 on 2017/08/18 by Peter.Sauerbrei put back the info.plist, found the real problem #rb none Change 3597197 on 2017/08/18 by Peter.Sauerbrei pull Info.plist from the build products #rb none [CL 3600450 by Chris Babcock in Main branch]
2017-08-21 15:05:19 -04:00
Copying //UE4/WEX-Staging/... to //UE4/Main (Source: //WEX/Main @ 3580612) #rb none #lockdown nick.penwarden ================================================================================================= MAJOR FEATURES + CHANGES ================================================================================================= Change 3526838 by David.Nikdel #WEX: make map elements support TitleProperty on their values in the editor #JIRA: none Change 3517937 by Ben.Zeigler #jira UE-46574 Deprecate IPlatformChunkInstall::SetChunkInstallDelgate as it was spelled wrong, was only half implemented, and did not support success vs failure Replace with AddChunkInstallDelegate, which supports a bool error code and is bound once instead of separately for each chunk. All implementations support this delegate at a basic level, although several could be improved to call the failure delegate in more cases Change 3498765 by David.Nikdel #WEX: Added a way to bind a delegate that fires whenever an analytics event is queued. - Bind this delegate and use it to log analytics events (for now) #JIRA: none Change 3495796 by Josh.May #WEX #JIRA: None - Reworked the LoadTimes.DumpReport console command to accept command arguments and added options for alphanumeric sorting (-alphasort), tweakable asset time cutoff (lowtime=X), and file output to the Saved/Profiling directory (file). - Added hooks for automatically generating load time reports for every map load (enabled using the DUMP_LOAD_REPORT_PER_MAP #define). Change 3489241 by Josh.Markiewicz #UE4 - First unfinished pass to GoogleIOS - SDK auth token data needs to copy auth into TMap properly #jira none Change 3487767 by David.Nikdel #Analytics: Make FAnalyticsEventAttribute support typed values - This makes sure the value types in the resultant JSON reflect the code. - Added support for Number (double), Boolean, Null, and JsonFragment types - This should make it so we don't have to whitelist everything to be converted to number on the Grafana processing side. - Made all attributes on FAnalyticsEventAttribute immutable #JIRA: WEX-6696, WEX-6706 Change 3478818 by Chris.Babcock Add detection of Houdini (running on Intel Android CPU) #jira WEX-5009 #ue4 #android #robomerge R1.2 Change 3475449 by Allan.Bentham Add disable force inline option for iOS build, enabled for WEX. #jira UEMOB-167 [CL 3588553 by Peter Sauerbrei in Main branch]
2017-08-15 16:16:21 -04:00
import android.widget.FrameLayout;
import android.widget.RelativeLayout;
import android.view.inputmethod.InputConnection;
import android.view.inputmethod.InputConnectionWrapper;
import android.util.AttributeSet;
import android.graphics.Color;
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3627362) #lockdown Nick.Penwarden #rb None ============================ MAJOR FEATURES & CHANGES ============================ Change 3600639 by Nick.Shin HTML5 remove old emscripten toolchain forgot to remove this (was checked out in another changelist) #jira UE-47813 Change 3600641 by Nick.Shin HTML5 TM-Core crash fixes new PhysX HTML5 libs #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600644 by Nick.Shin HTML5 TM-Core crash fixes emscripten doesn't seem to know how to look at <PxRigidActor> from the PxActor class... #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600647 by Nick.Shin HTML5 UInterpTrackInst::GetGroupActor() pre-null check #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3601439 by Dmitriy.Dyomin Fixed: Protostar leads to device reboot in Galaxy S7 Adreno device. (SM-G930V) #jira UE-48323 Change 3601440 by Dmitriy.Dyomin Fixed: Texture streaming after world origin was rebased Change 3601456 by Dmitriy.Dyomin Added: Async loading bytecode from shader library - Shader library will be packed into single file - Shader library will be created only when packaging project by the book #jira UEMOB-381 Change 3601624 by Jack.Porter Fix landscape crash on HTML5 Exception !IsInRenderingThread() failed. #jira UE-48527 Change 3603890 by Dmitriy.Dyomin GitHub 3905 : Engine crash in LandscapeComponent when streaming levels #3905 #jira UE-48422 Change 3603933 by Dmitriy.Dyomin Fixed: Crash after Splash Screen on Android (ETC2) when Adding r.UseShaderCaching and r.UseShaderPredraw - Added r.SaveShaderCache command to save current cache on demand - Removed support for caching multiple platfroms at the same time, each platform now uses separate cache/file - Significantly reduced size of draw log on disk - Mobile platfroms support only basic caching, logging shaders and bound shader states without full gfx state #jira UE-47553 Change 3604050 by Sorin.Gradinaru #jira UE-47428 Android virtual keyboard polishing Done: Multiline should be disabled when not needed Hide suggestions and autocorrect "Done" / back button behavior to make it feel natural - Done/Enter and the Back key event sent to the engine If the keyboard is up and you click on the same control you're currently inputting into, it will hide the keyboard. Look into animation - not critical. S6 with Swiftkey. The numbers don't show up in our textedit but the string is updated (we see dots in the Slate control) with the password entry Could not reproduce/test: Make sure we don't use negative coords for the input box if the keyboard is at the top of the screen Change 3604081 by Allan.Bentham Reduce redundant log spam from SustainedPerformanceMode on android. Change 3604152 by Allan.Bentham Improved vulkanRHI availability and selection reporting. Change 3604186 by Dmitriy.Dyomin Vulkan: Write to buffers directly on UMA devices (no staging) Change 3604396 by Nick.Shin HTML5 - stats and multi-threading checks more null & multi-threading - and some functions flat out disabled for HTML5 platform the big "don't use on HTML5" is TLockFreeFixedSizeAllocator_TLSCacheBase's manual TLS.PartialBundle memory handler... i'm not sure it's working properly... switched on USE_NIEVE_TLockFreeFixedSizeAllocator_TLSCacheBase sections of code (i.e. basic malloc and free) for PLATFORM_HTML5 - it seems only the stats function was exacerbating the memory bug ... but, shutting this completely out for HTML5... don't know if it's an emscripten compiler/corruption that's causing this... - will send this to emscripten makers as another test case for them to help see what's going on... #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3604752 by Allan.Bentham Reduce battery status log spam. Change 3604825 by Nick.Shin HTML5 emscripten 1.37.19 updated license file #jira UE-47813 Change 3606486 by Jack.Porter Enabled refraction on tvOS #jira UE-47229 Change 3606546 by Dmitriy.Dyomin Vulkan: Missed null check from CL# 3601439 Change 3606654 by Allan.Bentham mobile post process shaders will not attempt depth buffer fetch, instead they will always read from the depth texture. #jira UE-41919 Change 3606672 by Dmitriy.Dyomin Fixed: Vulkan mode crashes without error on Tegra K1 Nvidia Shield due to OOM - fixed r.MobileReduceLoadedMips has no effect - added r.MobileMaxLoadedMips to set a limit to a number of mips - reduced size of vulkan allocation pages on android #jira UE-42838 Change 3607204 by Allan.Bentham Do not attempt getprocaddress for GL_EXT_DEBUG_LABEL functions when the extension is not declared. Change 3607214 by Nick.Shin HTML5 - stats font crash fix #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3609164 by Chris.Babcock More informative Android SDK license requirements and errors #jra UE-48837 #ue4 #android Change 3609175 by Chris.Babcock Linux build fix #jira none Change 3609516 by Dmitriy.Dyomin Fixed: Decals in TM-ShaderModels appearing and disappearing when viewed at certain angles on Android #jira UE-45342 Change 3609618 by Dmitriy.Dyomin Back out changelist 3603933, to help merge from main Change 3610979 by Peter.Sauerbrei addition of asset catalogs for icons on Xcode 9 for iOS 11 Change 3612145 by Dmitriy.Dyomin Resubmitting CL #3603933 (shader cache fixes) Change 3613981 by Chris.Babcock Fix issue with Android password keyboard input #jira WEX-7343 #ue4 #android Change 3614375 by Sorin.Gradinaru #jira UE-44656 StrategyGame Crashes on launch on KindleFire 5th Gen. Kindle Fire HD7 5th (CPU Mali 450) seems to have problems with thread rendering, crashing when returning to the main thread. Added new device profile [Android_Mali_4xx_KindleFire] with a new cvar r.AndroidDisableThreadedRenderingFirstLoad=1, disabling movie player rendering on the intial screen. For subsequent loading screens, the (same) code apparently runs Ok. A warning "Initial loading screen disabled from BaseDeviceProfiles.ini: r.AndroidDisableThreadedRenderingFirstLoad=1" should appear when the thread rendering is disabled Change 3614971 by Cosmin.Sulea UE-46769 - GitHub 3745 : bForcePVRTC4 was ignored. #jira UE-46769 Change 3616431 by Peter.Sauerbrei PR3657,3658 - fixes for InApp purchase bugs courtesy of nverenik Change 3617306 by Jack.Porter Fix issue where undocked tabs had no way to be made visible again when hidden #jira UE-12044 Change 3617312 by Jack.Porter Find a new best MobileDirectionalLights[channel] when then current one is removed from the world (eg by a level streaming operation) #jira UE-47135 #3785 Change 3617383 by Dmitriy.Dyomin Vk - only dynamic buffers in HostVisible on UMA devices Change 3617437 by Dmitriy.Dyomin Vk - SRV allocates one BufferView for each buffer in FVulkanResourceMultiBuffer, so they can be reused (contributed by Samsung) Change 3617474 by Dmitriy.Dyomin Vk - Don't use fences on image acquire on Android Change 3617483 by Dmitriy.Dyomin Vk - Remove redundant dynamic state setup (viewport, scissor, stencilref) (contributed by Samsung) Change 3617521 by Dmitriy.Dyomin Fix CIS warnings Change 3617574 by Dmitriy.Dyomin Vk - Optimized RenderPass pool and Framebuffer pool (reduced vkObject count) (contributed by Samsung) ProtoStar: Framebuffer count : 133 -> 108, Renderpass count : 21 -> 18 Change 3617585 by Dmitriy.Dyomin compile fix for CL# 3617574 Change 3617849 by Allan.Bentham Log UnsatisfiedLinkError's content when loadlibrary fails. Change 3617945 by Chris.Babcock Allow UPL variable expansion in addPermission, addFeature, and addLibrary #jira UE-47421 #ue4 #android Change 3618097 by Allan.Bentham Fix Y axis switch with android GLES when rendering triangles to canvas. #jira UE-44510 Change 3618733 by Peter.Sauerbrei fix from Dev-Rendering for tvOS shader compilation Change 3618761 by Peter.Sauerbrei fix for shader crash on startup on iOS Change 3618769 by Peter.Sauerbrei bump metal shader guid to force a rebuild of shaders Change 3620061 by Peter.Sauerbrei fix for resource directory on Asset catalogs #jira UE-49074 Change 3620520 by Peter.Sauerbrei remove the texture warning, the logic was incorrect and in the end we don't need the warning #jira UE-49057 Change 3621811 by Allan.Bentham Add mipindex and array slice index to framebuffer hashing code. #jira UE-49171 Change 3624410 by Jack.Porter Fix issue where the Shared Material Native Libraries checkbox causes packaging for Android to fail #jira UE-49105 Change 3627361 by Jack.Porter Fixing case on iOS files #jira None Change 3627362 by Jack.Porter Fixed case on IOS files #jira None [CL 3627373 by Jack Porter in Main branch]
2017-09-06 01:04:25 -04:00
import android.widget.TextView;
import android.widget.TextView.OnEditorActionListener;
import android.content.BroadcastReceiver;
import android.support.v4.app.NotificationManagerCompat;
import android.support.v4.content.FileProvider;
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2719147 on 2015/10/07 by Mark.Satterthwaite Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track. Change 2719182 on 2015/10/07 by Mark.Satterthwaite Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient. Change 2719185 on 2015/10/07 by Mark.Satterthwaite Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw. Change 2719434 on 2015/10/07 by Mark.Satterthwaite Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server. Change 2724764 on 2015/10/12 by Josh.Adams [Initial AppleTV support] Merging //depot/YakBranch/... to //UE4/Dev-Platform/... Change 2726266 on 2015/10/13 by Lee.Clark PS4 - Calc reserve size required for DMA copy when using unsafe command buffers Change 2726401 on 2015/10/13 by Mark.Satterthwaite Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected. #jira UE-15228 Change 2726421 on 2015/10/13 by Lee.Clark PS4 - Don't try to clear invalid targets Change 2727040 on 2015/10/13 by Michael.Trepka Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72 Change 2729783 on 2015/10/15 by Keith.Judge Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty. Change 2729847 on 2015/10/15 by Mark.Satterthwaite Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff. #jira UE-21992 Change 2729865 on 2015/10/15 by Keith.Judge Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition. Change 2729897 on 2015/10/15 by Keith.Judge Fast Semantics - Make sure all GetData() calls are made safe with GPU fences. Change 2729972 on 2015/10/15 by Keith.Judge Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly. This should be marginally quicker as it stops a double call to ClearState(). Change 2731503 on 2015/10/16 by Keith.Judge Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict). Change 2731596 on 2015/10/16 by Keith.Judge Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step. Change 2731928 on 2015/10/16 by Michael.Trepka PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl) Change 2731934 on 2015/10/16 by Michael.Trepka PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura) Change 2732018 on 2015/10/16 by Mark.Satterthwaite Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached. - The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders. - Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this. - Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL. Change 2732365 on 2015/10/16 by Josh.Adams - Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On) Change 2733170 on 2015/10/18 by Terence.Burns Fix for Android IAP query not returning entire inventory. Change 2733174 on 2015/10/18 by Terence.Burns Fix Movie player issue where wait for movie to finish isnt being respected. Seems a stray bUserCanceled event flag was causing this not to be observed. Added some verbose logging to apple movie player. Change 2733488 on 2015/10/19 by Mark.Satterthwaite Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information. - Fixed a bug that would cause invalid shader membership and draw state information to be logged. - Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too. Change 2735226 on 2015/10/20 by Mark.Satterthwaite Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently. #jira UE-21214 #jira UE-19913 Change 2736722 on 2015/10/21 by Daniel.Lamb Improved performance of cooking stats system. Change 2737172 on 2015/10/21 by Daniel.Lamb Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00
//$${gameActivityImportAdditions}$$
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3228013) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3156770 on 2016/10/10 by Allan.Bentham Fix VULKAN_ENABLE_API_DUMP build on android. Change 3157838 on 2016/10/11 by Allan.Bentham Fix Vulkan API tracing on android. Change 3170713 on 2016/10/21 by Steve.Cano Adding the "Optional Mobile Features BP Library" plugin to explose Blueprint functions for Sound Volume, Battery level, system temperature (only available on android), and Headphones being plugged in #jira UE-30896 #android #ios #ue4 Change 3171064 on 2016/10/21 by Steve.Cano Plugins to provide a common interface and Android implemenation for providing access to GPS / Location data from Blueprints #ue4 #android #jira UE-35917 Change 3171065 on 2016/10/21 by Steve.Cano IOS implementation of LocationServices plugin to provide access to location data in Blueprints #ue4 #ios #jira UE-35917 Change 3181802 on 2016/11/01 by Steve.Cano Fix an issue introduced in CL 3170713 - Adding new config section to RequiredSections list so that we can generate projects successfully. #jira UE-30896 #ios Change 3181807 on 2016/11/01 by Steve.Cano Make sure to clear out references to our eglSurface when we destroy it, else we will try to set our context with an invalid surface. #jira UE-35004 #android #ue4 Change 3184827 on 2016/11/03 by Allan.Bentham Do not HDR32 encode for views without view family. TranslucentAlphaOnly blend mode now works with encoding. #jira UE-37951 Change 3186684 on 2016/11/04 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3188693 on 2016/11/07 by Chris.Babcock Corrections to memory stats for Android #jira WEX-3760 #ue4 #android Change 3191538 on 2016/11/09 by Allan.Bentham Mobile tonemapper can use CVarTonemapperOverride Change 3192575 on 2016/11/09 by Chris.Babcock Support placing UE4Game files in ExternalFilesDir for automatic cleanup on uninstall for distribution packages #jira UEPLAT-1422 #ue4 #android Change 3196231 on 2016/11/13 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3196538 on 2016/11/14 by Jack.Porter Fix issue where lighting would not build for the first editor session of projects defaulting to MobileHDR=false as HardwareTargetingModule didn't set cvars #jira UE-38507 Change 3198068 on 2016/11/15 by Dmitriy.Dyomin Fixed android console command sender to work with ADB version 1.0.36 #jira UE-35171 Change 3200230 on 2016/11/16 by Jack.Porter Remove mosaic resolution limitation on ES3 devices #jira WEX-3119 Change 3201251 on 2016/11/16 by Chris.Babcock Fix Android compile error Change 3203542 on 2016/11/18 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3205598 on 2016/11/21 by Dmitriy.Dyomin Fixed: Missing selection outline in editor ES2 preview #jira UE-6458 Change 3205622 on 2016/11/21 by Dmitriy.Dyomin Fix ES2 build error from CL# 3205598 Change 3207232 on 2016/11/22 by Dmitriy.Dyomin ES2 GLSL generated shader simplifications Change 3208608 on 2016/11/23 by Dmitriy.Dyomin Fixed: Landscape Grasstype warning causes log spam when landscape is streamed in or out #jira UE-38694 Change 3209135 on 2016/11/23 by Alicia.Cano Packaging for iOS fails due to several invalid object type errors #jira UE-38431 #ios Change 3209822 on 2016/11/24 by Jack.Porter IWYU changes for LocationServicesBPLibrary Change 3209824 on 2016/11/24 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3210264 on 2016/11/25 by Jack.Porter Fix unicode compile issue on Korean windows Change 3210268 on 2016/11/25 by Jack.Porter IWYU and unicode fixes to Dev-Mobile Change 3211800 on 2016/11/28 by Allan.Bentham 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. Change 3212621 on 2016/11/28 by Jack.Porter More IWYU fixes. Change 3213080 on 2016/11/29 by Allan.Bentham enable UseSingleSampleShadowFromStationaryLights on mobile. PR #2990: Fixes single sample shadows for mobile. (Contributed by kallehamalainen) Change 3213164 on 2016/11/29 by Jack.Porter Win32 IWYU fix Change 3213932 on 2016/11/29 by Chris.Babcock Fix handling of ETC2 filtering by Google Play Store (if only ETC2, require ES3.0+ but don't use texture filtering in manifest) #jira UE-39120 #ue4 #android Change 3214563 on 2016/11/29 by Dmitriy.Dyomin Disable dynamic buffer discarding on Adreno330 (was casuing 10ms stalls on slate buffers update) Change 3214571 on 2016/11/29 by Dmitriy.Dyomin Custom stencil on Mobile #jira UEMOB-183 Change 3214641 on 2016/11/30 by Dmitriy.Dyomin Disable distance culling when rendering image for world composition #jira UE-37754 Change 3214656 on 2016/11/30 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3218479 on 2016/12/01 by Jack.Porter Fix for Vulkan build error when using AutoSDK Change 3218596 on 2016/12/02 by Dmitriy.Dyomin Fixed: Android split screen multiplayer does not function or render correctly #jira UE-35204 Change 3218874 on 2016/12/02 by Allan.Bentham Fix CSM shadow bug when ES3.1 + mobileHDR == false. Fix inverted culling when rendering shadow depths with mobilehdr == false #jira UE-39111 Change 3220911 on 2016/12/04 by Jack.Porter Fixed landscape duplicated GUID detection and crash when one of the landscapes is in a hidden streaming level Change 3220935 on 2016/12/04 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3222831 on 2016/12/05 by Dmitriy.Dyomin Added support for MGD and Andreno profilers #jira UEMOB-184 Change 3222843 on 2016/12/05 by Jack.Porter Fixed bug caused by CL 3196538 causing r.MobileHDR to toggle and crash when opening render settings #jira UE-38507 Change 3222934 on 2016/12/06 by Jack.Porter Android graphics debugger text changes Change 3223042 on 2016/12/06 by Dmitriy.Dyomin Fixed: missing GPU particles in LDR mode on device #jira UE-39363 Change 3223043 on 2016/12/06 by Jack.Porter Fixed logspam warnings from TcpMessaging launching on Android #jira UE-37895 Change 3223046 on 2016/12/06 by Allan.Bentham Move ES3.1 preview mode out of experimental. Add per device quality level preview to ES3.1 preview sub menu when project settings allow. #jira UEMOB-178 Change 3223113 on 2016/12/06 by Allan.Bentham changed MOBILE_EMULATION define for METAL_PROFILE on mac. fixes issues with editor primitive rendering with ES3.1 feature level preview. added -featureleveles2/31 commandline support to metalrhi. Change 3223117 on 2016/12/06 by Allan.Bentham Initialise FPrimitiveSceneInfo::CachedReflectionCaptureProxies Change 3223131 on 2016/12/06 by Allan.Bentham Fix translucency rendering when mobilehdr == false. (Disable mod shadows when mobilehdr == false.) #jira UE-38343 Change 3223162 on 2016/12/06 by Jack.Porter Disallow Absolute World Position with "excluding shader offset" on ES2 #jra UE-25555 Change 3223204 on 2016/12/06 by Jack.Porter Fix for unable to save levels when landscape components with tessellation moved to another level #jira UE-39372 Change 3223677 on 2016/12/06 by Chris.Babcock Fix tabs Change 3224139 on 2016/12/06 by Chris.Babcock Support modification of build.xml and add post import additions to GameActivity #jira UE-31372 #PR #2440 #ue4 #android Change 3224152 on 2016/12/06 by Chris.Babcock Add support for MadCatz C.T.R.L.R Android controller models #ue4 #android Change 3224162 on 2016/12/06 by Chris.Babcock Driver bug fix and using separate context for MediaPlayer14 (contributed by BrianHarris) #jira UE-35825 #PR #2787 #ue4 #android Change 3224581 on 2016/12/07 by Dmitriy.Dyomin Fixed black screen regression on iOS OpenGL Also now reporting shader compiler errors in iOS Change 3224589 on 2016/12/07 by Allan.Bentham Increase mobile renderer's maximum CSM cascade limit to 4 and introduce max shadow cascade cvar for mobile which defaults to 2 retaining existing behaviour. #jira UEMOB-187 Change 3224774 on 2016/12/07 by Jack.Porter Added flags for mobile shader permutation reduction Renamed mobile lighting policies to better describe them Set flags to remove policies not used by SunTemple - saves 22MB package size on Android #jira: UEMOB-179 Change 3224782 on 2016/12/07 by Allan.Bentham Add project option to set maximum supported CSM cascades to mobile renderer. #jira UEMOB-187 Change 3224943 on 2016/12/07 by Dmitriy.Dyomin Metal iOS will use sRGB textures #jira UEMOB-189 Change 3225098 on 2016/12/07 by Dmitriy.Dyomin fix for compile error from 3224943 Change 3225188 on 2016/12/07 by Chris.Babcock Fix #includes in deferred Android OpenGL #jira UE-39440 #ue4 #android Change 3226402 on 2016/12/07 by Dmitriy.Dyomin Fixed: wrong condition for r8 srgb on mac #jira UE-39471 Change 3226485 on 2016/12/08 by Dmitriy.Dyomin Fixed: Rendering Artifacts and invisible objects in Fortnite regression from nobile custom stencil changes #jira UE-39452, UE-39455 Change 3226637 on 2016/12/08 by Dmitriy.Dyomin Fixed: Odin Ensure Texture passed to ClearDepthStencil is not what is currently set as RenderTarget #jira UE-39482 Change 3226922 on 2016/12/08 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3227353 on 2016/12/08 by Chris.Babcock Remove CopyVisualizers batch call again Change 3228013 on 2016/12/08 By Chris.Babcock Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) [CL 3228374 by Jack Porter in Main branch]
2016-12-08 22:53:00 -05:00
//$${gameActivityPostImportAdditions}$$
//Extending NativeActivity so that this Java class is instantiated
//from the beginning of the program. This will allow the user
//to instantiate other Java libraries from here, that the user
//can then use the functions from C++
//NOTE -- This class is not necessary for the UnrealEngine C++ code
// to startup, as this is handled through the base NativeActivity class.
// This class's functionality is to provide a way to instantiate other
// Java libraries at the startup of the program and store references
// to them in this class.
public class GameActivity extends $${gameActivitySuperClass}$$ implements SurfaceHolder.Callback2,
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
GoogleApiClient.ConnectionCallbacks,
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 3600060) #rb none #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3292215 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and wbegl2 support - emscripten toolchain #jira UEPLAT-1437 Switch [to] web assembly #rb none Change 3293994 on 2017/02/09 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - OSX toolchain #jira UEPLAT-1437 Switch [to] web assembly #rb none 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 #rb none 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 #rb none Change 3462146 on 2017/05/26 by Nick.Shin HTML5 - merge from Release-4.16 to Dev-Mobile #jira none #rb none #rnx Change 3504996 on 2017/06/22 by Cosmin.Sulea UEMOB-362 - Add per-texture and per-format compression quality override settings #rb Dmitriy.Dyomin #jira UEMOB-362 #codereview Dmitriy.Dyomin #codereview Jack.Porter Change 3505056 on 2017/06/22 by Cosmin.Sulea Back out changelist 3504996 - due to errors generated in xboxOne, PS4 and Switch versions #rb none Change 3508049 on 2017/06/23 by Nick.Shin HTML5 toolchain notes corrections #jira none #rb none #rnx Change 3508663 on 2017/06/24 by Nick.Shin HTML5LaunchHelper.exe on linux - redo - it seems that i need to also check-in the exe and pdb file instead of having CIS make and checking-in them itself... - modified c# program to output a version number to help track which version of HTML5LaunchHelper is running... #jira UE-45302 HTML5LaunchHelper.exe hosts the files in the current working directory on Linux #rnx #rb none Change 3509210 on 2017/06/26 by Dmitriy.Dyomin ExposureScale will be applied during tonemap pass when MobileHDR is on #rb jack.porter #codereview Allan.Bentham Change 3511058 on 2017/06/27 by Cosmin.Sulea UEMOB-362 - Add per-texture and per-format compression quality override settings - resubmitted #rb Dmitriy.Dyomin #jira UEMOB-362 #codereview Dmitriy.Dyomin Change 3511069 on 2017/06/27 by Jack.Porter PS4, XboxOne and Switch fixes for changes to ITextureFormat interface #rb Dmitriy.Dyomin #jira UEMOB-362 Change 3513028 on 2017/06/28 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) #rb None Change 3517409 on 2017/06/30 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) #rb None Change 3517730 on 2017/06/30 by Cosmin.Sulea UEMOB-328 - Improve handling of iOS signing key on remote Mac system keychain when using remote toolchain #rb Jack.Porter #jira UEMOB-328 #codereview: peter.sauerbrei Change 3517757 on 2017/06/30 by Cosmin.Sulea UE-46245 - Building with remote toolchain does not use Project Setting for iOS signing identity which can cause signing errors #rb Jack.Porter #jira UE-46245 #codereview: peter.sauerbrei Change 3518149 on 2017/06/30 by Adrian.Chelu UE-43035 Tilt axis for X and Z are not consistent between Android and iOS devices #rb Jack.Porter #jira UE-46245 #codereview: Chris Babcock <chris.babcock@epicgames.com> Change 3524242 on 2017/07/06 by Nick.Shin HTML5 - refraction shader note: this CL also contains fixes to webgl2 [float4 vs half2] and a [% vs Mod()] material custom function changes to some TM-ShaderModels shaders specifically: fixes to and similar with: DitherTemporalAA #jria UE-46434 No Refraction in QA Game TM-Shadermodels HTML5 #rb none #rn #codereview jack.porter dmitriy.dyomin Change 3535295 on 2017/07/13 by Allan.Bentham #jira UEMOB-390 Add Android cpu stats. add 'stat AndroidCPU' to android's console spinner UI. increase GetCPUState's core count support to 16. #jira UE-45888 Use cvar value to limit android cpu stat update rate. #rb none Change 3535306 on 2017/07/13 by Allan.Bentham Add missing pragma once #rb none Change 3537047 on 2017/07/13 by Ben.Marsh Fixing case of iOS directories, pt1 #rb none Change 3537051 on 2017/07/13 by Ben.Marsh Fixing case of iOS directories, pt2 #rb none Change 3537373 on 2017/07/14 by Allan.Bentham Add scope level android egl error verification. work around minor issue with invalid egl config property. #rb chris.babcock Change 3541735 on 2017/07/18 by Allan.Bentham Add 'sustained performance mode' support for API 24+ devices. #jira UEMOB-386 #rb chris.babcock Change 3543001 on 2017/07/18 by Sorin.Gradinaru #jira UE-45766 Improved Virtual Keyboard cannot receive non-English characters. - for Android, add an native EditBox above the virtual keyboard to receive the text and pass it to the object from the slate #rb Chris.Babcock Change 3554399 on 2017/07/25 by Nick.Shin STATS disabled for non multi-threaded platforms #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox #rnx #rb none Change 3554402 on 2017/07/25 by Nick.Shin STATS TaskGraph disabled for non multi-threaded platforms #jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test #rb none #rnx Change 3556957 on 2017/07/26 by Nick.Shin HTML5 - WASM enabled by default - part 1 -- commenting out asmjs stuff begin sunsetting ASM.JS note to self: CL#3462146 "backout" asmjs #jira UEMOB-416 WASM enabled by default #rnx #rb none Change 3557654 on 2017/07/26 by Nick.Shin HTML5 - WASM enabled by default - part 2 -- remove asmjs code sunsetting ASM.JS note to self: CL#3462146 "backout" asmjs #jira UEMOB-416 WASM enabled by default #rn #rb none Change 3557910 on 2017/07/27 by Jack.Porter Support Client configuration when packaging in the editor #jira UE-39973 #rb Dmitriy.Dyomin Change 3557917 on 2017/07/27 by Jack.Porter Missing file from CL 3557910 #rb trivial Change 3559642 on 2017/07/27 by Nick.Shin STATS TaskGraph disabled for non multi-threaded platforms - both "LockFree stress test" and "task graph benchmark" are disabled - no multi-threading for WASM exist yet (note: ASM.JS has been sunsetted) - stat command crash "fixed" - but, font size are totally broken - i can look at this (much) later... - new bug: physx will crash on "gc and level load stress test" -- please bug this as a new jira #jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test #rb none #rnx Change 3565656 on 2017/07/31 by Dmitriy.Dyomin Added a way to lock level position in Word Composition #jira UE-47713 #rb none Change 3565757 on 2017/08/01 by Dmitriy.Dyomin compile fix #rb none Change 3567446 on 2017/08/01 by Chris.Babcock Allow addElement and addElements to only insert once with once="true" attribute in UPL #jira UE-47951 #ue4 #android #rb Peter.Sauerbrei Change 3567592 on 2017/08/01 by Chris.Babcock Use absolute path for repositories for Gradle #jira UE-47952 #ue4 #android #rb Tim.Lincoln Change 3568690 on 2017/08/02 by Chris.Babcock Removed warnings for once attribute in UPL #ue4 #android #rb none Change 3569975 on 2017/08/02 by Chris.Babcock Add <baseBuildGradleAdditions> to UPL to allow additions to the root-level build.gradle #jira UE-47995 #ue4 #android #rb Tim.Lincoln Change 3570117 on 2017/08/02 by Chris.Babcock Add <setBoolFromPropertyContains> to UPL - sets bool to true if string list in ini matches contains attribute #jira UE-47996 #ue4 #android #rb Jack.Porter Change 3571552 on 2017/08/03 by Chris.Babcock Removed unneeded settings.gradle file (generated) #jira UE-48041 #ue4 #android #rb none Change 3572224 on 2017/08/04 by Dmitriy.Dyomin Better selection tracking in world composition #rb none Change 3573662 on 2017/08/04 by Nick.Shin HTML5 remove PreLoadMap "feature" (was only available/used with HTML5) - asyncronous loads are not allowed during UEngine::LoadMap() - the files/code will be repurposed for pakfile CHUNK support #jira UEMOB-425 HTML5 streaming content investigation (part 1 of 2) #rn #rb none Change 3574471 on 2017/08/07 by Dmitriy.Dyomin Export ULevelStreamingKismet::LoadLevelInstance function #rb none Change 3576262 on 2017/08/08 by Dmitriy.Dyomin Fixed: widget clipping issues in world composition #rb none Change 3576845 on 2017/08/08 by Nick.Shin set HTML5LaunchHelper application's icon to UE4.ico #jira UE-19225 HTML5LaunchHelper application does not have an unreal icon #rb none #rnx Change 3578313 on 2017/08/09 by Dmitriy.Dyomin Added: an RHI call to invalidate/clear cached state, RHIInvalidateCachedState #jira UEMOB-435 #rb jack.porter Change 3578364 on 2017/08/09 by Dmitriy.Dyomin Vertex Fog is disabled on mobile by default. If scene uses vertex fog - Mobile preview and device will show on screen message: PROJECT HAS VERTEX FOG ON MOBILE DISABLED This saves about 90 instructions in VS and a few in PS #jira UEMOB-166 #rb jack.porter Change 3578703 on 2017/08/09 by Nick.Shin set HTML5LaunchHelper application's icon to UE4.ico forgot to check in exe and pdb file #jira UE-19225 HTML5LaunchHelper application does not have an unreal icon #rb none #rnx Change 3578961 on 2017/08/09 by Peter.Sauerbrei deprecate IOS 8 as the minimum OS supported. #jira UEMOB-429 #rb chris.babcock Change 3579319 on 2017/08/09 by Peter.Sauerbrei fixes for compile errors with Xcode 9 beta 4 #rb none Change 3579356 on 2017/08/09 by Peter.Sauerbrei modified minimum IOS to build with #rb chris.babcock Change 3579687 on 2017/08/09 by Chris.Babcock Fix GoogleVR Gradle packaging #jira UE-48239 #ue4 #android #rb none Change 3579921 on 2017/08/10 by Dmitriy.Dyomin GitHub 3670 : More zoom levels for World Composition (300) #contributedby: user37337 #jira UE-45977 #3670 #rb none Change 3580576 on 2017/08/10 by Peter.Sauerbrei detection of iPad Pro 10.5 and IPad Pro 12.9 (2nd Gen) #rb chris.babcock Change 3580611 on 2017/08/10 by Chris.Babcock Set online provider back to GooglePlay and remove forcing IAP permission (contributed by umerov1999) #jira UE-48185 #PR #3876 #ue4 #android #rb Peter.Sauerbrei Change 3582166 on 2017/08/11 by Nick.Shin nuke PLATFORM_HTML5_WIN32 PLATFORM_HTML5_WIN32 code removal tested successfully with (force rebuild and repackaging): * Win64 server (WindowsServer) * Win64 client (WindowsNoEditor) * HTML5 client all playing together via websocket net driver (i've attached a screen shot of this in jira) code changes touches: physics, audio and main build files #jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code #rb ben.marsh #rnx #codereview josh.adams #fyi ori.cohen, aaron.mclera Change 3582474 on 2017/08/11 by Chris.Babcock Don't use V2 signing for Gear VR APKs #jira UE-48354 #ue4 #android #rb Peter.Sauerbrei Change 3582614 on 2017/08/11 by Chris.Babcock Filter out unneeded architectures from APK for Gradle builds #jira UE-48355 #ue4 #android #rb Peter.Sauerbrei Change 3582923 on 2017/08/11 by Nick.Shin backport release 4.17 to dev-mobile #jira none #rb none #rnx Change 3582924 on 2017/08/11 by Nick.Shin FNetworkFileServerHttp - error gracefully when port is already in use #jira UE-46409 [CrashReport] Assertion on Mac: Could not create a libwebsocket - FNetworkFileServerHttp::Init() #rnx #rb none Change 3582925 on 2017/08/11 by Nick.Shin HTML5 - turn off pak file compression in favor of gzip packages #jira UE-46729 HTML5 - on shipping builds - turn off pak file compression in favor of gzip packages #rn #rb none Change 3583943 on 2017/08/14 by Cosmin.Sulea UEMOB-363 - second iteration - Project wide texture quality control by texture group #rb Dmitriy Dyomin #jira UEMOB-363 Change 3583967 on 2017/08/14 by Cosmin.Sulea Back out changelist 3583943 #rb none Change 3584121 on 2017/08/14 by Peter.Sauerbrei fix for mac compile failure #rb none Change 3587877 on 2017/08/15 by Peter.Sauerbrei josh's suggested fix is not working for Xcode 8.3, so brute forcing for now #rb none Change 3588612 on 2017/08/15 by Peter.Sauerbrei Xcode 9 project compatbility updates #rb chris.babcock #codereview michael.trepka Change 3589223 on 2017/08/15 by Dmitriy.Dyomin Fixed: bNavigationAutoUpdateEnabled was not always working when reopeinig the map Fixed: Navigation Build was not clearing some mesh tiles when bNavigationAutoUpdateEnabled is enabled Fixed: Streaming out a level in editor was not always updating NavMesh debug draw #rb lukasz.furman Change 3589900 on 2017/08/16 by Dmitriy.Dyomin Support vulkan validation layers on Android, only in Debug and Development configuration (requires r.Vulkan.EnableValidation=1) #codereview chris.babcock, rolando.caloca #rb none Change 3590592 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 OSX #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 OSX Change 3590597 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 Linux #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 Linux Change 3590624 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 toolchain #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 toolchain Change 3591720 on 2017/08/16 by Chris.Babcock Enable Gradle by default and add button to accept Android SDK license to project settings #jira UE-48519 #ue4 #android #rb Tim.Lincoln #fyi Peter.Sauerbrei Change 3591998 on 2017/08/16 by Chris.Babcock Fix nonunity build #ue4 #android #rb none Change 3592407 on 2017/08/17 by Nick.Shin HTML5 emscripten 1.37.19 Win64 #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 Win64 Change 3592479 on 2017/08/17 by Nick.Shin HTML5 3rd Party Libs - compiled with emscripten 1.37.19 #jira UE-47813 #rb none #rn HTML5 3rd Party Libs - compiled with emscripten 1.37.19 toolchain Change 3592480 on 2017/08/17 by Nick.Shin HTML5 emscripten 1.37.19 toolchain Epic edits as well as setting UE4 HTML c# scripts to use new toolchain #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 toolchain Epic edits Change 3592481 on 2017/08/17 by Nick.Shin HTML5 remove old emscripten toolchain #jira UE-47813 #rb none #rn HTML5 remove old emscripten toolchain Change 3592485 on 2017/08/17 by Nick.Shin HTML5 undo CanUseXGE - this might be breaking CIS for HTML5 builds... #jira UE-47813 #rb none #rnx Change 3592549 on 2017/08/17 by Dmitriy.Dyomin Added GetDiskTotalAndFreeSpace for IOS and Android #jira UE-46479 #codereview chris.babcock, peter.sauerbrei #rb none Change 3594045 on 2017/08/17 by Peter.Sauerbrei comment about potential failure case in the remote tool chain #rb none Change 3594342 on 2017/08/17 by Peter.Sauerbrei Merging //UE4/Main/... to //UE4/Dev-Mobile/... #rb none Change 3594920 on 2017/08/17 by Peter.Sauerbrei fix for non-unity builds (accidentally merged something incorrectly) #rb none Change 3595347 on 2017/08/17 by Chris.Babcock merge fixes for Android #ue4 #android #rb Peter.Sauerbrei #lockdown Peter.Sauerbrei Change 3595752 on 2017/08/17 by Chris.Babcock Update Facebook plugin to support Gradle #jira UE-48569 #ue4 #android #fyi Josh.Markiewicz #rb none #lockdown Peter.Sauerbrei Change 3595849 on 2017/08/17 by Chris.Babcock Fix issue with libovrplatformloader.so for non armv7 targets #jira UE-48533 #ue4 #android #rb none #lockdown Peter.Sauerbrei Change 3596419 on 2017/08/18 by Peter.Sauerbrei fix for Mac Editor build failure #rb none Change 3597023 on 2017/08/18 by Peter.Sauerbrei fix for game editor build failure #rb none Change 3597032 on 2017/08/18 by Peter.Sauerbrei fix for app bundle id in Info-Editor.plist #rb none Change 3597034 on 2017/08/18 by Peter.Sauerbrei put back the info.plist, found the real problem #rb none Change 3597197 on 2017/08/18 by Peter.Sauerbrei pull Info.plist from the build products #rb none [CL 3600450 by Chris Babcock in Main branch]
2017-08-21 15:05:19 -04:00
GoogleApiClient.OnConnectionFailedListener,
SensorEventListener,
Logger.ILoggerCallback,
//$${gameActivityImplementsAdditions}$$
ComponentCallbacks2
{
public int VersionCode = 0;
private boolean bAllowIMU = true;
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 3600060) #rb none #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3292215 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and wbegl2 support - emscripten toolchain #jira UEPLAT-1437 Switch [to] web assembly #rb none Change 3293994 on 2017/02/09 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - OSX toolchain #jira UEPLAT-1437 Switch [to] web assembly #rb none 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 #rb none 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 #rb none Change 3462146 on 2017/05/26 by Nick.Shin HTML5 - merge from Release-4.16 to Dev-Mobile #jira none #rb none #rnx Change 3504996 on 2017/06/22 by Cosmin.Sulea UEMOB-362 - Add per-texture and per-format compression quality override settings #rb Dmitriy.Dyomin #jira UEMOB-362 #codereview Dmitriy.Dyomin #codereview Jack.Porter Change 3505056 on 2017/06/22 by Cosmin.Sulea Back out changelist 3504996 - due to errors generated in xboxOne, PS4 and Switch versions #rb none Change 3508049 on 2017/06/23 by Nick.Shin HTML5 toolchain notes corrections #jira none #rb none #rnx Change 3508663 on 2017/06/24 by Nick.Shin HTML5LaunchHelper.exe on linux - redo - it seems that i need to also check-in the exe and pdb file instead of having CIS make and checking-in them itself... - modified c# program to output a version number to help track which version of HTML5LaunchHelper is running... #jira UE-45302 HTML5LaunchHelper.exe hosts the files in the current working directory on Linux #rnx #rb none Change 3509210 on 2017/06/26 by Dmitriy.Dyomin ExposureScale will be applied during tonemap pass when MobileHDR is on #rb jack.porter #codereview Allan.Bentham Change 3511058 on 2017/06/27 by Cosmin.Sulea UEMOB-362 - Add per-texture and per-format compression quality override settings - resubmitted #rb Dmitriy.Dyomin #jira UEMOB-362 #codereview Dmitriy.Dyomin Change 3511069 on 2017/06/27 by Jack.Porter PS4, XboxOne and Switch fixes for changes to ITextureFormat interface #rb Dmitriy.Dyomin #jira UEMOB-362 Change 3513028 on 2017/06/28 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) #rb None Change 3517409 on 2017/06/30 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) #rb None Change 3517730 on 2017/06/30 by Cosmin.Sulea UEMOB-328 - Improve handling of iOS signing key on remote Mac system keychain when using remote toolchain #rb Jack.Porter #jira UEMOB-328 #codereview: peter.sauerbrei Change 3517757 on 2017/06/30 by Cosmin.Sulea UE-46245 - Building with remote toolchain does not use Project Setting for iOS signing identity which can cause signing errors #rb Jack.Porter #jira UE-46245 #codereview: peter.sauerbrei Change 3518149 on 2017/06/30 by Adrian.Chelu UE-43035 Tilt axis for X and Z are not consistent between Android and iOS devices #rb Jack.Porter #jira UE-46245 #codereview: Chris Babcock <chris.babcock@epicgames.com> Change 3524242 on 2017/07/06 by Nick.Shin HTML5 - refraction shader note: this CL also contains fixes to webgl2 [float4 vs half2] and a [% vs Mod()] material custom function changes to some TM-ShaderModels shaders specifically: fixes to and similar with: DitherTemporalAA #jria UE-46434 No Refraction in QA Game TM-Shadermodels HTML5 #rb none #rn #codereview jack.porter dmitriy.dyomin Change 3535295 on 2017/07/13 by Allan.Bentham #jira UEMOB-390 Add Android cpu stats. add 'stat AndroidCPU' to android's console spinner UI. increase GetCPUState's core count support to 16. #jira UE-45888 Use cvar value to limit android cpu stat update rate. #rb none Change 3535306 on 2017/07/13 by Allan.Bentham Add missing pragma once #rb none Change 3537047 on 2017/07/13 by Ben.Marsh Fixing case of iOS directories, pt1 #rb none Change 3537051 on 2017/07/13 by Ben.Marsh Fixing case of iOS directories, pt2 #rb none Change 3537373 on 2017/07/14 by Allan.Bentham Add scope level android egl error verification. work around minor issue with invalid egl config property. #rb chris.babcock Change 3541735 on 2017/07/18 by Allan.Bentham Add 'sustained performance mode' support for API 24+ devices. #jira UEMOB-386 #rb chris.babcock Change 3543001 on 2017/07/18 by Sorin.Gradinaru #jira UE-45766 Improved Virtual Keyboard cannot receive non-English characters. - for Android, add an native EditBox above the virtual keyboard to receive the text and pass it to the object from the slate #rb Chris.Babcock Change 3554399 on 2017/07/25 by Nick.Shin STATS disabled for non multi-threaded platforms #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox #rnx #rb none Change 3554402 on 2017/07/25 by Nick.Shin STATS TaskGraph disabled for non multi-threaded platforms #jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test #rb none #rnx Change 3556957 on 2017/07/26 by Nick.Shin HTML5 - WASM enabled by default - part 1 -- commenting out asmjs stuff begin sunsetting ASM.JS note to self: CL#3462146 "backout" asmjs #jira UEMOB-416 WASM enabled by default #rnx #rb none Change 3557654 on 2017/07/26 by Nick.Shin HTML5 - WASM enabled by default - part 2 -- remove asmjs code sunsetting ASM.JS note to self: CL#3462146 "backout" asmjs #jira UEMOB-416 WASM enabled by default #rn #rb none Change 3557910 on 2017/07/27 by Jack.Porter Support Client configuration when packaging in the editor #jira UE-39973 #rb Dmitriy.Dyomin Change 3557917 on 2017/07/27 by Jack.Porter Missing file from CL 3557910 #rb trivial Change 3559642 on 2017/07/27 by Nick.Shin STATS TaskGraph disabled for non multi-threaded platforms - both "LockFree stress test" and "task graph benchmark" are disabled - no multi-threading for WASM exist yet (note: ASM.JS has been sunsetted) - stat command crash "fixed" - but, font size are totally broken - i can look at this (much) later... - new bug: physx will crash on "gc and level load stress test" -- please bug this as a new jira #jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test #rb none #rnx Change 3565656 on 2017/07/31 by Dmitriy.Dyomin Added a way to lock level position in Word Composition #jira UE-47713 #rb none Change 3565757 on 2017/08/01 by Dmitriy.Dyomin compile fix #rb none Change 3567446 on 2017/08/01 by Chris.Babcock Allow addElement and addElements to only insert once with once="true" attribute in UPL #jira UE-47951 #ue4 #android #rb Peter.Sauerbrei Change 3567592 on 2017/08/01 by Chris.Babcock Use absolute path for repositories for Gradle #jira UE-47952 #ue4 #android #rb Tim.Lincoln Change 3568690 on 2017/08/02 by Chris.Babcock Removed warnings for once attribute in UPL #ue4 #android #rb none Change 3569975 on 2017/08/02 by Chris.Babcock Add <baseBuildGradleAdditions> to UPL to allow additions to the root-level build.gradle #jira UE-47995 #ue4 #android #rb Tim.Lincoln Change 3570117 on 2017/08/02 by Chris.Babcock Add <setBoolFromPropertyContains> to UPL - sets bool to true if string list in ini matches contains attribute #jira UE-47996 #ue4 #android #rb Jack.Porter Change 3571552 on 2017/08/03 by Chris.Babcock Removed unneeded settings.gradle file (generated) #jira UE-48041 #ue4 #android #rb none Change 3572224 on 2017/08/04 by Dmitriy.Dyomin Better selection tracking in world composition #rb none Change 3573662 on 2017/08/04 by Nick.Shin HTML5 remove PreLoadMap "feature" (was only available/used with HTML5) - asyncronous loads are not allowed during UEngine::LoadMap() - the files/code will be repurposed for pakfile CHUNK support #jira UEMOB-425 HTML5 streaming content investigation (part 1 of 2) #rn #rb none Change 3574471 on 2017/08/07 by Dmitriy.Dyomin Export ULevelStreamingKismet::LoadLevelInstance function #rb none Change 3576262 on 2017/08/08 by Dmitriy.Dyomin Fixed: widget clipping issues in world composition #rb none Change 3576845 on 2017/08/08 by Nick.Shin set HTML5LaunchHelper application's icon to UE4.ico #jira UE-19225 HTML5LaunchHelper application does not have an unreal icon #rb none #rnx Change 3578313 on 2017/08/09 by Dmitriy.Dyomin Added: an RHI call to invalidate/clear cached state, RHIInvalidateCachedState #jira UEMOB-435 #rb jack.porter Change 3578364 on 2017/08/09 by Dmitriy.Dyomin Vertex Fog is disabled on mobile by default. If scene uses vertex fog - Mobile preview and device will show on screen message: PROJECT HAS VERTEX FOG ON MOBILE DISABLED This saves about 90 instructions in VS and a few in PS #jira UEMOB-166 #rb jack.porter Change 3578703 on 2017/08/09 by Nick.Shin set HTML5LaunchHelper application's icon to UE4.ico forgot to check in exe and pdb file #jira UE-19225 HTML5LaunchHelper application does not have an unreal icon #rb none #rnx Change 3578961 on 2017/08/09 by Peter.Sauerbrei deprecate IOS 8 as the minimum OS supported. #jira UEMOB-429 #rb chris.babcock Change 3579319 on 2017/08/09 by Peter.Sauerbrei fixes for compile errors with Xcode 9 beta 4 #rb none Change 3579356 on 2017/08/09 by Peter.Sauerbrei modified minimum IOS to build with #rb chris.babcock Change 3579687 on 2017/08/09 by Chris.Babcock Fix GoogleVR Gradle packaging #jira UE-48239 #ue4 #android #rb none Change 3579921 on 2017/08/10 by Dmitriy.Dyomin GitHub 3670 : More zoom levels for World Composition (300) #contributedby: user37337 #jira UE-45977 #3670 #rb none Change 3580576 on 2017/08/10 by Peter.Sauerbrei detection of iPad Pro 10.5 and IPad Pro 12.9 (2nd Gen) #rb chris.babcock Change 3580611 on 2017/08/10 by Chris.Babcock Set online provider back to GooglePlay and remove forcing IAP permission (contributed by umerov1999) #jira UE-48185 #PR #3876 #ue4 #android #rb Peter.Sauerbrei Change 3582166 on 2017/08/11 by Nick.Shin nuke PLATFORM_HTML5_WIN32 PLATFORM_HTML5_WIN32 code removal tested successfully with (force rebuild and repackaging): * Win64 server (WindowsServer) * Win64 client (WindowsNoEditor) * HTML5 client all playing together via websocket net driver (i've attached a screen shot of this in jira) code changes touches: physics, audio and main build files #jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code #rb ben.marsh #rnx #codereview josh.adams #fyi ori.cohen, aaron.mclera Change 3582474 on 2017/08/11 by Chris.Babcock Don't use V2 signing for Gear VR APKs #jira UE-48354 #ue4 #android #rb Peter.Sauerbrei Change 3582614 on 2017/08/11 by Chris.Babcock Filter out unneeded architectures from APK for Gradle builds #jira UE-48355 #ue4 #android #rb Peter.Sauerbrei Change 3582923 on 2017/08/11 by Nick.Shin backport release 4.17 to dev-mobile #jira none #rb none #rnx Change 3582924 on 2017/08/11 by Nick.Shin FNetworkFileServerHttp - error gracefully when port is already in use #jira UE-46409 [CrashReport] Assertion on Mac: Could not create a libwebsocket - FNetworkFileServerHttp::Init() #rnx #rb none Change 3582925 on 2017/08/11 by Nick.Shin HTML5 - turn off pak file compression in favor of gzip packages #jira UE-46729 HTML5 - on shipping builds - turn off pak file compression in favor of gzip packages #rn #rb none Change 3583943 on 2017/08/14 by Cosmin.Sulea UEMOB-363 - second iteration - Project wide texture quality control by texture group #rb Dmitriy Dyomin #jira UEMOB-363 Change 3583967 on 2017/08/14 by Cosmin.Sulea Back out changelist 3583943 #rb none Change 3584121 on 2017/08/14 by Peter.Sauerbrei fix for mac compile failure #rb none Change 3587877 on 2017/08/15 by Peter.Sauerbrei josh's suggested fix is not working for Xcode 8.3, so brute forcing for now #rb none Change 3588612 on 2017/08/15 by Peter.Sauerbrei Xcode 9 project compatbility updates #rb chris.babcock #codereview michael.trepka Change 3589223 on 2017/08/15 by Dmitriy.Dyomin Fixed: bNavigationAutoUpdateEnabled was not always working when reopeinig the map Fixed: Navigation Build was not clearing some mesh tiles when bNavigationAutoUpdateEnabled is enabled Fixed: Streaming out a level in editor was not always updating NavMesh debug draw #rb lukasz.furman Change 3589900 on 2017/08/16 by Dmitriy.Dyomin Support vulkan validation layers on Android, only in Debug and Development configuration (requires r.Vulkan.EnableValidation=1) #codereview chris.babcock, rolando.caloca #rb none Change 3590592 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 OSX #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 OSX Change 3590597 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 Linux #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 Linux Change 3590624 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 toolchain #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 toolchain Change 3591720 on 2017/08/16 by Chris.Babcock Enable Gradle by default and add button to accept Android SDK license to project settings #jira UE-48519 #ue4 #android #rb Tim.Lincoln #fyi Peter.Sauerbrei Change 3591998 on 2017/08/16 by Chris.Babcock Fix nonunity build #ue4 #android #rb none Change 3592407 on 2017/08/17 by Nick.Shin HTML5 emscripten 1.37.19 Win64 #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 Win64 Change 3592479 on 2017/08/17 by Nick.Shin HTML5 3rd Party Libs - compiled with emscripten 1.37.19 #jira UE-47813 #rb none #rn HTML5 3rd Party Libs - compiled with emscripten 1.37.19 toolchain Change 3592480 on 2017/08/17 by Nick.Shin HTML5 emscripten 1.37.19 toolchain Epic edits as well as setting UE4 HTML c# scripts to use new toolchain #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 toolchain Epic edits Change 3592481 on 2017/08/17 by Nick.Shin HTML5 remove old emscripten toolchain #jira UE-47813 #rb none #rn HTML5 remove old emscripten toolchain Change 3592485 on 2017/08/17 by Nick.Shin HTML5 undo CanUseXGE - this might be breaking CIS for HTML5 builds... #jira UE-47813 #rb none #rnx Change 3592549 on 2017/08/17 by Dmitriy.Dyomin Added GetDiskTotalAndFreeSpace for IOS and Android #jira UE-46479 #codereview chris.babcock, peter.sauerbrei #rb none Change 3594045 on 2017/08/17 by Peter.Sauerbrei comment about potential failure case in the remote tool chain #rb none Change 3594342 on 2017/08/17 by Peter.Sauerbrei Merging //UE4/Main/... to //UE4/Dev-Mobile/... #rb none Change 3594920 on 2017/08/17 by Peter.Sauerbrei fix for non-unity builds (accidentally merged something incorrectly) #rb none Change 3595347 on 2017/08/17 by Chris.Babcock merge fixes for Android #ue4 #android #rb Peter.Sauerbrei #lockdown Peter.Sauerbrei Change 3595752 on 2017/08/17 by Chris.Babcock Update Facebook plugin to support Gradle #jira UE-48569 #ue4 #android #fyi Josh.Markiewicz #rb none #lockdown Peter.Sauerbrei Change 3595849 on 2017/08/17 by Chris.Babcock Fix issue with libovrplatformloader.so for non armv7 targets #jira UE-48533 #ue4 #android #rb none #lockdown Peter.Sauerbrei Change 3596419 on 2017/08/18 by Peter.Sauerbrei fix for Mac Editor build failure #rb none Change 3597023 on 2017/08/18 by Peter.Sauerbrei fix for game editor build failure #rb none Change 3597032 on 2017/08/18 by Peter.Sauerbrei fix for app bundle id in Info-Editor.plist #rb none Change 3597034 on 2017/08/18 by Peter.Sauerbrei put back the info.plist, found the real problem #rb none Change 3597197 on 2017/08/18 by Peter.Sauerbrei pull Info.plist from the build products #rb none [CL 3600450 by Chris Babcock in Main branch]
2017-08-21 15:05:19 -04:00
private SensorManager sensorManager;
private Sensor accelerometer;
private Sensor magnetometer;
private Sensor gyroscope;
static boolean first_acceleration_sample = true;
static final float SampleDecayRate = 0.85f;
private Rect safezone = new Rect(0, 0, 0, 0);
private RectF safezoneF = new RectF(0.0f, 0.0f, 0.0f, 0.0f);
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 3600060) #rb none #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3292215 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and wbegl2 support - emscripten toolchain #jira UEPLAT-1437 Switch [to] web assembly #rb none Change 3293994 on 2017/02/09 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - OSX toolchain #jira UEPLAT-1437 Switch [to] web assembly #rb none 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 #rb none 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 #rb none Change 3462146 on 2017/05/26 by Nick.Shin HTML5 - merge from Release-4.16 to Dev-Mobile #jira none #rb none #rnx Change 3504996 on 2017/06/22 by Cosmin.Sulea UEMOB-362 - Add per-texture and per-format compression quality override settings #rb Dmitriy.Dyomin #jira UEMOB-362 #codereview Dmitriy.Dyomin #codereview Jack.Porter Change 3505056 on 2017/06/22 by Cosmin.Sulea Back out changelist 3504996 - due to errors generated in xboxOne, PS4 and Switch versions #rb none Change 3508049 on 2017/06/23 by Nick.Shin HTML5 toolchain notes corrections #jira none #rb none #rnx Change 3508663 on 2017/06/24 by Nick.Shin HTML5LaunchHelper.exe on linux - redo - it seems that i need to also check-in the exe and pdb file instead of having CIS make and checking-in them itself... - modified c# program to output a version number to help track which version of HTML5LaunchHelper is running... #jira UE-45302 HTML5LaunchHelper.exe hosts the files in the current working directory on Linux #rnx #rb none Change 3509210 on 2017/06/26 by Dmitriy.Dyomin ExposureScale will be applied during tonemap pass when MobileHDR is on #rb jack.porter #codereview Allan.Bentham Change 3511058 on 2017/06/27 by Cosmin.Sulea UEMOB-362 - Add per-texture and per-format compression quality override settings - resubmitted #rb Dmitriy.Dyomin #jira UEMOB-362 #codereview Dmitriy.Dyomin Change 3511069 on 2017/06/27 by Jack.Porter PS4, XboxOne and Switch fixes for changes to ITextureFormat interface #rb Dmitriy.Dyomin #jira UEMOB-362 Change 3513028 on 2017/06/28 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) #rb None Change 3517409 on 2017/06/30 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) #rb None Change 3517730 on 2017/06/30 by Cosmin.Sulea UEMOB-328 - Improve handling of iOS signing key on remote Mac system keychain when using remote toolchain #rb Jack.Porter #jira UEMOB-328 #codereview: peter.sauerbrei Change 3517757 on 2017/06/30 by Cosmin.Sulea UE-46245 - Building with remote toolchain does not use Project Setting for iOS signing identity which can cause signing errors #rb Jack.Porter #jira UE-46245 #codereview: peter.sauerbrei Change 3518149 on 2017/06/30 by Adrian.Chelu UE-43035 Tilt axis for X and Z are not consistent between Android and iOS devices #rb Jack.Porter #jira UE-46245 #codereview: Chris Babcock <chris.babcock@epicgames.com> Change 3524242 on 2017/07/06 by Nick.Shin HTML5 - refraction shader note: this CL also contains fixes to webgl2 [float4 vs half2] and a [% vs Mod()] material custom function changes to some TM-ShaderModels shaders specifically: fixes to and similar with: DitherTemporalAA #jria UE-46434 No Refraction in QA Game TM-Shadermodels HTML5 #rb none #rn #codereview jack.porter dmitriy.dyomin Change 3535295 on 2017/07/13 by Allan.Bentham #jira UEMOB-390 Add Android cpu stats. add 'stat AndroidCPU' to android's console spinner UI. increase GetCPUState's core count support to 16. #jira UE-45888 Use cvar value to limit android cpu stat update rate. #rb none Change 3535306 on 2017/07/13 by Allan.Bentham Add missing pragma once #rb none Change 3537047 on 2017/07/13 by Ben.Marsh Fixing case of iOS directories, pt1 #rb none Change 3537051 on 2017/07/13 by Ben.Marsh Fixing case of iOS directories, pt2 #rb none Change 3537373 on 2017/07/14 by Allan.Bentham Add scope level android egl error verification. work around minor issue with invalid egl config property. #rb chris.babcock Change 3541735 on 2017/07/18 by Allan.Bentham Add 'sustained performance mode' support for API 24+ devices. #jira UEMOB-386 #rb chris.babcock Change 3543001 on 2017/07/18 by Sorin.Gradinaru #jira UE-45766 Improved Virtual Keyboard cannot receive non-English characters. - for Android, add an native EditBox above the virtual keyboard to receive the text and pass it to the object from the slate #rb Chris.Babcock Change 3554399 on 2017/07/25 by Nick.Shin STATS disabled for non multi-threaded platforms #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox #rnx #rb none Change 3554402 on 2017/07/25 by Nick.Shin STATS TaskGraph disabled for non multi-threaded platforms #jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test #rb none #rnx Change 3556957 on 2017/07/26 by Nick.Shin HTML5 - WASM enabled by default - part 1 -- commenting out asmjs stuff begin sunsetting ASM.JS note to self: CL#3462146 "backout" asmjs #jira UEMOB-416 WASM enabled by default #rnx #rb none Change 3557654 on 2017/07/26 by Nick.Shin HTML5 - WASM enabled by default - part 2 -- remove asmjs code sunsetting ASM.JS note to self: CL#3462146 "backout" asmjs #jira UEMOB-416 WASM enabled by default #rn #rb none Change 3557910 on 2017/07/27 by Jack.Porter Support Client configuration when packaging in the editor #jira UE-39973 #rb Dmitriy.Dyomin Change 3557917 on 2017/07/27 by Jack.Porter Missing file from CL 3557910 #rb trivial Change 3559642 on 2017/07/27 by Nick.Shin STATS TaskGraph disabled for non multi-threaded platforms - both "LockFree stress test" and "task graph benchmark" are disabled - no multi-threading for WASM exist yet (note: ASM.JS has been sunsetted) - stat command crash "fixed" - but, font size are totally broken - i can look at this (much) later... - new bug: physx will crash on "gc and level load stress test" -- please bug this as a new jira #jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test #rb none #rnx Change 3565656 on 2017/07/31 by Dmitriy.Dyomin Added a way to lock level position in Word Composition #jira UE-47713 #rb none Change 3565757 on 2017/08/01 by Dmitriy.Dyomin compile fix #rb none Change 3567446 on 2017/08/01 by Chris.Babcock Allow addElement and addElements to only insert once with once="true" attribute in UPL #jira UE-47951 #ue4 #android #rb Peter.Sauerbrei Change 3567592 on 2017/08/01 by Chris.Babcock Use absolute path for repositories for Gradle #jira UE-47952 #ue4 #android #rb Tim.Lincoln Change 3568690 on 2017/08/02 by Chris.Babcock Removed warnings for once attribute in UPL #ue4 #android #rb none Change 3569975 on 2017/08/02 by Chris.Babcock Add <baseBuildGradleAdditions> to UPL to allow additions to the root-level build.gradle #jira UE-47995 #ue4 #android #rb Tim.Lincoln Change 3570117 on 2017/08/02 by Chris.Babcock Add <setBoolFromPropertyContains> to UPL - sets bool to true if string list in ini matches contains attribute #jira UE-47996 #ue4 #android #rb Jack.Porter Change 3571552 on 2017/08/03 by Chris.Babcock Removed unneeded settings.gradle file (generated) #jira UE-48041 #ue4 #android #rb none Change 3572224 on 2017/08/04 by Dmitriy.Dyomin Better selection tracking in world composition #rb none Change 3573662 on 2017/08/04 by Nick.Shin HTML5 remove PreLoadMap "feature" (was only available/used with HTML5) - asyncronous loads are not allowed during UEngine::LoadMap() - the files/code will be repurposed for pakfile CHUNK support #jira UEMOB-425 HTML5 streaming content investigation (part 1 of 2) #rn #rb none Change 3574471 on 2017/08/07 by Dmitriy.Dyomin Export ULevelStreamingKismet::LoadLevelInstance function #rb none Change 3576262 on 2017/08/08 by Dmitriy.Dyomin Fixed: widget clipping issues in world composition #rb none Change 3576845 on 2017/08/08 by Nick.Shin set HTML5LaunchHelper application's icon to UE4.ico #jira UE-19225 HTML5LaunchHelper application does not have an unreal icon #rb none #rnx Change 3578313 on 2017/08/09 by Dmitriy.Dyomin Added: an RHI call to invalidate/clear cached state, RHIInvalidateCachedState #jira UEMOB-435 #rb jack.porter Change 3578364 on 2017/08/09 by Dmitriy.Dyomin Vertex Fog is disabled on mobile by default. If scene uses vertex fog - Mobile preview and device will show on screen message: PROJECT HAS VERTEX FOG ON MOBILE DISABLED This saves about 90 instructions in VS and a few in PS #jira UEMOB-166 #rb jack.porter Change 3578703 on 2017/08/09 by Nick.Shin set HTML5LaunchHelper application's icon to UE4.ico forgot to check in exe and pdb file #jira UE-19225 HTML5LaunchHelper application does not have an unreal icon #rb none #rnx Change 3578961 on 2017/08/09 by Peter.Sauerbrei deprecate IOS 8 as the minimum OS supported. #jira UEMOB-429 #rb chris.babcock Change 3579319 on 2017/08/09 by Peter.Sauerbrei fixes for compile errors with Xcode 9 beta 4 #rb none Change 3579356 on 2017/08/09 by Peter.Sauerbrei modified minimum IOS to build with #rb chris.babcock Change 3579687 on 2017/08/09 by Chris.Babcock Fix GoogleVR Gradle packaging #jira UE-48239 #ue4 #android #rb none Change 3579921 on 2017/08/10 by Dmitriy.Dyomin GitHub 3670 : More zoom levels for World Composition (300) #contributedby: user37337 #jira UE-45977 #3670 #rb none Change 3580576 on 2017/08/10 by Peter.Sauerbrei detection of iPad Pro 10.5 and IPad Pro 12.9 (2nd Gen) #rb chris.babcock Change 3580611 on 2017/08/10 by Chris.Babcock Set online provider back to GooglePlay and remove forcing IAP permission (contributed by umerov1999) #jira UE-48185 #PR #3876 #ue4 #android #rb Peter.Sauerbrei Change 3582166 on 2017/08/11 by Nick.Shin nuke PLATFORM_HTML5_WIN32 PLATFORM_HTML5_WIN32 code removal tested successfully with (force rebuild and repackaging): * Win64 server (WindowsServer) * Win64 client (WindowsNoEditor) * HTML5 client all playing together via websocket net driver (i've attached a screen shot of this in jira) code changes touches: physics, audio and main build files #jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code #rb ben.marsh #rnx #codereview josh.adams #fyi ori.cohen, aaron.mclera Change 3582474 on 2017/08/11 by Chris.Babcock Don't use V2 signing for Gear VR APKs #jira UE-48354 #ue4 #android #rb Peter.Sauerbrei Change 3582614 on 2017/08/11 by Chris.Babcock Filter out unneeded architectures from APK for Gradle builds #jira UE-48355 #ue4 #android #rb Peter.Sauerbrei Change 3582923 on 2017/08/11 by Nick.Shin backport release 4.17 to dev-mobile #jira none #rb none #rnx Change 3582924 on 2017/08/11 by Nick.Shin FNetworkFileServerHttp - error gracefully when port is already in use #jira UE-46409 [CrashReport] Assertion on Mac: Could not create a libwebsocket - FNetworkFileServerHttp::Init() #rnx #rb none Change 3582925 on 2017/08/11 by Nick.Shin HTML5 - turn off pak file compression in favor of gzip packages #jira UE-46729 HTML5 - on shipping builds - turn off pak file compression in favor of gzip packages #rn #rb none Change 3583943 on 2017/08/14 by Cosmin.Sulea UEMOB-363 - second iteration - Project wide texture quality control by texture group #rb Dmitriy Dyomin #jira UEMOB-363 Change 3583967 on 2017/08/14 by Cosmin.Sulea Back out changelist 3583943 #rb none Change 3584121 on 2017/08/14 by Peter.Sauerbrei fix for mac compile failure #rb none Change 3587877 on 2017/08/15 by Peter.Sauerbrei josh's suggested fix is not working for Xcode 8.3, so brute forcing for now #rb none Change 3588612 on 2017/08/15 by Peter.Sauerbrei Xcode 9 project compatbility updates #rb chris.babcock #codereview michael.trepka Change 3589223 on 2017/08/15 by Dmitriy.Dyomin Fixed: bNavigationAutoUpdateEnabled was not always working when reopeinig the map Fixed: Navigation Build was not clearing some mesh tiles when bNavigationAutoUpdateEnabled is enabled Fixed: Streaming out a level in editor was not always updating NavMesh debug draw #rb lukasz.furman Change 3589900 on 2017/08/16 by Dmitriy.Dyomin Support vulkan validation layers on Android, only in Debug and Development configuration (requires r.Vulkan.EnableValidation=1) #codereview chris.babcock, rolando.caloca #rb none Change 3590592 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 OSX #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 OSX Change 3590597 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 Linux #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 Linux Change 3590624 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 toolchain #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 toolchain Change 3591720 on 2017/08/16 by Chris.Babcock Enable Gradle by default and add button to accept Android SDK license to project settings #jira UE-48519 #ue4 #android #rb Tim.Lincoln #fyi Peter.Sauerbrei Change 3591998 on 2017/08/16 by Chris.Babcock Fix nonunity build #ue4 #android #rb none Change 3592407 on 2017/08/17 by Nick.Shin HTML5 emscripten 1.37.19 Win64 #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 Win64 Change 3592479 on 2017/08/17 by Nick.Shin HTML5 3rd Party Libs - compiled with emscripten 1.37.19 #jira UE-47813 #rb none #rn HTML5 3rd Party Libs - compiled with emscripten 1.37.19 toolchain Change 3592480 on 2017/08/17 by Nick.Shin HTML5 emscripten 1.37.19 toolchain Epic edits as well as setting UE4 HTML c# scripts to use new toolchain #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 toolchain Epic edits Change 3592481 on 2017/08/17 by Nick.Shin HTML5 remove old emscripten toolchain #jira UE-47813 #rb none #rn HTML5 remove old emscripten toolchain Change 3592485 on 2017/08/17 by Nick.Shin HTML5 undo CanUseXGE - this might be breaking CIS for HTML5 builds... #jira UE-47813 #rb none #rnx Change 3592549 on 2017/08/17 by Dmitriy.Dyomin Added GetDiskTotalAndFreeSpace for IOS and Android #jira UE-46479 #codereview chris.babcock, peter.sauerbrei #rb none Change 3594045 on 2017/08/17 by Peter.Sauerbrei comment about potential failure case in the remote tool chain #rb none Change 3594342 on 2017/08/17 by Peter.Sauerbrei Merging //UE4/Main/... to //UE4/Dev-Mobile/... #rb none Change 3594920 on 2017/08/17 by Peter.Sauerbrei fix for non-unity builds (accidentally merged something incorrectly) #rb none Change 3595347 on 2017/08/17 by Chris.Babcock merge fixes for Android #ue4 #android #rb Peter.Sauerbrei #lockdown Peter.Sauerbrei Change 3595752 on 2017/08/17 by Chris.Babcock Update Facebook plugin to support Gradle #jira UE-48569 #ue4 #android #fyi Josh.Markiewicz #rb none #lockdown Peter.Sauerbrei Change 3595849 on 2017/08/17 by Chris.Babcock Fix issue with libovrplatformloader.so for non armv7 targets #jira UE-48533 #ue4 #android #rb none #lockdown Peter.Sauerbrei Change 3596419 on 2017/08/18 by Peter.Sauerbrei fix for Mac Editor build failure #rb none Change 3597023 on 2017/08/18 by Peter.Sauerbrei fix for game editor build failure #rb none Change 3597032 on 2017/08/18 by Peter.Sauerbrei fix for app bundle id in Info-Editor.plist #rb none Change 3597034 on 2017/08/18 by Peter.Sauerbrei put back the info.plist, found the real problem #rb none Change 3597197 on 2017/08/18 by Peter.Sauerbrei pull Info.plist from the build products #rb none [CL 3600450 by Chris Babcock in Main branch]
2017-08-21 15:05:19 -04:00
private final float[] rotationMatrix = new float[9];
private final float[] orientationAngles = new float[3];
static float[] current_accelerometer = new float[]{0, 0, 0};
static float[] current_gyroscope = new float[]{0, 0, 0};
static float[] current_magnetometer = new float[]{0, 0, 0};
static float[] filtered_gravity = new float[]{0, 0, 0};
static float[] last_gravity = new float[]{0, 0, 0};
static float[] last_tilt = new float[]{0, 0, 0};
// active motion state to return to application on request
boolean bSensorDataUpdated = false;
float[] current_tilt = new float[]{0, 0, 0};
static float[] current_rotation_rate = new float[]{0, 0, 0};
static float[] current_gravity = new float[]{0, 0, 0};
static float[] current_acceleration = new float[]{0, 0, 0};
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 3600060) #rb none #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3292215 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and wbegl2 support - emscripten toolchain #jira UEPLAT-1437 Switch [to] web assembly #rb none Change 3293994 on 2017/02/09 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - OSX toolchain #jira UEPLAT-1437 Switch [to] web assembly #rb none 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 #rb none 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 #rb none Change 3462146 on 2017/05/26 by Nick.Shin HTML5 - merge from Release-4.16 to Dev-Mobile #jira none #rb none #rnx Change 3504996 on 2017/06/22 by Cosmin.Sulea UEMOB-362 - Add per-texture and per-format compression quality override settings #rb Dmitriy.Dyomin #jira UEMOB-362 #codereview Dmitriy.Dyomin #codereview Jack.Porter Change 3505056 on 2017/06/22 by Cosmin.Sulea Back out changelist 3504996 - due to errors generated in xboxOne, PS4 and Switch versions #rb none Change 3508049 on 2017/06/23 by Nick.Shin HTML5 toolchain notes corrections #jira none #rb none #rnx Change 3508663 on 2017/06/24 by Nick.Shin HTML5LaunchHelper.exe on linux - redo - it seems that i need to also check-in the exe and pdb file instead of having CIS make and checking-in them itself... - modified c# program to output a version number to help track which version of HTML5LaunchHelper is running... #jira UE-45302 HTML5LaunchHelper.exe hosts the files in the current working directory on Linux #rnx #rb none Change 3509210 on 2017/06/26 by Dmitriy.Dyomin ExposureScale will be applied during tonemap pass when MobileHDR is on #rb jack.porter #codereview Allan.Bentham Change 3511058 on 2017/06/27 by Cosmin.Sulea UEMOB-362 - Add per-texture and per-format compression quality override settings - resubmitted #rb Dmitriy.Dyomin #jira UEMOB-362 #codereview Dmitriy.Dyomin Change 3511069 on 2017/06/27 by Jack.Porter PS4, XboxOne and Switch fixes for changes to ITextureFormat interface #rb Dmitriy.Dyomin #jira UEMOB-362 Change 3513028 on 2017/06/28 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) #rb None Change 3517409 on 2017/06/30 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) #rb None Change 3517730 on 2017/06/30 by Cosmin.Sulea UEMOB-328 - Improve handling of iOS signing key on remote Mac system keychain when using remote toolchain #rb Jack.Porter #jira UEMOB-328 #codereview: peter.sauerbrei Change 3517757 on 2017/06/30 by Cosmin.Sulea UE-46245 - Building with remote toolchain does not use Project Setting for iOS signing identity which can cause signing errors #rb Jack.Porter #jira UE-46245 #codereview: peter.sauerbrei Change 3518149 on 2017/06/30 by Adrian.Chelu UE-43035 Tilt axis for X and Z are not consistent between Android and iOS devices #rb Jack.Porter #jira UE-46245 #codereview: Chris Babcock <chris.babcock@epicgames.com> Change 3524242 on 2017/07/06 by Nick.Shin HTML5 - refraction shader note: this CL also contains fixes to webgl2 [float4 vs half2] and a [% vs Mod()] material custom function changes to some TM-ShaderModels shaders specifically: fixes to and similar with: DitherTemporalAA #jria UE-46434 No Refraction in QA Game TM-Shadermodels HTML5 #rb none #rn #codereview jack.porter dmitriy.dyomin Change 3535295 on 2017/07/13 by Allan.Bentham #jira UEMOB-390 Add Android cpu stats. add 'stat AndroidCPU' to android's console spinner UI. increase GetCPUState's core count support to 16. #jira UE-45888 Use cvar value to limit android cpu stat update rate. #rb none Change 3535306 on 2017/07/13 by Allan.Bentham Add missing pragma once #rb none Change 3537047 on 2017/07/13 by Ben.Marsh Fixing case of iOS directories, pt1 #rb none Change 3537051 on 2017/07/13 by Ben.Marsh Fixing case of iOS directories, pt2 #rb none Change 3537373 on 2017/07/14 by Allan.Bentham Add scope level android egl error verification. work around minor issue with invalid egl config property. #rb chris.babcock Change 3541735 on 2017/07/18 by Allan.Bentham Add 'sustained performance mode' support for API 24+ devices. #jira UEMOB-386 #rb chris.babcock Change 3543001 on 2017/07/18 by Sorin.Gradinaru #jira UE-45766 Improved Virtual Keyboard cannot receive non-English characters. - for Android, add an native EditBox above the virtual keyboard to receive the text and pass it to the object from the slate #rb Chris.Babcock Change 3554399 on 2017/07/25 by Nick.Shin STATS disabled for non multi-threaded platforms #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox #rnx #rb none Change 3554402 on 2017/07/25 by Nick.Shin STATS TaskGraph disabled for non multi-threaded platforms #jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test #rb none #rnx Change 3556957 on 2017/07/26 by Nick.Shin HTML5 - WASM enabled by default - part 1 -- commenting out asmjs stuff begin sunsetting ASM.JS note to self: CL#3462146 "backout" asmjs #jira UEMOB-416 WASM enabled by default #rnx #rb none Change 3557654 on 2017/07/26 by Nick.Shin HTML5 - WASM enabled by default - part 2 -- remove asmjs code sunsetting ASM.JS note to self: CL#3462146 "backout" asmjs #jira UEMOB-416 WASM enabled by default #rn #rb none Change 3557910 on 2017/07/27 by Jack.Porter Support Client configuration when packaging in the editor #jira UE-39973 #rb Dmitriy.Dyomin Change 3557917 on 2017/07/27 by Jack.Porter Missing file from CL 3557910 #rb trivial Change 3559642 on 2017/07/27 by Nick.Shin STATS TaskGraph disabled for non multi-threaded platforms - both "LockFree stress test" and "task graph benchmark" are disabled - no multi-threading for WASM exist yet (note: ASM.JS has been sunsetted) - stat command crash "fixed" - but, font size are totally broken - i can look at this (much) later... - new bug: physx will crash on "gc and level load stress test" -- please bug this as a new jira #jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test #rb none #rnx Change 3565656 on 2017/07/31 by Dmitriy.Dyomin Added a way to lock level position in Word Composition #jira UE-47713 #rb none Change 3565757 on 2017/08/01 by Dmitriy.Dyomin compile fix #rb none Change 3567446 on 2017/08/01 by Chris.Babcock Allow addElement and addElements to only insert once with once="true" attribute in UPL #jira UE-47951 #ue4 #android #rb Peter.Sauerbrei Change 3567592 on 2017/08/01 by Chris.Babcock Use absolute path for repositories for Gradle #jira UE-47952 #ue4 #android #rb Tim.Lincoln Change 3568690 on 2017/08/02 by Chris.Babcock Removed warnings for once attribute in UPL #ue4 #android #rb none Change 3569975 on 2017/08/02 by Chris.Babcock Add <baseBuildGradleAdditions> to UPL to allow additions to the root-level build.gradle #jira UE-47995 #ue4 #android #rb Tim.Lincoln Change 3570117 on 2017/08/02 by Chris.Babcock Add <setBoolFromPropertyContains> to UPL - sets bool to true if string list in ini matches contains attribute #jira UE-47996 #ue4 #android #rb Jack.Porter Change 3571552 on 2017/08/03 by Chris.Babcock Removed unneeded settings.gradle file (generated) #jira UE-48041 #ue4 #android #rb none Change 3572224 on 2017/08/04 by Dmitriy.Dyomin Better selection tracking in world composition #rb none Change 3573662 on 2017/08/04 by Nick.Shin HTML5 remove PreLoadMap "feature" (was only available/used with HTML5) - asyncronous loads are not allowed during UEngine::LoadMap() - the files/code will be repurposed for pakfile CHUNK support #jira UEMOB-425 HTML5 streaming content investigation (part 1 of 2) #rn #rb none Change 3574471 on 2017/08/07 by Dmitriy.Dyomin Export ULevelStreamingKismet::LoadLevelInstance function #rb none Change 3576262 on 2017/08/08 by Dmitriy.Dyomin Fixed: widget clipping issues in world composition #rb none Change 3576845 on 2017/08/08 by Nick.Shin set HTML5LaunchHelper application's icon to UE4.ico #jira UE-19225 HTML5LaunchHelper application does not have an unreal icon #rb none #rnx Change 3578313 on 2017/08/09 by Dmitriy.Dyomin Added: an RHI call to invalidate/clear cached state, RHIInvalidateCachedState #jira UEMOB-435 #rb jack.porter Change 3578364 on 2017/08/09 by Dmitriy.Dyomin Vertex Fog is disabled on mobile by default. If scene uses vertex fog - Mobile preview and device will show on screen message: PROJECT HAS VERTEX FOG ON MOBILE DISABLED This saves about 90 instructions in VS and a few in PS #jira UEMOB-166 #rb jack.porter Change 3578703 on 2017/08/09 by Nick.Shin set HTML5LaunchHelper application's icon to UE4.ico forgot to check in exe and pdb file #jira UE-19225 HTML5LaunchHelper application does not have an unreal icon #rb none #rnx Change 3578961 on 2017/08/09 by Peter.Sauerbrei deprecate IOS 8 as the minimum OS supported. #jira UEMOB-429 #rb chris.babcock Change 3579319 on 2017/08/09 by Peter.Sauerbrei fixes for compile errors with Xcode 9 beta 4 #rb none Change 3579356 on 2017/08/09 by Peter.Sauerbrei modified minimum IOS to build with #rb chris.babcock Change 3579687 on 2017/08/09 by Chris.Babcock Fix GoogleVR Gradle packaging #jira UE-48239 #ue4 #android #rb none Change 3579921 on 2017/08/10 by Dmitriy.Dyomin GitHub 3670 : More zoom levels for World Composition (300) #contributedby: user37337 #jira UE-45977 #3670 #rb none Change 3580576 on 2017/08/10 by Peter.Sauerbrei detection of iPad Pro 10.5 and IPad Pro 12.9 (2nd Gen) #rb chris.babcock Change 3580611 on 2017/08/10 by Chris.Babcock Set online provider back to GooglePlay and remove forcing IAP permission (contributed by umerov1999) #jira UE-48185 #PR #3876 #ue4 #android #rb Peter.Sauerbrei Change 3582166 on 2017/08/11 by Nick.Shin nuke PLATFORM_HTML5_WIN32 PLATFORM_HTML5_WIN32 code removal tested successfully with (force rebuild and repackaging): * Win64 server (WindowsServer) * Win64 client (WindowsNoEditor) * HTML5 client all playing together via websocket net driver (i've attached a screen shot of this in jira) code changes touches: physics, audio and main build files #jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code #rb ben.marsh #rnx #codereview josh.adams #fyi ori.cohen, aaron.mclera Change 3582474 on 2017/08/11 by Chris.Babcock Don't use V2 signing for Gear VR APKs #jira UE-48354 #ue4 #android #rb Peter.Sauerbrei Change 3582614 on 2017/08/11 by Chris.Babcock Filter out unneeded architectures from APK for Gradle builds #jira UE-48355 #ue4 #android #rb Peter.Sauerbrei Change 3582923 on 2017/08/11 by Nick.Shin backport release 4.17 to dev-mobile #jira none #rb none #rnx Change 3582924 on 2017/08/11 by Nick.Shin FNetworkFileServerHttp - error gracefully when port is already in use #jira UE-46409 [CrashReport] Assertion on Mac: Could not create a libwebsocket - FNetworkFileServerHttp::Init() #rnx #rb none Change 3582925 on 2017/08/11 by Nick.Shin HTML5 - turn off pak file compression in favor of gzip packages #jira UE-46729 HTML5 - on shipping builds - turn off pak file compression in favor of gzip packages #rn #rb none Change 3583943 on 2017/08/14 by Cosmin.Sulea UEMOB-363 - second iteration - Project wide texture quality control by texture group #rb Dmitriy Dyomin #jira UEMOB-363 Change 3583967 on 2017/08/14 by Cosmin.Sulea Back out changelist 3583943 #rb none Change 3584121 on 2017/08/14 by Peter.Sauerbrei fix for mac compile failure #rb none Change 3587877 on 2017/08/15 by Peter.Sauerbrei josh's suggested fix is not working for Xcode 8.3, so brute forcing for now #rb none Change 3588612 on 2017/08/15 by Peter.Sauerbrei Xcode 9 project compatbility updates #rb chris.babcock #codereview michael.trepka Change 3589223 on 2017/08/15 by Dmitriy.Dyomin Fixed: bNavigationAutoUpdateEnabled was not always working when reopeinig the map Fixed: Navigation Build was not clearing some mesh tiles when bNavigationAutoUpdateEnabled is enabled Fixed: Streaming out a level in editor was not always updating NavMesh debug draw #rb lukasz.furman Change 3589900 on 2017/08/16 by Dmitriy.Dyomin Support vulkan validation layers on Android, only in Debug and Development configuration (requires r.Vulkan.EnableValidation=1) #codereview chris.babcock, rolando.caloca #rb none Change 3590592 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 OSX #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 OSX Change 3590597 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 Linux #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 Linux Change 3590624 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 toolchain #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 toolchain Change 3591720 on 2017/08/16 by Chris.Babcock Enable Gradle by default and add button to accept Android SDK license to project settings #jira UE-48519 #ue4 #android #rb Tim.Lincoln #fyi Peter.Sauerbrei Change 3591998 on 2017/08/16 by Chris.Babcock Fix nonunity build #ue4 #android #rb none Change 3592407 on 2017/08/17 by Nick.Shin HTML5 emscripten 1.37.19 Win64 #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 Win64 Change 3592479 on 2017/08/17 by Nick.Shin HTML5 3rd Party Libs - compiled with emscripten 1.37.19 #jira UE-47813 #rb none #rn HTML5 3rd Party Libs - compiled with emscripten 1.37.19 toolchain Change 3592480 on 2017/08/17 by Nick.Shin HTML5 emscripten 1.37.19 toolchain Epic edits as well as setting UE4 HTML c# scripts to use new toolchain #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 toolchain Epic edits Change 3592481 on 2017/08/17 by Nick.Shin HTML5 remove old emscripten toolchain #jira UE-47813 #rb none #rn HTML5 remove old emscripten toolchain Change 3592485 on 2017/08/17 by Nick.Shin HTML5 undo CanUseXGE - this might be breaking CIS for HTML5 builds... #jira UE-47813 #rb none #rnx Change 3592549 on 2017/08/17 by Dmitriy.Dyomin Added GetDiskTotalAndFreeSpace for IOS and Android #jira UE-46479 #codereview chris.babcock, peter.sauerbrei #rb none Change 3594045 on 2017/08/17 by Peter.Sauerbrei comment about potential failure case in the remote tool chain #rb none Change 3594342 on 2017/08/17 by Peter.Sauerbrei Merging //UE4/Main/... to //UE4/Dev-Mobile/... #rb none Change 3594920 on 2017/08/17 by Peter.Sauerbrei fix for non-unity builds (accidentally merged something incorrectly) #rb none Change 3595347 on 2017/08/17 by Chris.Babcock merge fixes for Android #ue4 #android #rb Peter.Sauerbrei #lockdown Peter.Sauerbrei Change 3595752 on 2017/08/17 by Chris.Babcock Update Facebook plugin to support Gradle #jira UE-48569 #ue4 #android #fyi Josh.Markiewicz #rb none #lockdown Peter.Sauerbrei Change 3595849 on 2017/08/17 by Chris.Babcock Fix issue with libovrplatformloader.so for non armv7 targets #jira UE-48533 #ue4 #android #rb none #lockdown Peter.Sauerbrei Change 3596419 on 2017/08/18 by Peter.Sauerbrei fix for Mac Editor build failure #rb none Change 3597023 on 2017/08/18 by Peter.Sauerbrei fix for game editor build failure #rb none Change 3597032 on 2017/08/18 by Peter.Sauerbrei fix for app bundle id in Info-Editor.plist #rb none Change 3597034 on 2017/08/18 by Peter.Sauerbrei put back the info.plist, found the real problem #rb none Change 3597197 on 2017/08/18 by Peter.Sauerbrei pull Info.plist from the build products #rb none [CL 3600450 by Chris Babcock in Main branch]
2017-08-21 15:05:19 -04:00
public static Logger Log = new Logger("UE4", "GameActivity");
// From cpufeatures.h AndroidCpuFamily enum
private static final int ANDROID_CPU_FAMILY_UNKNOWN = 0;
private static final int ANDROID_CPU_FAMILY_ARM = 1;
private static final int ANDROID_CPU_FAMILY_X86 = 2;
private static final int ANDROID_CPU_FAMILY_MIPS = 3;
private static final int ANDROID_CPU_FAMILY_ARM64 = 4;
private static final int ANDROID_CPU_FAMILY_X86_64 = 5;
private static final int ANDROID_CPU_FAMILY_MIPS64 = 6;
// For GetNetworkConnectionType
private static final int CONNECTION_TYPE_NONE = 0;
private static final int CONNECTION_TYPE_AIRPLANEMODE = 1;
private static final int CONNECTION_TYPE_ETHERNET = 2;
private static final int CONNECTION_TYPE_CELL = 3;
private static final int CONNECTION_TYPE_WIFI = 4;
private static final int CONNECTION_TYPE_WIMAX = 5;
private static final int CONNECTION_TYPE_BLUETOOTH = 6;
public static final int DOWNLOAD_ACTIVITY_ID = 80001; // so we can identify the activity later
public static final int DOWNLOAD_NO_RETURN_CODE = 0; // we didn't get a return code - will need to log and debug as this shouldn't happen
public static final int DOWNLOAD_FILES_PRESENT = 1; // we already had the files we needed
public static final int DOWNLOAD_COMPLETED_OK = 2; // downloaded ok (practically the same as above)
public static final int DOWNLOAD_USER_QUIT = 3; // user aborted the download
public static final int DOWNLOAD_FAILED = 4;
public static final int DOWNLOAD_INVALID = 5;
public static final int DOWNLOAD_NO_PLAY_KEY = 6;
public static final String DOWNLOAD_RETURN_NAME = "Result";
private static final int CONFIGRULES_STATE_RUN = 0;
private static final int CONFIGRULES_STATE_EXECTRUE = 1;
private static final int CONFIGRULES_STATE_FINDELSE = 2;
private static final int CONFIGRULES_STATE_EXECFALSE = 3;
private static final int CONFIGRULES_STATE_FINDEND = 4;
public static enum VirtualKeyboardCommand { VK_CMD_NONE, VK_CMD_SHOW, VK_CMD_HIDE };
public static VirtualKeyboardCommand lastVirtualKeyboardCommand = VirtualKeyboardCommand.VK_CMD_NONE;
public static final int lastVirtualKeyboardCommandDelay = 200;
public static final int checkLastVirtualKeyboardCommandDelay = 500;
public static final boolean bSamsungDevice = android.os.Build.MANUFACTURER.equals("samsung");
static GameActivity _activity;
static Bundle _bundle;
static Bundle _extrasBundle;
private HandlerThread memoryHandlerThread;
private Handler memoryHandler;
private Runnable memoryRunnable;
public int UsedMemory;
public String InternalFilesDir;
public String ExternalFilesDir;
protected Dialog mSplashDialog;
private int noActionAnimID = -1;
protected ProgressDialog mProgressDialog;
// Commandline arguments and flags
private boolean bHaveParsedCommandline = false;
public String CommandLineFull = "";
public ArrayList<String> CommandLineArguments = new ArrayList<String>();
public HashMap<String, String> CommandLineFlags = new HashMap<String, String>();
// Engine branch from manifest
String EngineBranch = "UE4";
// Project versiom from manifest
String ProjectVersion = "1.0.0";
// Console
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
private static final String CONSOLE_SPINNER_ITEMS[] = {"Common Console Commands", "stat FPS", "stat Anim","stat OpenGLRHI","stat VulkanRHI","stat DumpEvents","stat DumpFrame",
"stat DumpHitches","stat Engine","stat Game","stat Grouped","stat Hitches","stat InitViews","stat LightRendering",
"stat Memory","stat Particles","stat SceneRendering","stat SceneUpdate","stat ShadowRendering","stat Slow",
Copying //UE4/WEX-Staging/... to //UE4/Main (Source: //WEX/Main @ 3580612) #rb none #lockdown nick.penwarden ================================================================================================= MAJOR FEATURES + CHANGES ================================================================================================= Change 3526838 by David.Nikdel #WEX: make map elements support TitleProperty on their values in the editor #JIRA: none Change 3517937 by Ben.Zeigler #jira UE-46574 Deprecate IPlatformChunkInstall::SetChunkInstallDelgate as it was spelled wrong, was only half implemented, and did not support success vs failure Replace with AddChunkInstallDelegate, which supports a bool error code and is bound once instead of separately for each chunk. All implementations support this delegate at a basic level, although several could be improved to call the failure delegate in more cases Change 3498765 by David.Nikdel #WEX: Added a way to bind a delegate that fires whenever an analytics event is queued. - Bind this delegate and use it to log analytics events (for now) #JIRA: none Change 3495796 by Josh.May #WEX #JIRA: None - Reworked the LoadTimes.DumpReport console command to accept command arguments and added options for alphanumeric sorting (-alphasort), tweakable asset time cutoff (lowtime=X), and file output to the Saved/Profiling directory (file). - Added hooks for automatically generating load time reports for every map load (enabled using the DUMP_LOAD_REPORT_PER_MAP #define). Change 3489241 by Josh.Markiewicz #UE4 - First unfinished pass to GoogleIOS - SDK auth token data needs to copy auth into TMap properly #jira none Change 3487767 by David.Nikdel #Analytics: Make FAnalyticsEventAttribute support typed values - This makes sure the value types in the resultant JSON reflect the code. - Added support for Number (double), Boolean, Null, and JsonFragment types - This should make it so we don't have to whitelist everything to be converted to number on the Grafana processing side. - Made all attributes on FAnalyticsEventAttribute immutable #JIRA: WEX-6696, WEX-6706 Change 3478818 by Chris.Babcock Add detection of Houdini (running on Intel Android CPU) #jira WEX-5009 #ue4 #android #robomerge R1.2 Change 3475449 by Allan.Bentham Add disable force inline option for iOS build, enabled for WEX. #jira UEMOB-167 [CL 3588553 by Peter Sauerbrei in Main branch]
2017-08-15 16:16:21 -04:00
"stat Streaming","stat StreamingDetails","stat Unit","stat UnitGraph", "stat StartFile", "stat StopFile", "GameVer", "show PostProcessing", "stat AndroidCPU"};
AlertDialog consoleAlert;
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
LinearLayout consoleAlertLayout;
Spinner consoleSpinner;
EditText consoleInputBox;
ArrayList<String> consoleHistoryList;
int consoleHistoryIndex;
float consoleDistance;
float consoleVelocity;
// remember screensaver state to restore
private boolean bKeepScreenOn = false;
// Virtual keyboard
AlertDialog virtualKeyboardAlert;
EditText virtualKeyboardInputBox;
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
String virtualKeyboardPreviousContents;
Copying //UE4/WEX-Staging/... to //UE4/Main (Source: //WEX/Main @ 3580612) #rb none #lockdown nick.penwarden ================================================================================================= MAJOR FEATURES + CHANGES ================================================================================================= Change 3526838 by David.Nikdel #WEX: make map elements support TitleProperty on their values in the editor #JIRA: none Change 3517937 by Ben.Zeigler #jira UE-46574 Deprecate IPlatformChunkInstall::SetChunkInstallDelgate as it was spelled wrong, was only half implemented, and did not support success vs failure Replace with AddChunkInstallDelegate, which supports a bool error code and is bound once instead of separately for each chunk. All implementations support this delegate at a basic level, although several could be improved to call the failure delegate in more cases Change 3498765 by David.Nikdel #WEX: Added a way to bind a delegate that fires whenever an analytics event is queued. - Bind this delegate and use it to log analytics events (for now) #JIRA: none Change 3495796 by Josh.May #WEX #JIRA: None - Reworked the LoadTimes.DumpReport console command to accept command arguments and added options for alphanumeric sorting (-alphasort), tweakable asset time cutoff (lowtime=X), and file output to the Saved/Profiling directory (file). - Added hooks for automatically generating load time reports for every map load (enabled using the DUMP_LOAD_REPORT_PER_MAP #define). Change 3489241 by Josh.Markiewicz #UE4 - First unfinished pass to GoogleIOS - SDK auth token data needs to copy auth into TMap properly #jira none Change 3487767 by David.Nikdel #Analytics: Make FAnalyticsEventAttribute support typed values - This makes sure the value types in the resultant JSON reflect the code. - Added support for Number (double), Boolean, Null, and JsonFragment types - This should make it so we don't have to whitelist everything to be converted to number on the Grafana processing side. - Made all attributes on FAnalyticsEventAttribute immutable #JIRA: WEX-6696, WEX-6706 Change 3478818 by Chris.Babcock Add detection of Houdini (running on Intel Android CPU) #jira WEX-5009 #ue4 #android #robomerge R1.2 Change 3475449 by Allan.Bentham Add disable force inline option for iOS build, enabled for WEX. #jira UEMOB-167 [CL 3588553 by Peter Sauerbrei in Main branch]
2017-08-15 16:16:21 -04:00
//virtual keyboard input - custom EditText
VirtualKeyboardInput newVirtualKeyboardInput;
//layout for displaying virtual keyboard input
private LinearLayout virtualKeyboardLayout;
//container for SurfaceView and virtual keyboard input
private FrameLayout containerFrameLayout;
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3627362) #lockdown Nick.Penwarden #rb None ============================ MAJOR FEATURES & CHANGES ============================ Change 3600639 by Nick.Shin HTML5 remove old emscripten toolchain forgot to remove this (was checked out in another changelist) #jira UE-47813 Change 3600641 by Nick.Shin HTML5 TM-Core crash fixes new PhysX HTML5 libs #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600644 by Nick.Shin HTML5 TM-Core crash fixes emscripten doesn't seem to know how to look at <PxRigidActor> from the PxActor class... #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600647 by Nick.Shin HTML5 UInterpTrackInst::GetGroupActor() pre-null check #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3601439 by Dmitriy.Dyomin Fixed: Protostar leads to device reboot in Galaxy S7 Adreno device. (SM-G930V) #jira UE-48323 Change 3601440 by Dmitriy.Dyomin Fixed: Texture streaming after world origin was rebased Change 3601456 by Dmitriy.Dyomin Added: Async loading bytecode from shader library - Shader library will be packed into single file - Shader library will be created only when packaging project by the book #jira UEMOB-381 Change 3601624 by Jack.Porter Fix landscape crash on HTML5 Exception !IsInRenderingThread() failed. #jira UE-48527 Change 3603890 by Dmitriy.Dyomin GitHub 3905 : Engine crash in LandscapeComponent when streaming levels #3905 #jira UE-48422 Change 3603933 by Dmitriy.Dyomin Fixed: Crash after Splash Screen on Android (ETC2) when Adding r.UseShaderCaching and r.UseShaderPredraw - Added r.SaveShaderCache command to save current cache on demand - Removed support for caching multiple platfroms at the same time, each platform now uses separate cache/file - Significantly reduced size of draw log on disk - Mobile platfroms support only basic caching, logging shaders and bound shader states without full gfx state #jira UE-47553 Change 3604050 by Sorin.Gradinaru #jira UE-47428 Android virtual keyboard polishing Done: Multiline should be disabled when not needed Hide suggestions and autocorrect "Done" / back button behavior to make it feel natural - Done/Enter and the Back key event sent to the engine If the keyboard is up and you click on the same control you're currently inputting into, it will hide the keyboard. Look into animation - not critical. S6 with Swiftkey. The numbers don't show up in our textedit but the string is updated (we see dots in the Slate control) with the password entry Could not reproduce/test: Make sure we don't use negative coords for the input box if the keyboard is at the top of the screen Change 3604081 by Allan.Bentham Reduce redundant log spam from SustainedPerformanceMode on android. Change 3604152 by Allan.Bentham Improved vulkanRHI availability and selection reporting. Change 3604186 by Dmitriy.Dyomin Vulkan: Write to buffers directly on UMA devices (no staging) Change 3604396 by Nick.Shin HTML5 - stats and multi-threading checks more null & multi-threading - and some functions flat out disabled for HTML5 platform the big "don't use on HTML5" is TLockFreeFixedSizeAllocator_TLSCacheBase's manual TLS.PartialBundle memory handler... i'm not sure it's working properly... switched on USE_NIEVE_TLockFreeFixedSizeAllocator_TLSCacheBase sections of code (i.e. basic malloc and free) for PLATFORM_HTML5 - it seems only the stats function was exacerbating the memory bug ... but, shutting this completely out for HTML5... don't know if it's an emscripten compiler/corruption that's causing this... - will send this to emscripten makers as another test case for them to help see what's going on... #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3604752 by Allan.Bentham Reduce battery status log spam. Change 3604825 by Nick.Shin HTML5 emscripten 1.37.19 updated license file #jira UE-47813 Change 3606486 by Jack.Porter Enabled refraction on tvOS #jira UE-47229 Change 3606546 by Dmitriy.Dyomin Vulkan: Missed null check from CL# 3601439 Change 3606654 by Allan.Bentham mobile post process shaders will not attempt depth buffer fetch, instead they will always read from the depth texture. #jira UE-41919 Change 3606672 by Dmitriy.Dyomin Fixed: Vulkan mode crashes without error on Tegra K1 Nvidia Shield due to OOM - fixed r.MobileReduceLoadedMips has no effect - added r.MobileMaxLoadedMips to set a limit to a number of mips - reduced size of vulkan allocation pages on android #jira UE-42838 Change 3607204 by Allan.Bentham Do not attempt getprocaddress for GL_EXT_DEBUG_LABEL functions when the extension is not declared. Change 3607214 by Nick.Shin HTML5 - stats font crash fix #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3609164 by Chris.Babcock More informative Android SDK license requirements and errors #jra UE-48837 #ue4 #android Change 3609175 by Chris.Babcock Linux build fix #jira none Change 3609516 by Dmitriy.Dyomin Fixed: Decals in TM-ShaderModels appearing and disappearing when viewed at certain angles on Android #jira UE-45342 Change 3609618 by Dmitriy.Dyomin Back out changelist 3603933, to help merge from main Change 3610979 by Peter.Sauerbrei addition of asset catalogs for icons on Xcode 9 for iOS 11 Change 3612145 by Dmitriy.Dyomin Resubmitting CL #3603933 (shader cache fixes) Change 3613981 by Chris.Babcock Fix issue with Android password keyboard input #jira WEX-7343 #ue4 #android Change 3614375 by Sorin.Gradinaru #jira UE-44656 StrategyGame Crashes on launch on KindleFire 5th Gen. Kindle Fire HD7 5th (CPU Mali 450) seems to have problems with thread rendering, crashing when returning to the main thread. Added new device profile [Android_Mali_4xx_KindleFire] with a new cvar r.AndroidDisableThreadedRenderingFirstLoad=1, disabling movie player rendering on the intial screen. For subsequent loading screens, the (same) code apparently runs Ok. A warning "Initial loading screen disabled from BaseDeviceProfiles.ini: r.AndroidDisableThreadedRenderingFirstLoad=1" should appear when the thread rendering is disabled Change 3614971 by Cosmin.Sulea UE-46769 - GitHub 3745 : bForcePVRTC4 was ignored. #jira UE-46769 Change 3616431 by Peter.Sauerbrei PR3657,3658 - fixes for InApp purchase bugs courtesy of nverenik Change 3617306 by Jack.Porter Fix issue where undocked tabs had no way to be made visible again when hidden #jira UE-12044 Change 3617312 by Jack.Porter Find a new best MobileDirectionalLights[channel] when then current one is removed from the world (eg by a level streaming operation) #jira UE-47135 #3785 Change 3617383 by Dmitriy.Dyomin Vk - only dynamic buffers in HostVisible on UMA devices Change 3617437 by Dmitriy.Dyomin Vk - SRV allocates one BufferView for each buffer in FVulkanResourceMultiBuffer, so they can be reused (contributed by Samsung) Change 3617474 by Dmitriy.Dyomin Vk - Don't use fences on image acquire on Android Change 3617483 by Dmitriy.Dyomin Vk - Remove redundant dynamic state setup (viewport, scissor, stencilref) (contributed by Samsung) Change 3617521 by Dmitriy.Dyomin Fix CIS warnings Change 3617574 by Dmitriy.Dyomin Vk - Optimized RenderPass pool and Framebuffer pool (reduced vkObject count) (contributed by Samsung) ProtoStar: Framebuffer count : 133 -> 108, Renderpass count : 21 -> 18 Change 3617585 by Dmitriy.Dyomin compile fix for CL# 3617574 Change 3617849 by Allan.Bentham Log UnsatisfiedLinkError's content when loadlibrary fails. Change 3617945 by Chris.Babcock Allow UPL variable expansion in addPermission, addFeature, and addLibrary #jira UE-47421 #ue4 #android Change 3618097 by Allan.Bentham Fix Y axis switch with android GLES when rendering triangles to canvas. #jira UE-44510 Change 3618733 by Peter.Sauerbrei fix from Dev-Rendering for tvOS shader compilation Change 3618761 by Peter.Sauerbrei fix for shader crash on startup on iOS Change 3618769 by Peter.Sauerbrei bump metal shader guid to force a rebuild of shaders Change 3620061 by Peter.Sauerbrei fix for resource directory on Asset catalogs #jira UE-49074 Change 3620520 by Peter.Sauerbrei remove the texture warning, the logic was incorrect and in the end we don't need the warning #jira UE-49057 Change 3621811 by Allan.Bentham Add mipindex and array slice index to framebuffer hashing code. #jira UE-49171 Change 3624410 by Jack.Porter Fix issue where the Shared Material Native Libraries checkbox causes packaging for Android to fail #jira UE-49105 Change 3627361 by Jack.Porter Fixing case on iOS files #jira None Change 3627362 by Jack.Porter Fixed case on IOS files #jira None [CL 3627373 by Jack Porter in Main branch]
2017-09-06 01:04:25 -04:00
//handler for virtual keyboard show/hide events
private Handler virtualKeyboardHandler;
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3233741) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== [NOTE: Switch changes have been removed from this list, and will be in a comment in //UE4/Main/Engine/Build/Switch/SwitchChanges.txt] Change 3207431 on 2016/11/22 by Keith.Judge Make VectorSign on XB1 match (incorrect) SSE implementation rather than the reference FPU implementation. Too many things seem to rely on this to change the default behaviour now. #jira UE-36921 #jira UE-38560 Change 3208206 on 2016/11/22 by Josh.Adams - Changed plugins upgrading a content-only project to code-based, even if the modules inside aren't compiled for the current platform. There are issues with runtime not knowing the plugin isn't needed. The proper way is to non-whitelist the platform in the project, not in the modules, if you don't want it to upgrade the project. See the comments in this change for more info. #jira UE-38929 Change 3209137 on 2016/11/23 by Alicia.Cano Add a check to iOS tool chain for exception flag #jira UE-36528 #ios Change 3209296 on 2016/11/23 by Ben.Marsh Always send build failure notifications in Dev-Platform to Will.Fissler@epicgames.com and Owen.Stupka@epicgames.com Change 3211316 on 2016/11/28 by Joe.Barnes Fix some typos Change 3211318 on 2016/11/28 by Joe.Barnes Fix wrong function name in header file. Didn't match actual function name in RenderingThread.cpp Change 3213227 on 2016/11/29 by Dmitry.Rekman Add -fPIC to libwebsockets on Linux. Change 3213463 on 2016/11/29 by Nick.Shin helper build scripts for CentOS 7 Linux (via Docker) LINUX: pull source and compile: zlib openssl libcurl & libwebsockets using [ glibc 2.17 ] & [ gcc 4.8.5 ] Docker creates an image (that is essentially a CentOS box) and runs the build script within that environment (called a container). think of this as a VM -- but waaaaaaay better -- nothing is virtualized -- it's all on the metal. #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1203 - Add Linux library for libwebsockets #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 3213939 on 2016/11/29 by Michael.Trepka Ignore parent widget's geometry scale when showing a popup menu in a separate window #jira UE-38706 Change 3215583 on 2016/11/30 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3216345 on 2016/11/30 by Josh.Adams Better fix for poison proxy fix Change 3217106 on 2016/12/01 by Michael.Trepka Fixed a crash caused by an attempt to use FPlayWorldCommands::GlobalPlayWorldActions before it's initialized when showing suppressable warning dialogs in UEditorEngine::UpdateAutoLoadProject() #jira UE-38816 Change 3217223 on 2016/12/01 by Josh.Adams - Fixed some TEXT macro warnings that crept in from IWYU changes Change 3217253 on 2016/12/01 by Dmitry.Rekman Linux: fix GL crash (UE-17649). - Making sure all streams are set up. Fix by Cengiz. Change 3217473 on 2016/12/01 by Daniel.Lamb Fixed a case when we load a map it might not have it's sublevels loaded because it's not treated like a map. #test cook run QAGame Change 3217588 on 2016/12/01 by Peter.Sauerbrei Pull in IPv6 fix Change 3217654 on 2016/12/01 by Michael.Trepka Changed the Mac-specific high DPI code to use system backingScaleFactor only if NSHighResolutionCapable in Info.plist is set to true. This solves the problem with macOS Sierra giving us actual backingScaleFactor values even in low DPI modes. Change 3217873 on 2016/12/01 by Josh.Adams - Added some logging to a tvOS assert, since debugging it right away is tricky Change 3218097 on 2016/12/01 by Josh.Adams - Fixed up the Switch MediaFramework, making editor better, etc - ALso changed PS4 and Xbox plugins to be enabled by default by having two entries in the plugin module for the Factory modules (an editor only entry, and a platform specific runtime entry... this will make it so that UE4Game.exe won't ahve it compiled in, even with it enabled by default) Change 3218133 on 2016/12/01 by Dmitry.Rekman Linux: report server hangs by crashing the hung thread (UE-39164). Change 3218512 on 2016/12/01 by Josh.Adams - Made the MfMedia plugin to be distributable in public builds, since it's for Windows and Xbox Change 3219804 on 2016/12/02 by Dmitry.Rekman Linux: fix project settings crash (UE-38800). - Also submitted as a pull request #2945. Change 3220027 on 2016/12/02 by Nick.Shin plow all physx libs into build NOTE: most browsers will not function - chrome and firefox nightly only works checking this in as per email #jira UE-38323 VehicleTemplate Vehicle does not move in HTML5 Change 3221620 on 2016/12/05 by Joe.Barnes UE-37275 - Temporary workaround for log lines losing carriage returns. Add's a \n when outputting lines if there isn't one at the end. Change 3221689 on 2016/12/05 by Dmitry.Rekman Attempt to change/rename. Change 3221700 on 2016/12/05 by Dmitry.Rekman Another attempt to change renamed file (from Linux). Change 3221731 on 2016/12/05 by Michael.Trepka Added missing initialization for FAvfVideoSampler::MetalTextureCache #jira UE-38689 Change 3221792 on 2016/12/05 by Michael.Trepka Fixed a crash in FMetalDynamicRHI::RHIAsyncReallocateTexture2D for PVRTC2 textures Change 3222675 on 2016/12/05 by Josh.Adams - Removed some resolution setting junk that was recently added to PlatformerGame - settings resolution on AppleTV is bad, it doesn't need to change resolution on non-desktop platforms #jira UE-39188 Change 3223546 on 2016/12/06 by Brent.Pease + Properly set and use the realtime compression for ios. + Reduce unused memory on ios from the precached first buffer + Fix a resource tracking issue that was causing a double free on the sound buffer Change 3223785 on 2016/12/06 by Brent.Pease + Add support for iPhone7 (implemented by peter.sauerbrei, merged in from WEX) #jira ue-38701 Change 3224314 on 2016/12/06 by Chris.Babcock Send OnTargetPlatformChangedSupportedFormats when format changed in Android project settings in editor #jira UE-38361 #ue4 #android Change 3225367 on 2016/12/07 by Josh.Adams - Added FKey::Virtual_Accept and Virtual_Back, which will map to FaceButton Right/Down appropriately based on platform (Switch swaps them) - Made changes to ShooterGame and VehicleGame for Virtual_Accept and Back - Added some icons for ShooterGame, and changed some text blocks to SRichTextBlock to insert the icons Change 3225426 on 2016/12/07 by Chris.Babcock Add missing Android UPL file for binary builds #jira UE-39420 #ue4 #android Change 3225471 on 2016/12/07 by Dmitry.Rekman Update all platforms to C++14. Change 3225525 on 2016/12/07 by Nick.Shin Cook-On-The-Fly for HTML5 - re-enabled: ENetworkFileServerProtocol::NFSP_Http - cleaned up port numbers used with cook-on-the-fly situations - fixed null_ptr in NetworkFileServerHttp.cpp - fix CORS issue with HTML5LaunchHelper (not really needed -- but doesn't hurt to have it in the test server) - finally, the core of the jira issue: o fix serialization bug: do not append zero sized data o fix de-serialization bug: removed double insertion of packet "Marker and Size" header #jira UE-38281 Quicklaunch UFE HTML5 fails to get COTF Header Size Change 3225690 on 2016/12/07 by Dmitry.Rekman Linux: improvements in touch support. - Multiple fingers. - Filtering out "moved" events from the same location. - Consistent logging. (Edigrating 3225194 from Wombat to Dev-Platform) Change 3225868 on 2016/12/07 by Josh.Stoddard Gracefully handle delete without matching new on iOS & Mac #jira UE-39395 Change 3226159 on 2016/12/07 by Omar.Rodriguez UEPLAT-1423 WEX: Improved virtual keyboard for Android * Renamed old virtual keyboard functions by adding "Dialog" suffix to the name * Added new virtual keyboard functions that use InputMethodManager to show/hide keyboard * Hide the virtual keyboard, if shown, onPause * Slate edit box decides which functions to call for showing/hiding keyboard - eventually will be based on command line parameter like in IOS #jira UEPLAT-1423 Change 3226167 on 2016/12/07 by Dmitry.Rekman Allow running as root on ARM. (Edigrating 3204974 to Dev-Platform) Change 3226168 on 2016/12/07 by Dmitry.Rekman Print current CVar value when denying an override. (Based on CL 3205476). Change 3226169 on 2016/12/07 by Dmitry.Rekman Allow enabling sound (if disabled by default). (Based on CL 3205505) Change 3226171 on 2016/12/07 by Dmitry.Rekman Allow running from symlinks. (Edigrating 3205518 to Dev-Platform). Change 3226174 on 2016/12/07 by Dmitry.Rekman Linux: do not init SDL audio (we do not use it anyway). (Based on CL 3205505). Change 3226327 on 2016/12/07 by Nick.Shin fix CIS warning #jira UE-38281 Quicklaunch UFE HTML5 fails to get COTF Header Size Change 3226506 on 2016/12/08 by Dmitry.Rekman Fix one more case-sensitive misspelling (UE-39030). - Submitted as part of PR #2976. Change 3226542 on 2016/12/08 by Dmitry.Rekman Linux: fix weirdness with tesselation in GL4 (UE-32865). - Workaround by CengizT. Proper fix tracked as UE-39489. Change 3226570 on 2016/12/08 by Dmitry.Rekman Fix for ar failing due to too long command line (UE-39009). - Based on PR #2973. Change 3226575 on 2016/12/08 by Dmitry.Rekman Add build-essential to dependencies (UE-39053). - PR #2981 contributed by cpyarger. Change 3227129 on 2016/12/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Fixed up a deferred GL error as well Fixed some copyrights of files not in main Change 3227260 on 2016/12/08 by Omar.Rodriguez UE-39140 Projects with iCloud are failing provisioning check when code signing. * Set default value of bEnableCloudKitSupport to False * Set value of get-task-allow to true only on non-distribution builds * Only write out the entitlements file if changes have been made #jira UE-39140 Change 3229312 on 2016/12/09 by Dmitry.Rekman Fix missing responses (UE-39572). - Proper implementation of UE-39009. Change 3230849 on 2016/12/12 by Dmitry.Rekman Linux: fixed Android packaging (UE-39635). - Misspelled case; fixed by JohnHenry Carawon. #jira UE-39635 Change 3231591 on 2016/12/12 by Peter.Sauerbrei fix for splash screen not being turned off by default #jira UE-39591 Change 3231880 on 2016/12/12 by Josh.Adams - Fixing StaticAnalysis warnings, but -enablecodeanalysis stopped working for some reason, and the /Zm thing has hit me really hard, so this is a hopeful checkin for static analysis issues #jira UE-39680 Change 3232816 on 2016/12/13 by Dmitry.Rekman Linux: fix for CEF (UE-39682) - Fix by Cengiz.Terzibas. Change 3232873 on 2016/12/13 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3232933 on 2016/12/13 by Josh.Adams - Missed the files that were needed to fix up after merge from main, but didn';t come from main Change 3233066 on 2016/12/13 by Ben.Marsh UBT: Ignore exception if PATH variable contains invalid characters when looking for XGE. Change 3233512 on 2016/12/13 by Ben.Marsh Fix static analysis warnings. [CL 3233813 by Josh Adams in Main branch]
2016-12-13 19:47:16 -05:00
// Keep a reference to the main content view so we can bring up the virtual keyboard without an editbox
private View mainView;
private boolean bKeyboardShowing;
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
private View mainDecorView;
private Rect mainDecorViewRect;
// Console commands receiver
ConsoleCmdReceiver consoleCmdReceiver;
// default the PackageDataInsideApk to an invalid value to make sure we don't get it too early
private static int PackageDataInsideApkValue = -1;
private static int HasOBBFiles = -1;
// depthbuffer preference from manifest
int DepthBufferPreference = 0;
/** AssetManger reference - populated on start up and used when the OBB is packed into the APK */
private AssetManager AssetManagerReference;
private GoogleApiClient googleClient;
// layout required by popups, e.g ads, native controls
LinearLayout activityLayout;
/** Request code to use when launching the Google Services resolution activity */
private static final int GOOGLE_SERVICES_REQUEST_RESOLVE_ERROR = 1001;
/** Unique tag for the error dialog fragment */
private static final String DIALOG_ERROR = "dialog_error";
/** Unique ID to identify Google Play Services error dialog */
private static final int PLAY_SERVICES_DIALOG_ID = 1;
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3046626) #rb none #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2948322 on 2016/04/19 by Nick.Shin update libwebsockets to v1.7.4 part 4 of 4 - doing this in stages for tracking purposes #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 2970016 on 2016/05/07 by Nick.Shin undo all of the following upgrades: - zlib - openssl - libcurl - libwebsockets and reset webrtc #jira UE-30298 - Fortnite and Orion crash on login Change 3020547 on 2016/06/20 by Jeff.Campeau Support for applocal deployment of binaries -applocaldir added to UAT to specify a per project directory to gather packages for applocal deployment Added ApplocalPrerequisitesDirectory property to packaging settings to set -applocaldir for packages built from the editor. Change 3020552 on 2016/06/20 by Jeff.Campeau Add switch to disable debug symbol cache creation Change 3020567 on 2016/06/20 by Jeff.Campeau constexpr enabled for Xbox One Change 3020568 on 2016/06/20 by Jeff.Campeau Separate setting for debug #jira UEPLAT-1348 Change 3020628 on 2016/06/20 by Jeff.Campeau Use global view instead of relying on current thread (fixes issues if pump message is called from a different thread). Change 3020629 on 2016/06/20 by Jeff.Campeau Use Slate tick to drive message processing during blocking loads (improves PLM). Change 3020633 on 2016/06/20 by Jeff.Campeau Fix Xbox One toolchain pathing to work for environment variables with and without trailing slashes. Pass requested XDK edition to VCVars batch file (fixes issues in building with a newer XDK installed SxS than the engine is configured for). Change 3020873 on 2016/06/21 by Lee.Clark PS4 - Fix missing audio when using A3D. Change 3021225 on 2016/06/21 by Keith.Judge Optimized away a bunch of GetVertexShader() calls in FSplineMeshVertexFactoryShaderParameters::SetMesh(). Saves about 0.9ms across a 100ms capture. Change 3021286 on 2016/06/21 by Dmitry.Rekman Linux: symbolication for memory profiler. - Also repaired/improved finding function name from debug info and overall callstack parsing. #tests Ran Linux editor and TestPAL, crashed multiple times Change 3021512 on 2016/06/21 by Mark.Satterthwaite Compile fixes for new clang version. Change 3021521 on 2016/06/21 by Mark.Satterthwaite Duplicate Fortnite CL #3013418: Don't release Metal buffers directly into the buffer pool, instead defer this until the command-buffer is known to have finished. This prevents the CPU from trying to modify the buffer while the GPU is still reading it if the GPU has fallen so far behind the CPU and therefore eliminates one possible cause of invalid access on the GPU. Change 3021528 on 2016/06/21 by Mark.Satterthwaite Make the Metal buffer pool cull after 30 frames - this will better match Apple's GART which unwires unused allocations after 1sec of idle, making them as expensive to use allocating a new buffer. Change 3021595 on 2016/06/21 by Mark.Satterthwaite Consolidate the way in which optional Metal features are exposed across macOS, iOS & tvOS devices & expose all the available features, unifying more of the code across all three platforms. - Implement Metal Depth-16 and stencil-texture-view support where available. - Use counting queries in Metal when available and expected (i.e. Metal_SM4+ or Metal_MRT+). - On latest iOS devices running Metal export support for GRHISupportsBaseVertexIndex & GRHISupportsFirstInstance when available. - On latest iOS devices running Metal export support for indirect buffer draw and dispatch calls. - Specify Metal layered rendering like any other and change the code so that there aren't preprocessor defines in the code. This lets the Metal MRT path assert if anyone ever tries to issue a layered draw call as its only supported on Mac. - Add support to Metal for setting UAVs from a uniform buffer. - Remove unused GlobalUniform header from MetalRHI. - Remove unnecessary FrameCount delay from Metal resource free lists. Change 3021702 on 2016/06/21 by Mark.Satterthwaite Fix mis-use of FreeListMutex instead of PoolMutex in MetalContext. Change 3022152 on 2016/06/21 by Nick.Shin Back out revision 5 from //UE4/Dev-Platform/Engine/Source/Runtime/NetworkFileSystem/Private/NetworkFileServerHttp.cpp forgot to un-do this when the giant revert (CL: #2970016) was done #jira UE-22166 HTML5 Cook on the fly will launch and then close browser Change 3022409 on 2016/06/21 by Dmitry.Rekman Fixed inability to run Setup.sh on Ubuntu 14.04 (UE-29289). - Contains PR #2258 (contributed by wshearn). Change 3022541 on 2016/06/22 by Lee.Clark PS4 - Make sure the render target masks are set correctly for disabled render targets. Fixes a validation check for shaders expecting to write to NULL render targets. Change 3022973 on 2016/06/22 by Michael.Trepka Fixed a problem in MacToolChain where both BuildConfiguration.bGeneratedSYMFile and BuildConfiguration.bUsePDBFiles set to false would not disable dSYM generation. Change 3023106 on 2016/06/22 by Dmitry.Rekman Linux: enable code to catch memory stomps during async loading. - Changed FLinuxPlatformMemory::BinnedAllocFrom/FreeToOS() to use mmap()/munmap(). Updated platform function signature accordingly. #tests Ran OrionServer on Linux (and OrionClient on Windows as a zero probe), tested also with running Linux editor with binned malloc. Change 3023256 on 2016/06/22 by Mark.Satterthwaite Fix compile errors from latest Metal changes that broke iOS. Change 3023268 on 2016/06/22 by Mark.Satterthwaite Use the Linux mmap/munmap/mprotect code to implement BinnedAllocFromOS/BinnedFreeToOS/PageProtect on Apple platforms as they are all equivalent. Change 3023651 on 2016/06/22 by Mark.Satterthwaite Make Metal SM5 the default for 10.11.5 or later, this time most of the features should be working on AMD & Nvidia, though tiled-reflections and distance-field AO/Shadows must still be forcibly disabled on Intel. Change 3023777 on 2016/06/22 by Brent.Pease + Update config for Android and iOS Change 3023781 on 2016/06/22 by Chris.Babcock Use mmap/munmap for Android BinnedAllocFromOS #ue4 #android Change 3023947 on 2016/06/22 by Mark.Satterthwaite Added a command-line switch for Mac "-RedirectNSLog" that will capture the output of NSLog using an NSPipe and write it into our log instead when not running under the debugger, thereby capturing output from underlying libraries that would otherwise be lost when outside a debugger. Change 3024434 on 2016/06/23 by Lee.Clark PS4 - Remove Delta Color Compression support Change 3024735 on 2016/06/23 by Mark.Satterthwaite Changes to MetalStatistics module initialisation. Change 3024741 on 2016/06/23 by Mark.Satterthwaite Change the way we test for Metal GPU support to avoid instantiating any MTLDevice's until MetalRHI is loaded so we can properly instantiate optional modules. Change 3025477 on 2016/06/23 by Brent.Pease + Added UnrealPluginLanguage.cs based on AndroidPluginLanguage.cs + Change UEDeployAndroid.cs to use UnrealPluginLanguage Change 3026085 on 2016/06/23 by Jeff.Campeau Separate Xbox One target settings for editor only values Move values that need to be loaded by the editor into the default inis (editor won't load target specific inis) Eliminate circular dependency on Xbox One settings (causing settings to either not load or memory corruption on shutdown) Clean up cached ini sections for UBT/UAT Change 3026093 on 2016/06/23 by Jeff.Campeau Cleanup unused files Change 3026745 on 2016/06/24 by Mark.Satterthwaite + Implemented rudimentary runtime debugging of MetalRHI with several different levels of complexity controlled by the new console-variable "rhi.Metal.RuntimeDebugLevel". + The MetalStateCache must also correctly set the render-pass descriptor when the previous render-target load action was 'Clear' as we will need to switch render targets or we'll mistakenly clear again. + Queries must not reset the MetalStateCache when they overflow the available buffer space, they simply break the encoder. - By default "rhi.Metal.RuntimeDebugLevel" is off & it is compiled out for Shipping - when enabled each higher level collects more data or changes the MetalRHI behaviour to make a command-buffer failure mode debuggable at the expense of performance. In order for this to work the number of command-buffers that may be allocated from the command-queue is also controllable via a console-variable "rhi.Metal.CommandQueueSize" which must be set prior to startup. Change 3026831 on 2016/06/24 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3026940 on 2016/06/24 by Brent.Pease PR #2458: added GetGameBundleId blueprint function (Contributed by derekvanvliet) Change 3027396 on 2016/06/24 by Brent.Pease Add BuildGraph.csproj to get Xamarin .sln builds working again Change 3029211 on 2016/06/27 by Michael.Trepka Added a setting (on by default) to make the game window preserve its content's aspect ratio while being resized by user Change 3029518 on 2016/06/27 by Josh.Adams Rollback //UE4/Dev-Platform/Engine/Build/BatchFiles/Mac/xcodeunlock.sh to revision 1 Change 3030385 on 2016/06/28 by Keith.Judge Fix XB1 deployment issues with AppXManifest for Paragon. Change 3030416 on 2016/06/28 by Lee.Clark PS4 - Fix Mediaplayer IsPlaying Change 3030922 on 2016/06/28 by Keith.Judge XB1 - Add pass through _RenderThread resource creation functions to D3D11.x RHI. Stops the render/RHI threads from stalling so much. Change 3030948 on 2016/06/28 by Jeff.Campeau Revert to using constant chunk indexes instead of polling the OS. (OS API has a bug that will not be fixed.) Change 3031016 on 2016/06/28 by Brent.Pease UEPLAT-1244 - Archive dSYM file UEPLAT-1359 - Support creating dSYM bundle Changes: + Added ios settings flag for dsym bundle + Added ios setting for creating xcode archive + xcode archive is now only put in the mac host or build machine's ~/Library/Developer/Xcode/Archives folder, it is not copied into the -archive folder like the ipa is Change 3031352 on 2016/06/28 by Bob.Tellez Added tps file for xcodeunlock Change 3031604 on 2016/06/28 by Mark.Satterthwaite Add an additional cast to flush-to-zero in the Metal shader translator bounds-checking code to avoid an internal GPU compiler error. Change 3031879 on 2016/06/28 by Brent.Pease + PhysX libraries for bitcode support on tvOS. Change 3032374 on 2016/06/29 by Keith.Judge Enable Oodle Handler Component on Xbox One Change 3032407 on 2016/06/29 by Keith.Judge Xbox One - Disable UpdateBufferStats when STATS is 0. Small perf gain. Change 3032432 on 2016/06/29 by Keith.Judge XB1 CPU Perf - Make CreateVertexDeclaration_RenderThread much faster by implementing a pass through to the RHI function rather than stalling the RHI thread. Change 3033474 on 2016/06/29 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3033603 on 2016/06/29 by Brent.Pease + Support UnrealPluginLanguage for IOS and TVOS builds + Allow ios/tvos UPL files an opportunity to modify a package's info.plist file Change 3034004 on 2016/06/30 by Lee.Clark PS4 - Use SDK 3.508.101 Change 3034007 on 2016/06/30 by Lee.Clark PS4 - VRTracker now uses SCE_VR_TRACKER_ROBUSTNESS_LEVEL_HIGH Change 3034173 on 2016/06/30 by Lee.Clark PS4 - Make sure depth target is null when eliminating fast clears. Fixes a GNM Validation failure Change 3034498 on 2016/06/30 by Jeff.Campeau Use MSBuild version 14 when generating project files. Change 3034943 on 2016/06/30 by Mark.Satterthwaite For Metal modify the MTLVertexDescriptor when calls to SetStreamSource provide different strides than the initial vertex-declaration which then requires compiling a different MTLRenderPipelineState. This silences errors reported by the Metal debug layer where the larger stride would see the shader read beyond the end of the buffer, but the smaller stride provided by SetStreamSource would work correctly. This may eliminate some more causes of Page-Fault GPU restarts. Change 3035416 on 2016/07/01 by Lee.Clark PS4 - Replace export vertex shader check with a CFLAG Change 3036093 on 2016/07/01 by Brent.Pease + Fix dSYM bundle path on Windows ios builds + Search for DeltaCopy directory if its not found from the user settings + Do not build an XCArchive file when building for ios on non-mac platforms Change 3036726 on 2016/07/02 by Brent.Pease + Add missing tvOS bitcode library Change 3037455 on 2016/07/05 by Lee.Clark PS4 - Default SmoothFrameRate to false Change 3037470 on 2016/07/05 by Keith.Judge Xbox One - Allow framerate smoothing, but default to off for consistency with PS4. Change 3038322 on 2016/07/05 by Jeremiah.Waldron Fix for asset packages with Unicode characters in their name not being loaded on Android. Fixing AndroidString's WIDECHAR* Strstr(WIDECHAR*, WIDECHAR*) function - Using an implementation of wcsstr, with a fix integrated for the incorrect implementation in Android ndk master branch, instead of converting the incoming WIDECHAR strings to ANSI strings just to be able to use strstr on them. The previous method was prone to causing the FString's Find and Contains functions to return false positives because when we convert wide to ansi, any character over the value of 255 is just set to '?' This in turn caused any package path strings with one of those characters in it to fail to load since they would be interpreted as having a question mark in their path, which is an invalid path character. #jira UE-18643 #android Change 3038693 on 2016/07/05 by Mark.Satterthwaite Change the way we store debug info for Metal shaders - the KeepDebugInfo flag now does precisely that, storing the shader code into the Metal header along with the path it was generated from. That means if KeepDebugInfo is enabled and Optimise is disabled then we can still access the shader code from within the Metal tools. On iOS/tvOS the shader code will be runtime compiled so that it shows up in the tooling but on Macs it will prefer to load the optimised version and simply unpack the shader code to the path from which it was compiled. This only works if we change the Metal shader compiler to emit temporary Metal files to the OS temporary directory so that the tools can read the file directly. Change 3039880 on 2016/07/06 by Mark.Satterthwaite Implement point-light shadow caching for RHI's that support specifying the render target layer from the vertex shader in lieu of geometry shaders. This requires changing FScreenVSForGS to TScreenVSForGS so that there can be a vertex-shader-layer variant (only compiled on RHI's that use it) whose output matches FCopyShadowMapsCubePS input. This alternative rendering path also requires adding the instance count to DrawRectangle so that we can render to all faces of the cubemap from a single draw call. Change 3040407 on 2016/07/06 by Michael.Trepka Added View->Enter Full Screen menu item for games on Mac Change 3040550 on 2016/07/06 by Mark.Satterthwaite Intel Metal compiler requires bool expressions be cast to 'int' rather than 'uint'. Change 3041098 on 2016/07/07 by Peter.Sauerbrei initial changes to get IOS builds from PC in launcher release of engine Change 3041310 on 2016/07/07 by Keith.Judge Xbox One - Optimize away GetDesc() and checks for D3D11_USAGE_DYNAMIC deep in the state cache as it's impossible for any buffer to have that flag set. Change 3041327 on 2016/07/07 by Keith.Judge Xbox One - Remove pointless memory barrier call in D3D11Query Change 3041352 on 2016/07/07 by Keith.Judge Xbox One - Add _RenderThread version of UpdateTexture2D() that just passes through to the RHI one. Saves a fairly significant chunk of time on the render/RHI thread when this is called a lot. Change 3041419 on 2016/07/07 by Jeff.Campeau Xbox One toolchain fix for VS2015 Update 3 Change 3041635 on 2016/07/07 by Jeff.Campeau Don't change game render resolution in response to WM_SIZE messages when in fullscreen (the game will restore the correct video mode when the window is restored). #jira OR-15578 Change 3041735 on 2016/07/07 by Peter.Sauerbrei re-enabled the build parameters for launcher release builds in IOS Change 3041783 on 2016/07/07 by Joe.Graf Changed bAutpApplyFailed to bAutoApplyFailed (typo) Change 3041784 on 2016/07/07 by Joe.Graf Fixed missing %s from a log message in UResavePackagesCommandlet Change 3042434 on 2016/07/08 by Lee.Clark PS4 - Fix compilation failure when Unsafe Command Buffers are enabled. Change 3042658 on 2016/07/08 by Lee.Clark PS4 - Use SDK 3.508.201 Change 3042970 on 2016/07/08 by Josh.Adams Redoing CL in 3040890 in Dev-Platform Change 3043243 on 2016/07/08 by Chris.Babcock clamped allowed slot range for gameplay debugger's categories copy of CL# 3040313 from //UE4/Dev-Framework #jira UE-32866 Change 3043500 on 2016/07/08 by Mark.Satterthwaite Downgrade "-Wdelete-non-virtual-dtor " to a warning again for Xcode 8 on iOS/tvOS to match macOS. Change 3044628 on 2016/07/11 by Mark.Satterthwaite Disable ShaderCache by default - it was implemented prior to RHI-thread/parallel-execution so it isn't thread-safe and can't be enabled by default on Mac now that Metal supports these features. #jira UE-32989 Change 3044948 on 2016/07/11 by Dmitry.Rekman Fix editor crash (happened on Linux, but not really specific to it) (UE-32973) - We can pass flags with shadows enabled when rendering asset thumbnails; thus disable shadows always when r.ShadowQuality is 0. (Redoing CL 3029574 by Bob). - Also fix mismatched 'noperspective' qualifier that caused NVidia drivers to refuse to link GL shaders. #jira UE-32973 Change 3045322 on 2016/07/11 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3046028 on 2016/07/12 by Lee.Clark PS4 - Check for correct SDK installation Allow use of 7th core when Morpheus is enabled Change 3046339 on 2016/07/12 by Peter.Sauerbrei fix for incorrect error message when iPhone Plus icon is the correct size [CL 3046645 by Josh Adams in Main branch]
2016-07-12 15:06:08 -04:00
private static String appPackageName = "";
/** Check to see if we have all the files */
private boolean HasAllFiles = false;
/** Check to see if we should be verifying the files once we have them */
public boolean VerifyOBBOnStartUp = false;
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3228013) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3156770 on 2016/10/10 by Allan.Bentham Fix VULKAN_ENABLE_API_DUMP build on android. Change 3157838 on 2016/10/11 by Allan.Bentham Fix Vulkan API tracing on android. Change 3170713 on 2016/10/21 by Steve.Cano Adding the "Optional Mobile Features BP Library" plugin to explose Blueprint functions for Sound Volume, Battery level, system temperature (only available on android), and Headphones being plugged in #jira UE-30896 #android #ios #ue4 Change 3171064 on 2016/10/21 by Steve.Cano Plugins to provide a common interface and Android implemenation for providing access to GPS / Location data from Blueprints #ue4 #android #jira UE-35917 Change 3171065 on 2016/10/21 by Steve.Cano IOS implementation of LocationServices plugin to provide access to location data in Blueprints #ue4 #ios #jira UE-35917 Change 3181802 on 2016/11/01 by Steve.Cano Fix an issue introduced in CL 3170713 - Adding new config section to RequiredSections list so that we can generate projects successfully. #jira UE-30896 #ios Change 3181807 on 2016/11/01 by Steve.Cano Make sure to clear out references to our eglSurface when we destroy it, else we will try to set our context with an invalid surface. #jira UE-35004 #android #ue4 Change 3184827 on 2016/11/03 by Allan.Bentham Do not HDR32 encode for views without view family. TranslucentAlphaOnly blend mode now works with encoding. #jira UE-37951 Change 3186684 on 2016/11/04 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3188693 on 2016/11/07 by Chris.Babcock Corrections to memory stats for Android #jira WEX-3760 #ue4 #android Change 3191538 on 2016/11/09 by Allan.Bentham Mobile tonemapper can use CVarTonemapperOverride Change 3192575 on 2016/11/09 by Chris.Babcock Support placing UE4Game files in ExternalFilesDir for automatic cleanup on uninstall for distribution packages #jira UEPLAT-1422 #ue4 #android Change 3196231 on 2016/11/13 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3196538 on 2016/11/14 by Jack.Porter Fix issue where lighting would not build for the first editor session of projects defaulting to MobileHDR=false as HardwareTargetingModule didn't set cvars #jira UE-38507 Change 3198068 on 2016/11/15 by Dmitriy.Dyomin Fixed android console command sender to work with ADB version 1.0.36 #jira UE-35171 Change 3200230 on 2016/11/16 by Jack.Porter Remove mosaic resolution limitation on ES3 devices #jira WEX-3119 Change 3201251 on 2016/11/16 by Chris.Babcock Fix Android compile error Change 3203542 on 2016/11/18 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3205598 on 2016/11/21 by Dmitriy.Dyomin Fixed: Missing selection outline in editor ES2 preview #jira UE-6458 Change 3205622 on 2016/11/21 by Dmitriy.Dyomin Fix ES2 build error from CL# 3205598 Change 3207232 on 2016/11/22 by Dmitriy.Dyomin ES2 GLSL generated shader simplifications Change 3208608 on 2016/11/23 by Dmitriy.Dyomin Fixed: Landscape Grasstype warning causes log spam when landscape is streamed in or out #jira UE-38694 Change 3209135 on 2016/11/23 by Alicia.Cano Packaging for iOS fails due to several invalid object type errors #jira UE-38431 #ios Change 3209822 on 2016/11/24 by Jack.Porter IWYU changes for LocationServicesBPLibrary Change 3209824 on 2016/11/24 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3210264 on 2016/11/25 by Jack.Porter Fix unicode compile issue on Korean windows Change 3210268 on 2016/11/25 by Jack.Porter IWYU and unicode fixes to Dev-Mobile Change 3211800 on 2016/11/28 by Allan.Bentham 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. Change 3212621 on 2016/11/28 by Jack.Porter More IWYU fixes. Change 3213080 on 2016/11/29 by Allan.Bentham enable UseSingleSampleShadowFromStationaryLights on mobile. PR #2990: Fixes single sample shadows for mobile. (Contributed by kallehamalainen) Change 3213164 on 2016/11/29 by Jack.Porter Win32 IWYU fix Change 3213932 on 2016/11/29 by Chris.Babcock Fix handling of ETC2 filtering by Google Play Store (if only ETC2, require ES3.0+ but don't use texture filtering in manifest) #jira UE-39120 #ue4 #android Change 3214563 on 2016/11/29 by Dmitriy.Dyomin Disable dynamic buffer discarding on Adreno330 (was casuing 10ms stalls on slate buffers update) Change 3214571 on 2016/11/29 by Dmitriy.Dyomin Custom stencil on Mobile #jira UEMOB-183 Change 3214641 on 2016/11/30 by Dmitriy.Dyomin Disable distance culling when rendering image for world composition #jira UE-37754 Change 3214656 on 2016/11/30 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3218479 on 2016/12/01 by Jack.Porter Fix for Vulkan build error when using AutoSDK Change 3218596 on 2016/12/02 by Dmitriy.Dyomin Fixed: Android split screen multiplayer does not function or render correctly #jira UE-35204 Change 3218874 on 2016/12/02 by Allan.Bentham Fix CSM shadow bug when ES3.1 + mobileHDR == false. Fix inverted culling when rendering shadow depths with mobilehdr == false #jira UE-39111 Change 3220911 on 2016/12/04 by Jack.Porter Fixed landscape duplicated GUID detection and crash when one of the landscapes is in a hidden streaming level Change 3220935 on 2016/12/04 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3222831 on 2016/12/05 by Dmitriy.Dyomin Added support for MGD and Andreno profilers #jira UEMOB-184 Change 3222843 on 2016/12/05 by Jack.Porter Fixed bug caused by CL 3196538 causing r.MobileHDR to toggle and crash when opening render settings #jira UE-38507 Change 3222934 on 2016/12/06 by Jack.Porter Android graphics debugger text changes Change 3223042 on 2016/12/06 by Dmitriy.Dyomin Fixed: missing GPU particles in LDR mode on device #jira UE-39363 Change 3223043 on 2016/12/06 by Jack.Porter Fixed logspam warnings from TcpMessaging launching on Android #jira UE-37895 Change 3223046 on 2016/12/06 by Allan.Bentham Move ES3.1 preview mode out of experimental. Add per device quality level preview to ES3.1 preview sub menu when project settings allow. #jira UEMOB-178 Change 3223113 on 2016/12/06 by Allan.Bentham changed MOBILE_EMULATION define for METAL_PROFILE on mac. fixes issues with editor primitive rendering with ES3.1 feature level preview. added -featureleveles2/31 commandline support to metalrhi. Change 3223117 on 2016/12/06 by Allan.Bentham Initialise FPrimitiveSceneInfo::CachedReflectionCaptureProxies Change 3223131 on 2016/12/06 by Allan.Bentham Fix translucency rendering when mobilehdr == false. (Disable mod shadows when mobilehdr == false.) #jira UE-38343 Change 3223162 on 2016/12/06 by Jack.Porter Disallow Absolute World Position with "excluding shader offset" on ES2 #jra UE-25555 Change 3223204 on 2016/12/06 by Jack.Porter Fix for unable to save levels when landscape components with tessellation moved to another level #jira UE-39372 Change 3223677 on 2016/12/06 by Chris.Babcock Fix tabs Change 3224139 on 2016/12/06 by Chris.Babcock Support modification of build.xml and add post import additions to GameActivity #jira UE-31372 #PR #2440 #ue4 #android Change 3224152 on 2016/12/06 by Chris.Babcock Add support for MadCatz C.T.R.L.R Android controller models #ue4 #android Change 3224162 on 2016/12/06 by Chris.Babcock Driver bug fix and using separate context for MediaPlayer14 (contributed by BrianHarris) #jira UE-35825 #PR #2787 #ue4 #android Change 3224581 on 2016/12/07 by Dmitriy.Dyomin Fixed black screen regression on iOS OpenGL Also now reporting shader compiler errors in iOS Change 3224589 on 2016/12/07 by Allan.Bentham Increase mobile renderer's maximum CSM cascade limit to 4 and introduce max shadow cascade cvar for mobile which defaults to 2 retaining existing behaviour. #jira UEMOB-187 Change 3224774 on 2016/12/07 by Jack.Porter Added flags for mobile shader permutation reduction Renamed mobile lighting policies to better describe them Set flags to remove policies not used by SunTemple - saves 22MB package size on Android #jira: UEMOB-179 Change 3224782 on 2016/12/07 by Allan.Bentham Add project option to set maximum supported CSM cascades to mobile renderer. #jira UEMOB-187 Change 3224943 on 2016/12/07 by Dmitriy.Dyomin Metal iOS will use sRGB textures #jira UEMOB-189 Change 3225098 on 2016/12/07 by Dmitriy.Dyomin fix for compile error from 3224943 Change 3225188 on 2016/12/07 by Chris.Babcock Fix #includes in deferred Android OpenGL #jira UE-39440 #ue4 #android Change 3226402 on 2016/12/07 by Dmitriy.Dyomin Fixed: wrong condition for r8 srgb on mac #jira UE-39471 Change 3226485 on 2016/12/08 by Dmitriy.Dyomin Fixed: Rendering Artifacts and invisible objects in Fortnite regression from nobile custom stencil changes #jira UE-39452, UE-39455 Change 3226637 on 2016/12/08 by Dmitriy.Dyomin Fixed: Odin Ensure Texture passed to ClearDepthStencil is not what is currently set as RenderTarget #jira UE-39482 Change 3226922 on 2016/12/08 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3227353 on 2016/12/08 by Chris.Babcock Remove CopyVisualizers batch call again Change 3228013 on 2016/12/08 By Chris.Babcock Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) [CL 3228374 by Jack Porter in Main branch]
2016-12-08 22:53:00 -05:00
/** Use ExternalFilesDir for UE4Game files */
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3278667) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3278667 on 2017/01/31 by Chris.Wood Added extra context to crash analytics and crash reports in the Editor. [UE-41306] - Add context to crash analytics and crash reports (with Editor user activity) When a Slate tab becomes active or foregrounded, we take its LayoutIdentity, Label and Content Widget Type and generate a string from all three. This gives context for what the user was doing. The string is set as the UserActivity and passed to MTBF analytics, crash analytics and crash reporter. Also added filter to the UserActivity tracking system that defaults to Game mode to preserve previous behavior. Editor now switches it to Editor mode and starts setting the activity in this mode. #jira UE-41306 Change 3278637 on 2017/01/30 by Dmitriy.Dyomin Fixed: iOS Device displays textures darker than in Editor #jira UE-41298 Change 3278566 on 2017/01/30 by Jack.Porter Fix #WITH_EDITOR in InstancedStaticMesh.cpp #jira UE-41292 Change 3278195 on 2017/01/30 by Alexis.Matte Fix the re-import skeletal mesh regression, where all material disapear. #jira UE-41294 Change 3278173 on 2017/01/30 by Frank.Fella PlatformMediaSource - Don't allow the user to nest platform media sources, and also fail validation on nested platform media sources just in case they are set outside of the cusomization UI. #Jira UE-40779 Change 3278156 on 2017/01/30 by Josh.Adams - Adding the missed #include line for IsWindowsServer() #jira UE-41304 Change 3278088 on 2017/01/30 by Mike.Beach Mirroring CL 3249423 from Dev-BP. Fix to keep placeholder classes from being needlessly created (when the object they represent already exists) - instead, attempt to lookup and find the existing import objects (which used to be set, but could be cleared during async loading by FLinkerManager::DissociateImportsAndForcedExports()). #jira OR-34038 Change 3278036 on 2017/01/30 by Mike.Beach Mirroring CL 3277671 from Dev-BP. Refactoring FBlueprintCompilerCppBackend::SortNodesInUberGraphExecutionGroup() a bit. Catching cases that weren't acounted for - detecting cyclical logic now when we've pulled a node/statement out of order, and other nodes need to fall through to that logic (not relying on a goto). #jira UE-41188, UE-41189, UE-41186, UE-41037 Change 3277974 on 2017/01/30 by Josh.Adams - Hopeful workaround for COM crash in HandleGameExplorerIntegration function #jira UE-41080 Change 3277951 on 2017/01/30 by Ori.Cohen Fix access violation in physx. #JIRA ODIN-5199 Change 3277773 on 2017/01/30 by Jamie.Dale Fixing crash that could occur with null meta-data #jira UE-41271 Change 3277549 on 2017/01/30 by Max.Chen Sequencer: Back out changelist 3276452 because it breaks other uses of the time snapping interval in the settings. #jira UE-41009 Change 3277510 on 2017/01/30 by Jamie.Dale Fixed localization sometimes having incorrect keys in cooked builds Merged CL# 3276233 and CL# 3277273. #jira UE-41271 Change 3277500 on 2017/01/30 by Michael.Trepka Added -Wno-undefined-var-template on Mac to work around an issue with compiling UHT in Xcode 8.3 #jira UE-41225 Change 3277421 on 2017/01/30 by Arciel.Rekman TestPAL: delete unused test (UE-36984) #jira UE-36984 (Edigrating CL 3267568 from Dev-Platform to Release-4.15) Change 3277410 on 2017/01/30 by Jeff.Fisher UE-41152 more non-unity include fixes. -Matthew Griffin showed me how to run this locally, so I was able to locally reproduce the errors and this fixed them (the previous fixes were insufficient rather than incorrect). #jira UE-41152 Change 3277230 on 2017/01/30 by Jack.Porter Fixed issue with static lighting for Foliage and Instanced Static Meshes where shadows on instances in LOD levels other than LOD 0 was incorrect. #jira UE-39884 Change 3277178 on 2017/01/30 by Allan.Bentham enable FORCE_FLOATS with iOS metal shaders when full precision material setting is set. #jira UE-41253 Change 3277134 on 2017/01/30 by Matthew.Griffin Fixed NonUnity compile issues Change 3276503 on 2017/01/28 by Jeff.Fisher UE-41152 more non-unity include fixes. #jira UE-41152 Change 3276452 on 2017/01/28 by Max.Chen Sequencer: Changed the time snapping interval in the toolbar ui so that it no longer additionally updates the sequencer setting. The value used in the sequencer settings is only used to initialize a new level sequence. #jira UE-41009 Change 3276130 on 2017/01/27 by Phillip.Kavan [UE-40894] Fix data loss issues with non-native Blueprint classes that override inherited component default values from a nativized parent Blueprint class hierarchy. - Mirrored from //UE4/Dev-Blueprints (CL# 3276109). #jira UE-40894 Change 3276013 on 2017/01/27 by Lina.Halper - fix issue with additive pose preview applying twice #jira: UE-41216 #code review:Thomas.Sarkanen Change 3275990 on 2017/01/27 by Mitchell.Wilson Disabling 'Used with skeletal mesh' on some materials to resolve errors and warnings. #jira UE-40736 Change 3275885 on 2017/01/27 by Matt.Kuhlenschmidt Fixed missing slate style assets log warning #jira UE-41148 Change 3275805 on 2017/01/27 by Ori.Cohen Fix incorrect warning about moving simulated bodies during tick group. The existing code would warn if you had a kinematic that was SimulationDisabled (i.e. meaning it's not in the sim scene). #JIRA UE-37270 Change 3275797 on 2017/01/27 by Shaun.Kime In some cases, it was possible to create a SRetainerWidget that does not have a valid scene. This would cause the recorded scene index to be mismatched with the actual rendering index when played back in the future. #jira OR-34919 Change 3275681 on 2017/01/27 by Lina.Halper Dupe change of CL 3273803, 3274129, 3274700 #jira: UE-41163 #code review:Daniel.Wright, Martin.Wilson Change 3275624 on 2017/01/27 by Benn.Gallagher Fixed crash when creating destructible meshes from static meshes with null material interface entries #jira UE-38998 Change 3275601 on 2017/01/27 by Matt.Kuhlenschmidt Fix crash when a kdop collision generation fails and there are existing collision meshes selected. We no longer clear out unrelated collision primitives when kdop generation fails. #jira UE-41220 Change 3275545 on 2017/01/27 by Chris.Bunner Added flag for retreiving debug materials from GetUsedMaterials calls on rendering components. #jira UE-40482 Change 3275522 on 2017/01/27 by Max.Chen Sequencer: Call modify before setting row indices #jira UE-40682 Change 3275518 on 2017/01/27 by Max.Chen Sequencer: Switch to static pointer to fix crash when tearing down curve editor. #jira UE-41105 Change 3275475 on 2017/01/27 by Jeff.Fisher UE-41152 Merge Improved Daydream Support from Google -Fixing non-unity missing includes. #jira UE-41152 Change 3275387 on 2017/01/27 by Steve.Robb Prevent engine reinstancing on hot reload. Copied from CL# 3265490. #jira UE-40765 Change 3275279 on 2017/01/27 by Josh.Adams - Redoing change 3274305 in 4.15 #jira UE-40451 Change 3275233 on 2017/01/27 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix share play initialization logic. #jira UE-41209 Change 3275227 on 2017/01/27 by Alex.Delesky Duplicating the fix for UE-40791 from Dev-Editor CL 3265714 - The ForceFeedback thumbnail's Play and Stop icons will now render correctly, and will only be visible while an effect is playing or when the cursor hovers over the icon. #jira UE-40791 Change 3275057 on 2017/01/27 by Peter.Sauerbrei fix for crash after changing the metal shader version #jira ue-41183 Change 3275031 on 2017/01/27 by Matthew.Griffin Added architecture hash to path for Linux generated includes, didn't realize that this was part of the path. Change 3275005 on 2017/01/27 by Matthew.Griffin Re-enabled Cache of cooked platform data during DerivedDataCache commandlet Moved caching DDC of non-host platform data behind an option so it's not done for Installed Build by default Removed other platforms from Launcher Samples and changed 'CookPlatforms' to 'DDCPlatforms' so that its purpose is more clear Change 3274828 on 2017/01/27 by Jeff.Fisher UE-41152 Merge Improved Daydream Support from Google -Fixing non-unity missing include. #jira UE-41152 Change 3274799 on 2017/01/27 by Arciel.Rekman Fix for installed Linux cross-toolchain (UE-40392). - Pull request #3111 contributed by rubu. #jira UE-40392 Change 3274756 on 2017/01/27 by Max.Chen Sequencer: Update the parent guid with the new possessable guid. This fixes a bug where the parent guid isn't set properly and so folders aren't retained when assign actors and running fix up actor references. #jira UE-41010 Change 3274755 on 2017/01/27 by Max.Chen Sequencer: Call notify movie scene data changed when creating a camera instead of marking the instances as needing a refresh. #jira UE-41019 Change 3274597 on 2017/01/26 by Jeff.Fisher UE-41152 Merge Improved Daydream Support from Google -Fixing monolithic include warning. #jira UE-41152 Change 3274564 on 2017/01/26 by Mike.Beach Following the example of other nodes with external dependencies (like UK2Node_SwitchEnum), and making sure the struct is preloaded before we use it (the struct needs to have a valid size). #jira UE-41073 Change 3274535 on 2017/01/26 by Mike.Beach Removed ensure that was blocking a wrapper function call to a non-nativized function lib from being generated (while not optimal, the generated code works). #jira UE-41190 Change 3274512 on 2017/01/26 by Jeff.Fisher UE-41152 Merge Improved Daydream Support from Google Merging cl 3255506 Copyright update for google -note most of the changes went in with the previous 3 androidvr-devvr change integrations, these two were not otherwise changed. -just incrementing the year //depot/Partners/Google/AndroidVR-DevVR/Engine/... to //UE4/Release-4.15/Engine/... #jira UE-41152 #review-3273588 Change 3274511 on 2017/01/26 by Jeff.Fisher UE-41152 Merge Improved Daydream Support from Google Merging cl 3243495 Adding GoogleVRTransition2D plugin to handle VR->2D->VR transition for daydream app. //depot/Partners/Google/AndroidVR-DevVR/Engine/... to //UE4/Release-4.15/Engine/... #jira UE-41152 #review-3273586 Change 3274510 on 2017/01/26 by Jeff.Fisher UE-41152 Merge Improved Daydream Support from Google Merging cl 3243494 Update GoogleVR plugin to v1.2. -Upgrade GVR NDK to 1.10.0 -Add easy to use GoogleVR input component, including controller component for daydream and a gaze based reticle component for cardboard. -Make the GoogleVRSplash rendered with depth. -Add built in arm model support in GoogleVR controller plugin. -Add "Use ExternalFilesDir for UE4Game files" option in AndroidRuntimeSetting to support saving game progress without requesting EXTERNAL_STORAGE permission in Andoird 23+ -Remove the "Package for Daydream" option in AndroidRuntimeSetting. -Fix the crash on iOS9 when GoogleVR plugin is enabled.(udn/325432) //depot/Partners/Google/AndroidVR-DevVR/Engine/... to //UE4/Release-4.15/Engine/... #jira UE-41152 #review-3273585 Change 3274509 on 2017/01/26 by Jeff.Fisher UE-41152 Merge Improved Daydream Support from Google Merging cl 3243493 Adding AndroidPermission plugin to handle runtime permission request and check for android api 23 and above. -The plugin works for both daydream and normal Android application. -For Daydream app, it need to work with GoogleVRTransition2D plugin. //depot/Partners/Google/AndroidVR-DevVR/Engine/... to //UE4/Release-4.15/Engine/... #jira UE-41152 #review-3273583 Change 3274485 on 2017/01/26 by Chris.Babcock Fix handling of numbers in textedit (allow decimals) #jira UE-41198 #ue4 #android Change 3274457 on 2017/01/26 by Mike.Beach Fix to CIS warning (fallout from CL 3274362) #jira UE-41072, UE-41071, UE-41070 Change 3274445 on 2017/01/26 by Arciel.Rekman Proper fix for deploying to Linux (UE-40023). - The logic is: if the base path (local to PC, one we are replacing) *ends* with a separator, add the separator to the dest path (one we're mapping to). Previous fix had a last minute change that inverted it. #jira UE-40023 Change 3274428 on 2017/01/26 by Brian.Karis Fixed bloom flickering on high contrast HDR edges when r.TemporalAACatmullRom was enabled. #jira UE-41138 Change 3274362 on 2017/01/26 by Mike.Beach Restructuring how we apply individual (exclusive) Blueprint nativization flags... 1. Explicitly flagging Blueprints as dependencies for nativization (and communicating that to the user) 2. Now applying nativization flag to authoritative config for all dependencies on save 3. Flagging new dependencies (parent or interface) as needing nativization (when required) 4. Ignore bDontNativizeDataOnlyBP setting when nativization mode is set to explicit #jira UE-41072, UE-41071, UE-41070 Change 3274349 on 2017/01/26 by Yannick.Lange VREditor: Fix Laser not hidden on MotionControllers with docked Menu/UI Panels #jira UE-40070 Change 3274301 on 2017/01/26 by Chris.Bunner Added missing material expression tooltips/keywords for new nodes based on 4.15 preview feeback. #jira UE-41193 Change 3274254 on 2017/01/26 by Ryan.Gerleve Fix for IsInGameThread() checks that could fail in debug builds while recording a replay with tick.DoAsyncEndOfFrameTasks and demo.ClientRecordAsyncEndOfFrame enabled. #jira UE-39911 Change 3274121 on 2017/01/26 by Josh.Adams - Fixed build error with landscape gizmo #jira UE-41177 Change 3274114 on 2017/01/26 by Dan.Oconnor Updating all references before calling post edit - prevents objects from being destroyed or created while updating references #jira UE-40121 Change 3273971 on 2017/01/26 by Chris.Bunner Update material instance permutations when we have already set param/switch overrides, then only change the base properties. #jira UE-39754 Change 3273842 on 2017/01/26 by Daniel.Wright Attempt to remove instructions from code features only present in the forward renderer, so we are showing users their graph cost. Allows shader complexity in forward to sortof match deferred. #jira UE-41167 Change 3273750 on 2017/01/26 by Jeff.Fisher UE-41137 //UE4/Main: Step 'Compile Ocean (Win32/Win64)' - 2 Errors - SteamVRController.cpp -Fixing build break for Ocean. Maybe they are using an older compiler? #jira UE-31137 Change 3273602 on 2017/01/26 by Michael.Trepka Fix for UE-41146 #jira UE-41146 Change 3273506 on 2017/01/26 by Maciej.Mroz #jira ODIN-4991, UE-41035 merged cl3273497 from Dev-Blueprints branch Nativization: EX_AddMulticastDelegate - generated code calls TMulticastScriptDelegate::AddUniqe instead of TMulticastScriptDelegate::Add. Change 3273464 on 2017/01/26 by Mitchell.Wilson Resaving asset to resolve warning. #jira UE-41008 Change 3273413 on 2017/01/26 by Marc.Audy Fix crash when audio device fails to initialize #author Andrew.Grant #jira UE-41143 Change 3273391 on 2017/01/26 by Jack.Porter Fixed ensure encountered when using the Copy/Paste sub-tool in sculpt mode #jira UE-40480 Change 3273343 on 2017/01/26 by Matt.Kuhlenschmidt Resetting the preview on a material now properly clears the thumbnail which could have a stale references that was impossible to fix. Fixed on asset exibiting this problem #jira UE-40300 Change 3273243 on 2017/01/26 by Jamie.Dale Speculative fix for an issue where User Defined Enum display names were being lost on upgrade to 4.15 #jira UE-41130 Change 3273235 on 2017/01/26 by Graeme.Thornton Fix for some memory being left hanging around when loading bulk data asyncronously under certain circumstances #jira UE-37815 Change 3273225 on 2017/01/26 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3273224 on 2017/01/26 by Josh.Stoddard Increment FDerivedDataPhysXCooker to force recook of PhysX data #jira UE-39791#rb none #lockdown james.golding Change 3273201 on 2017/01/26 by Jack.Porter Fixed problem where UpdateInstanceTransform blueprint function was not updating bounds correctly #jira UE-41126 Change 3273122 on 2017/01/26 by Graeme.Thornton Added some extra log output for situations where a compressed block in an archive doesn't have a valid header #jira UE-38767 Change 3273116 on 2017/01/26 by Benn.Gallagher Fix for crash generating clothing skinning data due to coplanar check triggering a check() on small triangles #jira UE-41112 Change 3273077 on 2017/01/26 by Thomas.Sarkanen Allowed LODs other than LOD0 to have screen sizes greater than 1 #jira UE-41125 - Static mesh LODs other than LOD0 cannot be set to screen sizes greater than 1 Change 3273061 on 2017/01/26 by Matthew.Griffin Disabled code caching data for all platforms until we can figure out why it's filling up DDC cache Change 3272938 on 2017/01/25 by Arciel.Rekman Fix launch on a remote Linux machine (UE-38691). - Device id is now used to get target platform, so should match it exactly. #jira UE-38691 Change 3272816 on 2017/01/25 by Ben.Marsh Fix VS2017 being displayed as 'Visual Studio 15' in the Windows target settings panel. Change 3272590 on 2017/01/25 by Daniel.Wright Workaround for "error X3067: 'GetObjectWorldPosition': ambiguous function call" which happens when FMaterialPixelParameters and FMaterialVertexParameters have the same number of floats with the HLSL compiler. Function overload resolution appears to identify types based on how many floats / ints / etc they contain. #jira UE-41099 Change 3272419 on 2017/01/25 by Arciel.Rekman Linux: fix remote deploying of a packaged build (UE-40023). #jira UE-40023 Change 3272355 on 2017/01/25 by Daniel.Wright Prevent a large shadow depth bias due to low resolution from causing near plane clipping #jira UE-40873 Change 3272196 on 2017/01/25 by tim.gautier Updating TM-UMG content for UI visibility #jira UE-29618 Change 3272114 on 2017/01/25 by Michael.Dupuis #jira UE-29817 : backout of CL from Dev-Editor fixing this jira Change 3271953 on 2017/01/25 by Michael.Trepka Attempt to fix UE-40956 - Rare crash occurs in CoreAudio in Vehicle Game on Mac when quitting. #jira UE-40956 Change 3271945 on 2017/01/25 by Olaf.Piesche Replicating CL 3271564 #jira UE-40980 #udn 325525 Fix uniform buffers for mesh particles; these should really be on the mesh collector, so allocating them as a one frame resource is safe. Change 3271883 on 2017/01/25 by Daniel.Wright UWorld::AreAlwaysLoadedLevelsLoaded takes into account bShouldBeVisible. Fixes reflection captures not getting uploaded when there's an invisible always loaded level, which is supposed to be invisible. #jira UE-40724 Change 3271686 on 2017/01/25 by Marc.Audy Properly fix line endings in all cases when installing a c++ feature pack #jira UE-40939 Change 3271631 on 2017/01/25 by Ryan.Gerleve In UEngine::CommitMapChange, rename the new ULevelStreaming objects so that the main world is their outer. This is more correct in general, and will cause those levels to be added to the correct level collection during FlushLevelStreaming. Also use MoveTemp to add the streaming level list to the main world, so that the fake world will no longer reference them. #jira UE-40524 Change 3271611 on 2017/01/25 by Allan.Bentham Ensure texture's buildsettings are not marked as streamable if the target platform does not support streaming. #jira UE-40927 Change 3271504 on 2017/01/25 by tim.gautier Updated default values of UMG_Behavior #jira UE-29618 Change 3271491 on 2017/01/25 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix bug in AT9 audio cooking. - Maximum mono bitrate is 144kbps, but 100% quality mono tracks were selecting 168kbps, causing the AT9 tool to fail. - Also bumped AT9 engine format to recook potentially broken audio data. #jira UE-40761 Change 3271428 on 2017/01/25 by Chris.Bunner Bug in previous CL. #jira UE-39953 Change 3271413 on 2017/01/25 by Lina.Halper #DUPEFIX of CL 3270776 #jira: UE-41082 Change 3271403 on 2017/01/25 by tim.gautier Adjusted UMG_Blur intensity settings. #jira UE-29618 # rb cristina.riveron Change 3271300 on 2017/01/25 by Luke.Thatcher [PLATFORM] [PS4] [^] Merge (as edit) fix for NpToolkit2 initialization in 6CPU mode, from //UE4/Dev-Platform to //UE4/Release-4.15 (Original CL 3271215) - Default thread affinity in the InitParams structure is 7 CPUs. - Using this affinity in games with 6CPU mode set in param.sfo causes init() to fail. - We now select 6 or 7 CPU affinity based on what sceKernelGetCpumode reports at runtime. #jira UE-41079 Change 3271197 on 2017/01/25 by Andrew.Rodham Sequencer: Ensure initial evaluation range correctly sets exclusive lower boundary for subsequent evaluations - This prevents us from erroneously evaluating the initial time twice as part of swept evaluations) #jira UE-40758 Change 3270386 on 2017/01/24 by tim.gautier Updated UMG_Blur to include second Low-Quality asset #jira UE-29618 Change 3270267 on 2017/01/24 by Arciel.Rekman Linux: fix not being able to run a packaged build (UE-37016, UE-39648). - Fixed expansion of paths with spaces in the bootstrap script. - Also increased the timeout since large projects can sometimes get killed on start. - Also killed spammy console output. #jira UE-37016 Change 3270203 on 2017/01/24 by Chris.Babcock Fixed issue with Mac and Linux install and uninstall scripts if ANDROID_HOME not set (contributed by nathansizemore) #jira UE-41042 #PR #3160 #ue4 #android Change 3270037 on 2017/01/24 by tim.gautier Checking in UMG_Blur for UMG test coverage #jira UE-29618 Change 3269829 on 2017/01/24 by matt.barnes Adding content for Material Attribute testing #jira UE-29618 Change 3269700 on 2017/01/24 by Josh.Stoddard force relink of PhysX libs #jira UE-39791 #rb ori.cohen #lockdown james.golding Change 3269621 on 2017/01/24 by Allan.Bentham Make sure 'intrinsic_GetHDR32bppEncodeModeES2()' reports no encoding mode when mobileHDR == false #jira UE-41023 Change 3269503 on 2017/01/24 by Josh.Stoddard Integrate PhysX change 3268008 from //UE4/Dev-Physics-Upgrade #jira UE-39791 #lockdown james.golding #rb josh.stoddard Change 3269359 on 2017/01/24 by Jack.Porter Fix for Web browser widget crash on Android when packaged for Distribution #jira UE-39451 Change 3269316 on 2017/01/24 by Thomas.Sarkanen Fixed non-unity issues with last change for UE-40945 #jira UE-40945 - Crash trying to import facial animations Change 3269047 on 2017/01/23 by Yannick.Lange VREditor: Fix VREditor Laser not hidden on MotionControllers with docked Menu/UI Panels #jira UE-40070 Change 3268824 on 2017/01/23 by Rolando.Caloca UE4.15 - Fix for right eye showing black on VR #jira UE-40900 Change 3268752 on 2017/01/23 by Nick.Whiting Fix for assertion for binding an MSAA'd scene color with a non-MSAA'd texture. #jira UE-39304 Change 3268722 on 2017/01/23 by Olaf.Piesche Replicating 3256329 #jira UE-38615 Removing unnecessary assert that fires when exporting emitters. Change 3268220 on 2017/01/23 by Nick.Whiting Adding in a new CVar (vr.SteamVR.UsePostPresentHandoff), which defaults to 0. When set to 0, we do NOT use the SteamVR PostPresentHandoff, which costs some performance GPU time. When 1, we use the call, and get some extra GPU performance. However, this call is NOT safe for scenes that have frame-behind GPU work, like SceneCapture components and Widget Components #jira UE-40570 Change 3268180 on 2017/01/23 by Marc.Audy PendingKill Actors will no longer register their components when the level is being loaded #jira UE-40505 Change 3268076 on 2017/01/23 by Matthew.Griffin Changed Mac SunTemple cook jobs to use Sample Editor to avoid errors about mismatched files #jira UE-40806 Change 3267997 on 2017/01/23 by Mitchell.Wilson Increased lightmap size on spheres in volumes example to resolve issue with lighting. Corrected misspelling in multiple examples and one UMG asset. #jira UE-40890 UE-40926 UE-40882 UE-40928 UE-40825 UE-40819 Change 3267892 on 2017/01/23 by Mitchell.Wilson Removed preview mesh on M_Bird_Inst that was referencing a static mesh that was removed or renamed to resolve warnings in CIS. #jira UE-40300 Change 3267866 on 2017/01/23 by Thomas.Sarkanen Prevented crash when using Facial Animation importer Also hid the feature behind an experiemental setting flag, as it is not ready for users yet. #jira UE-40945 - Crash trying to import facial animations Change 3267834 on 2017/01/23 by Nick.Darnell An addition to 3255247, this also adds input processing incrementing for double click, and preview mouse down. #jira UE-40313 Change 3267785 on 2017/01/23 by Marc.Audy Put proper line endings when modifying template files when installing feature pack #jira UE-40939 Change 3267761 on 2017/01/23 by Mitchell.Wilson Moved left landscape mesh slightly to hide a seam that can be seen when using VR and looking over the railing. #jira UE-40916 Change 3267632 on 2017/01/23 by Jurre.deBaare Marker syncs not working correctly in Blend Spaces #fix Ensure that SampleIndexWithMarkers is serialized #JIRA UE-40975 [CL 3287682 by Matthew Griffin in Main branch]
2017-02-06 10:41:38 -05:00
private boolean UseExternalFilesDir = false;
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3228013) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3156770 on 2016/10/10 by Allan.Bentham Fix VULKAN_ENABLE_API_DUMP build on android. Change 3157838 on 2016/10/11 by Allan.Bentham Fix Vulkan API tracing on android. Change 3170713 on 2016/10/21 by Steve.Cano Adding the "Optional Mobile Features BP Library" plugin to explose Blueprint functions for Sound Volume, Battery level, system temperature (only available on android), and Headphones being plugged in #jira UE-30896 #android #ios #ue4 Change 3171064 on 2016/10/21 by Steve.Cano Plugins to provide a common interface and Android implemenation for providing access to GPS / Location data from Blueprints #ue4 #android #jira UE-35917 Change 3171065 on 2016/10/21 by Steve.Cano IOS implementation of LocationServices plugin to provide access to location data in Blueprints #ue4 #ios #jira UE-35917 Change 3181802 on 2016/11/01 by Steve.Cano Fix an issue introduced in CL 3170713 - Adding new config section to RequiredSections list so that we can generate projects successfully. #jira UE-30896 #ios Change 3181807 on 2016/11/01 by Steve.Cano Make sure to clear out references to our eglSurface when we destroy it, else we will try to set our context with an invalid surface. #jira UE-35004 #android #ue4 Change 3184827 on 2016/11/03 by Allan.Bentham Do not HDR32 encode for views without view family. TranslucentAlphaOnly blend mode now works with encoding. #jira UE-37951 Change 3186684 on 2016/11/04 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3188693 on 2016/11/07 by Chris.Babcock Corrections to memory stats for Android #jira WEX-3760 #ue4 #android Change 3191538 on 2016/11/09 by Allan.Bentham Mobile tonemapper can use CVarTonemapperOverride Change 3192575 on 2016/11/09 by Chris.Babcock Support placing UE4Game files in ExternalFilesDir for automatic cleanup on uninstall for distribution packages #jira UEPLAT-1422 #ue4 #android Change 3196231 on 2016/11/13 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3196538 on 2016/11/14 by Jack.Porter Fix issue where lighting would not build for the first editor session of projects defaulting to MobileHDR=false as HardwareTargetingModule didn't set cvars #jira UE-38507 Change 3198068 on 2016/11/15 by Dmitriy.Dyomin Fixed android console command sender to work with ADB version 1.0.36 #jira UE-35171 Change 3200230 on 2016/11/16 by Jack.Porter Remove mosaic resolution limitation on ES3 devices #jira WEX-3119 Change 3201251 on 2016/11/16 by Chris.Babcock Fix Android compile error Change 3203542 on 2016/11/18 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3205598 on 2016/11/21 by Dmitriy.Dyomin Fixed: Missing selection outline in editor ES2 preview #jira UE-6458 Change 3205622 on 2016/11/21 by Dmitriy.Dyomin Fix ES2 build error from CL# 3205598 Change 3207232 on 2016/11/22 by Dmitriy.Dyomin ES2 GLSL generated shader simplifications Change 3208608 on 2016/11/23 by Dmitriy.Dyomin Fixed: Landscape Grasstype warning causes log spam when landscape is streamed in or out #jira UE-38694 Change 3209135 on 2016/11/23 by Alicia.Cano Packaging for iOS fails due to several invalid object type errors #jira UE-38431 #ios Change 3209822 on 2016/11/24 by Jack.Porter IWYU changes for LocationServicesBPLibrary Change 3209824 on 2016/11/24 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3210264 on 2016/11/25 by Jack.Porter Fix unicode compile issue on Korean windows Change 3210268 on 2016/11/25 by Jack.Porter IWYU and unicode fixes to Dev-Mobile Change 3211800 on 2016/11/28 by Allan.Bentham 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. Change 3212621 on 2016/11/28 by Jack.Porter More IWYU fixes. Change 3213080 on 2016/11/29 by Allan.Bentham enable UseSingleSampleShadowFromStationaryLights on mobile. PR #2990: Fixes single sample shadows for mobile. (Contributed by kallehamalainen) Change 3213164 on 2016/11/29 by Jack.Porter Win32 IWYU fix Change 3213932 on 2016/11/29 by Chris.Babcock Fix handling of ETC2 filtering by Google Play Store (if only ETC2, require ES3.0+ but don't use texture filtering in manifest) #jira UE-39120 #ue4 #android Change 3214563 on 2016/11/29 by Dmitriy.Dyomin Disable dynamic buffer discarding on Adreno330 (was casuing 10ms stalls on slate buffers update) Change 3214571 on 2016/11/29 by Dmitriy.Dyomin Custom stencil on Mobile #jira UEMOB-183 Change 3214641 on 2016/11/30 by Dmitriy.Dyomin Disable distance culling when rendering image for world composition #jira UE-37754 Change 3214656 on 2016/11/30 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3218479 on 2016/12/01 by Jack.Porter Fix for Vulkan build error when using AutoSDK Change 3218596 on 2016/12/02 by Dmitriy.Dyomin Fixed: Android split screen multiplayer does not function or render correctly #jira UE-35204 Change 3218874 on 2016/12/02 by Allan.Bentham Fix CSM shadow bug when ES3.1 + mobileHDR == false. Fix inverted culling when rendering shadow depths with mobilehdr == false #jira UE-39111 Change 3220911 on 2016/12/04 by Jack.Porter Fixed landscape duplicated GUID detection and crash when one of the landscapes is in a hidden streaming level Change 3220935 on 2016/12/04 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3222831 on 2016/12/05 by Dmitriy.Dyomin Added support for MGD and Andreno profilers #jira UEMOB-184 Change 3222843 on 2016/12/05 by Jack.Porter Fixed bug caused by CL 3196538 causing r.MobileHDR to toggle and crash when opening render settings #jira UE-38507 Change 3222934 on 2016/12/06 by Jack.Porter Android graphics debugger text changes Change 3223042 on 2016/12/06 by Dmitriy.Dyomin Fixed: missing GPU particles in LDR mode on device #jira UE-39363 Change 3223043 on 2016/12/06 by Jack.Porter Fixed logspam warnings from TcpMessaging launching on Android #jira UE-37895 Change 3223046 on 2016/12/06 by Allan.Bentham Move ES3.1 preview mode out of experimental. Add per device quality level preview to ES3.1 preview sub menu when project settings allow. #jira UEMOB-178 Change 3223113 on 2016/12/06 by Allan.Bentham changed MOBILE_EMULATION define for METAL_PROFILE on mac. fixes issues with editor primitive rendering with ES3.1 feature level preview. added -featureleveles2/31 commandline support to metalrhi. Change 3223117 on 2016/12/06 by Allan.Bentham Initialise FPrimitiveSceneInfo::CachedReflectionCaptureProxies Change 3223131 on 2016/12/06 by Allan.Bentham Fix translucency rendering when mobilehdr == false. (Disable mod shadows when mobilehdr == false.) #jira UE-38343 Change 3223162 on 2016/12/06 by Jack.Porter Disallow Absolute World Position with "excluding shader offset" on ES2 #jra UE-25555 Change 3223204 on 2016/12/06 by Jack.Porter Fix for unable to save levels when landscape components with tessellation moved to another level #jira UE-39372 Change 3223677 on 2016/12/06 by Chris.Babcock Fix tabs Change 3224139 on 2016/12/06 by Chris.Babcock Support modification of build.xml and add post import additions to GameActivity #jira UE-31372 #PR #2440 #ue4 #android Change 3224152 on 2016/12/06 by Chris.Babcock Add support for MadCatz C.T.R.L.R Android controller models #ue4 #android Change 3224162 on 2016/12/06 by Chris.Babcock Driver bug fix and using separate context for MediaPlayer14 (contributed by BrianHarris) #jira UE-35825 #PR #2787 #ue4 #android Change 3224581 on 2016/12/07 by Dmitriy.Dyomin Fixed black screen regression on iOS OpenGL Also now reporting shader compiler errors in iOS Change 3224589 on 2016/12/07 by Allan.Bentham Increase mobile renderer's maximum CSM cascade limit to 4 and introduce max shadow cascade cvar for mobile which defaults to 2 retaining existing behaviour. #jira UEMOB-187 Change 3224774 on 2016/12/07 by Jack.Porter Added flags for mobile shader permutation reduction Renamed mobile lighting policies to better describe them Set flags to remove policies not used by SunTemple - saves 22MB package size on Android #jira: UEMOB-179 Change 3224782 on 2016/12/07 by Allan.Bentham Add project option to set maximum supported CSM cascades to mobile renderer. #jira UEMOB-187 Change 3224943 on 2016/12/07 by Dmitriy.Dyomin Metal iOS will use sRGB textures #jira UEMOB-189 Change 3225098 on 2016/12/07 by Dmitriy.Dyomin fix for compile error from 3224943 Change 3225188 on 2016/12/07 by Chris.Babcock Fix #includes in deferred Android OpenGL #jira UE-39440 #ue4 #android Change 3226402 on 2016/12/07 by Dmitriy.Dyomin Fixed: wrong condition for r8 srgb on mac #jira UE-39471 Change 3226485 on 2016/12/08 by Dmitriy.Dyomin Fixed: Rendering Artifacts and invisible objects in Fortnite regression from nobile custom stencil changes #jira UE-39452, UE-39455 Change 3226637 on 2016/12/08 by Dmitriy.Dyomin Fixed: Odin Ensure Texture passed to ClearDepthStencil is not what is currently set as RenderTarget #jira UE-39482 Change 3226922 on 2016/12/08 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3227353 on 2016/12/08 by Chris.Babcock Remove CopyVisualizers batch call again Change 3228013 on 2016/12/08 By Chris.Babcock Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) [CL 3228374 by Jack Porter in Main branch]
2016-12-08 22:53:00 -05:00
/** Make log files public */
private boolean PublicLogFiles = false;
/** Flag to ensure we have finished startup before allowing nativeOnActivityResult to get called */
private boolean InitCompletedOK = false;
private boolean bConfigRulesError = false;
private String ConfigRulesStatus = "UNSET";
/** Dialog for force game dialog */
private AlertDialog ForceGameDialog = null;
/** Flag to force game to end with error on resume */
private boolean bForceGameEndWithError = false;
/** Flag to force game to show warning on resume */
private boolean bForceGameEndWithWarning = false;
/** Text to show the error state for bForceGameEndWithError */
private String ForceExitCaption = "";
private String ForceExitMessage = "";
private String ForceExitQuitButtonText = "";
private String ForceExitHelpButtonText = "";
private String ForceExitContinueButtonText = "";
private String ForceExitUpdateButtonText = "";
private String ForceExitLink = "";
private boolean SplashScreenLaunch = false;
private boolean UseDisplayCutout = false;
private boolean ShouldHideUI = false;
/** Whether this application is for distribution */
private boolean IsForDistribution = false;
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
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2719147 on 2015/10/07 by Mark.Satterthwaite Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track. Change 2719182 on 2015/10/07 by Mark.Satterthwaite Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient. Change 2719185 on 2015/10/07 by Mark.Satterthwaite Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw. Change 2719434 on 2015/10/07 by Mark.Satterthwaite Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server. Change 2724764 on 2015/10/12 by Josh.Adams [Initial AppleTV support] Merging //depot/YakBranch/... to //UE4/Dev-Platform/... Change 2726266 on 2015/10/13 by Lee.Clark PS4 - Calc reserve size required for DMA copy when using unsafe command buffers Change 2726401 on 2015/10/13 by Mark.Satterthwaite Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected. #jira UE-15228 Change 2726421 on 2015/10/13 by Lee.Clark PS4 - Don't try to clear invalid targets Change 2727040 on 2015/10/13 by Michael.Trepka Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72 Change 2729783 on 2015/10/15 by Keith.Judge Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty. Change 2729847 on 2015/10/15 by Mark.Satterthwaite Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff. #jira UE-21992 Change 2729865 on 2015/10/15 by Keith.Judge Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition. Change 2729897 on 2015/10/15 by Keith.Judge Fast Semantics - Make sure all GetData() calls are made safe with GPU fences. Change 2729972 on 2015/10/15 by Keith.Judge Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly. This should be marginally quicker as it stops a double call to ClearState(). Change 2731503 on 2015/10/16 by Keith.Judge Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict). Change 2731596 on 2015/10/16 by Keith.Judge Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step. Change 2731928 on 2015/10/16 by Michael.Trepka PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl) Change 2731934 on 2015/10/16 by Michael.Trepka PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura) Change 2732018 on 2015/10/16 by Mark.Satterthwaite Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached. - The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders. - Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this. - Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL. Change 2732365 on 2015/10/16 by Josh.Adams - Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On) Change 2733170 on 2015/10/18 by Terence.Burns Fix for Android IAP query not returning entire inventory. Change 2733174 on 2015/10/18 by Terence.Burns Fix Movie player issue where wait for movie to finish isnt being respected. Seems a stray bUserCanceled event flag was causing this not to be observed. Added some verbose logging to apple movie player. Change 2733488 on 2015/10/19 by Mark.Satterthwaite Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information. - Fixed a bug that would cause invalid shader membership and draw state information to be logged. - Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too. Change 2735226 on 2015/10/20 by Mark.Satterthwaite Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently. #jira UE-21214 #jira UE-19913 Change 2736722 on 2015/10/21 by Daniel.Lamb Improved performance of cooking stats system. Change 2737172 on 2015/10/21 by Daniel.Lamb Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3383462) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3292174 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - Linux toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3292193 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - ThirdParty libs compiled with new toolchain with wasm support #jira UEPLAT-1437 Switch [to] web assembly Change 3292215 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and wbegl2 support - emscripten toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3292222 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm support - ENGINE changes (c# & cpp files) #jira UEPLAT-1437 Switch [to] web assembly Change 3292223 on 2017/02/08 by Nick.Shin HTML5 merge ThirdParty lib build scripts from Dev-Platform to Dev-Mobile Change 3292228 on 2017/02/08 by Nick.Shin HTML5 emscripten: webgl support - webgl patches - and a lot of UE4 patches to package HTML5 on LINUX - mostly from mozilla's jukka -- thx jukka! #jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5 Change 3292285 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - Windows toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3293994 on 2017/02/09 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - OSX toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3294391 on 2017/02/09 by Nick.Shin HTML5 "black box issues" revisited - jukka rewrote the window resize handler -- much cleaner and more straightforward #jira UE-36341 HTML5 - View is incorrectly drawn #jira UE-32311 Templates on Firefox/Chrome on HTML5 are not full screen during Launch On Change 3296421 on 2017/02/10 by Jack.Porter Fix landscape spline segment splitting placing when using streaming levels Change 3296587 on 2017/02/10 by Jack.Porter Additional fix for landscape spline segment splitting when using streaming levels Change 3301241 on 2017/02/14 by Mi.Wang Fixed DeviceProfileEditor bug for incorrect clamp the Texture Mip LOD size. #jira UE-36237 #rb jack.porter Change 3301387 on 2017/02/14 by Nick.Shin HTML5 emscripten: webgl support - webgl patches from mozilla's jukka + hardware instancing + glBlitFramebuffer + GL AlaphaBlendOperation #jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5 Change 3301405 on 2017/02/14 by Nick.Shin HTML5 plugin fix when blueprint projects are promoted to code projects automatically. #jira UE-41710 HTML5 - Package Failure - Failed to Produce item ProjectName-OnlineSubsystemNull.bc Change 3302278 on 2017/02/14 by Omar.Rodriguez UE-36651: Mac Vulkan Android Projects crash on launch. * Glslang library has been built for Mac but flag was not updated * Set GlslangAvailable to true for Mac when building an Android project with vulkan #jira UE-36651 Change 3302773 on 2017/02/14 by Chris.Babcock Add a dropdown with some common console commands on Android (contributed by rafortis) #jira UE-40834 #PR #3143 #ue4 #android Change 3305604 on 2017/02/16 by Nick.Shin HTML5 webgl2 shader- turn on: instance static mesh vertex factory #jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5 Change 3308154 on 2017/02/16 by Nick.Shin HTML5 GitHub PR #jira UE-42019 GitHub 3258 : Added suport for emscripten --pre-js and --post-js option when building for HTML5 Change 3308510 on 2017/02/16 by Nick.Shin HTML5 webgl2 shader fixes #jria UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3308971 on 2017/02/17 by Jack.Porter Fix for landscape painting when height<0 in the Ortho viewports Change 3309075 on 2017/02/17 by Allan.Bentham Include static subject meshes when masking out modulated shadow casters. #jira UE-41581 Change 3309531 on 2017/02/17 by Chris.Babcock Handle large OBB files in APK #jira UE-41443 #ue4 #android Change 3311320 on 2017/02/19 by Dmitriy.Dyomin Fixed: Particle Cutout Crashes On Mobile Devices That Don't Support Hardware Instancing (Mali-400 GPU) #jira UE-41970 Change 3311347 on 2017/02/20 by Dmitriy.Dyomin Fixed: Engine Crashes When Previewing ES3_1 With Material Using World Position Offset (Need Custom Stencil) #jira UE-41976 Change 3311398 on 2017/02/20 by Dmitriy.Dyomin Fixed: Landscapes do not render on PowerVR device #jira UE-35530 Change 3311428 on 2017/02/20 by Dmitriy.Dyomin Fixed: Exposure Is More Extreme In High-End Mobile Preview Modes #jira UE-42036 Change 3311448 on 2017/02/20 by Dmitriy.Dyomin Fixed: Packaged game Crashes on android after entering "Help" command twice #jira UE-41956 Change 3311587 on 2017/02/20 by Allan.Bentham ES2 GLSL - Silently swap all uint to ints #jira UE-41548 Change 3313930 on 2017/02/21 by Allan.Bentham Print literal uints as ints when generating ES2 code. #jira UE-41548 Change 3317924 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - Linux toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3317929 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - ThirdParty libs compiled with new toolchain with wasm and webgl2 support #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3317951 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - emscripten toolchain WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318004 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - windows toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318669 on 2017/02/23 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - OSX toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318672 on 2017/02/23 by Nick.Shin HTML5 webgl2 shader fixes #jria UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318819 on 2017/02/23 by Dmitriy.Dyomin Fixed: Rendering artifacts with bloom on iPhone7 Metal #jira UE-40978 Change 3319702 on 2017/02/23 by Chris.Babcock Disable eglSwapInterval since it can cause issues with some drivers #ue4 #android Change 3320880 on 2017/02/24 by Dmitriy.Dyomin Added r.Mobile.TonemapperFilm cvar which can be used to enable/disable filmic tonemapper on mobile, independently from desktop (disabled by default) #jira UEMOB-195 Change 3321042 on 2017/02/24 by Jack.Porter Fixed incorrect sizeof in Vulkan pipleine cache pointed out here: http://coconutlizard.co.uk/blog/ue4/ue4-its-a-size-jim/ #code_review: rolando.caloca Change 3322383 on 2017/02/24 by Chris.Babcock Fix issue with ad banner on Android 7.0 devices #jira UE-42390 #ue4 #android Change 3322479 on 2017/02/24 by Omar.Rodriguez UEMOB-199 - WEX: Improved virtual keyboard for Android * Calculating the area covered by the virtual keyboard * Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events * Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event #jira UEMOB-199 Change 3323353 on 2017/02/27 by Allan.Bentham Fix broken mobile scene captures when !mobileHDR and RHINeedsToSwitchVerticalAxis #jira UE-42191 Change 3323431 on 2017/02/27 by Allan.Bentham CIS fix Change 3323687 on 2017/02/27 by Allan.Bentham Disable GRHINeedsUnatlasedCSMDepthsWorkaround for mobile devices. #jira UE-42131 Change 3324652 on 2017/02/28 by Dmitriy.Dyomin Fixed: Canvas elements appear darker on iOS Metal Change 3324885 on 2017/02/28 by Jack.Porter Fixed "Minimum iOS Version" setting display name #jira UE-42270 Change 3324899 on 2017/02/28 by Jack.Porter GitHub 3063 : removed duplicate gc.MaxObjectsInGame setting in IOSEngine.ini #jira UE-40018 #3063 Change 3324932 on 2017/02/28 by Jack.Porter GitHub 3257 : iPhonePackager errors in output log when opening project settings on Windows #jira UE-41984 #3257 #codereview: Peter.Sauerbrei Change 3324956 on 2017/02/28 by Jack.Porter FOpenGLFrontend::GetMaxSamplers incorrect for IOS #jira UE-42038 #3264 Change 3325478 on 2017/02/28 by Allan.Bentham PR # 3188 : Fix far distance bug with cascaded shadows on mobile (Metal) and PC mobile preview (Contributed by ufna) #jira UE-41442 Change 3327300 on 2017/03/01 by Allan.Bentham PR #3175 : Fixes high quality reflection blending seams (Contributed by kallehamalainen) #jira UE-41257 Change 3328917 on 2017/03/02 by Nick.Shin HTML5 project settings expose ini settings to edtior HTML5 project settings panel #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini #jira UE-41584 Editor locks up when adding an element for HTML5 devices on Mac #jira UE-41701 Editor freezes when setting browser filepath for inserted element in project settings Change 3329169 on 2017/03/02 by Allan.Bentham increase render thread timeout to 1 minute for suntemple / android. Prevents low end devices timing out during load. #jira UE-40696 Change 3330849 on 2017/03/02 by Nick.Shin HTML5 project settings expose ini settings to edtior HTML5 project settings panel #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini Change 3331078 on 2017/03/03 by Dmitriy.Dyomin Fixed: Device output log partial lines integrated from WEX (3250488) Change 3331112 on 2017/03/03 by Dmitriy.Dyomin Reduced state setup for slate draw calls (saves about 4ms RT time on mobile) integrated from WEX (3256584) Change 3331117 on 2017/03/03 by Dmitriy.Dyomin Fixed redundant blend state changes in opengl integrated from WEX (3256586) Change 3331173 on 2017/03/03 by Dmitriy.Dyomin Slate pixel shaders will use half precision where possible on mobile integrated from WEX (3256656) Change 3332865 on 2017/03/06 by Dmitriy.Dyomin Better MobileContentScaleFactor defaults for iOS devices #jira UEMOB-330 Change 3333129 on 2017/03/06 by Peter.Sauerbrei move to Library/Caches instead of documents for saved files re-enable iterative deploy on TVOS #jira UEMOB-284 Change 3334692 on 2017/03/06 by Jack.Porter Allow r.MobileContentScaleFactor to be changed at runtime on Android #jira UEMOB-173 Change 3336255 on 2017/03/07 by Nick.Shin HTML5 project settings marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently... #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini Change 3337094 on 2017/03/08 by Nick.Shin HTML5 project settings marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently... #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini Change 3338800 on 2017/03/08 by Chris.Babcock Update AAR handling to deal with versioning, subproject dependencies for resources, and scope #jira UE-42677 #ue4 #android Change 3338813 on 2017/03/08 by Chris.Babcock Pass build configuration to UPL for access during packaging as $S(Configuration) #jira UE-42678 #ue4 #android #ios Change 3339401 on 2017/03/09 by Alicia.Cano Android runtime permissions - Fix for WRITE_EXTERNAL_STORAGE if it is not granted at time of onCreate for non-shipping builds - Fix for Location Services - Fix for if target sdk is not set to 23+ #jira UE-38512 #android #rb: chris.babcock Change 3340736 on 2017/03/09 by Chris.Babcock Implement support for new controllers (Xbox Wireless, SteelSeries Stratus XL, PS4) (contributed by TRS-justing) #jira UE-41965 #PR #3254 #ue4 #android Change 3340744 on 2017/03/09 by Jack.Porter Expose Custom Depth to Foliage #jira UE-6061 Change 3340849 on 2017/03/09 by Dmitriy.Dyomin Fixed: iOS movie become laggy and crashes when played in iPhone 6/6s. #jira UE-42351 Change 3341268 on 2017/03/10 by Alicia.Cano PR #2894: Initial VoiceModuleAndroid support. (Contributed by devbm) #jira UE-37945 #android #rb: chris.babcock, jack.porter Change 3341303 on 2017/03/10 by Allan.Bentham Remove optimisation that prevents full specular occulsion on mobile. PR #3186 : Specular can't be blocked on high-end mobile. #jira UE-41393 Change 3342304 on 2017/03/10 by Alicia.Cano build fix #rb: chris.babcock Change 3343344 on 2017/03/13 by Alicia.Cano build fix #rb: chris.babcock Change 3343591 on 2017/03/13 by Brent.Pease iOS multiplayer fix part 1. Correct byte ordering. #jira UE-34875 Change 3343669 on 2017/03/13 by Chris.Babcock Update carefullyredist script version #jira UE-42832 Change 3344212 on 2017/03/13 by Will.Fissler Various compile fixes for Xcode 8.3. These fixes must also be added to //UE4/Release-4.15. #jira UE-41313 Change 3344396 on 2017/03/13 by Chris.Babcock Fix Java 1.5 obsolete warnings #jira UE-42851 #ue4 #android Change 3345132 on 2017/03/14 by Will.Fissler Added ifdef wrapper to check clang version for presentDrawable. Change 3345336 on 2017/03/14 by Will.Fissler Moved #if (__clang_major__ > 8) || (__clang_major__ == 8 && __clang_minor__ >= 1) check inside of the presentDrawable method. Change 3345460 on 2017/03/14 by Will.Fissler ifdef changes for presentDrawable. The last submission duped the changes, instead of merging. #rb none Change 3346046 on 2017/03/14 by Will.Fissler Fixed MetalCommandBuffer.cpp [again] after last submission duped changes instead of merging. Change 3346367 on 2017/03/14 by Chris.Babcock Fix issue with GoogleVR ARMv7 libraries included for other architectures in link #ue4 #android Change 3347682 on 2017/03/15 by Allan.Bentham Enable HW sRGB correction with retainer widget's render target. Use slate's gamma correction for mobile (where no such support exists) Render retainer box RT content with gamma correction. #jira UE-40967 Change 3348712 on 2017/03/15 by Nick.Shin HTML5 - upload to S3 updated to AWS "signature version 4" authentication #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3349254 on 2017/03/16 by Jack.Porter Fix for crash using the mobile previewer when the LQ lightmap shader permutation is disabled. #jira UE-42971 Change 3349739 on 2017/03/16 by Nick.Shin HTML5 - upload to S3 better error message feedback on upload failures #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3349765 on 2017/03/16 by Alicia.Cano Disable mouseover events in Mobile Previewer #jira UE-19903 #mobile #rb: Jack.Porter Change 3350049 on 2017/03/16 by Nick.Shin HTML5 - upload to S3 folder in bucket is optional #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3350153 on 2017/03/16 by Nick.Shin HTML5 - upload to S3 updated S3 public link generator #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3351582 on 2017/03/17 by Will.Fissler Reverting the attempted fix for Xcode 8.3: Result += " -mcpu=cortex-a9"; Currently we cannot build arm64 for iOS with this change. Change 3352085 on 2017/03/17 by Alicia.Cano iOS doesn't honor request to close the virtual keyboard leading to a crash #jira UE-36447 #ios #rb:Peter.Sauerbrei Change 3353313 on 2017/03/19 by Ben.Marsh Always allow large *.js files in Github. Change 3354444 on 2017/03/20 by Nick.Shin HTML5 - upload to S3 to help make it obvious that "upload to S3" checkbox is set/or not -- disable S3 details if checkbox for "uploading to S3" is not set #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3355618 on 2017/03/20 by Nick.Shin HTML5 Save Game System - ripped out HTML5 code [from Engine's SaveGameSystem.h] and placed it in HTML5Platform.cpp - cleaned up HTML5PlatformFile.cpp (make it match as clost to linux's version) - created HTML5's own PlatformFeature & SaveGameSystem files -- and updated HTML5PlatformMisc to make use of the the new HTML5 SaveGame code #jira UE-42081 Remove heinous HTML5 code from engine Change 3355621 on 2017/03/20 by Nick.Shin remove temp debugging code #jira UE-42081 Remove heinous HTML5 code from engine Change 3356937 on 2017/03/21 by Chris.Babcock Add "stat vulkanrhi" to new console dropdown #jira UE-43149 #ue4 #android Change 3357652 on 2017/03/21 by Nick.Shin HTML5 performance speed ups added "use fixed timestep" setting option for HTML5 builds (this has been separated from Engine - General Settings - Framerate) - this is slightly different to smooth framerate and fixed framerate - thus, the timestep option was put in the HTML5 specific panel this option is based on the suggestions by jukka's post: - https://answers.unrealengine.com/questions/409629/smooth-frame-rate-and-use-fixed-frame-rate-should.html however, using this option will make the player "run faster" on (for example) thirdperson blueprint template -- but, it has no effect on other (for example) zen garden... #jira UE-30214 - Implement a warning message for fps settings Change 3360415 on 2017/03/23 by Allan.Bentham Fix crash that occurs when ES3.1 preview is used with r.MobileHDR32bppMode modes. Change 3360418 on 2017/03/23 by Allan.Bentham Disable filmic tonemapper if r.MobileHDR32bppMode is in use. #jira UE-40913 Change 3360557 on 2017/03/23 by Allan.Bentham Better fix for mobile CSM shadow flickering (UE-42131), now works for PC OpenGL based mobile preview. #jira UE-42131 Change 3362258 on 2017/03/23 by Dmitriy.Dyomin Fixed: Canvas texture element gamma issues on iOS Metal Change 3362321 on 2017/03/24 by Dmitriy.Dyomin GitHub 3173 : MaterialAO support for mobile rendering path (contributed by kallehamalainen) #3173 Change 3363550 on 2017/03/24 by Alicia.Cano build fix for devices < Android 5.0 #jira UE-43299 #android #rb: chris.babcock Change 3363687 on 2017/03/24 by Chris.Babcock Fix Android password hiding in input dialog #jira WEX-5159 #ue4 #android Change 3365280 on 2017/03/27 by Dmitriy.Dyomin Fix for GL_EXT_shader_framebuffer_fetch on Zenfone5. Use UE_EXT_shader_framebuffer_fetch define on all devices to enable extension Change 3365291 on 2017/03/27 by Dmitriy.Dyomin Copied form WEX CL# 3308653 Fixed: Enabling shader cache causes crash on NVIDIA Shield #jira UE-41639 Change 3365293 on 2017/03/27 by Dmitriy.Dyomin GitHub 3411 : Fix crash in patching utils mount method (contributed by nverenik) #jira UE-43247 #3411 Change 3365340 on 2017/03/27 by Dmitriy.Dyomin Fixed: Moving sublevel in world composition browser does not appear in Undo History #jira UE-35535 Change 3365564 on 2017/03/27 by Allan.Bentham SkyLightComponent now serializes IrradianceMap SH values. clicking Recapture sky button in mobile preview switches back to SM4/5 to update captures. Skylights that are dirty from load will trigger reflection capture update once shaders are rebuilt. #jira UE-42436 Change 3366282 on 2017/03/27 by Nick.Shin remove dead links these files to not exist anywhere in the make-3.81 subfolders #UDN-354501 #jira none Change 3366306 on 2017/03/27 by Nick.Shin HTML5 - disable multi-threading for wasm #jira UE-43219 - HTML5 disable multi-threading for wasm Change 3366307 on 2017/03/27 by Nick.Shin HTML5 packaging Shipping builds big cleanup / additions to *gz file support for amazon s3 * both, uploading to s3 * and allowing s3 to host the games there #jira UE-43002 HTML5 in Shipping fails downloading symbols files #jria UE-43001 HTML5 Shipping Projects fail looking for compressed files when "Compress files during shipping packaging" is not selected. Change 3367385 on 2017/03/28 by Allan.Bentham Display skylight serialization warning only when cooking for mobile platforms. #jira UE-42436 Change 3368583 on 2017/03/28 by Chris.Babcock Expose JAVA_HOME setting in Android SDK project settings on Mac #jira UE-43418 #ue4 #android Change 3368803 on 2017/03/28 by Chris.Babcock Fix features requested in manifest for "Daydream and Cardboard" mode #jira UE-43314 #ue4 #android Change 3369087 on 2017/03/28 by Jack.Porter Changed tooltip and added supported devices in paretheses for Android Mobile Deferred / ES31+AEP #jira UE-42438 Change 3369372 on 2017/03/29 by Allan.Bentham Fix disappearing meshes when r.mobile.allowdistancefieldshadows is disabled. #jira UE-43366 Change 3369381 on 2017/03/29 by Jack.Porter Show warnings when mobile shader permutations required for rendering are disbaled Made FReadOnlyCVARCache a singleton and added mobile CVars, used for MobileBasePassRendering. #jira UE-43050 Change 3369430 on 2017/03/29 by Allan.Bentham fix CIS build Change 3369740 on 2017/03/29 by Allan.Bentham Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility) Android links with -gc-sections to remove unused code/data Add JNI_METHOD for java accessible native functions, fixed up existing JNI functions to use macro. Add support for map file generation with android. Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig() bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini #jira UEMOB-168 Change 3369975 on 2017/03/29 by Nick.Shin HTML5 - AWS S3 shareable link for shipping builds corrected #jira UE-43379 Amazon S3 Shareable link does not generate correct filepath. Change 3369998 on 2017/03/29 by Nick.Shin HTML5 python build scripts PR: https://github.com/Mozilla-Games/UnrealEngine/commit/1cb836d43c3015c6ca0fdd039072bb6c5c273db3 #jira none Change 3370214 on 2017/03/29 by Nick.Shin HTML5 - default bUseFixedTimeStep to false... #jira UE-43380 - Default HTML5 gamespeed is faster than equivalent platforms Change 3370762 on 2017/03/29 by Chris.Babcock Fixes to new keyboard for Android - Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference. - Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing when changing focus between multiple EditableTextBox widgets. #ue4 #android Change 3371344 on 2017/03/30 by Jack.Porter Fixed issue where Vulkan screenshot R/B channels were reversed on Android #jira UE-43479 Change 3372926 on 2017/03/30 by Peter.Sauerbrei start the process of sunsetting 32-bit and GLES2 on iOS #jira UE-42266 Change 3372970 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - windows toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3372989 on 2017/03/30 by Peter.Sauerbrei fix for Xcode 8.3 build with 32-bit Change 3373007 on 2017/03/30 by Peter.Sauerbrei fix for crash when online subsystem is disabled on IOS Change 3373108 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - emscripten toolchain WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3373163 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - OSX toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3373169 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support license file updated #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rnx Change 3373287 on 2017/03/30 by Nick.Shin HTML5 - 1.36.11 emscripten - remove old SDK #jira none #rnx Change 3373289 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - Linux toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3373595 on 2017/03/30 by Chris.Babcock Reenable GooglePlay for ARM64 now that it doesn't crash #jira UE-36198 #ue4 #android Change 3373606 on 2017/03/30 by Chris.Babcock Submitting Allan's shelved EXT_shader_framebuffer_fetch fix #ue4 #android Change 3375456 on 2017/03/31 by Chris.Babcock Add missing keycodes for Android keyboard (@ and #) #jira WEX-5777 #ue4 #android Change 3376309 on 2017/04/03 by Allan.Bentham Fix overflow issues with mobile DoF. Change 3377041 on 2017/04/03 by Will.Fissler Adding Testbed content for PlatformShowcase. Change 3377582 on 2017/04/03 by Alicia.Cano adding back in GET_ACCOUNTS permission as it is required for Reset Achievements #jira: UE-43265 #android #rb: Chris.Babcock Change 3377643 on 2017/04/03 by Peter.Sauerbrei fix for memory leak in MallocBinned #jira UE-43008 Change 3378033 on 2017/04/04 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - ThirdParty libs compiled with new toolchain with wasm and webgl2 support #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3378034 on 2017/04/04 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - ThirdParty build scripts #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3378035 on 2017/04/04 by Nick.Shin HTML5 - Update GameX template to make it work with trunk Emscripten PR https://github.com/Mozilla-Games/UnrealEngine/commit/dc2b26f452948f8ee07178bc3e8742af80d8919a#commitcomment-21454978 #jira none #rn Change 3378044 on 2017/04/04 by Nick.Shin HTML5 harfbuzz - double checking recompiled with NO multithreading wasm currently does not support pthreads *** THIS IS STILL WIP *** checking in to match 3rd party libs compiled configuration #jira UE-28588 - Build HarfBuzz for HTML5 #rnx Change 3378264 on 2017/04/04 by Allan.Bentham Fix crash when using consolas font on android sdk 24 #jira UE-43464 Change 3379097 on 2017/04/04 by Nick.Shin CIS HTML5 build warning fix #jria none #rnx Change 3379333 on 2017/04/04 by Chris.Babcock Prevent inserting extra permissions into manifest multiple times #jira UE-43583 #ue4 #android Change 3380870 on 2017/04/05 by Chris.Babcock Fix merge issue Change 3380898 on 2017/04/05 by Chris.Babcock Fixed again Change 3381443 on 2017/04/05 by Chris.Babcock Fix for GearVR non-unity build #ue4 #android Change 3381941 on 2017/04/05 by Chris.Babcock Fix HTTPChunkInstaller texture format checks and missing #define warning #jira UE-43706 #ue4 #android Change 3382056 on 2017/04/05 by Chris.Babcock Updates to Android AARs needed for Facebook plugin Change 3382097 on 2017/04/05 by Chris.Babcock Disable java console cmd receiver only in shipping builds #jira UE-43710 #ue4 #android Change 3382497 on 2017/04/06 by Allan.Bentham Fix Fortnite Cooked Server crashes when joining game from lobby. #jira UE-43695 Change 3383227 on 2017/04/06 by Will.Fissler Reverted case sensitive change, from yesterday, and implemented a pragma instead. #jira UE-41313 [CL 3383473 by Jack Porter in Main branch]
2017-04-06 16:13:17 -04:00
/** Application build configuration */
private String BuildConfiguration = "";
Copying //UE4/Release-Staging-4.14 to //UE4/Dev-Main (Source: //UE4/Release-4.14 @ 3182951) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3182951 on 2016/11/02 by Luke.Thatcher [RELEASE] [PS4] [!] Fix "play together" invitations handling in PS4 OSS. - Wrong condition in GetUserWebApiContext. Web API contexts can be created for local users (i.e. FUniqueNetIdPS4 instances with a valid SceUserServiceUserId). #jira UE-38017 Change 3182892 on 2016/11/02 by Luke.Thatcher [RELEASE] [PS4] [!] Fix incorrect identity API implementation in PS4 OSS. - System events directly drive the login state of a user. This also removes the blocking call to sceNpGetState(). - GetAuthToken is only called if the engine calls IOnlineIdentity::Login(). #jira UE-38017 Change 3182767 on 2016/11/02 by Luke.Thatcher [RELEASE] [PS4] [!] Fix PS4 session invitations. - Was calling old Web API with SceNpOnlineId where SceNpAccountId is needed. - Replaced with NpToolkit2's session invitation API. #jira UE-38020 Change 3182766 on 2016/11/02 by Luke.Thatcher [RELEASE] [PS4] [!] Fix assert in FUniqueNetIdPS4::FindOrCreate. We were assuming an online-only ID could never become a local ID. This isn't the case in the following scenario: - Two users join a session on two separate PS4s. - One user signs into the other user's PS4 with the same account, with a second controller. PSN logs him out of the first PS4. - That user's Net ID has now migrated from being online-only, to local-with-online. This is a case that was not handled. #jira UE-38017 UE-38020 Change 3182765 on 2016/11/02 by Luke.Thatcher [RELEASE] [PS4] [~] Additional logging for PS4 OSS "Play Together". #jira UE-38017 UE-38020 Change 3182633 on 2016/11/01 by Jack.Porter Fix crash sculpting a landscape with grass that uses the landscape's lightmap, when lighting has not been built #jira UE-38042 Change 3182332 on 2016/11/01 by Mieszko.Zielinski Added a sanity check to UNavigationSystem::AddElementToNavOctree to guard agains DirtyElement.NavInterface being null #UE4 #jira UE-37588 Change 3182321 on 2016/11/01 by Dmitry.Rekman Updated READMEs for 4.14 (UE-38059). #jira UE-38059 Change 3182231 on 2016/11/01 by Mitchell.Wilson Adding Is Valid node in Retargeting_WorldInteractionBP to resolve warning. #jira UE-38079 Change 3182164 on 2016/11/01 by Matt.Kuhlenschmidt Fix alll collision being disabled if you dont auto-generate a simple hull when importing an FBX #jira UE-38091 Change 3182017 on 2016/11/01 by Chris.Babcock Disable glVertexAttribIPointer on PowerVR Rogue #jira UE-38074 #ue4 #android Change 3181942 on 2016/11/01 by Mitchell.Wilson Resolving multiple warnings in CIS for Elemental Demo. #jira UE-38075 Change 3181941 on 2016/11/01 by Nick.Shin PhysX Bulid Automation script update #jira UE-37329 'Compile UE4Game HTML5' - 300 Warnings Change 3181939 on 2016/11/01 by Ryan.Vance #jira UE-38072 We need to add a hook that can be called after native present has finished for SteamVR. PostPresentHandoff should be called when using the interleaved compositor immediately after we've submitted our eye buffers and called present for the mirror window. This unblocks the compositor process so it can do it's re-projection work. Otherwise it will block until we call WaitGetPoses which is a ways into the next frame. Change 3181849 on 2016/11/01 by Nick.Shin jukka's (Mozilla) fixes to SSE2 and GL issues for HTML5 jukka's (Mozilla) python scripts to build ThirdParty HTML5 libs the python scripts will need tweaking - they were moved from their original locations from: https://github.com/Mozilla-Games/UnrealEngine/commit/fd48bc0e4a5f0278a1c036d2b81036ab1270ad68 the CMakeLists.txt (and one configure.ac) files are defiinitely used from the (bash) shell build script (to build thirdparty libs for HTML5)... update existing (bash shell script and UE4 c#) build files to use the new "incoming" emsdk #jira UE-37329 -'Compile UE4Game HTML5' - 300 Warnings Change 3181848 on 2016/11/01 by Nick.Shin update compiled ThirdParty HTML5 libs using new emscripten tool chain (CL:#3180924) #jira UE-37329 - //UE4/Main: Step 'Compile UE4Game HTML5' - 300 Warnings Change 3181838 on 2016/11/01 by Nick.Shin new emscripten tool chain configured by jukka from Mozilla see Engine/Extras/ThirdPartyNotUE/emsdk/emscripten/incoming/EPIC_VERSION for details on where did this version come from #jira UE-37329 - //UE4/Main: Step 'Compile UE4Game HTML5' - 300 Warnings Change 3181611 on 2016/11/01 by Allan.Bentham Recreate vulkan swapchain after a pause/resume on android. #jira UE-36454 Change 3181451 on 2016/11/01 by Chris.Wood CrashReportClient no longer attempts to restart Launcher-run Editors via IPC with the Launcher. They are now restarted directly. [UE-37794] - Send and Restart from Crash Reporter Opens Project Browser Launcher can't accept command line args when restarting an application so it can't restart the editor with the right project. Also fixes broken SlateReflector in CRC (switched off in checked in version) #jira UE-37794 Change 3181117 on 2016/11/01 by Dmitriy.Dyomin Fixed: Text Actors not Rendering on Mobile PowerVR based devices were rendring opaque objects twice #jira UE-37949 Change 3181102 on 2016/11/01 by Jack.Porter Fix for editor crash during Landscape sculpting on pressing Ctrl+z (Subdivision enabled in material) #jira UE-36050 Change 3180851 on 2016/10/31 by Daniel.Wright Ray Traced Distance Field shadows must be projected last, since they overlap the depth range as Far CSM. Fixes Kite demo medium-distance shadowing. #jira UE-37793 Change 3180844 on 2016/10/31 by Michael.Trepka Disabled high-DPI in Mac CrashReportClient #jira UE-37697 Change 3180803 on 2016/10/31 by Michael.Trepka Setup Mac Metal layer on the main thread to solve issues with empty game window when showing a separate log window. #jira UE-37998 Change 3180764 on 2016/10/31 by zachary.wilson Checkking in content for Lighting scenarios test, currently incomplete but needed for bug repro #jira UE-29618 Change 3180666 on 2016/10/31 by Dmitry.Rekman Fix Linux client & server hang when decoding voice chat (UE-36108). - break out of voice channel while loop if unable to serialize the voice packet data. - fixed by JoshM #jira UE-36108 Change 3180428 on 2016/10/31 by Mitchell.Wilson Rebuilt lighting in all Content Examples levels and saved to resolve warnings. #jira UE-37880 Change 3180399 on 2016/10/31 by Dmitry.Rekman Linux: revert to old commandline switch -binnedmalloc (UE-38001). #jira UE-38001 Change 3180298 on 2016/10/31 by Steve.Robb Extra information about which class has failed to have its CppStructOps initialized. #jira UE-37921 Change 3180289 on 2016/10/31 by John.Pollard Fix crash in FCurlHttpRequest::DebugCallback + Specify the string length to FString's constructor as the result from StringCast is not null terminated if the string's length is specified (instead of assuming null termination). #jira UE-36658 Change 3180200 on 2016/10/31 by Benjamin.Hyder Updating QA-Materials to include BuiltData #jira UE-29618 Change 3180173 on 2016/10/31 by Nick.Whiting Fixing up static analysis warning about array size in GoogleVRHMD code #jira UE-38007 Change 3180123 on 2016/10/31 by ryan.brucks #jira UE-35977 hooked up missing transform node inside of newly added function so that it works with variable rotations. Change 3180108 on 2016/10/31 by Benjamin.Hyder Updating QA-Effects map to include BuiltData #jira UE-29618 Change 3180104 on 2016/10/31 by Marc.Audy Don't recreate the render state if the component got unregistered in the interim. #jira UE-37968 Change 3180084 on 2016/10/31 by Allan.Bentham Use glVertexAttribIPointer for ES3. Enable SupportsTextureMaxLevel for ES3. ensure GL_HALF_FLOAT is used for vertex half float format on ES3 (instead of GL_HALF_FLOAT_OES) Fix assert when previewing ES3.1 with PC OpenGL. #jira UE-37472 Change 3180082 on 2016/10/31 by Luke.Thatcher [RELEASE] [PS4] [-] Back out PS4 OSS warnings filter in UBT output (original CL 3150360). - We weren't relying on this anyway, since the build machines are filtering based on a perl script (See CL 3151027) #jira UEPLAT-1424 Change 3180044 on 2016/10/31 by Michael.Trepka Don't create additional autorelease pool for Metal context on the game thread. #jira UE-37894 Change 3180023 on 2016/10/31 by Luke.Thatcher [RELEASE] [PS4] [^] Merge (as edit) PlayStation 4 Online Subsystem refactor for Sony SDK 4.008.061 (CL 3178249) from //UE4/Dev-Platform to OrionGame in //UE4/Release-4.14 Original CL description: [~] Upgrade PlayStation 4 Online Subsystem to be compliant with Sony's new APIs in SDK 4.008.061. - Replaced deprecated APIs with new ones. - Replaced NpToolkit with NpToolkit2. - Refactor of FUniqueNetIdPS4 and related code. FUniqueNetIdPS4 is now immutable and immovable. - Added online ID cache system, which calls out to Sony's new ID Mapper Web API. Contains a breaking change in FUniqueNetId - FUniqueNetId::ToString() now returns the SceNpAccountId string of a user, rather than the SceNpOnlineId string. - Custom backends which rely on this string to identify users will need to support SceNpAccountIds, and map them to existing accounts. #jira UEPLAT-1424 Change 3179973 on 2016/10/31 by Sam.Deiter #Jira UEDOC - 3957 #UE4 Docs: Fixing typos in the landscape tutorials for bug UEDOC - 3957 #Code_Review lauren.ridge, jeff.wilson, ian.shadden, wes.bunn, chase.mcallister, robert.gervais Change 3179930 on 2016/10/31 by Luke.Thatcher [RELEASE] [PS4] [^] Merge (as edit) PlayStation 4 Online Subsystem refactor for Sony SDK 4.008.061 (CL 3178249) from //UE4/Dev-Platform to //UE4/Release-4.14 Original CL description: [~] Upgrade PlayStation 4 Online Subsystem to be compliant with Sony's new APIs in SDK 4.008.061. - Replaced deprecated APIs with new ones. - Replaced NpToolkit with NpToolkit2. - Refactor of FUniqueNetIdPS4 and related code. FUniqueNetIdPS4 is now immutable and immovable. - Added online ID cache system, which calls out to Sony's new ID Mapper Web API. Contains a breaking change in FUniqueNetId - FUniqueNetId::ToString() now returns the SceNpAccountId string of a user, rather than the SceNpOnlineId string. - Custom backends which rely on this string to identify users will need to support SceNpAccountIds, and map them to existing accounts. #jira UEPLAT-1424 Change 3179539 on 2016/10/31 by Jack.Porter Fix crash when Toggling Landscape Mode with Hidden Sub-Level containing a Landscape #jira UE-37954 Change 3179309 on 2016/10/29 by Benjamin.Hyder Re-Saving Foliage asset in Tm-DistanceFields #jira UE-29618 Change 3179308 on 2016/10/29 by Benjamin.Hyder updating AutoLOD settings for foliage example in TM-Shadermodels #jira UE-29618 Change 3179135 on 2016/10/28 by Chris.Babcock Only use alternative event flow for Daydream packaged applications #jira UE-37847 #ue4 #android Change 3178995 on 2016/10/28 by JohnHenry.Carawon Adding test content for the World Origin Rebasing feature #jira UE-29618 Change 3178994 on 2016/10/28 by Chris.Babcock Disable ARM64 Google Play Games - need new library to fix crash #jira UE-37972 #ue4 #android Change 3178955 on 2016/10/28 by Marc.Audy Don't worry about clearing from world's end of frame update frame if being GC'd #jira UE-37928 Change 3178921 on 2016/10/28 by Daniel.Wright [Copy] Scene captures and planar reflections force a scene color alpha channel to be used when they are capturing (does not affect the scene color format for the main views). Fixes planar reflections with r.SceneColorFormat=3. Setup scissor for scene depth resolves, helps with passes using screenpercentage to reduce resolution. Planar reflection depth resolves .8ms -> .2ms on 970 #jira UE-37970 Change 3178919 on 2016/10/28 by Daniel.Wright [Copy] Fixed planar reflections in forward shading. The change to disable checkerboard SSS caused scene color alpha to be non-zero for opaque / masked pixels in forward, but there's no SSS pass run later to correct it, since this is the forward rendering path. #jira UE-37970 Change 3178905 on 2016/10/28 by Max.Chen Sequencer: Fix fade track instance compile #jira UE-37939 Change 3178808 on 2016/10/28 by Dmitry.Rekman Linux: fix crash on exit (UE-37536). - Base virtual function (PostRun()) was called due to thread being stopped at the moment when the subclass destructor has already run. #jira UE-37536 (Edigrating 3175651 from Dev-Platform to Release-4.14) Change 3178707 on 2016/10/28 by Marc.Audy Fix inverted null check that caused load game from slot to fail if using a BP generated class #jira UE-37774 Change 3178664 on 2016/10/28 by Alexis.Matte Fix the fbx automation tests #jira UE-37960 Change 3178617 on 2016/10/28 by Bart.Hawthorne Fix issue where changing the world origin in a single player game would try to access the FNetworkPredictionData_Client_Character on character movement components #jira UE-37692 #tests ran QA game and tested that assert no longer fired in debug Change 3178615 on 2016/10/28 by Max.Chen Matinee to Level Sequence: Added interface to extend the matinee to level sequence converter Copy from Dev-Sequencer #jira UE-37328 #2864 Change 3178553 on 2016/10/28 by Michael.Trepka Don't wait for the main thread in FMacWindow::Show() #jira UE-37915 Change 3178526 on 2016/10/28 by Alexis.Matte Clean unused material when importing a skeletal mesh. Its possible to have a material reference in a fbx node and not have any face referencing this material. #jira UE-37923 Change 3178451 on 2016/10/28 by Mitchell.Wilson Limit the max angle the cannon tower can be rotated when manually aiming. When max rotation is reached, debug line turns red to be consistent with the arrow tower. #jira UE-36512 Change 3178420 on 2016/10/28 by Lina.Halper Fix build issue #jira: UE-37911 Change 3178390 on 2016/10/28 by mason.seay Enabling follow on certain notifies to help catch issues #jira UE-29618 Change 3178325 on 2016/10/28 by Zak.Middleton #ue4 - (4.14) - Fix crash when player is destroyed and server PlayerController checks to see if it needs to force a network update. Also fix crash when calling ACharacter::SetReplicateMovement when not on the server. Mirror CL 3178247 and CL 3178256 in Dev-Framework. #jira UE-37902 Change 3178312 on 2016/10/28 by Max.Chen Sequencer: Fade only oin the current player context, not on all worlds. #jira UE-37939 Change 3178267 on 2016/10/28 by Lina.Halper Fix issue with anim editor sound play notify doesn't work with follow option #jira: UE-37946 Change 3178146 on 2016/10/28 by Lina.Halper #fix crash with thumbnail update when there is no animation, and so on. #code review: Benn.Gallagher #jira: UE-37911 Change 3178145 on 2016/10/28 by Matthew.Griffin Fixed Clean process during a Hot Reload Prevent engine build products, intermediates and exe/dlls from being deleted during Hot Reload and make sure Hot Reload state is preserved #jira UE-37616 Change 3178143 on 2016/10/28 by Mitchell.Wilson Updating BP_Spinning_Logo to stop spinning when disabled instead of finishing the rotation. #jira UE-36269 Change 3178110 on 2016/10/28 by Mitchell.Wilson Rebuilt lighting and saved levels. #jira UE-36913 Change 3178070 on 2016/10/28 by Mitchell.Wilson Adjusted trigger ragdoll time in shooter character so the character does not appear to float while in death animation. #jira UE-37124 Change 3178034 on 2016/10/28 by Jon.Nabozny Add missing Super::Tick call to ATP_TopDownCharacter::Tick. #jira UE-37914 Change 3178021 on 2016/10/28 by Max.Chen Sequence Recorder: Disable auto possess player for recorded pawns. This fixes a bug where if you record a third person template character, when you open the sequence, the recorded character will possess the viewport. Copy from Dev-Sequencer #jira UE-35342 Change 3177992 on 2016/10/28 by Matt.Kuhlenschmidt Fix outlined text accumulating error due to measuring the outlines for each text run rather than the entire string #jira UE-37935 Change 3177981 on 2016/10/28 by Nick.Darnell UMG - Fixing how the virtual window calculates desired size. It was including scale again, which is fine for SWindow, but isn't what we want on the SVirtualWindow, should probably consider making a new SWindowBase class they can both share in the future. #jira UE-36861 Change 3177888 on 2016/10/28 by Matthew.Griffin Back out revision 4 from //UE4/Release-4.14/Engine/Source/Runtime/Engine/Private/InheritableComponentHandler.cpp Change 3177881 on 2016/10/28 by Matthew.Griffin Added guards to WITH_EDITOR only static initialisation Change 3177871 on 2016/10/28 by Matt.Kuhlenschmidt Fix crash import fbx scenes if objects contain procedural textures (not supported) #jira UE-37917 Change 3177856 on 2016/10/28 by Matthew.Griffin Adding THIRD_PARTY_INCLUDES macros around Google VR includes to fix static analysis warnings Change 3177815 on 2016/10/28 by Graeme.Thornton Non-editor build fix #jira UE-37929 Change 3177812 on 2016/10/28 by Graeme.Thornton Fix for COTF crash with EDL. Manually copied from CL 3174743 in Dev-Core #jira UE-37810 Change 3177737 on 2016/10/28 by Guillaume.Abadie Brings over 3141695 and 3173310 from //Odin/Main: Fixes particle collision in the forward renderer. #jira UE-37927 Change 3177703 on 2016/10/28 by Phillip.Kavan [UE-37852] Ensure that we create a unique template object in a child class's ICH when overriding an inherited SCS default scene root node. change summary: - added UInheritableComponentHandler::SCSDefaultSceneRootOverrideNamePrefix - modified UInheritableComponentHandler::CreateOverridenComponentTemplate() to special-case SCS default scene root node overrides when determining the new template name - modified UInheritableComponentHandler::PostLoad() to special-case SCS default scene root node overrides during template name fixup - modified SSCSEditor::RemoveComponentNode() to skip renaming the component template away from the variable name for the default scene root node, since we don't actually recreate it when it gets re-added #jira UE-37852 Change 3177600 on 2016/10/27 by Chris.Babcock Pass through the intent action from splash screen #jira UE-37925 #ue4 #android Change 3177436 on 2016/10/27 by Mike.Beach Guarding against a top crash that could occur when pasting a select node (unknown how) - now using an unchecked accessor to get a specific pin, and guarding again a null (instead of asserting). #jira UE-37910 Change 3177365 on 2016/10/27 by Daniel.Wright Fixed access of FPrecomputedLightVolumeData after it has been deleted (causes crash on exit with USE_MALLOC_STOMP enabled) #jira UE-37903 Change 3177236 on 2016/10/27 by Mitchell.Wilson Updated UVs on M_FloorTiles1 to resolve precision issues with the material's normal on mobile devices. Fixed reflection captures in the level and rebuilt lighting. #jira UE-36624 Change 3177235 on 2016/10/27 by mason.seay Vehicle Assets #jira UE-29618 Change 3177036 on 2016/10/27 by Mitchell.Wilson Inverted throttle control for controller Right Joystick Up, Down, Y-Axis to be consistent with the info from our template wiki #jira UE-37881 Change 3176996 on 2016/10/27 by mason.seay Missed node link #jira UE-29618 Change 3176993 on 2016/10/27 by mason.seay Test AnimBP for crash #jira UE-29618 Change 3176992 on 2016/10/27 by Mitchell.Wilson Adding [EditoronlyBP] to DefaultEditor.ini of projects that were missing it. #jira UE-37846 Change 3176946 on 2016/10/27 by Alexis.Matte We recompile the material only if there is a material expression node that ask for a shader recompile when the texture is change with no specified property. #jira UE-37705 Change 3176939 on 2016/10/27 by Alexis.Matte Check the pointer before using it #jira UE-37853 Change 3176927 on 2016/10/27 by mason.seay Rebuilt Lighting #jira UE-29618 Change 3176883 on 2016/10/27 by Steve.Robb Fix for crash when an array property changes while instancing subobjects. Fix for StrStr running off the end of a non-null-terminated string and a tidy up with TUniquePtr. Fix for accessing a deleted StaticClass() in FInputBindingEditorModule::ShutdownModule. #fyi matt.kuhlenschmidt, alex.fennell #jira UE-37752 Change 3176811 on 2016/10/27 by Chris.Bunner Rework of previous commit to avoid potential confusion moving forward. #jira UE-37424 Change 3176783 on 2016/10/27 by Chris.Bunner Default scalability settings to Epic, not Cinematic. Duplicated default render resolution scale fix (CL 3170020). #jira UE-37424 Change 3176692 on 2016/10/27 by Mike.Beach Fixing up a mistake where we weren't reading all [EditoronlyBP] settings (which are now deprecated). Was causing certain settings to default to off, and caused an inaccurate deprecation warning. #jira UE-37848 Change 3176635 on 2016/10/27 by mason.seay Setting up skeleton for retargeting testing #jira UE-29618 Change 3176586 on 2016/10/27 by Marcus.Wassmer Fix crash on D3D12 editor when selecting objects #jira UE-37861 Change 3176479 on 2016/10/27 by Robert.Manuszewski Fix for a rare crash when loading into Orion match. Made sure the Skeleton asset is loaded before PostLoad is called on it. #jira UE-37297 #jira UE-37711 Change 3176107 on 2016/10/27 by Phillip.Kavan [UE-37690] AddComponent node template names now use a counter to avoid a potential component data cache mismatch with an existing instance of an old AddComponent node template. change summary: - added UBlueprint::ComponentTemplateNameIndex as a way to to map component class names to an incremental counter (saved). - UK2Node_AddComponent::MakeNewComponentTemplateName() is now public, non-static, and uses an internal index map to generate unique component template names. #jira UE-37690 Change 3176105 on 2016/10/27 by Phillip.Kavan [UE-37686] Fix naming for archetype objects associated with new AddComponent nodes. change summary: - switched UK2Node_AddComponent::MakeNewComponentTemplateName() to be a public API. - modified UBlueprintComponentNodeSpawner::Invoke() to call UK2Node_AddComponent::MakeNewComponentTemplateName() in place of MakeUniqueObjectName(). - modified UBlueprintGeneratedClass::FindArchetype() to better handle old AddComponent node template names. These were based on the UClass display name, and thus it was possible for the non-index form of that FName to collide with SCS variable names after the initial switch to use the non-indexed (base) FName for archetype matching in all cases. As a result I've reverted back to using the given ArchetypeName value for the SCS variable case. #jira UE-37686 Change 3176009 on 2016/10/26 by Dmitriy.Dyomin Fixed: Editor crash on changing sub-level visbility under certain conditions #jira UE-34740 Change 3175807 on 2016/10/26 by Daniel.Wright Fixed the editor thinking a lighting build is still active after you discard the results from one #jira UE-37834 Change 3175777 on 2016/10/26 by Jon.Nabozny #jira UT-6263 Fix crash when running ServerTravel on a client Dupe of CL #3175731 on UT, checked in on behalf of ben.zeigler Change 3175695 on 2016/10/26 by Ryan.Gerleve Don't clear level collections in UWorld::CleanupWorld unless bCleanupResources is true. #jira UE-37336 Change 3175628 on 2016/10/26 by Chad.Garyet Added -Build vstream from 4-14 to allow checkins from physx altered build script and json to reflect new changes #JIRA UE-37085 Change 3175612 on 2016/10/26 by Martin.Wilson Fix crash when running an in-editor cook on the fly server with unsaved virtual bone changes #jira UE-37785 Change 3175552 on 2016/10/26 by Brian.Karis Twinblast bust changes #jira UE-0 Change 3175543 on 2016/10/26 by Marc.Audy Allow audio thread on PS4 to use 7th core as opposed to being pinned to it #jira OR-30447 Change 3175538 on 2016/10/26 by Matt.Kuhlenschmidt Fixed a crash when clicking Apply when using the Brush Clip tool #jira UE-37838 Change 3175502 on 2016/10/26 by Mitchell.Wilson Enabled modulated shadows on lights in rolling template levels. #jira UE-37047 Change 3175485 on 2016/10/26 by mason.seay Test Map for virtual bones #jira UE-29618 Change 3175469 on 2016/10/26 by mason.seay Test assets for Virtual Bones testing #jira UE-29618 Change 3175428 on 2016/10/26 by Marc.Audy Possibly fix crash in Autosave due to dereferencing a world pointer which is freed memory #jira UE-37590 Change 3175414 on 2016/10/26 by Michael.Trepka Fixed mouse position calculations for secondary monitors on Mac #jira UE-37822 Change 3175382 on 2016/10/26 by Yannick.Lange VR Editor: - Fix: Landscape UI Elements are not visible #jira UE-36843 - Fix: First-time switch to Landscape tab in VREditor causes UI Errors #jira UE-37410 - Fix: Enabling Foilage Mode in VR Editor breaks the pointer #jira UE-37214 - Fix: Landscape sculpting when attempting to move menu panels in VREditor #jira UE-37581 #jira UE-36843 #jira UE-37410 #jira UE-37214 #jira UE-37581 Change 3175349 on 2016/10/26 by Chad.Garyet Changing physx build agents to compile workspaces instead of full ones #JIRA UE-37085 Change 3175267 on 2016/10/26 by Martin.Wilson Fix retarget crash #jira UE-37781 Change 3175205 on 2016/10/26 by Rolando.Caloca UE4.14 - Remove erroneus assert #jira UE-37584 Change 3175188 on 2016/10/26 by Chris.Babcock Fix out of spec GLSL operations (contributed by JeffRous) #jira UE-37800 #PR #2886 #ue4 #android Change 3175156 on 2016/10/26 by Mitchell.Wilson Adding missing iOS app icons to SunTemple project #jira UE-36991 Change 3175095 on 2016/10/26 by Daniel.Wright Fixed stationary skylight reflections using an inverted mask on materials without high quality reflections with Forward Shading #jira UE-37783 Change 3175075 on 2016/10/26 by Daniel.Wright [Copy] Support directional light dynamic shadows in any channel with forward shading, which can happen with multiple shadow casting stationary directional lights (even though only the lighting of one will appear) #jira UE-36497 Change 3175050 on 2016/10/26 by Jamie.Dale FTextRenderComponentMIDCache now marks MIDs as stale when the font parameters available in the parent material changes #jira UE-37819 Change 3175039 on 2016/10/26 by Daniel.Wright Fixed Duplication mode #jira UE-37231 Change 3174996 on 2016/10/26 by Mitchell.Wilson Removing [EditoronlyBP] changes made to DefaultEditor.ini. EDL is now disabled by default in ShooterGame. #jira UE-37648 Change 3174987 on 2016/10/26 by Jon.Nabozny Fix crash when moving InstancedStaticMeshComponent in editor when it had no mesh set, but had instances. #jira UE-37594 Change 3174803 on 2016/10/26 by Ori.Cohen Fix world origin shifting causing a crash inside physx. #JIRA UE-37745 Change 3174776 on 2016/10/26 by Allan.Bentham Work around broken depth reads on Galaxy S4. #jira UE-35481 Change 3174723 on 2016/10/26 by Robert.Manuszewski Changing the criteria for UBL to ignore the event driven loader flag to IsEngineInstalled() just like at runtime. #jira UE-37617 Change 3174650 on 2016/10/26 by Matthew.Griffin Ensured that Online Subsystem Oculus plugin is precompiled successfully for Android Change 3174644 on 2016/10/26 by Matthew.Griffin Fixing GoogleVR compile issues Change 3174352 on 2016/10/25 by Daniel.Wright Rename map build data along with the world - fixes lighting lost on map rename / save as. Duplicate map build data along with the world - fixes lighting lost on map duplicate in the content browser, or save as when the source already exists. Save map build data packages in SaveWorld - fixes lighting being lost on save as. #jira UE-37231 Change 3174335 on 2016/10/25 by Chris.Babcock Corrected Proguard issue with Codeworks for Android 1R5 installers #jira UE-37680 #ue4 #android Change 3174318 on 2016/10/25 by Marcus.Wassmer Duplicate 3174187 #jira UE-37020 Change 3174263 on 2016/10/25 by patrickr.donovan Test content updates and additions. Lighting Channel map added to TM-VRLoader. #jira UE-29618 Change 3174120 on 2016/10/25 by Daniel.Wright UObject::PostDuplicate with DuplicateMode * Allows differentiating between being duplicated as part of a world duplication vs duplication within a level * This is needed when generating a guid that needs to be unique within a level, but constant across instances of that level, like a light component #jira UE-37231 Change 3174113 on 2016/10/25 by Daniel.Wright Fixed log spam #jira UE-37522 Change 3174010 on 2016/10/25 by Jamie.Dale Fixed several crashes in the Session Frontend when viewing profiles - SFiltersAndPresets wasn't being cleared when the profile data was changed back to a live instance. - SFiltersAndPresets could crash if it was updated when no profile was selected. - SDataGraph could cause a crash if you clicked on it when there was no data (passed a range of -1, 0). - A session update message would clobber any loaded profile data, resetting to the current instance. #jira UE-37597 Change 3173982 on 2016/10/25 by mason.seay Deleting unneeded asset #jira UE-29618 Change 3173912 on 2016/10/25 by Ori.Cohen Fix divide by 0 crash when torque curve is 0 #JIRA UE-37737 Change 3173866 on 2016/10/25 by Ben.Marsh Remove setting forcing UnrealCEFSubProcess to compile using Visual Studio 2013. #jira UE-37678 Change 3173824 on 2016/10/25 by Ben.Marsh Fix trying to recompile UBT in Rocket builds when cleaning a build target. #jira UE-37616 Change 3173812 on 2016/10/25 by Nick.Darnell XBoxOne - The Vertex and Index buffers are now allocated with the right nextwriteoffset to prevent stomping old data on future writes. #jira UE-37757 Change 3173808 on 2016/10/25 by Ben.Marsh Fix batch files detecting MSBuild install locations for Visual Studio "15" preview 5. #jira UE-37627 Change 3173711 on 2016/10/25 by Ori.Cohen Fix linux compiler issues for physx #JIRA UE-37085, UE-37114, UE-37116 Change 3173704 on 2016/10/25 by James.Cobbett Import test assets for Alembic Conversion test #jira UE-29618 Change 3173694 on 2016/10/25 by Matt.Kuhlenschmidt Fixed Zip project not working in binary builds #jira UE-37655 Change 3173692 on 2016/10/25 by James.Cobbett Test content for Alembic Conversion options #jira UE-29618 Change 3173666 on 2016/10/25 by Matt.Kuhlenschmidt Fixed array refreshing in the details panel not functioning properly for sub-object properties #jira UE-37652 Change 3173619 on 2016/10/25 by Robert.Manuszewski Making the cooker ignore EDL ini setting in binary engine build. #jira UE-37617 Change 3173616 on 2016/10/25 by Nick.Whiting Merging update to Google VR 1.01 SDK, which fixes multiple initialization errors #jira UE-37440, UE-37236 Change 3173606 on 2016/10/25 by Jamie.Dale Removed invalid assert We're already passed the collection to modify, so the assert isn't needed. #jira UE-37761 Change 3173604 on 2016/10/25 by Keli.Hlodversson Work around an issue where the SteamVR plugin will fail to initialize if SteamVR was not already running before launching. #jira UE-37623 Change 3173502 on 2016/10/25 by Matt.Kuhlenschmidt Fixed more cases of undoing causing selections to become out of sync #jira UE-37300 Change 3173475 on 2016/10/25 by Ori.Cohen Critical 4.14 physx fixes #JIRA UE-37085, UE-37114, UE-37116 Change 3173445 on 2016/10/25 by Robert.Manuszewski Disabling the Event Driven Loader in ShooterGame. Making sure the EDL can't be enabled in binary engine distributions. #jira UE-37394 Change 3173401 on 2016/10/25 by Matt.Kuhlenschmidt Guard against crashes when textures or materials are explicitly marked as pending kill and then passed to slate for rendering #jira UE-36261 Change 3173245 on 2016/10/25 by Allan.Bentham Remove incorrect assert. #jira UE-37699, UE-37707 Change 3173232 on 2016/10/25 by Jurre.deBaare Post Processing Settings do not update in Persona when the values are changed in Preview Scene Settings #fix make sure we also pick up vector4 fields #jira UE-37656 Change 3173183 on 2016/10/25 by Matthew.Griffin Added Shipping configs to BootstrapPackagedGame (Duplicating CL#3150210 from Main) Change 3173065 on 2016/10/25 by Dmitriy.Dyomin Fixed: Disabling 'Use Landscape Lightmap' option Skewing Procedural Foliage Instances #jira UE-37736 Change 3172929 on 2016/10/24 by Ryan.Vance #jira UE-37742 Adding SceneViewExtension hooks that are called right after init views completes. It might be advantageous to do the work we're currently doing in PreRenderViewFamily_RenderThread and PreRenderView_RenderThread after init views is called with the way SteamVR's running start is implemented. Change 3172915 on 2016/10/24 by Rolando.Caloca UE4.14 - Fix compile issues on CCT #jira UE-37722 Change 3172762 on 2016/10/24 by Brian.Karis #jira UE-37369 Change 3172742 on 2016/10/24 by Daniel.Lamb Fixed issue with file-> cook error when you haven't built the exe which you are trying to cook for. #jira UE-36796 #test Cook shootergame Change 3172690 on 2016/10/24 by Maciej.Mroz DynamicClass gives now, as componet-archetype, objects with non-exact name. Manually merged cl#3171563 #jira UE-37480 Change 3172663 on 2016/10/24 by Daniel.Lamb Stopped cooker from handling modification requests when they are PIE requests. #test PIE shootergame #jira UE-21572 Change 3172629 on 2016/10/24 by Mitchell.Wilson Reconnected some material functions to resolve warnings which caused characters to render with default materials, and resolving 'Top Material' warnings. Reimported SM_GodRay_Plane to resolve PhysX warning Rebuilt lighting for the level. #jira UE-37728 Change 3172523 on 2016/10/24 by Nick.Shin update physx cmakefiles and automation build scripts for release-414 stream (as per request) #jira UEFW-106 Add HTML5 support to PhysX CMake & automation scripts Change 3172515 on 2016/10/24 by Nick.Shin remove old emsdk (1.35.0) #jira UEPLAT-1324 Update HTML5 PhysX to CMake Change 3172511 on 2016/10/24 by Mark.Satterthwaite Don't set Metal resource option fields on texture descriptors when running on an OS that doesn't support them. #jira UE-37481 Change 3172461 on 2016/10/24 by Cody.Albert Added check for pointer validity to prevent crash in ShooterGame #jira UE-37433 Change 3172329 on 2016/10/24 by Peter.Sauerbrei fix for remote notification method misspelling #jira ue-37720 Change 3172322 on 2016/10/24 by Marc.Audy Fix unreferenced variable the brute force to unblock QA #jira UE-37718 Change 3172191 on 2016/10/24 by Mitchell.Wilson Clearing preivew meshes on some materials to resolve warnings. #jira UE-37713 Change 3172186 on 2016/10/24 by Matt.Kuhlenschmidt Fix non-editor compile error #jira UE-37695 Change 3172159 on 2016/10/24 by Dmitry.Rekman Update GitDependencies.exe (UE-37530). - Binary needs to be updated to support LINUX_MULTIARCH_ROOT variable. #jira UE-37530 Change 3172132 on 2016/10/24 by Keith.Judge Xbox One - Fix corrupted screenshots. Needed a GPU/CPU sync point, which legacy D3D11.x used to do for us, but now we have to do manually. Copied from Dev-Platform CL 3156872 #jira UE-37038 Change 3172131 on 2016/10/24 by Keith.Judge Xbox One - Disable engine analytics on XB1 shipping games, as per XRs. Verified http requests from devkit with Fiddler. Copied from CL 3153176 in Dev-Platform. #jira UE-36364 Change 3172106 on 2016/10/24 by Mitchell.Wilson Updated reference to a material in VehicleMenu.umap to resolve warning #jira UE-29748 Change 3172036 on 2016/10/24 by Steve.Robb TEnumAsByte can be switchably deprecated for enum classes, and is currently not deprecated (reverting a change in behavior). #jira UE-37706 Change 3172020 on 2016/10/24 by Marc.Audy Child Actor should be created at registration, not creation. Otherwise attachment hierarchies can not be set up and thus, world positions incorrect #jira UE-37615 Change 3171966 on 2016/10/24 by Dmitry.Rekman Linux: fix Setup.sh on Ubuntu 16.10 (UE-37621) #jira UE-37621 (Edigrating 3171266 from Dev-Platform to Release-4.14) Change 3171964 on 2016/10/24 by Dmitry.Rekman Linux: fix always rebuilding FixDeps (UE-37625). #jira UE-37625 (Edigrating 3153471 from Dev-Platform to Release-4.14) Change 3171957 on 2016/10/24 by Matt.Kuhlenschmidt Guard against property editor crash happening when focused is lost on an object which has been GC'd due to PIE running #jira UE-37636 Change 3171943 on 2016/10/24 by Matt.Kuhlenschmidt Added mesh simplifcation plugin picker to the project settings under Editor - Mesh Simplification The menu to pick simplification plugins also contains a link to find other plugins in the launcher marketplace. The launcher navigates to "/ue/marketplace/content-cat/assets/codeplugins" for now #jira UE-37695 Change 3171928 on 2016/10/24 by Max.Chen Sequencer: Revert CL#3162724. Fix time dilation in level sequence player because it's causing a regression. Will revisit the fix for UE-37277. #jira UE-37589 Change 3171924 on 2016/10/24 by James.Cobbett Test content 'preroll.abc'. Has empty frames at the start of animation. For alembic importer testing. #jira UE-29618 Change 3171867 on 2016/10/24 by Lina.Halper - Back out revision 2 from //UE4/Release-4.14/Engine/Source/Runtime/Engine/Private/Components/SkeletalMeshComponent.cpp - Empties override materials before setting preview mesh in animation editor #jira: UE-37610 #code review: Thomas.Sarkanen Change 3171789 on 2016/10/24 by Allan.Bentham Resolve depth on appropriate mobile devices when the view contains materials that read from the depth. #jira UE-35023 Change 3171776 on 2016/10/24 by Robert.Manuszewski Increasing the initial memory allocation size for FLargeMemoryWriter to reduce the number of allocations when saving or cooking #jira UE-37599 Change 3171728 on 2016/10/24 by Dmitriy.Dyomin Fix origin rebasing to work with precomputed lighting data stored in separate package #jira UE-37693 Change 3171634 on 2016/10/24 by Dmitriy.Dyomin Added commenets to 3171621 #jira UE-36449 Change 3171621 on 2016/10/23 by Dmitriy.Dyomin Fixed: Editor crash when compiling the character blueprint after a PIE session with World Composition enabled Actually disabled use of world composition with multiplayer PIE using separate processes #jira UE-36449 Change 3171424 on 2016/10/22 by Jack.Porter Remove unused exec command causing logspam #jira UE-37661 Change 3171259 on 2016/10/21 by Ryan.Vance Mobile multi-view update #jira UE-37603 Removed dependence on shader name for determining if we need to enable multi-view, now relies on the presence of gl_ViewID_OVR Worked around unsigned/signed integer driver issues. Some shader compilers were choking on the unsigned postfix Attempted to clean up some of the code duplication in MobileBasePassRendering.cpp Made a few design concessions which allows the feature to run on Mali devices in the wild right now: Allow the feature to be enabled with ES2 rather than just ES3.1. Mali drivers have a bug preventing shader io blocks and multi-view from working together Passing the view id from the vertex shader. Mali devices don't allow referencing gl_ViewID_OVR in a pixel shader Change 3171165 on 2016/10/21 by Peter.Sauerbrei revert out the memory changes for platform file cache for mobile #jira UE-36835 Change 3171112 on 2016/10/21 by Matt.Barnes Updating TM-Material_BP_Nodes to facilitate test UEQATC-2969. #jira UEQATC-2969 Change 3171111 on 2016/10/21 by Mike.Beach Mirroring CL 3171084 form Dev-BP Guarding against a unrepro'able top-10 crash in SGraphPin. Making sure we're not operating on a null/pending-kill/transient pin. #jira UE-37642 Change 3170980 on 2016/10/21 by patrickr.donovan Motion controller test content update - further updates to combat thumbstick noise. #jira UE-29618 Change 3170965 on 2016/10/21 by Mitchell.Wilson Moved panner in M_Frame3_BG material to Custom UV0 to resolve issue with material rendering white on tvOS #jira UE-37105 Change 3170905 on 2016/10/21 by Marc.Audy Fix AActor::Serialize crash if a null in the owned components array #jira UE-37641 Change 3170838 on 2016/10/21 by Ben.Woodhouse Integrate crash fix from main CL3162008 Fix for crash in GPU profiler. This was caused by the RHIThread getting too far behind the renderthread. This change adds a fence wait on the renderthread in RHIEndDrawingViewport to ensure that the renderthread is never more than a frame ahead. #jira UE-37216 Change 3170815 on 2016/10/21 by Jamie.Dale Fixed a potential race-condition in FTextRenderComponentMIDCache, and updated it to detect "stale" MIDs FMIDData was shared between the game and render threads, but used non-thread-safe shared pointers. This also marks MIDs as "stale" if the number of MIDs no longer matches the number of pages in the font (which may happen if the font is edited). These "stale" MIDs are kept as a weak pointer in a separate array so that we can still keep the MID object alive as long as something is still using it (as it may still be used by a FTextRenderSceneProxy for a short while). This array of weak pointers is purged of unreferenced instances during the normal cache purge cycle. #jira UE-37519 Change 3170784 on 2016/10/21 by Mitchell.Wilson Changing a material in TM-Reflections level #jira UE-29618 Change 3170668 on 2016/10/21 by Mitchell.Wilson Updated defaulteditor.ini to resolve cook failure for UBlueprint. #jira UE-37648 Change 3170595 on 2016/10/21 by Chris.Wood Added "Vanilla" Editor detection and reporting it to analytics, MTBF and Crash Reporter. [UE-37132] - Detect "Vanilla" Editor and report it to MTBF analytics and Crash Reporter #jira UE-37132 Change 3170395 on 2016/10/21 by Robert.Manuszewski UBT will now respect -remoteini command line param when looking for ini files for build settings. Fixes a crash when launching BP-only project from the Editor with EDL enabled. #jira UE-37617 Change 3170367 on 2016/10/21 by Allan.Bentham Prevent overflow of bright pixels during DoF calc. #jira UE-31755 Change 3170363 on 2016/10/21 by Robert.Manuszewski Fixing crashes when cancelling async loading #jira UE-37634 Change 3170362 on 2016/10/21 by Robert.Manuszewski Fixing MallocBinned2 crashes on 32-bit platforms. #jira UE-37326 Change 3170280 on 2016/10/21 by Jack.Porter Fix for landscape not rendering in Player Collision view mode after toggling G. #jira UE-37576 Change 3170202 on 2016/10/21 by Dmitriy.Dyomin Fixed: CustomDepth is incorrect when used in Custom PostProcess after Tonemapping #jira UE-37628 Change 3170160 on 2016/10/20 by Aaron.McLeran #jira UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features Implementing CL 3169422 in 4.14 Change 3170029 on 2016/10/20 by Aaron.McLeran #jira UE-37004 #jira UE-37005 Fixing stat soundwaves Implementing 3154264 from Dev-Framework Change 3170024 on 2016/10/20 by Aaron.McLeran #jira UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions Implementing the CL from Dev-Framework Change 3169869 on 2016/10/20 by Arne.Schober duplicated: CL 3169845 #jira UE-35937 Change 3169810 on 2016/10/20 by Steve.Cano Moving change from CL 3169642 to 4.14 - fix a library issue that was causing Kindle Fire 1st edition to crash when trying to run QA game, may be causing issues on other devices as well #ue4 #android #jira UE-22440 Change 3169635 on 2016/10/20 by Mike.Beach Mirroring CL 3169443 from Dev-BP Deprecating the [EditoronlyBP] config settings (which are super old, and support legacy functionality, allowing users to export editor-only UBlueprint objects on cook). This is in support of the new event-driven loader (EDL), which is incompatible with these exports. We will be removing support for these settings promptly in 4.15 (hence the choice to deprecate them for 4.14). #jira UE-37605 Change 3169618 on 2016/10/20 by Mitchell.Wilson rebuilt lighting for all levels in Content Examples #jira UE-37570 Change 3169447 on 2016/10/20 by Peter.Sauerbrei fix for double quotes causing arguments to not be sent correctly to rsync #jira UE-37018 Change 3169362 on 2016/10/20 by tim.gautier Updated TM-UMG Level Blueprint - mouse-clicks outside of UMG assets no longer take focus from the set Display Widget #jira abc-123 Change 3169244 on 2016/10/20 by Chris.Babcock Update to new CodeWorks for Android 1R5 #jira UE-37554 #ue4 #android Change 3169240 on 2016/10/20 by Jon.Nabozny #rn Fixup GameModeClassAliases in Engine.ini files. These must be prefixed with either /Game/ or /Script/ otherwise the asset may fail to resolve and an empty name will be used instead (and cause weird behavior). #jira UE-37488 Change 3169155 on 2016/10/20 by Peter.Sauerbrei fix for incorrect characters in bundle id when project has underscores in the name #jira UE-36436 Change 3169127 on 2016/10/20 by Allan.Bentham Fix android vulkan compile error with dev builds #jira abc-123 Change 3169058 on 2016/10/20 by Allan.Bentham Flush command buffer during init to fix vulkan crash when rendering thread is enabled. Fix FDeferredDeletionQueue's resource handle storage on 32 bit platforms. #jira UE-36452 Change 3169049 on 2016/10/20 by Peter.Sauerbrei fix for minimum ios version in base ini file #jira UE-37034 Change 3168910 on 2016/10/20 by Jack.Porter Fix occasional race condition crash in FTcpMessageTransportConnection on editor shutdown #jira UE-36944 Change 3168906 on 2016/10/20 by Dmitriy.Dyomin Fixed: Black rendering on Galaxy S4 PowerVR #jira UE-37567 Change 3168858 on 2016/10/20 by Richard.TalbotWatkin Made BSP rendering more robust so that out-of-range array accesses trigger an 'ensure' rather than a crash (with a view to identifying the cause of this issue). Also fixed non-editor builds. #jira UE-37267 - [CrashReport] UE4Editor_Engine!FModelSceneProxy::GetDynamicMeshElements() [modelrender.cpp:322] Change 3168826 on 2016/10/20 by Richard.TalbotWatkin Duplicated from //UE4/Dev-Editor, CL 3156473 Attempt to make geometry render / rebuild more robust in the hope of catching UE-36265. #jira UE-36265 - [CrashReport] UE4Editor_Engine!FModelSceneProxy::HasSelectedSurfaces() [modelrender.cpp:538] Change 3168335 on 2016/10/19 by Michael.Trepka Restored previous version of FMacWindow::IsPointInWindow function to solve issues with window dragging. #jira UE-37418 Change 3168307 on 2016/10/19 by Rolando.Caloca UE4.14 - Integrate changes from 3051720 and 3057522 [RENDERING] [!] Revert fix in GPU skin cache (original CL 2722034) - Waiting on shader compilation with the GPU skin update will destroy/recreate render state, causing a crash in the GPU skin cache. #jira UE-37545 Change 3168201 on 2016/10/19 by Peter.Sauerbrei fix for urls with queries not working correctly #jira UE-35090 Change 3168200 on 2016/10/19 by Mitchell.Wilson Re-saved multiple cloth assets to resolve building adjacency information warnings. Replaced deprecated SetText and GrabComponent blueprint nodes with new SetText and GrabComponentAtLocation. Re-saved multiple assets to resolve empty engine version warnings. #jira UE-37537 Change 3168174 on 2016/10/19 by Alan.Noon #jira UE-37534 deleted unnecessary files from Photorealistic Character project Change 3168160 on 2016/10/19 by Arne.Schober duplicated: fixes for velocity render pass CL 3166370 CL 3166799 #jira UE-37362 Change 3168136 on 2016/10/19 by Alan.Noon #jira UE-37534 Initial add of Photorealistic Character Sample project Change 3168127 on 2016/10/19 by Peter.Sauerbrei fix for IOS_7 not being found #jira UE-37034 Change 3167886 on 2016/10/19 by patrickr.donovan #jira UE-37242 TLDR; Test content updates. Bug entered due to finicky hardware returning noise values that weren't accounted for in test contet. Fortified test content against this edge case, no code change necessary. Change 3167882 on 2016/10/19 by samuel.proctor Updating asset for Profiler Heatmap testing #jira UE-29618 Change 3167868 on 2016/10/19 by Dmitry.Rekman Linux: disable XGE on Windows (UE-37446). - XGE does not seem to handle new clang 3.9.0 toolchain well, with very reproducible crashes. Also fix build breakage with clang 3.8.1. - always_inline was still applied to debug builds and as such was ignored. #jira UE-37446 (Edigrating CL 3166330, 3166456 from Dev-Platform to Release-4.14) Change 3167832 on 2016/10/19 by Mitchell.Wilson Reconnected 'TopMaterial' in multiple materials to resolve warnings. Rebuilt lighting and saved levels. #jira UE-37529 UE-37535 Change 3167688 on 2016/10/19 by Mitchell.Wilson Removing preview mesh from multiple materials to resolve warnings. Rebuilt lighting and saved all levels. #jira UE-29678 UE-37526 Change 3167616 on 2016/10/19 by Marc.Audy Fix reversed logic checking for an Actor after a cast was supposed to have failed, broken in CL 2695656. #jira UE-37517 Change 3167585 on 2016/10/19 by Jamie.Dale Re-enabled all-cultures upload to OneSky so we prime translations correctly #jira UE-37518 Change 3167579 on 2016/10/19 by Jamie.Dale Fixed text render component regression with custom MIDs #jira UE-37305 Change 3167501 on 2016/10/19 by Matt.Kuhlenschmidt Fixed realtime rendering in editor viewport being disabled when simulating in editor #jira UE-37466 Change 3167498 on 2016/10/19 by Mitchell.Wilson Re-saving multiple blueprints with nodeguid warnings. Cleared preview mesh for materials with string asset reference warnings. Rebuilt lighting and added _BuildData to resolve lighting rebuild warnings. #jira UE-30840 Change 3167492 on 2016/10/19 by Matt.Kuhlenschmidt Fix for disappearing menus in lastest windows 10 build #jira UE-36752 Change 3167311 on 2016/10/19 by Mieszko.Zielinski Fixed EQS template cache issues with multiple query run modes #UE4 #jira UE-37496 Change 3167206 on 2016/10/19 by Matthew.Griffin Moved Github promotion earlier in build script and added 'After' dependencies so that we can guarantee the order of the nightly build/prevent unimportant jobs from running before binary build is completed Change 3167205 on 2016/10/19 by Matthew.Griffin Changed CommandUtils.UnzipFiles to use system unzip tool when running on mono, as there has been issues with Ionic not being able to decompress those created by the zip tool Change 3167010 on 2016/10/19 by Dmitriy.Dyomin Fix for LevelStreaming getting stuck, and World->PersistentLevel null assert Contributed by Funcom: https://udn.unrealengine.com/questions/312900/fix-for-levelstreaming-getting-stuck-and-world-per.html #jira UE-36397 [CL 3189774 by Matthew Griffin in Main branch]
2016-11-08 02:45:19 -05:00
/** Whether we are in VRMode */
private boolean IsInVRMode = false;
/** Implement this if app wants to handle IAB activity launch. For e.g use DaydreamApi for transitions **/
GooglePlayStoreHelper.PurchaseLaunchCallback purchaseLaunchCallback = null;
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2719147 on 2015/10/07 by Mark.Satterthwaite Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track. Change 2719182 on 2015/10/07 by Mark.Satterthwaite Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient. Change 2719185 on 2015/10/07 by Mark.Satterthwaite Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw. Change 2719434 on 2015/10/07 by Mark.Satterthwaite Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server. Change 2724764 on 2015/10/12 by Josh.Adams [Initial AppleTV support] Merging //depot/YakBranch/... to //UE4/Dev-Platform/... Change 2726266 on 2015/10/13 by Lee.Clark PS4 - Calc reserve size required for DMA copy when using unsafe command buffers Change 2726401 on 2015/10/13 by Mark.Satterthwaite Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected. #jira UE-15228 Change 2726421 on 2015/10/13 by Lee.Clark PS4 - Don't try to clear invalid targets Change 2727040 on 2015/10/13 by Michael.Trepka Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72 Change 2729783 on 2015/10/15 by Keith.Judge Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty. Change 2729847 on 2015/10/15 by Mark.Satterthwaite Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff. #jira UE-21992 Change 2729865 on 2015/10/15 by Keith.Judge Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition. Change 2729897 on 2015/10/15 by Keith.Judge Fast Semantics - Make sure all GetData() calls are made safe with GPU fences. Change 2729972 on 2015/10/15 by Keith.Judge Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly. This should be marginally quicker as it stops a double call to ClearState(). Change 2731503 on 2015/10/16 by Keith.Judge Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict). Change 2731596 on 2015/10/16 by Keith.Judge Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step. Change 2731928 on 2015/10/16 by Michael.Trepka PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl) Change 2731934 on 2015/10/16 by Michael.Trepka PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura) Change 2732018 on 2015/10/16 by Mark.Satterthwaite Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached. - The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders. - Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this. - Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL. Change 2732365 on 2015/10/16 by Josh.Adams - Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On) Change 2733170 on 2015/10/18 by Terence.Burns Fix for Android IAP query not returning entire inventory. Change 2733174 on 2015/10/18 by Terence.Burns Fix Movie player issue where wait for movie to finish isnt being respected. Seems a stray bUserCanceled event flag was causing this not to be observed. Added some verbose logging to apple movie player. Change 2733488 on 2015/10/19 by Mark.Satterthwaite Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information. - Fixed a bug that would cause invalid shader membership and draw state information to be logged. - Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too. Change 2735226 on 2015/10/20 by Mark.Satterthwaite Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently. #jira UE-21214 #jira UE-19913 Change 2736722 on 2015/10/21 by Daniel.Lamb Improved performance of cooking stats system. Change 2737172 on 2015/10/21 by Daniel.Lamb Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00
/** Used for SurfaceHolder.setFixedSize buffer scaling workaround on early Amazon devices and some others */
private boolean bUseSurfaceView = false;
private SurfaceView MySurfaceView;
private int DesiredHolderWidth = 0;
private int DesiredHolderHeight = 0;
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3116515) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3065209 on 2016/07/26 by Steve.Cano Add Android Texture Format used for packaging/cooking to the Manifest File #ue4 #android #jira UE-33645 Change 3068915 on 2016/07/28 by Steve.Cano Add an additional Texture Compression support line in the manifest for DXT #ue4 #android #jira UE-33645 Change 3075911 on 2016/08/03 by Steve.Cano Make the "Running {ProjectName} on {Device}" toast stay up when launching a game to an Android device until we've finished running it, as it does on other platforms. This logic already existed but only ran if the "Prebuilt" flag was passed in, however we want this to always run now. Re-writing to run through waiting on each process to finish for each device launched on #jira UE-3122 #ue4 #android Change 3080981 on 2016/08/08 by Steve.Cano Clear any input before removing the TouchInterface from the screen to prevent infinite input after it is cleared #jira UE-33956 #ue4 #platform Change 3092587 on 2016/08/17 by Steve.Cano Adding "IsGamepadAttached" functionality to Android Application #jira UE-33264 #ue4 #android Change 3095840 on 2016/08/21 by Dmitriy.Dyomin Fixed: Particle Cutout Crashes On Certain Devices (Samsung Galaxy Note 2) Happens only with non-instanced path #jira UE-34604 Change 3095855 on 2016/08/22 by Dmitriy.Dyomin Allow UWorldComposition::GetTilesList to be used in runtime code Licensee request https://udn.unrealengine.com/questions/307586/world-compositions-world-dimensions.html Change 3096093 on 2016/08/22 by Allan.Bentham Allow Vulkan api logging on android Change 3096361 on 2016/08/22 by Steve.Cano Github 2663 pull - Pass any extras used to launch SplashActivity down to GameActivity (Contributed by sangpan) #jira UE-34050 #github #2663 #ue4 #android Change 3097412 on 2016/08/23 by Dmitriy.Dyomin Using BulkSerialize for cooked collision data to speed up serialization Change 3098957 on 2016/08/23 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3099058 on 2016/08/24 by Jack.Porter Check EXT_debug_label and EXT_debug_marker functions were found before calling as a few devices to not implement these extensions #UE-35087 Change 3099131 on 2016/08/24 by Dmitriy.Dyomin Fixed: HDR compressed texture become black in some mali devices Use sized internal format for half-float textures on ES3 devices, as ES3 spec expects it #jira UE-35018 Change 3099150 on 2016/08/24 by Dmitriy.Dyomin Enable HALF_FLOAT and UNSIGNED_INT_2_10_10_10_REV vertex formats on ES3+ devices, spec req Change 3102252 on 2016/08/26 by Dmitriy.Dyomin Prevent view uniform buffer crash on ES2 devices that do not support 3D textures Change 3102258 on 2016/08/26 by Dmitriy.Dyomin Enabled refraction on iPadMini4 #jira UE-35079 Change 3102651 on 2016/08/26 by Dmitriy.Dyomin Fixed: instanced static mesh world normals Also removed unnecessary instance matrix transposing #jira UE-35075 Change 3109397 on 2016/09/01 by Jack.Porter Fix problem with Android sessions not appearing in Session Frontend #jira UE-35261 Change 3109490 on 2016/09/01 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3111628 on 2016/09/02 by Jack.Porter Landscape wireframe LOD visualization with tessellation Change 3112809 on 2016/09/02 by Chris.Babcock Update cached length when file is written to on Android #jira UE-35558 #ue4 #android Change 3113245 on 2016/09/04 by Dmitriy.Dyomin Fixed: Subway Sequencer plays only a black screen when packaged for ESDSR (3.1+AEP) #jira UE-34291 Change 3113249 on 2016/09/04 by Dmitriy.Dyomin Replicated fix from 4.13: GPU particles no longer work on iOS or TVOS Metal devices #jira UE-34782 Change 3113513 on 2016/09/05 by Allan.Bentham Add vulkan version parameter to android device profile selector's source inputs . reinstate Vulkan Disable cvar functionality. Added mali no vulkan device profile. Change 3113519 on 2016/09/05 by Allan.Bentham Remove temp 4.13 hack to avoid public header changes. Change 3113535 on 2016/09/05 by Allan.Bentham Decode 32 bit HDR formats when using scene captures. #jira UE-25444 Change 3113813 on 2016/09/06 by Dmitriy.Dyomin Resend to server sub-levels visibility state right after world actors are initialized. During seamless travel client loads always-loaded sub-levels before world actors are initialized and ServerUpdateLevelVisibility calls in UWorld::AddToWorld are skipped. Change 3113870 on 2016/09/06 by Jack.Porter Fix issue with ES2 Feature Level preview and Mobile Preview PIE not limiting materials to 8 textures #jira UE-35591 Change 3115031 on 2016/09/06 by Chris.Babcock Add Vulkan version code not moved over from 4.13.1 #jira UE-35642 #ue4 #android Change 3115496 on 2016/09/07 by Dmitriy.Dyomin Use the same DDC key for source reflection data and encoded data. Fixes broken reflections on mobile #jira UE-35647 [CL 3116720 by Chris Babcock in Main branch]
2016-09-07 17:04:11 -04:00
/** Discovered Vulkan Version and Level from getSystemAvailableFeatures() */
private int VulkanVersion = 0;
private int VulkanLevel = 0;
private String VulkanVersionString = "0.0.0";
private boolean bSupportsVulkan = false;
/** OpenGL information */
public String OpenGLVendor = "";
public String OpenGLDevice = "";
public String OpenGLVersion = "";
public String OpenGLDriver = "";
public String TextureFormats = "ETC1";
public boolean bSupportsFloatingPointRenderTargets = false;
private String EGLErrorStatus = "UNSET";
/** Flag for not officially supported devices */
public static boolean bSupportedDevice = true;
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3116515) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3065209 on 2016/07/26 by Steve.Cano Add Android Texture Format used for packaging/cooking to the Manifest File #ue4 #android #jira UE-33645 Change 3068915 on 2016/07/28 by Steve.Cano Add an additional Texture Compression support line in the manifest for DXT #ue4 #android #jira UE-33645 Change 3075911 on 2016/08/03 by Steve.Cano Make the "Running {ProjectName} on {Device}" toast stay up when launching a game to an Android device until we've finished running it, as it does on other platforms. This logic already existed but only ran if the "Prebuilt" flag was passed in, however we want this to always run now. Re-writing to run through waiting on each process to finish for each device launched on #jira UE-3122 #ue4 #android Change 3080981 on 2016/08/08 by Steve.Cano Clear any input before removing the TouchInterface from the screen to prevent infinite input after it is cleared #jira UE-33956 #ue4 #platform Change 3092587 on 2016/08/17 by Steve.Cano Adding "IsGamepadAttached" functionality to Android Application #jira UE-33264 #ue4 #android Change 3095840 on 2016/08/21 by Dmitriy.Dyomin Fixed: Particle Cutout Crashes On Certain Devices (Samsung Galaxy Note 2) Happens only with non-instanced path #jira UE-34604 Change 3095855 on 2016/08/22 by Dmitriy.Dyomin Allow UWorldComposition::GetTilesList to be used in runtime code Licensee request https://udn.unrealengine.com/questions/307586/world-compositions-world-dimensions.html Change 3096093 on 2016/08/22 by Allan.Bentham Allow Vulkan api logging on android Change 3096361 on 2016/08/22 by Steve.Cano Github 2663 pull - Pass any extras used to launch SplashActivity down to GameActivity (Contributed by sangpan) #jira UE-34050 #github #2663 #ue4 #android Change 3097412 on 2016/08/23 by Dmitriy.Dyomin Using BulkSerialize for cooked collision data to speed up serialization Change 3098957 on 2016/08/23 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3099058 on 2016/08/24 by Jack.Porter Check EXT_debug_label and EXT_debug_marker functions were found before calling as a few devices to not implement these extensions #UE-35087 Change 3099131 on 2016/08/24 by Dmitriy.Dyomin Fixed: HDR compressed texture become black in some mali devices Use sized internal format for half-float textures on ES3 devices, as ES3 spec expects it #jira UE-35018 Change 3099150 on 2016/08/24 by Dmitriy.Dyomin Enable HALF_FLOAT and UNSIGNED_INT_2_10_10_10_REV vertex formats on ES3+ devices, spec req Change 3102252 on 2016/08/26 by Dmitriy.Dyomin Prevent view uniform buffer crash on ES2 devices that do not support 3D textures Change 3102258 on 2016/08/26 by Dmitriy.Dyomin Enabled refraction on iPadMini4 #jira UE-35079 Change 3102651 on 2016/08/26 by Dmitriy.Dyomin Fixed: instanced static mesh world normals Also removed unnecessary instance matrix transposing #jira UE-35075 Change 3109397 on 2016/09/01 by Jack.Porter Fix problem with Android sessions not appearing in Session Frontend #jira UE-35261 Change 3109490 on 2016/09/01 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3111628 on 2016/09/02 by Jack.Porter Landscape wireframe LOD visualization with tessellation Change 3112809 on 2016/09/02 by Chris.Babcock Update cached length when file is written to on Android #jira UE-35558 #ue4 #android Change 3113245 on 2016/09/04 by Dmitriy.Dyomin Fixed: Subway Sequencer plays only a black screen when packaged for ESDSR (3.1+AEP) #jira UE-34291 Change 3113249 on 2016/09/04 by Dmitriy.Dyomin Replicated fix from 4.13: GPU particles no longer work on iOS or TVOS Metal devices #jira UE-34782 Change 3113513 on 2016/09/05 by Allan.Bentham Add vulkan version parameter to android device profile selector's source inputs . reinstate Vulkan Disable cvar functionality. Added mali no vulkan device profile. Change 3113519 on 2016/09/05 by Allan.Bentham Remove temp 4.13 hack to avoid public header changes. Change 3113535 on 2016/09/05 by Allan.Bentham Decode 32 bit HDR formats when using scene captures. #jira UE-25444 Change 3113813 on 2016/09/06 by Dmitriy.Dyomin Resend to server sub-levels visibility state right after world actors are initialized. During seamless travel client loads always-loaded sub-levels before world actors are initialized and ServerUpdateLevelVisibility calls in UWorld::AddToWorld are skipped. Change 3113870 on 2016/09/06 by Jack.Porter Fix issue with ES2 Feature Level preview and Mobile Preview PIE not limiting materials to 8 textures #jira UE-35591 Change 3115031 on 2016/09/06 by Chris.Babcock Add Vulkan version code not moved over from 4.13.1 #jira UE-35642 #ue4 #android Change 3115496 on 2016/09/07 by Dmitriy.Dyomin Use the same DDC key for source reflection data and encoded data. Fixes broken reflections on mobile #jira UE-35647 [CL 3116720 by Chris Babcock in Main branch]
2016-09-07 17:04:11 -04:00
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
/** Used for LocalNotification support*/
private boolean localNotificationAppLaunched = false;
private String localNotificationLaunchActivationEvent = "";
private int localNotificationLaunchFireDate = 0;
Copying //UE4/Dev-Platform to Dev-Main (//UE4/Dev-Main) (Source: //UE4/Dev-Platform @ 3061622) #rb none #lockdown nick.penwarden Change 3046743 on 2016/07/12 by Mark.Satterthwaite Revert Metal workaround for AtmosphericFog rendering on Intel & AMD from 2897082 and instead change the MetalBackend to emit a precise::sqrt(max(0.0, value)) instruction instead of sqrt(value) to avoid the NaN from -ve values. This may still be technically incorrect versus D3D, but it matches the existing OpenGL appearance. #rb ben.woodhouse #jira UE-33028 Change 3046820 on 2016/07/12 by Peter.Sauerbrei PR#2594 - fix for analog input, courtesy of CleanCut #rb daniel.lamb Change 3046826 on 2016/07/12 by Peter.Sauerbrei PR#2561 - addition of code to limit architecture in required caps for IOS, courtesy of derekvanvliet #rb daniel.lamb Change 3046835 on 2016/07/12 by Peter.Sauerbrei PR#2559 - Increase the stack size on IOS and Mac, courtesy of derekvanvliet PR#2552 - Addition for Apple ReplayKit Framework, courtesy of JoshuaKaiser #rb daniel.lamb Change 3046838 on 2016/07/12 by Peter.Sauerbrei PR#2548 - Adding Log information when an unsupported audio type is used, courtesy of derekvanvliet #rb daniel.lamb Change 3046854 on 2016/07/12 by Peter.Sauerbrei PR#2547 - fix for unrecognize selector crash on iOS, couretesy of derekvanvliet PR#2384 - prevent crashes when initializing push notifications on IOS 7, courtesy of alk3ovation #rb daniel.lamb Change 3046858 on 2016/07/12 by Peter.Sauerbrei PR#2475, #1868 - fix for mapping of iOS device name, courtesy of wingedrobin, derekvanvliet PR#2567 - fix name of IPhoneSE in names array, courtesy of rohanliston #rb daniel.lamb Change 3046862 on 2016/07/12 by Peter.Sauerbrei fix for type in tooltip #jira UE-27123 #rb daniel.lamb Change 3046919 on 2016/07/12 by Daniel.Lamb Stop texture derived data from loading it's bulk data when the linker is destoryed. #rb Peter.Sauerbrei Change 3046922 on 2016/07/12 by Daniel.Lamb Updated the default cooker gc settings so that it can have more resources. Added support for cooker markup package and objects as (new flag) disregard for gc if it's still in use by the cooker. Changed the way reentry data is stored in the cooker. Cook only editor content flag in project settings now works again. #rb Josh.Adams #test cook Paragon Change 3046924 on 2016/07/12 by Daniel.Lamb Added support for encrypting ini files. Added new project setting in the editor and setting in ufe. Also added ForDistribution flag to ufe. #rb Peter.Sauerbrei Change 3046936 on 2016/07/12 by Mark.Satterthwaite Fix compute shader TLV clear for async. compute on Mac. #rb chris.babcock Change 3047207 on 2016/07/12 by Mark.Satterthwaite It is illegal to use a reference to an element within a TMap to initialise a new value that is to be added to the TMap as it causes heap-use-after-free. #rb chris.babcock Change 3047208 on 2016/07/12 by Mark.Satterthwaite When removing a vertex don't attempt to copy from one element beyond the end of the array to fill the last element - that's a heap-buffer-overflow and is unnecessary because that element will no longer be used. #rb chris.babcock Change 3047209 on 2016/07/12 by Mark.Satterthwaite Don't attempt to update Metal class counts if the MetalRHI is uninitalised - it will attempt to double-free the TMap. #rb chris.babcock Change 3047641 on 2016/07/13 by Lee.Clark PS4 - Improve SDK Version checking messages #rb none Change 3047663 on 2016/07/13 by Keith.Judge Orion - Various minor PS4-only things activated for XB1. #rb none Change 3047664 on 2016/07/13 by Keith.Judge XB1 - Fix analysis warning of shadowing a member variable. #rb none Change 3047784 on 2016/07/13 by Keith.Judge Xbox One - Memory and perf saving in query handling. Store 8 queries per allocation, rather than 1 so we're making the maximum use of the 256byte allocation granularity. #rb None Change 3047834 on 2016/07/13 by Keith.Judge XB1 - Release underlying memory of 3D textures when destroying them. Oops! #rb none Change 3048190 on 2016/07/13 by Josh.Adams - Now leave around the ASTC encoder input file on error, for reproing outside of the engine #rb none Change 3048256 on 2016/07/13 by Daniel.Lamb Removed warning about missing file when using cook on the fly. #rb Peter.Sauerbrei Change 3048409 on 2016/07/13 by Daniel.Lamb Improved output for saving packages in unattended builds. #rb Jonathan.Fitzpatrick Change 3048763 on 2016/07/13 by Peter.Sauerbrei switch AppleTV to tvOS in the editor #jira UE-30532 #rb michael.trepka Change 3049608 on 2016/07/14 by Keith.Judge XB1 - Optimize vertex/index buffer dynamic memory usage. #rb none Change 3049609 on 2016/07/14 by Keith.Judge Xbox One CPU Perf - Add _RenderThread versions of Lock/Unlock Texture 2D to stop more RHI thread stalls. #rb None Change 3049610 on 2016/07/14 by Keith.Judge Xbox One - Reduce latency of deferred deletions to two frames. #rb None Change 3049730 on 2016/07/14 by Keith.Judge Xbox One - Disable _RenderThread versions of Lock/Unlock Texture 2D for now as they're causing hangs. #rb None Change 3049732 on 2016/07/14 by Keith.Judge Xbox One - Add critical section to the query slot incrementing code as this wa causing a hang after running for a while as it can be done on any of the parallel rendering threads (not just the RHI thread. Also remove optimization pragmas accidentally left in. #rb none Change 3049791 on 2016/07/14 by Keith.Judge Xbox One - Made the occlusion query multithreading even more robust. Can play for ages now in a large level without a crash. #rb None Change 3049968 on 2016/07/14 by Jeremiah.Waldron Adding AndroidDisableThreadedRendering CVar and device profiles for 4 specific devices that need to have threaded rendering disabled on them due to swap buffer issues. Leaving previous checks in FAndroidMisc::AllowRenderThread as they are, but any new devices that need threaded rendering disabled should use the CVar #jira UE-24954, UE-27685, UE-20067 #rb chris.babcock Change 3050428 on 2016/07/14 by Jeremiah.Waldron Fix for application window being terminated if an AlertDialog is showing onPause Repro'd and fix tested on Samsung Galaxy Note 3 #android #jira UE-32998 #rb chris.babcock Change 3050642 on 2016/07/14 by Peter.Sauerbrei fix for invalid generated plist #rb daniel.lamb Change 3050718 on 2016/07/14 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) #rb none Change 3051327 on 2016/07/15 by Keith.Judge Xbox One - Save memory when locking 2D textures by only allocating a linear copy of the mip/array slice we're locking, rather than the entire mip chain. I'll do the same for 3D textures next. #rb None Change 3051346 on 2016/07/15 by Keith.Judge Xbox One - Same memory savings for UpdateTexture2D/3D. Only allocate for the mip/slice that we're updating, not the entire texture. #rb None. Change 3051530 on 2016/07/15 by Nick.Shin github: minor typo fixes #jira UE-32129 - GitHub 2513 : Update default output of HTML5 packaging #rb none Change 3053631 on 2016/07/18 by Mark.Satterthwaite Don't attempt to bind a 2D texture to the FOnePassPointShadowProjectionShaderParameters because it just won't work on Metal - instead bind the black-cube. This fixes validation errors that prevent running projects under the debugger. #codereview daniel.wright #rb josh.adams #jira UE-33350 Change 3053816 on 2016/07/18 by Mark.Satterthwaite Fixes for iOS Metal: - Depth-clip mode was erroneously exported on iOS SDK 9, it wasn't ever actually available. - Stencil texture views are only required on Mac. - State cache shouldn't suggest a render target change is required if the current state is clear and the new state is load/don't care as this breaks iOS rendering with MSAA. - Instead the debug submissions should just directly invoke submit and switch to rendering so that its SetRenderTarget call always succeeds. #rb michael.trepka Change 3053818 on 2016/07/18 by Mark.Satterthwaite Explicit casts for Metal precise::sqrt required for iOS to work with ffast-math workaround. #rb michael.trepka Change 3054426 on 2016/07/18 by Dmitry.Rekman Fix case-sensitive compilation problems (UE-33420). #codereview Olaf.Piesche #rb none Change 3054434 on 2016/07/18 by Mark.Satterthwaite Silence delete-non-virtual-dtor warnings on iOS as we do on Mac. #rb none Change 3054719 on 2016/07/18 by Jeremiah.Waldron Adding ShowHiddenAlertDialog JNI function to be called from native code after the render thread is resumed after pausing. Tested locally on Galaxy Note 3. Tested on LG G4 by nick.shin. Tested on Galaxy S6 by chris.babcock #jira UE-32998 #android #rb chris.babcock Change 3054742 on 2016/07/18 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) #rb none Change 3054850 on 2016/07/18 by Dmitry.Rekman Replace Fatal->Error so messagebox can be shown (UE-22818). - Incorporates PR #1714 by zaps166. #rb none #tests Tried to create an invalid context, made sure messagebox is popping up. Change 3055317 on 2016/07/19 by Lee.Clark PS4 - Fix render target memory allocation #jira UE-32988 #rb Marcus.Wassmer Change 3055682 on 2016/07/19 by Brent.Pease + Fix Debug builds by removing force inline attribute only on debug builds to prevent a warning that is treated as an error #rb michael.trepka Change 3056065 on 2016/07/19 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) #rb none Change 3056256 on 2016/07/19 by Chris.Babcock Add optional log spew filtering callback to Run #jira UE-33468 #ue4 #android #rb Ben.Marsh #codereview Jack.Porter Change 3056727 on 2016/07/19 by Chris.Babcock Added addition scope (plus.login) to Google Play Games builder #jira UE-33480 #ue4 #android #rb none #codereview ryan.gerleve Change 3056811 on 2016/07/19 by Jeff.Campeau Xbox One now accepts client configs. #rb none Change 3057152 on 2016/07/20 by Dmitry.Rekman Linux: use libc++ instead of libstdc++. - Needed to solve problems with third-party C++ libraries (e.g. WebRTC). - Bundled libc++ 3.8.1 (TPS cleared). - Turned off ICU compilation (needs recompile against libc++). - Some libraries (e.g. FBX sdk) still need libstdc++, so in practice it is going to be a mix. #rb none #tests Built and ran a number of Linux targets. Change 3057362 on 2016/07/20 by Keith.Judge XB1 - Fix busted merge from yesterday #rb None Change 3057647 on 2016/07/20 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) #rb none Change 3057655 on 2016/07/20 by Daniel.Lamb Added test cooking flag. #rb Peter.Sauerbrei #test Cook paragon. Change 3058779 on 2016/07/20 by Dmitry.Rekman Fix crash on cooker exit (UE-33583). - Global/static tickable objects could outlive the collection and trigger asserts when removing themselves from it. #rb Josh.Adams #codereview Josh.Adams, Jamie.Dale #tests Compiled and ran Linux editor. #lockdown Josh.Adams Change 3058835 on 2016/07/20 by Chris.Babcock Enable GooglePlay and GameCenter plugins by default #jira UE-33605 #ue4 #android #ios #rb mark.satterthwaite #codereview Peter.Sauerbrei #lockdown Josh.Adams Change 3058847 on 2016/07/20 by Chris.Babcock Fix Android device rule for AlcatelPixi3 #jira UE-33606 #ue4 #android #rb none #codereview Jeremiah.Walron #lockdown Josh.Adams Change 3059693 on 2016/07/21 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) #rb none #lockdown nick.penwarden Change 3060139 on 2016/07/21 by Chris.Babcock Fix proguard entry for Android mediaplayer tracks #jira UE-33644 #ue4 #android #rb Josh.Adams #lockdown Josh.Adams Change 3061151 on 2016/07/22 by Niklas.Smedberg Fast ASTC texture compression, using ISPC. #jira UE-32308 #rb chris.babcock #lockdown josh.adams Change 3061428 on 2016/07/22 by Peter.Sauerbrei Back out changelist 3061151 as it wasn't approved for submission #rb none #lockdown josh.adams Change 3061436 on 2016/07/22 by Lee.Clark PS4 - Back out render target mem allocation changes and put in a temp hack #jira UE-33657 #codereview Marcus.Wassmer #lockdown josh.adams #rb none [CL 3061637 by Josh Adams in Main branch]
2016-07-22 11:36:47 -04:00
enum EAlertDialogType
{
None,
Console,
Keyboard
}
private EAlertDialogType CurrentDialogType = EAlertDialogType.None;
Copying //UE4/Release-Staging-4.14 to //UE4/Dev-Main (Source: //UE4/Release-4.14 @ 3182951) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3182951 on 2016/11/02 by Luke.Thatcher [RELEASE] [PS4] [!] Fix "play together" invitations handling in PS4 OSS. - Wrong condition in GetUserWebApiContext. Web API contexts can be created for local users (i.e. FUniqueNetIdPS4 instances with a valid SceUserServiceUserId). #jira UE-38017 Change 3182892 on 2016/11/02 by Luke.Thatcher [RELEASE] [PS4] [!] Fix incorrect identity API implementation in PS4 OSS. - System events directly drive the login state of a user. This also removes the blocking call to sceNpGetState(). - GetAuthToken is only called if the engine calls IOnlineIdentity::Login(). #jira UE-38017 Change 3182767 on 2016/11/02 by Luke.Thatcher [RELEASE] [PS4] [!] Fix PS4 session invitations. - Was calling old Web API with SceNpOnlineId where SceNpAccountId is needed. - Replaced with NpToolkit2's session invitation API. #jira UE-38020 Change 3182766 on 2016/11/02 by Luke.Thatcher [RELEASE] [PS4] [!] Fix assert in FUniqueNetIdPS4::FindOrCreate. We were assuming an online-only ID could never become a local ID. This isn't the case in the following scenario: - Two users join a session on two separate PS4s. - One user signs into the other user's PS4 with the same account, with a second controller. PSN logs him out of the first PS4. - That user's Net ID has now migrated from being online-only, to local-with-online. This is a case that was not handled. #jira UE-38017 UE-38020 Change 3182765 on 2016/11/02 by Luke.Thatcher [RELEASE] [PS4] [~] Additional logging for PS4 OSS "Play Together". #jira UE-38017 UE-38020 Change 3182633 on 2016/11/01 by Jack.Porter Fix crash sculpting a landscape with grass that uses the landscape's lightmap, when lighting has not been built #jira UE-38042 Change 3182332 on 2016/11/01 by Mieszko.Zielinski Added a sanity check to UNavigationSystem::AddElementToNavOctree to guard agains DirtyElement.NavInterface being null #UE4 #jira UE-37588 Change 3182321 on 2016/11/01 by Dmitry.Rekman Updated READMEs for 4.14 (UE-38059). #jira UE-38059 Change 3182231 on 2016/11/01 by Mitchell.Wilson Adding Is Valid node in Retargeting_WorldInteractionBP to resolve warning. #jira UE-38079 Change 3182164 on 2016/11/01 by Matt.Kuhlenschmidt Fix alll collision being disabled if you dont auto-generate a simple hull when importing an FBX #jira UE-38091 Change 3182017 on 2016/11/01 by Chris.Babcock Disable glVertexAttribIPointer on PowerVR Rogue #jira UE-38074 #ue4 #android Change 3181942 on 2016/11/01 by Mitchell.Wilson Resolving multiple warnings in CIS for Elemental Demo. #jira UE-38075 Change 3181941 on 2016/11/01 by Nick.Shin PhysX Bulid Automation script update #jira UE-37329 'Compile UE4Game HTML5' - 300 Warnings Change 3181939 on 2016/11/01 by Ryan.Vance #jira UE-38072 We need to add a hook that can be called after native present has finished for SteamVR. PostPresentHandoff should be called when using the interleaved compositor immediately after we've submitted our eye buffers and called present for the mirror window. This unblocks the compositor process so it can do it's re-projection work. Otherwise it will block until we call WaitGetPoses which is a ways into the next frame. Change 3181849 on 2016/11/01 by Nick.Shin jukka's (Mozilla) fixes to SSE2 and GL issues for HTML5 jukka's (Mozilla) python scripts to build ThirdParty HTML5 libs the python scripts will need tweaking - they were moved from their original locations from: https://github.com/Mozilla-Games/UnrealEngine/commit/fd48bc0e4a5f0278a1c036d2b81036ab1270ad68 the CMakeLists.txt (and one configure.ac) files are defiinitely used from the (bash) shell build script (to build thirdparty libs for HTML5)... update existing (bash shell script and UE4 c#) build files to use the new "incoming" emsdk #jira UE-37329 -'Compile UE4Game HTML5' - 300 Warnings Change 3181848 on 2016/11/01 by Nick.Shin update compiled ThirdParty HTML5 libs using new emscripten tool chain (CL:#3180924) #jira UE-37329 - //UE4/Main: Step 'Compile UE4Game HTML5' - 300 Warnings Change 3181838 on 2016/11/01 by Nick.Shin new emscripten tool chain configured by jukka from Mozilla see Engine/Extras/ThirdPartyNotUE/emsdk/emscripten/incoming/EPIC_VERSION for details on where did this version come from #jira UE-37329 - //UE4/Main: Step 'Compile UE4Game HTML5' - 300 Warnings Change 3181611 on 2016/11/01 by Allan.Bentham Recreate vulkan swapchain after a pause/resume on android. #jira UE-36454 Change 3181451 on 2016/11/01 by Chris.Wood CrashReportClient no longer attempts to restart Launcher-run Editors via IPC with the Launcher. They are now restarted directly. [UE-37794] - Send and Restart from Crash Reporter Opens Project Browser Launcher can't accept command line args when restarting an application so it can't restart the editor with the right project. Also fixes broken SlateReflector in CRC (switched off in checked in version) #jira UE-37794 Change 3181117 on 2016/11/01 by Dmitriy.Dyomin Fixed: Text Actors not Rendering on Mobile PowerVR based devices were rendring opaque objects twice #jira UE-37949 Change 3181102 on 2016/11/01 by Jack.Porter Fix for editor crash during Landscape sculpting on pressing Ctrl+z (Subdivision enabled in material) #jira UE-36050 Change 3180851 on 2016/10/31 by Daniel.Wright Ray Traced Distance Field shadows must be projected last, since they overlap the depth range as Far CSM. Fixes Kite demo medium-distance shadowing. #jira UE-37793 Change 3180844 on 2016/10/31 by Michael.Trepka Disabled high-DPI in Mac CrashReportClient #jira UE-37697 Change 3180803 on 2016/10/31 by Michael.Trepka Setup Mac Metal layer on the main thread to solve issues with empty game window when showing a separate log window. #jira UE-37998 Change 3180764 on 2016/10/31 by zachary.wilson Checkking in content for Lighting scenarios test, currently incomplete but needed for bug repro #jira UE-29618 Change 3180666 on 2016/10/31 by Dmitry.Rekman Fix Linux client & server hang when decoding voice chat (UE-36108). - break out of voice channel while loop if unable to serialize the voice packet data. - fixed by JoshM #jira UE-36108 Change 3180428 on 2016/10/31 by Mitchell.Wilson Rebuilt lighting in all Content Examples levels and saved to resolve warnings. #jira UE-37880 Change 3180399 on 2016/10/31 by Dmitry.Rekman Linux: revert to old commandline switch -binnedmalloc (UE-38001). #jira UE-38001 Change 3180298 on 2016/10/31 by Steve.Robb Extra information about which class has failed to have its CppStructOps initialized. #jira UE-37921 Change 3180289 on 2016/10/31 by John.Pollard Fix crash in FCurlHttpRequest::DebugCallback + Specify the string length to FString's constructor as the result from StringCast is not null terminated if the string's length is specified (instead of assuming null termination). #jira UE-36658 Change 3180200 on 2016/10/31 by Benjamin.Hyder Updating QA-Materials to include BuiltData #jira UE-29618 Change 3180173 on 2016/10/31 by Nick.Whiting Fixing up static analysis warning about array size in GoogleVRHMD code #jira UE-38007 Change 3180123 on 2016/10/31 by ryan.brucks #jira UE-35977 hooked up missing transform node inside of newly added function so that it works with variable rotations. Change 3180108 on 2016/10/31 by Benjamin.Hyder Updating QA-Effects map to include BuiltData #jira UE-29618 Change 3180104 on 2016/10/31 by Marc.Audy Don't recreate the render state if the component got unregistered in the interim. #jira UE-37968 Change 3180084 on 2016/10/31 by Allan.Bentham Use glVertexAttribIPointer for ES3. Enable SupportsTextureMaxLevel for ES3. ensure GL_HALF_FLOAT is used for vertex half float format on ES3 (instead of GL_HALF_FLOAT_OES) Fix assert when previewing ES3.1 with PC OpenGL. #jira UE-37472 Change 3180082 on 2016/10/31 by Luke.Thatcher [RELEASE] [PS4] [-] Back out PS4 OSS warnings filter in UBT output (original CL 3150360). - We weren't relying on this anyway, since the build machines are filtering based on a perl script (See CL 3151027) #jira UEPLAT-1424 Change 3180044 on 2016/10/31 by Michael.Trepka Don't create additional autorelease pool for Metal context on the game thread. #jira UE-37894 Change 3180023 on 2016/10/31 by Luke.Thatcher [RELEASE] [PS4] [^] Merge (as edit) PlayStation 4 Online Subsystem refactor for Sony SDK 4.008.061 (CL 3178249) from //UE4/Dev-Platform to OrionGame in //UE4/Release-4.14 Original CL description: [~] Upgrade PlayStation 4 Online Subsystem to be compliant with Sony's new APIs in SDK 4.008.061. - Replaced deprecated APIs with new ones. - Replaced NpToolkit with NpToolkit2. - Refactor of FUniqueNetIdPS4 and related code. FUniqueNetIdPS4 is now immutable and immovable. - Added online ID cache system, which calls out to Sony's new ID Mapper Web API. Contains a breaking change in FUniqueNetId - FUniqueNetId::ToString() now returns the SceNpAccountId string of a user, rather than the SceNpOnlineId string. - Custom backends which rely on this string to identify users will need to support SceNpAccountIds, and map them to existing accounts. #jira UEPLAT-1424 Change 3179973 on 2016/10/31 by Sam.Deiter #Jira UEDOC - 3957 #UE4 Docs: Fixing typos in the landscape tutorials for bug UEDOC - 3957 #Code_Review lauren.ridge, jeff.wilson, ian.shadden, wes.bunn, chase.mcallister, robert.gervais Change 3179930 on 2016/10/31 by Luke.Thatcher [RELEASE] [PS4] [^] Merge (as edit) PlayStation 4 Online Subsystem refactor for Sony SDK 4.008.061 (CL 3178249) from //UE4/Dev-Platform to //UE4/Release-4.14 Original CL description: [~] Upgrade PlayStation 4 Online Subsystem to be compliant with Sony's new APIs in SDK 4.008.061. - Replaced deprecated APIs with new ones. - Replaced NpToolkit with NpToolkit2. - Refactor of FUniqueNetIdPS4 and related code. FUniqueNetIdPS4 is now immutable and immovable. - Added online ID cache system, which calls out to Sony's new ID Mapper Web API. Contains a breaking change in FUniqueNetId - FUniqueNetId::ToString() now returns the SceNpAccountId string of a user, rather than the SceNpOnlineId string. - Custom backends which rely on this string to identify users will need to support SceNpAccountIds, and map them to existing accounts. #jira UEPLAT-1424 Change 3179539 on 2016/10/31 by Jack.Porter Fix crash when Toggling Landscape Mode with Hidden Sub-Level containing a Landscape #jira UE-37954 Change 3179309 on 2016/10/29 by Benjamin.Hyder Re-Saving Foliage asset in Tm-DistanceFields #jira UE-29618 Change 3179308 on 2016/10/29 by Benjamin.Hyder updating AutoLOD settings for foliage example in TM-Shadermodels #jira UE-29618 Change 3179135 on 2016/10/28 by Chris.Babcock Only use alternative event flow for Daydream packaged applications #jira UE-37847 #ue4 #android Change 3178995 on 2016/10/28 by JohnHenry.Carawon Adding test content for the World Origin Rebasing feature #jira UE-29618 Change 3178994 on 2016/10/28 by Chris.Babcock Disable ARM64 Google Play Games - need new library to fix crash #jira UE-37972 #ue4 #android Change 3178955 on 2016/10/28 by Marc.Audy Don't worry about clearing from world's end of frame update frame if being GC'd #jira UE-37928 Change 3178921 on 2016/10/28 by Daniel.Wright [Copy] Scene captures and planar reflections force a scene color alpha channel to be used when they are capturing (does not affect the scene color format for the main views). Fixes planar reflections with r.SceneColorFormat=3. Setup scissor for scene depth resolves, helps with passes using screenpercentage to reduce resolution. Planar reflection depth resolves .8ms -> .2ms on 970 #jira UE-37970 Change 3178919 on 2016/10/28 by Daniel.Wright [Copy] Fixed planar reflections in forward shading. The change to disable checkerboard SSS caused scene color alpha to be non-zero for opaque / masked pixels in forward, but there's no SSS pass run later to correct it, since this is the forward rendering path. #jira UE-37970 Change 3178905 on 2016/10/28 by Max.Chen Sequencer: Fix fade track instance compile #jira UE-37939 Change 3178808 on 2016/10/28 by Dmitry.Rekman Linux: fix crash on exit (UE-37536). - Base virtual function (PostRun()) was called due to thread being stopped at the moment when the subclass destructor has already run. #jira UE-37536 (Edigrating 3175651 from Dev-Platform to Release-4.14) Change 3178707 on 2016/10/28 by Marc.Audy Fix inverted null check that caused load game from slot to fail if using a BP generated class #jira UE-37774 Change 3178664 on 2016/10/28 by Alexis.Matte Fix the fbx automation tests #jira UE-37960 Change 3178617 on 2016/10/28 by Bart.Hawthorne Fix issue where changing the world origin in a single player game would try to access the FNetworkPredictionData_Client_Character on character movement components #jira UE-37692 #tests ran QA game and tested that assert no longer fired in debug Change 3178615 on 2016/10/28 by Max.Chen Matinee to Level Sequence: Added interface to extend the matinee to level sequence converter Copy from Dev-Sequencer #jira UE-37328 #2864 Change 3178553 on 2016/10/28 by Michael.Trepka Don't wait for the main thread in FMacWindow::Show() #jira UE-37915 Change 3178526 on 2016/10/28 by Alexis.Matte Clean unused material when importing a skeletal mesh. Its possible to have a material reference in a fbx node and not have any face referencing this material. #jira UE-37923 Change 3178451 on 2016/10/28 by Mitchell.Wilson Limit the max angle the cannon tower can be rotated when manually aiming. When max rotation is reached, debug line turns red to be consistent with the arrow tower. #jira UE-36512 Change 3178420 on 2016/10/28 by Lina.Halper Fix build issue #jira: UE-37911 Change 3178390 on 2016/10/28 by mason.seay Enabling follow on certain notifies to help catch issues #jira UE-29618 Change 3178325 on 2016/10/28 by Zak.Middleton #ue4 - (4.14) - Fix crash when player is destroyed and server PlayerController checks to see if it needs to force a network update. Also fix crash when calling ACharacter::SetReplicateMovement when not on the server. Mirror CL 3178247 and CL 3178256 in Dev-Framework. #jira UE-37902 Change 3178312 on 2016/10/28 by Max.Chen Sequencer: Fade only oin the current player context, not on all worlds. #jira UE-37939 Change 3178267 on 2016/10/28 by Lina.Halper Fix issue with anim editor sound play notify doesn't work with follow option #jira: UE-37946 Change 3178146 on 2016/10/28 by Lina.Halper #fix crash with thumbnail update when there is no animation, and so on. #code review: Benn.Gallagher #jira: UE-37911 Change 3178145 on 2016/10/28 by Matthew.Griffin Fixed Clean process during a Hot Reload Prevent engine build products, intermediates and exe/dlls from being deleted during Hot Reload and make sure Hot Reload state is preserved #jira UE-37616 Change 3178143 on 2016/10/28 by Mitchell.Wilson Updating BP_Spinning_Logo to stop spinning when disabled instead of finishing the rotation. #jira UE-36269 Change 3178110 on 2016/10/28 by Mitchell.Wilson Rebuilt lighting and saved levels. #jira UE-36913 Change 3178070 on 2016/10/28 by Mitchell.Wilson Adjusted trigger ragdoll time in shooter character so the character does not appear to float while in death animation. #jira UE-37124 Change 3178034 on 2016/10/28 by Jon.Nabozny Add missing Super::Tick call to ATP_TopDownCharacter::Tick. #jira UE-37914 Change 3178021 on 2016/10/28 by Max.Chen Sequence Recorder: Disable auto possess player for recorded pawns. This fixes a bug where if you record a third person template character, when you open the sequence, the recorded character will possess the viewport. Copy from Dev-Sequencer #jira UE-35342 Change 3177992 on 2016/10/28 by Matt.Kuhlenschmidt Fix outlined text accumulating error due to measuring the outlines for each text run rather than the entire string #jira UE-37935 Change 3177981 on 2016/10/28 by Nick.Darnell UMG - Fixing how the virtual window calculates desired size. It was including scale again, which is fine for SWindow, but isn't what we want on the SVirtualWindow, should probably consider making a new SWindowBase class they can both share in the future. #jira UE-36861 Change 3177888 on 2016/10/28 by Matthew.Griffin Back out revision 4 from //UE4/Release-4.14/Engine/Source/Runtime/Engine/Private/InheritableComponentHandler.cpp Change 3177881 on 2016/10/28 by Matthew.Griffin Added guards to WITH_EDITOR only static initialisation Change 3177871 on 2016/10/28 by Matt.Kuhlenschmidt Fix crash import fbx scenes if objects contain procedural textures (not supported) #jira UE-37917 Change 3177856 on 2016/10/28 by Matthew.Griffin Adding THIRD_PARTY_INCLUDES macros around Google VR includes to fix static analysis warnings Change 3177815 on 2016/10/28 by Graeme.Thornton Non-editor build fix #jira UE-37929 Change 3177812 on 2016/10/28 by Graeme.Thornton Fix for COTF crash with EDL. Manually copied from CL 3174743 in Dev-Core #jira UE-37810 Change 3177737 on 2016/10/28 by Guillaume.Abadie Brings over 3141695 and 3173310 from //Odin/Main: Fixes particle collision in the forward renderer. #jira UE-37927 Change 3177703 on 2016/10/28 by Phillip.Kavan [UE-37852] Ensure that we create a unique template object in a child class's ICH when overriding an inherited SCS default scene root node. change summary: - added UInheritableComponentHandler::SCSDefaultSceneRootOverrideNamePrefix - modified UInheritableComponentHandler::CreateOverridenComponentTemplate() to special-case SCS default scene root node overrides when determining the new template name - modified UInheritableComponentHandler::PostLoad() to special-case SCS default scene root node overrides during template name fixup - modified SSCSEditor::RemoveComponentNode() to skip renaming the component template away from the variable name for the default scene root node, since we don't actually recreate it when it gets re-added #jira UE-37852 Change 3177600 on 2016/10/27 by Chris.Babcock Pass through the intent action from splash screen #jira UE-37925 #ue4 #android Change 3177436 on 2016/10/27 by Mike.Beach Guarding against a top crash that could occur when pasting a select node (unknown how) - now using an unchecked accessor to get a specific pin, and guarding again a null (instead of asserting). #jira UE-37910 Change 3177365 on 2016/10/27 by Daniel.Wright Fixed access of FPrecomputedLightVolumeData after it has been deleted (causes crash on exit with USE_MALLOC_STOMP enabled) #jira UE-37903 Change 3177236 on 2016/10/27 by Mitchell.Wilson Updated UVs on M_FloorTiles1 to resolve precision issues with the material's normal on mobile devices. Fixed reflection captures in the level and rebuilt lighting. #jira UE-36624 Change 3177235 on 2016/10/27 by mason.seay Vehicle Assets #jira UE-29618 Change 3177036 on 2016/10/27 by Mitchell.Wilson Inverted throttle control for controller Right Joystick Up, Down, Y-Axis to be consistent with the info from our template wiki #jira UE-37881 Change 3176996 on 2016/10/27 by mason.seay Missed node link #jira UE-29618 Change 3176993 on 2016/10/27 by mason.seay Test AnimBP for crash #jira UE-29618 Change 3176992 on 2016/10/27 by Mitchell.Wilson Adding [EditoronlyBP] to DefaultEditor.ini of projects that were missing it. #jira UE-37846 Change 3176946 on 2016/10/27 by Alexis.Matte We recompile the material only if there is a material expression node that ask for a shader recompile when the texture is change with no specified property. #jira UE-37705 Change 3176939 on 2016/10/27 by Alexis.Matte Check the pointer before using it #jira UE-37853 Change 3176927 on 2016/10/27 by mason.seay Rebuilt Lighting #jira UE-29618 Change 3176883 on 2016/10/27 by Steve.Robb Fix for crash when an array property changes while instancing subobjects. Fix for StrStr running off the end of a non-null-terminated string and a tidy up with TUniquePtr. Fix for accessing a deleted StaticClass() in FInputBindingEditorModule::ShutdownModule. #fyi matt.kuhlenschmidt, alex.fennell #jira UE-37752 Change 3176811 on 2016/10/27 by Chris.Bunner Rework of previous commit to avoid potential confusion moving forward. #jira UE-37424 Change 3176783 on 2016/10/27 by Chris.Bunner Default scalability settings to Epic, not Cinematic. Duplicated default render resolution scale fix (CL 3170020). #jira UE-37424 Change 3176692 on 2016/10/27 by Mike.Beach Fixing up a mistake where we weren't reading all [EditoronlyBP] settings (which are now deprecated). Was causing certain settings to default to off, and caused an inaccurate deprecation warning. #jira UE-37848 Change 3176635 on 2016/10/27 by mason.seay Setting up skeleton for retargeting testing #jira UE-29618 Change 3176586 on 2016/10/27 by Marcus.Wassmer Fix crash on D3D12 editor when selecting objects #jira UE-37861 Change 3176479 on 2016/10/27 by Robert.Manuszewski Fix for a rare crash when loading into Orion match. Made sure the Skeleton asset is loaded before PostLoad is called on it. #jira UE-37297 #jira UE-37711 Change 3176107 on 2016/10/27 by Phillip.Kavan [UE-37690] AddComponent node template names now use a counter to avoid a potential component data cache mismatch with an existing instance of an old AddComponent node template. change summary: - added UBlueprint::ComponentTemplateNameIndex as a way to to map component class names to an incremental counter (saved). - UK2Node_AddComponent::MakeNewComponentTemplateName() is now public, non-static, and uses an internal index map to generate unique component template names. #jira UE-37690 Change 3176105 on 2016/10/27 by Phillip.Kavan [UE-37686] Fix naming for archetype objects associated with new AddComponent nodes. change summary: - switched UK2Node_AddComponent::MakeNewComponentTemplateName() to be a public API. - modified UBlueprintComponentNodeSpawner::Invoke() to call UK2Node_AddComponent::MakeNewComponentTemplateName() in place of MakeUniqueObjectName(). - modified UBlueprintGeneratedClass::FindArchetype() to better handle old AddComponent node template names. These were based on the UClass display name, and thus it was possible for the non-index form of that FName to collide with SCS variable names after the initial switch to use the non-indexed (base) FName for archetype matching in all cases. As a result I've reverted back to using the given ArchetypeName value for the SCS variable case. #jira UE-37686 Change 3176009 on 2016/10/26 by Dmitriy.Dyomin Fixed: Editor crash on changing sub-level visbility under certain conditions #jira UE-34740 Change 3175807 on 2016/10/26 by Daniel.Wright Fixed the editor thinking a lighting build is still active after you discard the results from one #jira UE-37834 Change 3175777 on 2016/10/26 by Jon.Nabozny #jira UT-6263 Fix crash when running ServerTravel on a client Dupe of CL #3175731 on UT, checked in on behalf of ben.zeigler Change 3175695 on 2016/10/26 by Ryan.Gerleve Don't clear level collections in UWorld::CleanupWorld unless bCleanupResources is true. #jira UE-37336 Change 3175628 on 2016/10/26 by Chad.Garyet Added -Build vstream from 4-14 to allow checkins from physx altered build script and json to reflect new changes #JIRA UE-37085 Change 3175612 on 2016/10/26 by Martin.Wilson Fix crash when running an in-editor cook on the fly server with unsaved virtual bone changes #jira UE-37785 Change 3175552 on 2016/10/26 by Brian.Karis Twinblast bust changes #jira UE-0 Change 3175543 on 2016/10/26 by Marc.Audy Allow audio thread on PS4 to use 7th core as opposed to being pinned to it #jira OR-30447 Change 3175538 on 2016/10/26 by Matt.Kuhlenschmidt Fixed a crash when clicking Apply when using the Brush Clip tool #jira UE-37838 Change 3175502 on 2016/10/26 by Mitchell.Wilson Enabled modulated shadows on lights in rolling template levels. #jira UE-37047 Change 3175485 on 2016/10/26 by mason.seay Test Map for virtual bones #jira UE-29618 Change 3175469 on 2016/10/26 by mason.seay Test assets for Virtual Bones testing #jira UE-29618 Change 3175428 on 2016/10/26 by Marc.Audy Possibly fix crash in Autosave due to dereferencing a world pointer which is freed memory #jira UE-37590 Change 3175414 on 2016/10/26 by Michael.Trepka Fixed mouse position calculations for secondary monitors on Mac #jira UE-37822 Change 3175382 on 2016/10/26 by Yannick.Lange VR Editor: - Fix: Landscape UI Elements are not visible #jira UE-36843 - Fix: First-time switch to Landscape tab in VREditor causes UI Errors #jira UE-37410 - Fix: Enabling Foilage Mode in VR Editor breaks the pointer #jira UE-37214 - Fix: Landscape sculpting when attempting to move menu panels in VREditor #jira UE-37581 #jira UE-36843 #jira UE-37410 #jira UE-37214 #jira UE-37581 Change 3175349 on 2016/10/26 by Chad.Garyet Changing physx build agents to compile workspaces instead of full ones #JIRA UE-37085 Change 3175267 on 2016/10/26 by Martin.Wilson Fix retarget crash #jira UE-37781 Change 3175205 on 2016/10/26 by Rolando.Caloca UE4.14 - Remove erroneus assert #jira UE-37584 Change 3175188 on 2016/10/26 by Chris.Babcock Fix out of spec GLSL operations (contributed by JeffRous) #jira UE-37800 #PR #2886 #ue4 #android Change 3175156 on 2016/10/26 by Mitchell.Wilson Adding missing iOS app icons to SunTemple project #jira UE-36991 Change 3175095 on 2016/10/26 by Daniel.Wright Fixed stationary skylight reflections using an inverted mask on materials without high quality reflections with Forward Shading #jira UE-37783 Change 3175075 on 2016/10/26 by Daniel.Wright [Copy] Support directional light dynamic shadows in any channel with forward shading, which can happen with multiple shadow casting stationary directional lights (even though only the lighting of one will appear) #jira UE-36497 Change 3175050 on 2016/10/26 by Jamie.Dale FTextRenderComponentMIDCache now marks MIDs as stale when the font parameters available in the parent material changes #jira UE-37819 Change 3175039 on 2016/10/26 by Daniel.Wright Fixed Duplication mode #jira UE-37231 Change 3174996 on 2016/10/26 by Mitchell.Wilson Removing [EditoronlyBP] changes made to DefaultEditor.ini. EDL is now disabled by default in ShooterGame. #jira UE-37648 Change 3174987 on 2016/10/26 by Jon.Nabozny Fix crash when moving InstancedStaticMeshComponent in editor when it had no mesh set, but had instances. #jira UE-37594 Change 3174803 on 2016/10/26 by Ori.Cohen Fix world origin shifting causing a crash inside physx. #JIRA UE-37745 Change 3174776 on 2016/10/26 by Allan.Bentham Work around broken depth reads on Galaxy S4. #jira UE-35481 Change 3174723 on 2016/10/26 by Robert.Manuszewski Changing the criteria for UBL to ignore the event driven loader flag to IsEngineInstalled() just like at runtime. #jira UE-37617 Change 3174650 on 2016/10/26 by Matthew.Griffin Ensured that Online Subsystem Oculus plugin is precompiled successfully for Android Change 3174644 on 2016/10/26 by Matthew.Griffin Fixing GoogleVR compile issues Change 3174352 on 2016/10/25 by Daniel.Wright Rename map build data along with the world - fixes lighting lost on map rename / save as. Duplicate map build data along with the world - fixes lighting lost on map duplicate in the content browser, or save as when the source already exists. Save map build data packages in SaveWorld - fixes lighting being lost on save as. #jira UE-37231 Change 3174335 on 2016/10/25 by Chris.Babcock Corrected Proguard issue with Codeworks for Android 1R5 installers #jira UE-37680 #ue4 #android Change 3174318 on 2016/10/25 by Marcus.Wassmer Duplicate 3174187 #jira UE-37020 Change 3174263 on 2016/10/25 by patrickr.donovan Test content updates and additions. Lighting Channel map added to TM-VRLoader. #jira UE-29618 Change 3174120 on 2016/10/25 by Daniel.Wright UObject::PostDuplicate with DuplicateMode * Allows differentiating between being duplicated as part of a world duplication vs duplication within a level * This is needed when generating a guid that needs to be unique within a level, but constant across instances of that level, like a light component #jira UE-37231 Change 3174113 on 2016/10/25 by Daniel.Wright Fixed log spam #jira UE-37522 Change 3174010 on 2016/10/25 by Jamie.Dale Fixed several crashes in the Session Frontend when viewing profiles - SFiltersAndPresets wasn't being cleared when the profile data was changed back to a live instance. - SFiltersAndPresets could crash if it was updated when no profile was selected. - SDataGraph could cause a crash if you clicked on it when there was no data (passed a range of -1, 0). - A session update message would clobber any loaded profile data, resetting to the current instance. #jira UE-37597 Change 3173982 on 2016/10/25 by mason.seay Deleting unneeded asset #jira UE-29618 Change 3173912 on 2016/10/25 by Ori.Cohen Fix divide by 0 crash when torque curve is 0 #JIRA UE-37737 Change 3173866 on 2016/10/25 by Ben.Marsh Remove setting forcing UnrealCEFSubProcess to compile using Visual Studio 2013. #jira UE-37678 Change 3173824 on 2016/10/25 by Ben.Marsh Fix trying to recompile UBT in Rocket builds when cleaning a build target. #jira UE-37616 Change 3173812 on 2016/10/25 by Nick.Darnell XBoxOne - The Vertex and Index buffers are now allocated with the right nextwriteoffset to prevent stomping old data on future writes. #jira UE-37757 Change 3173808 on 2016/10/25 by Ben.Marsh Fix batch files detecting MSBuild install locations for Visual Studio "15" preview 5. #jira UE-37627 Change 3173711 on 2016/10/25 by Ori.Cohen Fix linux compiler issues for physx #JIRA UE-37085, UE-37114, UE-37116 Change 3173704 on 2016/10/25 by James.Cobbett Import test assets for Alembic Conversion test #jira UE-29618 Change 3173694 on 2016/10/25 by Matt.Kuhlenschmidt Fixed Zip project not working in binary builds #jira UE-37655 Change 3173692 on 2016/10/25 by James.Cobbett Test content for Alembic Conversion options #jira UE-29618 Change 3173666 on 2016/10/25 by Matt.Kuhlenschmidt Fixed array refreshing in the details panel not functioning properly for sub-object properties #jira UE-37652 Change 3173619 on 2016/10/25 by Robert.Manuszewski Making the cooker ignore EDL ini setting in binary engine build. #jira UE-37617 Change 3173616 on 2016/10/25 by Nick.Whiting Merging update to Google VR 1.01 SDK, which fixes multiple initialization errors #jira UE-37440, UE-37236 Change 3173606 on 2016/10/25 by Jamie.Dale Removed invalid assert We're already passed the collection to modify, so the assert isn't needed. #jira UE-37761 Change 3173604 on 2016/10/25 by Keli.Hlodversson Work around an issue where the SteamVR plugin will fail to initialize if SteamVR was not already running before launching. #jira UE-37623 Change 3173502 on 2016/10/25 by Matt.Kuhlenschmidt Fixed more cases of undoing causing selections to become out of sync #jira UE-37300 Change 3173475 on 2016/10/25 by Ori.Cohen Critical 4.14 physx fixes #JIRA UE-37085, UE-37114, UE-37116 Change 3173445 on 2016/10/25 by Robert.Manuszewski Disabling the Event Driven Loader in ShooterGame. Making sure the EDL can't be enabled in binary engine distributions. #jira UE-37394 Change 3173401 on 2016/10/25 by Matt.Kuhlenschmidt Guard against crashes when textures or materials are explicitly marked as pending kill and then passed to slate for rendering #jira UE-36261 Change 3173245 on 2016/10/25 by Allan.Bentham Remove incorrect assert. #jira UE-37699, UE-37707 Change 3173232 on 2016/10/25 by Jurre.deBaare Post Processing Settings do not update in Persona when the values are changed in Preview Scene Settings #fix make sure we also pick up vector4 fields #jira UE-37656 Change 3173183 on 2016/10/25 by Matthew.Griffin Added Shipping configs to BootstrapPackagedGame (Duplicating CL#3150210 from Main) Change 3173065 on 2016/10/25 by Dmitriy.Dyomin Fixed: Disabling 'Use Landscape Lightmap' option Skewing Procedural Foliage Instances #jira UE-37736 Change 3172929 on 2016/10/24 by Ryan.Vance #jira UE-37742 Adding SceneViewExtension hooks that are called right after init views completes. It might be advantageous to do the work we're currently doing in PreRenderViewFamily_RenderThread and PreRenderView_RenderThread after init views is called with the way SteamVR's running start is implemented. Change 3172915 on 2016/10/24 by Rolando.Caloca UE4.14 - Fix compile issues on CCT #jira UE-37722 Change 3172762 on 2016/10/24 by Brian.Karis #jira UE-37369 Change 3172742 on 2016/10/24 by Daniel.Lamb Fixed issue with file-> cook error when you haven't built the exe which you are trying to cook for. #jira UE-36796 #test Cook shootergame Change 3172690 on 2016/10/24 by Maciej.Mroz DynamicClass gives now, as componet-archetype, objects with non-exact name. Manually merged cl#3171563 #jira UE-37480 Change 3172663 on 2016/10/24 by Daniel.Lamb Stopped cooker from handling modification requests when they are PIE requests. #test PIE shootergame #jira UE-21572 Change 3172629 on 2016/10/24 by Mitchell.Wilson Reconnected some material functions to resolve warnings which caused characters to render with default materials, and resolving 'Top Material' warnings. Reimported SM_GodRay_Plane to resolve PhysX warning Rebuilt lighting for the level. #jira UE-37728 Change 3172523 on 2016/10/24 by Nick.Shin update physx cmakefiles and automation build scripts for release-414 stream (as per request) #jira UEFW-106 Add HTML5 support to PhysX CMake & automation scripts Change 3172515 on 2016/10/24 by Nick.Shin remove old emsdk (1.35.0) #jira UEPLAT-1324 Update HTML5 PhysX to CMake Change 3172511 on 2016/10/24 by Mark.Satterthwaite Don't set Metal resource option fields on texture descriptors when running on an OS that doesn't support them. #jira UE-37481 Change 3172461 on 2016/10/24 by Cody.Albert Added check for pointer validity to prevent crash in ShooterGame #jira UE-37433 Change 3172329 on 2016/10/24 by Peter.Sauerbrei fix for remote notification method misspelling #jira ue-37720 Change 3172322 on 2016/10/24 by Marc.Audy Fix unreferenced variable the brute force to unblock QA #jira UE-37718 Change 3172191 on 2016/10/24 by Mitchell.Wilson Clearing preivew meshes on some materials to resolve warnings. #jira UE-37713 Change 3172186 on 2016/10/24 by Matt.Kuhlenschmidt Fix non-editor compile error #jira UE-37695 Change 3172159 on 2016/10/24 by Dmitry.Rekman Update GitDependencies.exe (UE-37530). - Binary needs to be updated to support LINUX_MULTIARCH_ROOT variable. #jira UE-37530 Change 3172132 on 2016/10/24 by Keith.Judge Xbox One - Fix corrupted screenshots. Needed a GPU/CPU sync point, which legacy D3D11.x used to do for us, but now we have to do manually. Copied from Dev-Platform CL 3156872 #jira UE-37038 Change 3172131 on 2016/10/24 by Keith.Judge Xbox One - Disable engine analytics on XB1 shipping games, as per XRs. Verified http requests from devkit with Fiddler. Copied from CL 3153176 in Dev-Platform. #jira UE-36364 Change 3172106 on 2016/10/24 by Mitchell.Wilson Updated reference to a material in VehicleMenu.umap to resolve warning #jira UE-29748 Change 3172036 on 2016/10/24 by Steve.Robb TEnumAsByte can be switchably deprecated for enum classes, and is currently not deprecated (reverting a change in behavior). #jira UE-37706 Change 3172020 on 2016/10/24 by Marc.Audy Child Actor should be created at registration, not creation. Otherwise attachment hierarchies can not be set up and thus, world positions incorrect #jira UE-37615 Change 3171966 on 2016/10/24 by Dmitry.Rekman Linux: fix Setup.sh on Ubuntu 16.10 (UE-37621) #jira UE-37621 (Edigrating 3171266 from Dev-Platform to Release-4.14) Change 3171964 on 2016/10/24 by Dmitry.Rekman Linux: fix always rebuilding FixDeps (UE-37625). #jira UE-37625 (Edigrating 3153471 from Dev-Platform to Release-4.14) Change 3171957 on 2016/10/24 by Matt.Kuhlenschmidt Guard against property editor crash happening when focused is lost on an object which has been GC'd due to PIE running #jira UE-37636 Change 3171943 on 2016/10/24 by Matt.Kuhlenschmidt Added mesh simplifcation plugin picker to the project settings under Editor - Mesh Simplification The menu to pick simplification plugins also contains a link to find other plugins in the launcher marketplace. The launcher navigates to "/ue/marketplace/content-cat/assets/codeplugins" for now #jira UE-37695 Change 3171928 on 2016/10/24 by Max.Chen Sequencer: Revert CL#3162724. Fix time dilation in level sequence player because it's causing a regression. Will revisit the fix for UE-37277. #jira UE-37589 Change 3171924 on 2016/10/24 by James.Cobbett Test content 'preroll.abc'. Has empty frames at the start of animation. For alembic importer testing. #jira UE-29618 Change 3171867 on 2016/10/24 by Lina.Halper - Back out revision 2 from //UE4/Release-4.14/Engine/Source/Runtime/Engine/Private/Components/SkeletalMeshComponent.cpp - Empties override materials before setting preview mesh in animation editor #jira: UE-37610 #code review: Thomas.Sarkanen Change 3171789 on 2016/10/24 by Allan.Bentham Resolve depth on appropriate mobile devices when the view contains materials that read from the depth. #jira UE-35023 Change 3171776 on 2016/10/24 by Robert.Manuszewski Increasing the initial memory allocation size for FLargeMemoryWriter to reduce the number of allocations when saving or cooking #jira UE-37599 Change 3171728 on 2016/10/24 by Dmitriy.Dyomin Fix origin rebasing to work with precomputed lighting data stored in separate package #jira UE-37693 Change 3171634 on 2016/10/24 by Dmitriy.Dyomin Added commenets to 3171621 #jira UE-36449 Change 3171621 on 2016/10/23 by Dmitriy.Dyomin Fixed: Editor crash when compiling the character blueprint after a PIE session with World Composition enabled Actually disabled use of world composition with multiplayer PIE using separate processes #jira UE-36449 Change 3171424 on 2016/10/22 by Jack.Porter Remove unused exec command causing logspam #jira UE-37661 Change 3171259 on 2016/10/21 by Ryan.Vance Mobile multi-view update #jira UE-37603 Removed dependence on shader name for determining if we need to enable multi-view, now relies on the presence of gl_ViewID_OVR Worked around unsigned/signed integer driver issues. Some shader compilers were choking on the unsigned postfix Attempted to clean up some of the code duplication in MobileBasePassRendering.cpp Made a few design concessions which allows the feature to run on Mali devices in the wild right now: Allow the feature to be enabled with ES2 rather than just ES3.1. Mali drivers have a bug preventing shader io blocks and multi-view from working together Passing the view id from the vertex shader. Mali devices don't allow referencing gl_ViewID_OVR in a pixel shader Change 3171165 on 2016/10/21 by Peter.Sauerbrei revert out the memory changes for platform file cache for mobile #jira UE-36835 Change 3171112 on 2016/10/21 by Matt.Barnes Updating TM-Material_BP_Nodes to facilitate test UEQATC-2969. #jira UEQATC-2969 Change 3171111 on 2016/10/21 by Mike.Beach Mirroring CL 3171084 form Dev-BP Guarding against a unrepro'able top-10 crash in SGraphPin. Making sure we're not operating on a null/pending-kill/transient pin. #jira UE-37642 Change 3170980 on 2016/10/21 by patrickr.donovan Motion controller test content update - further updates to combat thumbstick noise. #jira UE-29618 Change 3170965 on 2016/10/21 by Mitchell.Wilson Moved panner in M_Frame3_BG material to Custom UV0 to resolve issue with material rendering white on tvOS #jira UE-37105 Change 3170905 on 2016/10/21 by Marc.Audy Fix AActor::Serialize crash if a null in the owned components array #jira UE-37641 Change 3170838 on 2016/10/21 by Ben.Woodhouse Integrate crash fix from main CL3162008 Fix for crash in GPU profiler. This was caused by the RHIThread getting too far behind the renderthread. This change adds a fence wait on the renderthread in RHIEndDrawingViewport to ensure that the renderthread is never more than a frame ahead. #jira UE-37216 Change 3170815 on 2016/10/21 by Jamie.Dale Fixed a potential race-condition in FTextRenderComponentMIDCache, and updated it to detect "stale" MIDs FMIDData was shared between the game and render threads, but used non-thread-safe shared pointers. This also marks MIDs as "stale" if the number of MIDs no longer matches the number of pages in the font (which may happen if the font is edited). These "stale" MIDs are kept as a weak pointer in a separate array so that we can still keep the MID object alive as long as something is still using it (as it may still be used by a FTextRenderSceneProxy for a short while). This array of weak pointers is purged of unreferenced instances during the normal cache purge cycle. #jira UE-37519 Change 3170784 on 2016/10/21 by Mitchell.Wilson Changing a material in TM-Reflections level #jira UE-29618 Change 3170668 on 2016/10/21 by Mitchell.Wilson Updated defaulteditor.ini to resolve cook failure for UBlueprint. #jira UE-37648 Change 3170595 on 2016/10/21 by Chris.Wood Added "Vanilla" Editor detection and reporting it to analytics, MTBF and Crash Reporter. [UE-37132] - Detect "Vanilla" Editor and report it to MTBF analytics and Crash Reporter #jira UE-37132 Change 3170395 on 2016/10/21 by Robert.Manuszewski UBT will now respect -remoteini command line param when looking for ini files for build settings. Fixes a crash when launching BP-only project from the Editor with EDL enabled. #jira UE-37617 Change 3170367 on 2016/10/21 by Allan.Bentham Prevent overflow of bright pixels during DoF calc. #jira UE-31755 Change 3170363 on 2016/10/21 by Robert.Manuszewski Fixing crashes when cancelling async loading #jira UE-37634 Change 3170362 on 2016/10/21 by Robert.Manuszewski Fixing MallocBinned2 crashes on 32-bit platforms. #jira UE-37326 Change 3170280 on 2016/10/21 by Jack.Porter Fix for landscape not rendering in Player Collision view mode after toggling G. #jira UE-37576 Change 3170202 on 2016/10/21 by Dmitriy.Dyomin Fixed: CustomDepth is incorrect when used in Custom PostProcess after Tonemapping #jira UE-37628 Change 3170160 on 2016/10/20 by Aaron.McLeran #jira UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features Implementing CL 3169422 in 4.14 Change 3170029 on 2016/10/20 by Aaron.McLeran #jira UE-37004 #jira UE-37005 Fixing stat soundwaves Implementing 3154264 from Dev-Framework Change 3170024 on 2016/10/20 by Aaron.McLeran #jira UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions Implementing the CL from Dev-Framework Change 3169869 on 2016/10/20 by Arne.Schober duplicated: CL 3169845 #jira UE-35937 Change 3169810 on 2016/10/20 by Steve.Cano Moving change from CL 3169642 to 4.14 - fix a library issue that was causing Kindle Fire 1st edition to crash when trying to run QA game, may be causing issues on other devices as well #ue4 #android #jira UE-22440 Change 3169635 on 2016/10/20 by Mike.Beach Mirroring CL 3169443 from Dev-BP Deprecating the [EditoronlyBP] config settings (which are super old, and support legacy functionality, allowing users to export editor-only UBlueprint objects on cook). This is in support of the new event-driven loader (EDL), which is incompatible with these exports. We will be removing support for these settings promptly in 4.15 (hence the choice to deprecate them for 4.14). #jira UE-37605 Change 3169618 on 2016/10/20 by Mitchell.Wilson rebuilt lighting for all levels in Content Examples #jira UE-37570 Change 3169447 on 2016/10/20 by Peter.Sauerbrei fix for double quotes causing arguments to not be sent correctly to rsync #jira UE-37018 Change 3169362 on 2016/10/20 by tim.gautier Updated TM-UMG Level Blueprint - mouse-clicks outside of UMG assets no longer take focus from the set Display Widget #jira abc-123 Change 3169244 on 2016/10/20 by Chris.Babcock Update to new CodeWorks for Android 1R5 #jira UE-37554 #ue4 #android Change 3169240 on 2016/10/20 by Jon.Nabozny #rn Fixup GameModeClassAliases in Engine.ini files. These must be prefixed with either /Game/ or /Script/ otherwise the asset may fail to resolve and an empty name will be used instead (and cause weird behavior). #jira UE-37488 Change 3169155 on 2016/10/20 by Peter.Sauerbrei fix for incorrect characters in bundle id when project has underscores in the name #jira UE-36436 Change 3169127 on 2016/10/20 by Allan.Bentham Fix android vulkan compile error with dev builds #jira abc-123 Change 3169058 on 2016/10/20 by Allan.Bentham Flush command buffer during init to fix vulkan crash when rendering thread is enabled. Fix FDeferredDeletionQueue's resource handle storage on 32 bit platforms. #jira UE-36452 Change 3169049 on 2016/10/20 by Peter.Sauerbrei fix for minimum ios version in base ini file #jira UE-37034 Change 3168910 on 2016/10/20 by Jack.Porter Fix occasional race condition crash in FTcpMessageTransportConnection on editor shutdown #jira UE-36944 Change 3168906 on 2016/10/20 by Dmitriy.Dyomin Fixed: Black rendering on Galaxy S4 PowerVR #jira UE-37567 Change 3168858 on 2016/10/20 by Richard.TalbotWatkin Made BSP rendering more robust so that out-of-range array accesses trigger an 'ensure' rather than a crash (with a view to identifying the cause of this issue). Also fixed non-editor builds. #jira UE-37267 - [CrashReport] UE4Editor_Engine!FModelSceneProxy::GetDynamicMeshElements() [modelrender.cpp:322] Change 3168826 on 2016/10/20 by Richard.TalbotWatkin Duplicated from //UE4/Dev-Editor, CL 3156473 Attempt to make geometry render / rebuild more robust in the hope of catching UE-36265. #jira UE-36265 - [CrashReport] UE4Editor_Engine!FModelSceneProxy::HasSelectedSurfaces() [modelrender.cpp:538] Change 3168335 on 2016/10/19 by Michael.Trepka Restored previous version of FMacWindow::IsPointInWindow function to solve issues with window dragging. #jira UE-37418 Change 3168307 on 2016/10/19 by Rolando.Caloca UE4.14 - Integrate changes from 3051720 and 3057522 [RENDERING] [!] Revert fix in GPU skin cache (original CL 2722034) - Waiting on shader compilation with the GPU skin update will destroy/recreate render state, causing a crash in the GPU skin cache. #jira UE-37545 Change 3168201 on 2016/10/19 by Peter.Sauerbrei fix for urls with queries not working correctly #jira UE-35090 Change 3168200 on 2016/10/19 by Mitchell.Wilson Re-saved multiple cloth assets to resolve building adjacency information warnings. Replaced deprecated SetText and GrabComponent blueprint nodes with new SetText and GrabComponentAtLocation. Re-saved multiple assets to resolve empty engine version warnings. #jira UE-37537 Change 3168174 on 2016/10/19 by Alan.Noon #jira UE-37534 deleted unnecessary files from Photorealistic Character project Change 3168160 on 2016/10/19 by Arne.Schober duplicated: fixes for velocity render pass CL 3166370 CL 3166799 #jira UE-37362 Change 3168136 on 2016/10/19 by Alan.Noon #jira UE-37534 Initial add of Photorealistic Character Sample project Change 3168127 on 2016/10/19 by Peter.Sauerbrei fix for IOS_7 not being found #jira UE-37034 Change 3167886 on 2016/10/19 by patrickr.donovan #jira UE-37242 TLDR; Test content updates. Bug entered due to finicky hardware returning noise values that weren't accounted for in test contet. Fortified test content against this edge case, no code change necessary. Change 3167882 on 2016/10/19 by samuel.proctor Updating asset for Profiler Heatmap testing #jira UE-29618 Change 3167868 on 2016/10/19 by Dmitry.Rekman Linux: disable XGE on Windows (UE-37446). - XGE does not seem to handle new clang 3.9.0 toolchain well, with very reproducible crashes. Also fix build breakage with clang 3.8.1. - always_inline was still applied to debug builds and as such was ignored. #jira UE-37446 (Edigrating CL 3166330, 3166456 from Dev-Platform to Release-4.14) Change 3167832 on 2016/10/19 by Mitchell.Wilson Reconnected 'TopMaterial' in multiple materials to resolve warnings. Rebuilt lighting and saved levels. #jira UE-37529 UE-37535 Change 3167688 on 2016/10/19 by Mitchell.Wilson Removing preview mesh from multiple materials to resolve warnings. Rebuilt lighting and saved all levels. #jira UE-29678 UE-37526 Change 3167616 on 2016/10/19 by Marc.Audy Fix reversed logic checking for an Actor after a cast was supposed to have failed, broken in CL 2695656. #jira UE-37517 Change 3167585 on 2016/10/19 by Jamie.Dale Re-enabled all-cultures upload to OneSky so we prime translations correctly #jira UE-37518 Change 3167579 on 2016/10/19 by Jamie.Dale Fixed text render component regression with custom MIDs #jira UE-37305 Change 3167501 on 2016/10/19 by Matt.Kuhlenschmidt Fixed realtime rendering in editor viewport being disabled when simulating in editor #jira UE-37466 Change 3167498 on 2016/10/19 by Mitchell.Wilson Re-saving multiple blueprints with nodeguid warnings. Cleared preview mesh for materials with string asset reference warnings. Rebuilt lighting and added _BuildData to resolve lighting rebuild warnings. #jira UE-30840 Change 3167492 on 2016/10/19 by Matt.Kuhlenschmidt Fix for disappearing menus in lastest windows 10 build #jira UE-36752 Change 3167311 on 2016/10/19 by Mieszko.Zielinski Fixed EQS template cache issues with multiple query run modes #UE4 #jira UE-37496 Change 3167206 on 2016/10/19 by Matthew.Griffin Moved Github promotion earlier in build script and added 'After' dependencies so that we can guarantee the order of the nightly build/prevent unimportant jobs from running before binary build is completed Change 3167205 on 2016/10/19 by Matthew.Griffin Changed CommandUtils.UnzipFiles to use system unzip tool when running on mono, as there has been issues with Ionic not being able to decompress those created by the zip tool Change 3167010 on 2016/10/19 by Dmitriy.Dyomin Fix for LevelStreaming getting stuck, and World->PersistentLevel null assert Contributed by Funcom: https://udn.unrealengine.com/questions/312900/fix-for-levelstreaming-getting-stuck-and-world-per.html #jira UE-36397 [CL 3189774 by Matthew Griffin in Main branch]
2016-11-08 02:45:19 -05:00
public boolean IsInVRMode()
{
return IsInVRMode;
}
public GooglePlayStoreHelper.PurchaseLaunchCallback getPurchaseLaunchCallback()
{
return purchaseLaunchCallback;
}
/** Access singleton activity for game. **/
public static GameActivity Get()
{
return _activity;
}
/**
Get the SDK level of the OS we are running in.
We do this instead of accessing the SDK_INT
with JNI from C++ as the new ART runtime seems to have
problems dynamically finding/loading static inner classes.
*/
public static final int ANDROID_BUILD_VERSION = android.os.Build.VERSION.SDK_INT;
private StoreHelper IapStoreHelper;
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2719147 on 2015/10/07 by Mark.Satterthwaite Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track. Change 2719182 on 2015/10/07 by Mark.Satterthwaite Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient. Change 2719185 on 2015/10/07 by Mark.Satterthwaite Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw. Change 2719434 on 2015/10/07 by Mark.Satterthwaite Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server. Change 2724764 on 2015/10/12 by Josh.Adams [Initial AppleTV support] Merging //depot/YakBranch/... to //UE4/Dev-Platform/... Change 2726266 on 2015/10/13 by Lee.Clark PS4 - Calc reserve size required for DMA copy when using unsafe command buffers Change 2726401 on 2015/10/13 by Mark.Satterthwaite Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected. #jira UE-15228 Change 2726421 on 2015/10/13 by Lee.Clark PS4 - Don't try to clear invalid targets Change 2727040 on 2015/10/13 by Michael.Trepka Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72 Change 2729783 on 2015/10/15 by Keith.Judge Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty. Change 2729847 on 2015/10/15 by Mark.Satterthwaite Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff. #jira UE-21992 Change 2729865 on 2015/10/15 by Keith.Judge Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition. Change 2729897 on 2015/10/15 by Keith.Judge Fast Semantics - Make sure all GetData() calls are made safe with GPU fences. Change 2729972 on 2015/10/15 by Keith.Judge Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly. This should be marginally quicker as it stops a double call to ClearState(). Change 2731503 on 2015/10/16 by Keith.Judge Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict). Change 2731596 on 2015/10/16 by Keith.Judge Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step. Change 2731928 on 2015/10/16 by Michael.Trepka PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl) Change 2731934 on 2015/10/16 by Michael.Trepka PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura) Change 2732018 on 2015/10/16 by Mark.Satterthwaite Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached. - The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders. - Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this. - Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL. Change 2732365 on 2015/10/16 by Josh.Adams - Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On) Change 2733170 on 2015/10/18 by Terence.Burns Fix for Android IAP query not returning entire inventory. Change 2733174 on 2015/10/18 by Terence.Burns Fix Movie player issue where wait for movie to finish isnt being respected. Seems a stray bUserCanceled event flag was causing this not to be observed. Added some verbose logging to apple movie player. Change 2733488 on 2015/10/19 by Mark.Satterthwaite Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information. - Fixed a bug that would cause invalid shader membership and draw state information to be logged. - Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too. Change 2735226 on 2015/10/20 by Mark.Satterthwaite Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently. #jira UE-21214 #jira UE-19913 Change 2736722 on 2015/10/21 by Daniel.Lamb Improved performance of cooking stats system. Change 2737172 on 2015/10/21 by Daniel.Lamb Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00
//$${gameActivityClassAdditions}$$
@Override
public void onStart()
{
super.onStart();
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3383462) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3292174 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - Linux toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3292193 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - ThirdParty libs compiled with new toolchain with wasm support #jira UEPLAT-1437 Switch [to] web assembly Change 3292215 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and wbegl2 support - emscripten toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3292222 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm support - ENGINE changes (c# & cpp files) #jira UEPLAT-1437 Switch [to] web assembly Change 3292223 on 2017/02/08 by Nick.Shin HTML5 merge ThirdParty lib build scripts from Dev-Platform to Dev-Mobile Change 3292228 on 2017/02/08 by Nick.Shin HTML5 emscripten: webgl support - webgl patches - and a lot of UE4 patches to package HTML5 on LINUX - mostly from mozilla's jukka -- thx jukka! #jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5 Change 3292285 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - Windows toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3293994 on 2017/02/09 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - OSX toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3294391 on 2017/02/09 by Nick.Shin HTML5 "black box issues" revisited - jukka rewrote the window resize handler -- much cleaner and more straightforward #jira UE-36341 HTML5 - View is incorrectly drawn #jira UE-32311 Templates on Firefox/Chrome on HTML5 are not full screen during Launch On Change 3296421 on 2017/02/10 by Jack.Porter Fix landscape spline segment splitting placing when using streaming levels Change 3296587 on 2017/02/10 by Jack.Porter Additional fix for landscape spline segment splitting when using streaming levels Change 3301241 on 2017/02/14 by Mi.Wang Fixed DeviceProfileEditor bug for incorrect clamp the Texture Mip LOD size. #jira UE-36237 #rb jack.porter Change 3301387 on 2017/02/14 by Nick.Shin HTML5 emscripten: webgl support - webgl patches from mozilla's jukka + hardware instancing + glBlitFramebuffer + GL AlaphaBlendOperation #jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5 Change 3301405 on 2017/02/14 by Nick.Shin HTML5 plugin fix when blueprint projects are promoted to code projects automatically. #jira UE-41710 HTML5 - Package Failure - Failed to Produce item ProjectName-OnlineSubsystemNull.bc Change 3302278 on 2017/02/14 by Omar.Rodriguez UE-36651: Mac Vulkan Android Projects crash on launch. * Glslang library has been built for Mac but flag was not updated * Set GlslangAvailable to true for Mac when building an Android project with vulkan #jira UE-36651 Change 3302773 on 2017/02/14 by Chris.Babcock Add a dropdown with some common console commands on Android (contributed by rafortis) #jira UE-40834 #PR #3143 #ue4 #android Change 3305604 on 2017/02/16 by Nick.Shin HTML5 webgl2 shader- turn on: instance static mesh vertex factory #jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5 Change 3308154 on 2017/02/16 by Nick.Shin HTML5 GitHub PR #jira UE-42019 GitHub 3258 : Added suport for emscripten --pre-js and --post-js option when building for HTML5 Change 3308510 on 2017/02/16 by Nick.Shin HTML5 webgl2 shader fixes #jria UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3308971 on 2017/02/17 by Jack.Porter Fix for landscape painting when height<0 in the Ortho viewports Change 3309075 on 2017/02/17 by Allan.Bentham Include static subject meshes when masking out modulated shadow casters. #jira UE-41581 Change 3309531 on 2017/02/17 by Chris.Babcock Handle large OBB files in APK #jira UE-41443 #ue4 #android Change 3311320 on 2017/02/19 by Dmitriy.Dyomin Fixed: Particle Cutout Crashes On Mobile Devices That Don't Support Hardware Instancing (Mali-400 GPU) #jira UE-41970 Change 3311347 on 2017/02/20 by Dmitriy.Dyomin Fixed: Engine Crashes When Previewing ES3_1 With Material Using World Position Offset (Need Custom Stencil) #jira UE-41976 Change 3311398 on 2017/02/20 by Dmitriy.Dyomin Fixed: Landscapes do not render on PowerVR device #jira UE-35530 Change 3311428 on 2017/02/20 by Dmitriy.Dyomin Fixed: Exposure Is More Extreme In High-End Mobile Preview Modes #jira UE-42036 Change 3311448 on 2017/02/20 by Dmitriy.Dyomin Fixed: Packaged game Crashes on android after entering "Help" command twice #jira UE-41956 Change 3311587 on 2017/02/20 by Allan.Bentham ES2 GLSL - Silently swap all uint to ints #jira UE-41548 Change 3313930 on 2017/02/21 by Allan.Bentham Print literal uints as ints when generating ES2 code. #jira UE-41548 Change 3317924 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - Linux toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3317929 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - ThirdParty libs compiled with new toolchain with wasm and webgl2 support #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3317951 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - emscripten toolchain WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318004 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - windows toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318669 on 2017/02/23 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - OSX toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318672 on 2017/02/23 by Nick.Shin HTML5 webgl2 shader fixes #jria UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318819 on 2017/02/23 by Dmitriy.Dyomin Fixed: Rendering artifacts with bloom on iPhone7 Metal #jira UE-40978 Change 3319702 on 2017/02/23 by Chris.Babcock Disable eglSwapInterval since it can cause issues with some drivers #ue4 #android Change 3320880 on 2017/02/24 by Dmitriy.Dyomin Added r.Mobile.TonemapperFilm cvar which can be used to enable/disable filmic tonemapper on mobile, independently from desktop (disabled by default) #jira UEMOB-195 Change 3321042 on 2017/02/24 by Jack.Porter Fixed incorrect sizeof in Vulkan pipleine cache pointed out here: http://coconutlizard.co.uk/blog/ue4/ue4-its-a-size-jim/ #code_review: rolando.caloca Change 3322383 on 2017/02/24 by Chris.Babcock Fix issue with ad banner on Android 7.0 devices #jira UE-42390 #ue4 #android Change 3322479 on 2017/02/24 by Omar.Rodriguez UEMOB-199 - WEX: Improved virtual keyboard for Android * Calculating the area covered by the virtual keyboard * Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events * Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event #jira UEMOB-199 Change 3323353 on 2017/02/27 by Allan.Bentham Fix broken mobile scene captures when !mobileHDR and RHINeedsToSwitchVerticalAxis #jira UE-42191 Change 3323431 on 2017/02/27 by Allan.Bentham CIS fix Change 3323687 on 2017/02/27 by Allan.Bentham Disable GRHINeedsUnatlasedCSMDepthsWorkaround for mobile devices. #jira UE-42131 Change 3324652 on 2017/02/28 by Dmitriy.Dyomin Fixed: Canvas elements appear darker on iOS Metal Change 3324885 on 2017/02/28 by Jack.Porter Fixed "Minimum iOS Version" setting display name #jira UE-42270 Change 3324899 on 2017/02/28 by Jack.Porter GitHub 3063 : removed duplicate gc.MaxObjectsInGame setting in IOSEngine.ini #jira UE-40018 #3063 Change 3324932 on 2017/02/28 by Jack.Porter GitHub 3257 : iPhonePackager errors in output log when opening project settings on Windows #jira UE-41984 #3257 #codereview: Peter.Sauerbrei Change 3324956 on 2017/02/28 by Jack.Porter FOpenGLFrontend::GetMaxSamplers incorrect for IOS #jira UE-42038 #3264 Change 3325478 on 2017/02/28 by Allan.Bentham PR # 3188 : Fix far distance bug with cascaded shadows on mobile (Metal) and PC mobile preview (Contributed by ufna) #jira UE-41442 Change 3327300 on 2017/03/01 by Allan.Bentham PR #3175 : Fixes high quality reflection blending seams (Contributed by kallehamalainen) #jira UE-41257 Change 3328917 on 2017/03/02 by Nick.Shin HTML5 project settings expose ini settings to edtior HTML5 project settings panel #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini #jira UE-41584 Editor locks up when adding an element for HTML5 devices on Mac #jira UE-41701 Editor freezes when setting browser filepath for inserted element in project settings Change 3329169 on 2017/03/02 by Allan.Bentham increase render thread timeout to 1 minute for suntemple / android. Prevents low end devices timing out during load. #jira UE-40696 Change 3330849 on 2017/03/02 by Nick.Shin HTML5 project settings expose ini settings to edtior HTML5 project settings panel #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini Change 3331078 on 2017/03/03 by Dmitriy.Dyomin Fixed: Device output log partial lines integrated from WEX (3250488) Change 3331112 on 2017/03/03 by Dmitriy.Dyomin Reduced state setup for slate draw calls (saves about 4ms RT time on mobile) integrated from WEX (3256584) Change 3331117 on 2017/03/03 by Dmitriy.Dyomin Fixed redundant blend state changes in opengl integrated from WEX (3256586) Change 3331173 on 2017/03/03 by Dmitriy.Dyomin Slate pixel shaders will use half precision where possible on mobile integrated from WEX (3256656) Change 3332865 on 2017/03/06 by Dmitriy.Dyomin Better MobileContentScaleFactor defaults for iOS devices #jira UEMOB-330 Change 3333129 on 2017/03/06 by Peter.Sauerbrei move to Library/Caches instead of documents for saved files re-enable iterative deploy on TVOS #jira UEMOB-284 Change 3334692 on 2017/03/06 by Jack.Porter Allow r.MobileContentScaleFactor to be changed at runtime on Android #jira UEMOB-173 Change 3336255 on 2017/03/07 by Nick.Shin HTML5 project settings marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently... #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini Change 3337094 on 2017/03/08 by Nick.Shin HTML5 project settings marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently... #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini Change 3338800 on 2017/03/08 by Chris.Babcock Update AAR handling to deal with versioning, subproject dependencies for resources, and scope #jira UE-42677 #ue4 #android Change 3338813 on 2017/03/08 by Chris.Babcock Pass build configuration to UPL for access during packaging as $S(Configuration) #jira UE-42678 #ue4 #android #ios Change 3339401 on 2017/03/09 by Alicia.Cano Android runtime permissions - Fix for WRITE_EXTERNAL_STORAGE if it is not granted at time of onCreate for non-shipping builds - Fix for Location Services - Fix for if target sdk is not set to 23+ #jira UE-38512 #android #rb: chris.babcock Change 3340736 on 2017/03/09 by Chris.Babcock Implement support for new controllers (Xbox Wireless, SteelSeries Stratus XL, PS4) (contributed by TRS-justing) #jira UE-41965 #PR #3254 #ue4 #android Change 3340744 on 2017/03/09 by Jack.Porter Expose Custom Depth to Foliage #jira UE-6061 Change 3340849 on 2017/03/09 by Dmitriy.Dyomin Fixed: iOS movie become laggy and crashes when played in iPhone 6/6s. #jira UE-42351 Change 3341268 on 2017/03/10 by Alicia.Cano PR #2894: Initial VoiceModuleAndroid support. (Contributed by devbm) #jira UE-37945 #android #rb: chris.babcock, jack.porter Change 3341303 on 2017/03/10 by Allan.Bentham Remove optimisation that prevents full specular occulsion on mobile. PR #3186 : Specular can't be blocked on high-end mobile. #jira UE-41393 Change 3342304 on 2017/03/10 by Alicia.Cano build fix #rb: chris.babcock Change 3343344 on 2017/03/13 by Alicia.Cano build fix #rb: chris.babcock Change 3343591 on 2017/03/13 by Brent.Pease iOS multiplayer fix part 1. Correct byte ordering. #jira UE-34875 Change 3343669 on 2017/03/13 by Chris.Babcock Update carefullyredist script version #jira UE-42832 Change 3344212 on 2017/03/13 by Will.Fissler Various compile fixes for Xcode 8.3. These fixes must also be added to //UE4/Release-4.15. #jira UE-41313 Change 3344396 on 2017/03/13 by Chris.Babcock Fix Java 1.5 obsolete warnings #jira UE-42851 #ue4 #android Change 3345132 on 2017/03/14 by Will.Fissler Added ifdef wrapper to check clang version for presentDrawable. Change 3345336 on 2017/03/14 by Will.Fissler Moved #if (__clang_major__ > 8) || (__clang_major__ == 8 && __clang_minor__ >= 1) check inside of the presentDrawable method. Change 3345460 on 2017/03/14 by Will.Fissler ifdef changes for presentDrawable. The last submission duped the changes, instead of merging. #rb none Change 3346046 on 2017/03/14 by Will.Fissler Fixed MetalCommandBuffer.cpp [again] after last submission duped changes instead of merging. Change 3346367 on 2017/03/14 by Chris.Babcock Fix issue with GoogleVR ARMv7 libraries included for other architectures in link #ue4 #android Change 3347682 on 2017/03/15 by Allan.Bentham Enable HW sRGB correction with retainer widget's render target. Use slate's gamma correction for mobile (where no such support exists) Render retainer box RT content with gamma correction. #jira UE-40967 Change 3348712 on 2017/03/15 by Nick.Shin HTML5 - upload to S3 updated to AWS "signature version 4" authentication #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3349254 on 2017/03/16 by Jack.Porter Fix for crash using the mobile previewer when the LQ lightmap shader permutation is disabled. #jira UE-42971 Change 3349739 on 2017/03/16 by Nick.Shin HTML5 - upload to S3 better error message feedback on upload failures #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3349765 on 2017/03/16 by Alicia.Cano Disable mouseover events in Mobile Previewer #jira UE-19903 #mobile #rb: Jack.Porter Change 3350049 on 2017/03/16 by Nick.Shin HTML5 - upload to S3 folder in bucket is optional #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3350153 on 2017/03/16 by Nick.Shin HTML5 - upload to S3 updated S3 public link generator #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3351582 on 2017/03/17 by Will.Fissler Reverting the attempted fix for Xcode 8.3: Result += " -mcpu=cortex-a9"; Currently we cannot build arm64 for iOS with this change. Change 3352085 on 2017/03/17 by Alicia.Cano iOS doesn't honor request to close the virtual keyboard leading to a crash #jira UE-36447 #ios #rb:Peter.Sauerbrei Change 3353313 on 2017/03/19 by Ben.Marsh Always allow large *.js files in Github. Change 3354444 on 2017/03/20 by Nick.Shin HTML5 - upload to S3 to help make it obvious that "upload to S3" checkbox is set/or not -- disable S3 details if checkbox for "uploading to S3" is not set #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3355618 on 2017/03/20 by Nick.Shin HTML5 Save Game System - ripped out HTML5 code [from Engine's SaveGameSystem.h] and placed it in HTML5Platform.cpp - cleaned up HTML5PlatformFile.cpp (make it match as clost to linux's version) - created HTML5's own PlatformFeature & SaveGameSystem files -- and updated HTML5PlatformMisc to make use of the the new HTML5 SaveGame code #jira UE-42081 Remove heinous HTML5 code from engine Change 3355621 on 2017/03/20 by Nick.Shin remove temp debugging code #jira UE-42081 Remove heinous HTML5 code from engine Change 3356937 on 2017/03/21 by Chris.Babcock Add "stat vulkanrhi" to new console dropdown #jira UE-43149 #ue4 #android Change 3357652 on 2017/03/21 by Nick.Shin HTML5 performance speed ups added "use fixed timestep" setting option for HTML5 builds (this has been separated from Engine - General Settings - Framerate) - this is slightly different to smooth framerate and fixed framerate - thus, the timestep option was put in the HTML5 specific panel this option is based on the suggestions by jukka's post: - https://answers.unrealengine.com/questions/409629/smooth-frame-rate-and-use-fixed-frame-rate-should.html however, using this option will make the player "run faster" on (for example) thirdperson blueprint template -- but, it has no effect on other (for example) zen garden... #jira UE-30214 - Implement a warning message for fps settings Change 3360415 on 2017/03/23 by Allan.Bentham Fix crash that occurs when ES3.1 preview is used with r.MobileHDR32bppMode modes. Change 3360418 on 2017/03/23 by Allan.Bentham Disable filmic tonemapper if r.MobileHDR32bppMode is in use. #jira UE-40913 Change 3360557 on 2017/03/23 by Allan.Bentham Better fix for mobile CSM shadow flickering (UE-42131), now works for PC OpenGL based mobile preview. #jira UE-42131 Change 3362258 on 2017/03/23 by Dmitriy.Dyomin Fixed: Canvas texture element gamma issues on iOS Metal Change 3362321 on 2017/03/24 by Dmitriy.Dyomin GitHub 3173 : MaterialAO support for mobile rendering path (contributed by kallehamalainen) #3173 Change 3363550 on 2017/03/24 by Alicia.Cano build fix for devices < Android 5.0 #jira UE-43299 #android #rb: chris.babcock Change 3363687 on 2017/03/24 by Chris.Babcock Fix Android password hiding in input dialog #jira WEX-5159 #ue4 #android Change 3365280 on 2017/03/27 by Dmitriy.Dyomin Fix for GL_EXT_shader_framebuffer_fetch on Zenfone5. Use UE_EXT_shader_framebuffer_fetch define on all devices to enable extension Change 3365291 on 2017/03/27 by Dmitriy.Dyomin Copied form WEX CL# 3308653 Fixed: Enabling shader cache causes crash on NVIDIA Shield #jira UE-41639 Change 3365293 on 2017/03/27 by Dmitriy.Dyomin GitHub 3411 : Fix crash in patching utils mount method (contributed by nverenik) #jira UE-43247 #3411 Change 3365340 on 2017/03/27 by Dmitriy.Dyomin Fixed: Moving sublevel in world composition browser does not appear in Undo History #jira UE-35535 Change 3365564 on 2017/03/27 by Allan.Bentham SkyLightComponent now serializes IrradianceMap SH values. clicking Recapture sky button in mobile preview switches back to SM4/5 to update captures. Skylights that are dirty from load will trigger reflection capture update once shaders are rebuilt. #jira UE-42436 Change 3366282 on 2017/03/27 by Nick.Shin remove dead links these files to not exist anywhere in the make-3.81 subfolders #UDN-354501 #jira none Change 3366306 on 2017/03/27 by Nick.Shin HTML5 - disable multi-threading for wasm #jira UE-43219 - HTML5 disable multi-threading for wasm Change 3366307 on 2017/03/27 by Nick.Shin HTML5 packaging Shipping builds big cleanup / additions to *gz file support for amazon s3 * both, uploading to s3 * and allowing s3 to host the games there #jira UE-43002 HTML5 in Shipping fails downloading symbols files #jria UE-43001 HTML5 Shipping Projects fail looking for compressed files when "Compress files during shipping packaging" is not selected. Change 3367385 on 2017/03/28 by Allan.Bentham Display skylight serialization warning only when cooking for mobile platforms. #jira UE-42436 Change 3368583 on 2017/03/28 by Chris.Babcock Expose JAVA_HOME setting in Android SDK project settings on Mac #jira UE-43418 #ue4 #android Change 3368803 on 2017/03/28 by Chris.Babcock Fix features requested in manifest for "Daydream and Cardboard" mode #jira UE-43314 #ue4 #android Change 3369087 on 2017/03/28 by Jack.Porter Changed tooltip and added supported devices in paretheses for Android Mobile Deferred / ES31+AEP #jira UE-42438 Change 3369372 on 2017/03/29 by Allan.Bentham Fix disappearing meshes when r.mobile.allowdistancefieldshadows is disabled. #jira UE-43366 Change 3369381 on 2017/03/29 by Jack.Porter Show warnings when mobile shader permutations required for rendering are disbaled Made FReadOnlyCVARCache a singleton and added mobile CVars, used for MobileBasePassRendering. #jira UE-43050 Change 3369430 on 2017/03/29 by Allan.Bentham fix CIS build Change 3369740 on 2017/03/29 by Allan.Bentham Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility) Android links with -gc-sections to remove unused code/data Add JNI_METHOD for java accessible native functions, fixed up existing JNI functions to use macro. Add support for map file generation with android. Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig() bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini #jira UEMOB-168 Change 3369975 on 2017/03/29 by Nick.Shin HTML5 - AWS S3 shareable link for shipping builds corrected #jira UE-43379 Amazon S3 Shareable link does not generate correct filepath. Change 3369998 on 2017/03/29 by Nick.Shin HTML5 python build scripts PR: https://github.com/Mozilla-Games/UnrealEngine/commit/1cb836d43c3015c6ca0fdd039072bb6c5c273db3 #jira none Change 3370214 on 2017/03/29 by Nick.Shin HTML5 - default bUseFixedTimeStep to false... #jira UE-43380 - Default HTML5 gamespeed is faster than equivalent platforms Change 3370762 on 2017/03/29 by Chris.Babcock Fixes to new keyboard for Android - Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference. - Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing when changing focus between multiple EditableTextBox widgets. #ue4 #android Change 3371344 on 2017/03/30 by Jack.Porter Fixed issue where Vulkan screenshot R/B channels were reversed on Android #jira UE-43479 Change 3372926 on 2017/03/30 by Peter.Sauerbrei start the process of sunsetting 32-bit and GLES2 on iOS #jira UE-42266 Change 3372970 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - windows toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3372989 on 2017/03/30 by Peter.Sauerbrei fix for Xcode 8.3 build with 32-bit Change 3373007 on 2017/03/30 by Peter.Sauerbrei fix for crash when online subsystem is disabled on IOS Change 3373108 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - emscripten toolchain WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3373163 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - OSX toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3373169 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support license file updated #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rnx Change 3373287 on 2017/03/30 by Nick.Shin HTML5 - 1.36.11 emscripten - remove old SDK #jira none #rnx Change 3373289 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - Linux toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3373595 on 2017/03/30 by Chris.Babcock Reenable GooglePlay for ARM64 now that it doesn't crash #jira UE-36198 #ue4 #android Change 3373606 on 2017/03/30 by Chris.Babcock Submitting Allan's shelved EXT_shader_framebuffer_fetch fix #ue4 #android Change 3375456 on 2017/03/31 by Chris.Babcock Add missing keycodes for Android keyboard (@ and #) #jira WEX-5777 #ue4 #android Change 3376309 on 2017/04/03 by Allan.Bentham Fix overflow issues with mobile DoF. Change 3377041 on 2017/04/03 by Will.Fissler Adding Testbed content for PlatformShowcase. Change 3377582 on 2017/04/03 by Alicia.Cano adding back in GET_ACCOUNTS permission as it is required for Reset Achievements #jira: UE-43265 #android #rb: Chris.Babcock Change 3377643 on 2017/04/03 by Peter.Sauerbrei fix for memory leak in MallocBinned #jira UE-43008 Change 3378033 on 2017/04/04 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - ThirdParty libs compiled with new toolchain with wasm and webgl2 support #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3378034 on 2017/04/04 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - ThirdParty build scripts #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3378035 on 2017/04/04 by Nick.Shin HTML5 - Update GameX template to make it work with trunk Emscripten PR https://github.com/Mozilla-Games/UnrealEngine/commit/dc2b26f452948f8ee07178bc3e8742af80d8919a#commitcomment-21454978 #jira none #rn Change 3378044 on 2017/04/04 by Nick.Shin HTML5 harfbuzz - double checking recompiled with NO multithreading wasm currently does not support pthreads *** THIS IS STILL WIP *** checking in to match 3rd party libs compiled configuration #jira UE-28588 - Build HarfBuzz for HTML5 #rnx Change 3378264 on 2017/04/04 by Allan.Bentham Fix crash when using consolas font on android sdk 24 #jira UE-43464 Change 3379097 on 2017/04/04 by Nick.Shin CIS HTML5 build warning fix #jria none #rnx Change 3379333 on 2017/04/04 by Chris.Babcock Prevent inserting extra permissions into manifest multiple times #jira UE-43583 #ue4 #android Change 3380870 on 2017/04/05 by Chris.Babcock Fix merge issue Change 3380898 on 2017/04/05 by Chris.Babcock Fixed again Change 3381443 on 2017/04/05 by Chris.Babcock Fix for GearVR non-unity build #ue4 #android Change 3381941 on 2017/04/05 by Chris.Babcock Fix HTTPChunkInstaller texture format checks and missing #define warning #jira UE-43706 #ue4 #android Change 3382056 on 2017/04/05 by Chris.Babcock Updates to Android AARs needed for Facebook plugin Change 3382097 on 2017/04/05 by Chris.Babcock Disable java console cmd receiver only in shipping builds #jira UE-43710 #ue4 #android Change 3382497 on 2017/04/06 by Allan.Bentham Fix Fortnite Cooked Server crashes when joining game from lobby. #jira UE-43695 Change 3383227 on 2017/04/06 by Will.Fissler Reverted case sensitive change, from yesterday, and implemented a pragma instead. #jira UE-41313 [CL 3383473 by Jack Porter in Main branch]
2017-04-06 16:13:17 -04:00
if (!BuildConfiguration.equals("Shipping"))
{
// Create console command broadcast listener
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
Log.debug( "Creating console command broadcast listener");
consoleCmdReceiver = new ConsoleCmdReceiver(this);
registerReceiver(consoleCmdReceiver, new IntentFilter(Intent.ACTION_RUN));
}
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2719147 on 2015/10/07 by Mark.Satterthwaite Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track. Change 2719182 on 2015/10/07 by Mark.Satterthwaite Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient. Change 2719185 on 2015/10/07 by Mark.Satterthwaite Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw. Change 2719434 on 2015/10/07 by Mark.Satterthwaite Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server. Change 2724764 on 2015/10/12 by Josh.Adams [Initial AppleTV support] Merging //depot/YakBranch/... to //UE4/Dev-Platform/... Change 2726266 on 2015/10/13 by Lee.Clark PS4 - Calc reserve size required for DMA copy when using unsafe command buffers Change 2726401 on 2015/10/13 by Mark.Satterthwaite Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected. #jira UE-15228 Change 2726421 on 2015/10/13 by Lee.Clark PS4 - Don't try to clear invalid targets Change 2727040 on 2015/10/13 by Michael.Trepka Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72 Change 2729783 on 2015/10/15 by Keith.Judge Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty. Change 2729847 on 2015/10/15 by Mark.Satterthwaite Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff. #jira UE-21992 Change 2729865 on 2015/10/15 by Keith.Judge Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition. Change 2729897 on 2015/10/15 by Keith.Judge Fast Semantics - Make sure all GetData() calls are made safe with GPU fences. Change 2729972 on 2015/10/15 by Keith.Judge Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly. This should be marginally quicker as it stops a double call to ClearState(). Change 2731503 on 2015/10/16 by Keith.Judge Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict). Change 2731596 on 2015/10/16 by Keith.Judge Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step. Change 2731928 on 2015/10/16 by Michael.Trepka PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl) Change 2731934 on 2015/10/16 by Michael.Trepka PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura) Change 2732018 on 2015/10/16 by Mark.Satterthwaite Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached. - The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders. - Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this. - Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL. Change 2732365 on 2015/10/16 by Josh.Adams - Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On) Change 2733170 on 2015/10/18 by Terence.Burns Fix for Android IAP query not returning entire inventory. Change 2733174 on 2015/10/18 by Terence.Burns Fix Movie player issue where wait for movie to finish isnt being respected. Seems a stray bUserCanceled event flag was causing this not to be observed. Added some verbose logging to apple movie player. Change 2733488 on 2015/10/19 by Mark.Satterthwaite Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information. - Fixed a bug that would cause invalid shader membership and draw state information to be logged. - Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too. Change 2735226 on 2015/10/20 by Mark.Satterthwaite Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently. #jira UE-21214 #jira UE-19913 Change 2736722 on 2015/10/21 by Daniel.Lamb Improved performance of cooking stats system. Change 2737172 on 2015/10/21 by Daniel.Lamb Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00
//$${gameActivityOnStartAdditions}$$
Log.debug("==================================> Inside onStart function in GameActivity");
}
public int getDeviceDefaultOrientation()
{
// WindowManager windowManager = (WindowManager) getSystemService(WINDOW_SERVICE);
WindowManager windowManager = getWindowManager();
Configuration config = getResources().getConfiguration();
int rotation = windowManager.getDefaultDisplay().getRotation();
if ( ((rotation == android.view.Surface.ROTATION_0 || rotation == android.view.Surface.ROTATION_180) &&
config.orientation == Configuration.ORIENTATION_LANDSCAPE)
|| ((rotation == android.view.Surface.ROTATION_90 || rotation == android.view.Surface.ROTATION_270) &&
config.orientation == Configuration.ORIENTATION_PORTRAIT))
{
return Configuration.ORIENTATION_LANDSCAPE;
}
else
{
return Configuration.ORIENTATION_PORTRAIT;
}
}
public int getCurrentDeviceRotationDegree()
{
// onConfigurationChanged won't be called if orientation changes from landscape/portrait to reverse landscape/portrait
// use this function instead of caching DeviceRotation
int orientation = AndroidThunkJava_GetDeviceOrientation();
switch (orientation)
{
case Surface.ROTATION_0: return 0;
case Surface.ROTATION_90: return 90;
case Surface.ROTATION_180: return 180;
case Surface.ROTATION_270: return 270;
}
return 0;
}
private int getResourceId(String VariableName, String ResourceName, String PackageName)
{
try {
return getResources().getIdentifier(VariableName, ResourceName, PackageName);
}
catch (Exception e) {
e.printStackTrace();
return -1;
}
}
private String getResourceStringOrDefault(String PackageName, String ResourceName, String DefaultString)
{
int resourceId = getResourceId(ResourceName, "string", PackageName);
return (resourceId < 1) ? DefaultString : getString(resourceId);
}
public static List<String> getInstalledPackages(final Context context)
{
List<String> result = new ArrayList<>();
final PackageManager pm = context.getPackageManager();
try
{
List<PackageInfo> apps = pm.getInstalledPackages(0);
for (PackageInfo packageInfo : apps) {
result.add(packageInfo.packageName);
}
return result;
}
catch (Exception ignored)
{
// could have failed depending on bugs in Android version
}
// use fallback
BufferedReader bufferedReader = null;
try
{
Process process = Runtime.getRuntime().exec("pm list packages");
bufferedReader = new BufferedReader(new InputStreamReader(process.getInputStream()));
String line;
while ((line = bufferedReader.readLine()) != null) {
final String packageName = line.substring(line.indexOf(':') + 1);
result.add(packageName);
}
bufferedReader.close();
process.waitFor();
}
catch (Exception e)
{
e.printStackTrace();
}
if (bufferedReader != null)
{
try
{
bufferedReader.close();
}
catch (Exception e) {
}
}
return result;
}
public boolean AndroidThunkJava_IsPackageInstalled(String packagename)
{
List<String> packages = getInstalledPackages(getApplicationContext());
return packages.contains(packagename);
}
public String AndroidThunkJava_GetCommandLine()
{
String commandLine = "";
//$${gameActivityGetCommandLineAdditions}$$
return commandLine;
}
private BufferedReader TryOpenFileReader(String Filename)
{
BufferedReader reader = null;
File file = new File(Filename);
if (file.exists())
{
try
{
reader = new BufferedReader(new FileReader(file));
}
catch (IOException ie)
{
reader = null;
}
}
return reader;
}
public void ParseCommandline(String ProjectName, boolean bUseExternalFilesDir)
{
if (bHaveParsedCommandline)
{
return;
}
bHaveParsedCommandline = true;
String tempCommandLine = AndroidThunkJava_GetCommandLine();
if(!TextUtils.isEmpty(tempCommandLine)) {
Log.debug("Using alternative commandline source");
// remember full commandline for regex checks by configrules
CommandLineFull = tempCommandLine;
parseCommandLineParams(tempCommandLine);
return;
}
BufferedReader reader = null;
// determine the proper place to look for UE4CommandLine.txt as override outside APK
String BaseDirectory = android.os.Environment.getExternalStorageDirectory().getAbsolutePath();
if (bUseExternalFilesDir)
{
BaseDirectory = getExternalFilesDir(null).getAbsolutePath();
if (nativeIsShippingBuild())
{
BaseDirectory = getFilesDir().getAbsolutePath();
}
}
// first look for an override in the project directory
String filename = BaseDirectory + "/UE4Game/" + ProjectName + "/UE4CommandLine.txt";
reader = TryOpenFileReader(filename);
if (reader == null)
{
filename = BaseDirectory + "/UE4Game/" + ProjectName + "/ue4commandline.txt";
reader = TryOpenFileReader(filename);
}
// then look in assets in APK
if (reader == null)
{
try
{
InputStream stream = AssetManagerReference.open("UE4CommandLine.txt");
reader = new BufferedReader(new InputStreamReader(stream));
Log.debug("Using APK commandline");
}
catch (FileNotFoundException fe)
{
}
catch (IOException ie)
{
}
} else {
Log.debug("Using commandline from: " + filename);
}
// parse the commandline
if (reader != null)
{
try
{
String line = reader.readLine();
if (line != null)
{
line = line.trim();
if (line.length() > 0)
{
// remember full commandline for regex checks by configrules
CommandLineFull = line;
parseCommandLineParams(line);
}
}
}
catch (IOException ie)
{
Log.debug("failed to read commandline: " + ie);
}
if (reader != null)
{
try
{
reader.close();
}
catch (IOException ie)
{
}
}
}
}
private void parseCommandLineParams(String line) {
Log.debug("Parsing commandline: " + line);
// parse the line
ArrayList<String> sets = ParseSegments(line, " ", "\"", "\"");
for (String set : sets)
{
String argument = set.trim();
if (argument.startsWith("-"))
{
argument = argument.substring(1);
ArrayList<String> keyvalues = ParseSegments(argument, "=", "\"", "\"");
if (keyvalues.size() == 2)
{
CommandLineFlags.put(keyvalues.get(0).toLowerCase(), RemoveSurrounds(keyvalues.get(1), "\"", "\""));
}
else
{
CommandLineFlags.put(argument.toLowerCase(), "");
}
}
else
{
CommandLineArguments.add(RemoveSurrounds(argument, "\"", "\""));
}
}
}
public static byte[] getByteArrayFromFile(String filename)
{
try
{
File file = new File(filename);
if (file.exists())
{
long fileLength = file.length();
byte[] buffer = new byte[(int)fileLength];
InputStream inStream = new FileInputStream(file);
inStream.read(buffer);
inStream.close();
return buffer;
}
}
catch (IOException e)
{
}
return null;
}
private byte[] getByteArrayFromAssets(String filename)
{
InputStream stream = null;
try
{
stream = AssetManagerReference.open("configrules.bin.png");
byte[] fileBytes = new byte[stream.available()];
stream.read(fileBytes);
stream.close();
return fileBytes;
}
catch (FileNotFoundException fe)
{
}
catch (IOException ie)
{
}
return null;
}
private int getConfigRulesVersion(byte[] bytesToDecompress)
{
if (bytesToDecompress == null)
{
return -1;
}
int headerSize = 2 + 4 + 4;
int sizeCompressed = bytesToDecompress.length - headerSize;
if (sizeCompressed < 0)
{
return -1;
}
ByteBuffer buffer = ByteBuffer.wrap(bytesToDecompress);
int signature = buffer.getShort();
if (signature != 0x39d8)
{
return -1;
}
return buffer.getInt();
}
private SecretKey generateAESKey(String password)
{
byte[] salt = new byte[] { 0x23, 0x71, (byte)0xd3, (byte)0xa3, 0x30, 0x71, 0x63, (byte)0xe3 };
try
{
SecretKey secret = SecretKeyFactory.getInstance("PBKDF2WithHmacSHA1").generateSecret(new PBEKeySpec(password.toCharArray(), salt, 1000, 128));
return new SecretKeySpec(secret.getEncoded(), "AES");
}
catch (Exception e)
{
}
return new SecretKeySpec(salt, "AES");
}
private InputStream getConfigRulesDecompressed(byte[] bytesToDecompress)
{
if (bytesToDecompress == null)
{
return null;
}
int headerSize = 2 + 4 + 4;
int sizeCompressed = bytesToDecompress.length - headerSize;
if (sizeCompressed < 0)
{
return null;
}
ByteBuffer buffer = ByteBuffer.wrap(bytesToDecompress);
// validate signature
int signature = buffer.getShort();
if (signature != 0x39d8)
{
return null;
}
int version = buffer.getInt();
int sizeUncompressed = buffer.getInt();
byte[] bytesDecompressed = new byte[sizeUncompressed];
// decrypt if key provided
try
{
Field keyField = this.getClass().getDeclaredField("CONFIGRULES_KEY");
String key = (String)keyField.get(this);
Cipher cipher = Cipher.getInstance("AES");
cipher.init(Cipher.DECRYPT_MODE, generateAESKey(key));
byte[] decrypted = cipher.doFinal(bytesToDecompress, headerSize, sizeCompressed);
sizeCompressed = decrypted.length;
// decompress it
Inflater inflater = new Inflater();
inflater.setInput(decrypted, 0, sizeCompressed);
int resultLength = inflater.inflate(bytesDecompressed);
inflater.end();
if (resultLength != sizeUncompressed)
{
return null;
}
}
catch (Exception e)
{
// decompress it without decrypting
try
{
Inflater inflater = new Inflater();
inflater.setInput(bytesToDecompress, headerSize, sizeCompressed);
int resultLength = inflater.inflate(bytesDecompressed);
inflater.end();
if (resultLength != sizeUncompressed)
{
return null;
}
}
catch (Exception ee)
{
return null;
}
}
// now provide a BufferedReader for final buffer
InputStream inputStream = null;
try
{
inputStream = new ByteArrayInputStream(bytesDecompressed);
return inputStream;
}
catch (Exception e)
{
}
return null;
}
// returns InputStream to most up to date version of configrules
private InputStream getConfigRulesStream(String ProjectName)
{
ConfigRulesStatus = "";
byte[] configBytesAssets = getByteArrayFromAssets("configrules.bin.png");
byte[] configBytesInternal = getByteArrayFromFile(InternalFilesDir + "configrules.bin.png");
byte[] configBytesExternal = getByteArrayFromFile(android.os.Environment.getExternalStorageDirectory().getAbsolutePath() + "/UE4Game/" + ProjectName + "/configrules.bin.png");
int assetsVersion = getConfigRulesVersion(configBytesAssets);
int internalVersion = getConfigRulesVersion(configBytesInternal);
int externalVersion = getConfigRulesVersion(configBytesExternal);
// is there one at all?
if (assetsVersion == -1 && internalVersion == -1 && externalVersion == -1)
{
ConfigRulesStatus = "Not found. ";
return null;
}
InputStream result = null;
if (CommandLineFlags.containsKey("noconfigrulesdownload"))
{
result = getConfigRulesDecompressed(configBytesAssets);
}
else if (assetsVersion >= internalVersion && assetsVersion >= externalVersion)
{
result = getConfigRulesDecompressed(configBytesAssets);
}
else if (internalVersion >= assetsVersion && internalVersion >= externalVersion)
{
result = getConfigRulesDecompressed(configBytesInternal);
if (result == null && assetsVersion != -1)
{
result = getConfigRulesDecompressed(configBytesAssets);
}
}
else
{
result = getConfigRulesDecompressed(configBytesExternal);
if (result == null && internalVersion != -1)
{
result = getConfigRulesDecompressed(configBytesInternal);
}
if (result == null && assetsVersion != -1)
{
result = getConfigRulesDecompressed(configBytesAssets);
}
}
if (result == null)
{
ConfigRulesStatus = "failed to find config rules. ";
bConfigRulesError = true;
}
return result;
}
// returns parsed /proc/cpuinfo with per processor fields prefix with id: (ex. 3:Features is Features for 4th CPU).
// processorCount returns the total processor count found referenced.
private Map<String, String> getCpuInfo()
{
Map<String, String> cpuInfo = new HashMap<String, String>();
File file = new File("/proc/cpuinfo");
if (file.exists())
{
BufferedReader reader = null;
try
{
reader = new BufferedReader(new FileReader(file));
String line;
int processorId = -1;
int processorCount = 0;
while ((line = reader.readLine()) != null)
{
if (line.length() > 1)
{
String[] keyvalue = line.split(": ");
if (keyvalue.length > 1)
{
keyvalue[0] = keyvalue[0].trim();
keyvalue[1] = keyvalue[1].trim();
if (keyvalue[0].equals("processor"))
{
try
{
processorId = Integer.parseInt(keyvalue[1]);
processorCount = processorId > processorCount ? processorId : processorCount;
}
catch (NumberFormatException ne)
{
processorId = -1;
}
}
else
{
cpuInfo.put((processorId == -1 ? "" : processorId + ":") + keyvalue[0], keyvalue[1]);
}
}
}
else
{
processorId = -1;
}
}
processorCount++;
cpuInfo.put("processorCount", Integer.toString(processorCount));
}
catch (IOException ie)
{
Log.debug("failed to read /proc/cpuinfo: " + ie);
}
if (reader != null)
{
try
{
reader.close();
}
catch (IOException ie)
{
}
}
}
else
{
Log.debug("failed to open /proc/cpuinfo!");
}
return cpuInfo;
}
private String getProp(String property)
{
// first try SystemProperties reflection
try
{
java.lang.reflect.Method get = Class.forName("android.os.SystemProperties").getMethod("get", new Class[]{String.class});
String propValue = (String)get.invoke(null, property);
if (propValue != null)
{
return propValue;
}
return "";
}
catch (Exception e)
{
}
// fall back to getprop command
Process process = null;
BufferedReader reader = null;
String result = "";
try
{
process = new ProcessBuilder().command("/system/bin/getprop", property).redirectErrorStream(true).start();
reader = new BufferedReader(new InputStreamReader(process.getInputStream()));
String line = reader.readLine();
result = (line == null) ? "" : line;
}
catch (Exception e)
{
Log.debug("Unable to use getprop: " + e);
}
if (reader != null)
{
try
{
reader.close();
}
catch (IOException e)
{
}
}
if (process != null)
{
process.destroy();
}
return result;
}
private void getGraphicsInformation()
{
int initialError = EGL14.eglGetError();
EGLErrorStatus = (initialError == EGL14.EGL_SUCCESS) ? "" : "InitialEGLError = " + initialError + " ";
EGLDisplay display = EGL14.eglGetDisplay(EGL14.EGL_DEFAULT_DISPLAY);
EGLErrorStatus += (display != EGL14.EGL_NO_DISPLAY) ? "" : "eglGetDisplay = " + EGL14.eglGetError() + " ";
int[] version = new int[2];
boolean bEglInitialized = EGL14.eglInitialize(display, version, 0, version, 1);
EGLErrorStatus += (bEglInitialized) ? "" : "eglInitialize = " + EGL14.eglGetError() + " ";
// find a config from EGL
int[] configAttr = {EGL14.EGL_COLOR_BUFFER_TYPE, EGL14.EGL_RGB_BUFFER,
EGL14.EGL_LEVEL, 0,
EGL14.EGL_RENDERABLE_TYPE, EGL14.EGL_OPENGL_ES2_BIT,
EGL14.EGL_SURFACE_TYPE, EGL14.EGL_PBUFFER_BIT,
EGL14.EGL_NONE};
EGLConfig[] configs = new EGLConfig[1];
int[] numConfig = new int[1];
EGL14.eglChooseConfig(display, configAttr, 0, configs, 0, 1, numConfig, 0);
if (numConfig[0] == 0)
{
EGLErrorStatus += "eglChooseConfig = " + EGL14.eglGetError() + " ";
Log.debug("Did not find an EGL config");
return;
}
EGLConfig config = configs[0];
// small surface just to make a context
int[] surfAttr = {EGL14.EGL_WIDTH, 8, EGL14.EGL_HEIGHT, 8, EGL14.EGL_NONE};
EGLSurface surface = EGL14.eglCreatePbufferSurface(display, config, surfAttr, 0);
EGLErrorStatus += (surface != EGL14.EGL_NO_SURFACE) ? "" : "eglCreatePbufferSurface = " + EGL14.eglGetError() + " ";
// create the context (ES 2)
int[] contextAttr = {EGL14.EGL_CONTEXT_CLIENT_VERSION, 2, EGL14.EGL_NONE};
EGLContext context = EGL14.eglCreateContext(display, config, EGL14.EGL_NO_CONTEXT, contextAttr, 0);
EGLErrorStatus += (context != EGL14.EGL_NO_CONTEXT) ? "" : "eglCreateContext = " + EGL14.eglGetError() + " ";
// make context to gather information
boolean bMakeCurrent = EGL14.eglMakeCurrent(display, surface, surface, context);
EGLErrorStatus += bMakeCurrent ? "" : "eglMakeCurrent = " + EGL14.eglGetError() + " ";
// grab info now
String Extensions = GLES20.glGetString(GLES20.GL_EXTENSIONS);
OpenGLVendor = GLES20.glGetString(GLES20.GL_VENDOR);
OpenGLDevice = GLES20.glGetString(GLES20.GL_RENDERER);
OpenGLDriver = GLES20.glGetString(GLES20.GL_VERSION);
boolean bES30Support = OpenGLDriver.contains("OpenGL ES 3.");
// write any gl error to status
int finalGLESError = GLES20.glGetError();
EGLErrorStatus += finalGLESError == GLES20.GL_NO_ERROR ? "getGraphicsInformation completed. " : "gl error = " + finalGLESError;
// tear it down
EGL14.eglMakeCurrent(display, EGL14.EGL_NO_SURFACE, EGL14.EGL_NO_SURFACE, EGL14.EGL_NO_CONTEXT);
EGL14.eglDestroySurface(display, surface);
EGL14.eglDestroyContext(display, context);
EGL14.eglTerminate(display);
// Common GPU types
boolean bIsNvidiaBased = OpenGLDevice.contains("NVIDIA");
boolean bIsPowerVRBased = OpenGLDevice.contains("PowerVR");
boolean bIsAdrenoBased = OpenGLDevice.contains("Adreno");
boolean bIsMaliBased = OpenGLDevice.contains("Mali");
boolean bIsVideoCoreBased = OpenGLDevice.contains("VideoCore");
// match up vendors
//if (bIsNvidiaBased) OpenGLVendor = "Nvidia";
//else if (bIsPowerVRBased) OpenGLVendor = "ImageTec";
//else if (bIsAdrenoBased) OpenGLVendor = "Qualcomm";
//else if (bIsMaliBased) OpenGLVendor = "ARM";
//else if (bIsVideoCoreBased) OpenGLVendor = "Broadcom";
//else OpenGLVendor = "Unknown";
// extract the OpenGL version
OpenGLVersion = "";
int index = OpenGLDriver.indexOf("OpenGL ES ");
if (index >= 0)
{
OpenGLVersion = OpenGLDriver.substring(index + 10);
index = OpenGLVersion.indexOf(" ");
if (index > 0)
{
OpenGLVersion = OpenGLVersion.substring(0, index);
}
}
bSupportsFloatingPointRenderTargets = Extensions.contains("GL_EXT_color_buffer_half_float")
|| (bES30Support && Extensions.contains("GL_EXT_color_buffer_float"));
// figure out supported texture formats from extensions
TextureFormats = "";
if (Extensions.contains("GL_KHR_texture_compression_astc_ldr"))
{
TextureFormats += "ASTC,";
}
if (Extensions.contains("GL_IMG_texture_compression_pvrtc"))
{
TextureFormats += "PVRTC,";
}
if (Extensions.contains("GL_NV_texture_compression_s3tc") || Extensions.contains("GL_EXT_texture_compression_s3tc"))
{
TextureFormats += "DXT,";
}
if (Extensions.contains("GL_ATI_texture_compression_atitc") || Extensions.contains("GL_AMD_compressed_ATC_texture"))
{
TextureFormats += "ATC,";
}
if (OpenGLVersion.charAt(0) >= '3')
{
TextureFormats += "ETC2,";
}
TextureFormats += "ETC1";
}
// removes the entry and exit from ends of the string if present and paired
private String RemoveSurrounds(String input, String entry, String exit)
{
int entryLength = entry.length();
int exitLength = exit.length();
int inputLength = input.length();
if (inputLength >=2 && entryLength > 0 && entryLength == exitLength)
{
String start = input.substring(0,1);
String end = input.substring(inputLength-1);
for (int index=0; index < entryLength; index++)
{
if (entry.substring(index, index+1).equals(start) && exit.substring(index, index+1).equals(end))
{
return input.substring(1, inputLength-1);
}
}
}
return input;
}
// returns list of strings separated by split using entry/exit as pairing sets (ex. "(" and ")"). The entry and exit characters need to be in same order
private ArrayList<String> ParseSegments(String input, String split, String entry, String exit)
{
ArrayList<String> output = new ArrayList<String>();
ArrayList<Integer> entryStack = new ArrayList<Integer>();
int startIndex = 0;
int scanIndex = 0;
int exitIndex = -1;
int inputLength = input.length();
while (scanIndex < inputLength)
{
String scan = input.substring(scanIndex, scanIndex+1);
if (scan.equals(split) && entryStack.size() == 0)
{
output.add(input.substring(startIndex, scanIndex).trim());
scanIndex++;
startIndex = scanIndex;
continue;
}
scanIndex++;
if (scan.equals("\\"))
{
scanIndex++;
continue;
}
if (entryStack.size() > 0 && exit.indexOf(scan) == exitIndex)
{
int stackLength = entryStack.size() - 1;
entryStack.remove(stackLength);
exitIndex = stackLength > 0 ? entryStack.get(stackLength - 1) : -1;
continue;
}
int entryIndex = entry.indexOf(scan);
if (entryIndex >= 0)
{
entryStack.add(entryIndex);
exitIndex = entryIndex;
continue;
}
}
if (startIndex < inputLength)
{
output.add(input.substring(startIndex).trim());
}
return output;
}
private String ExpandVariables(Map<String, String> variables, String input)
{
String Result = input;
int Idx;
for (Idx = Result.indexOf("$("); Idx != -1; Idx = Result.indexOf("$(", Idx))
{
// Find the end of the variable name
int EndIdx = Result.indexOf(')', Idx + 2);
if (EndIdx == -1)
{
break;
}
// Extract the variable name from the string
String Name = Result.substring(Idx + 2, EndIdx);
// Find the value for it if it exists
if (!variables.containsKey(Name))
{
Idx = EndIdx + 1;
continue;
}
// Replace the variable, or skip past it
Result = Result.substring(0, Idx) + variables.get(Name) + Result.substring(EndIdx + 1);
}
return Result;
}
private boolean EvaluateConditions(Map<String, String> variables, ArrayList<String> conditions, String PreviousRegexMatch)
{
boolean bConditionTrue = true;
for (String condition : conditions)
{
String SourceType = "";
String CompareType = "";
String MatchString = "";
// deal with condition group (src,cmp,match)
ArrayList<String> groups = ParseSegments(RemoveSurrounds(condition, "(", ")"), ",", "\"", "\"");
for (String group : groups)
{
ArrayList<String> keyvalue = ParseSegments(group, "=", "\"", "\"");
if (keyvalue.size() == 2)
{
String key = RemoveSurrounds(keyvalue.get(0), "\"", "\"");
String value = RemoveSurrounds(keyvalue.get(1), "\"", "\"");
if (key.equals("SourceType"))
{
SourceType = value;
}
else if (key.equals("CompareType"))
{
CompareType = value;
}
else if (key.equals("MatchString"))
{
MatchString = value;
}
}
}
String Source = "";
boolean bSourceIsCommandLine = false;
if (SourceType.equals("SRC_PreviousRegexMatch"))
{
Source = PreviousRegexMatch;
}
else if (SourceType.equals("SRC_CommandLine"))
{
bSourceIsCommandLine = true;
Source = CommandLineFull;;
}
else if (variables.containsKey(SourceType))
{
Source = variables.get(SourceType);
}
else if (SourceType.equals("[EXIST]"))
{
Source = MatchString;
}
else
{
bConditionTrue = false;
break;
}
// apply operation
if (CompareType.equals("CMP_Exist"))
{
if (!variables.containsKey(Source))
{
bConditionTrue = false;
break;
}
}
else if (CompareType.equals("CMP_NotExist"))
{
if (variables.containsKey(Source))
{
bConditionTrue = false;
break;
}
}
else if (CompareType.equals("CMP_Equal"))
{
if (bSourceIsCommandLine)
{
if (!CommandLineFlags.containsKey(MatchString))
{
bConditionTrue = false;
break;
}
}
else if (!Source.equals(MatchString))
{
bConditionTrue = false;
break;
}
}
else if (CompareType.equals("CMP_NotEqual"))
{
if (bSourceIsCommandLine)
{
if (CommandLineFlags.containsKey(MatchString))
{
bConditionTrue = false;
break;
}
}
else if (Source.equals(MatchString))
{
bConditionTrue = false;
break;
}
}
else if (CompareType.equals("CMP_EqualIgnore"))
{
if (!Source.toLowerCase().equals(MatchString.toLowerCase()))
{
bConditionTrue = false;
break;
}
}
else if (CompareType.equals("CMP_NotEqualIgnore"))
{
if (Source.toLowerCase().equals(MatchString.toLowerCase()))
{
bConditionTrue = false;
break;
}
}
else if (CompareType.equals("CMP_Regex"))
{
Pattern pattern = Pattern.compile(MatchString);
Matcher matcher = pattern.matcher(Source);
if (matcher.find())
{
int groupCount = matcher.groupCount();
PreviousRegexMatch = matcher.group(groupCount >= 1 ? 1 : 0);
}
else
{
bConditionTrue = false;
break;
}
}
else
{
boolean bNumericOperands = true;
float SourceFloat = 0.0f;
float MatchFloat = 0.0f;
// convert source and match to float if numeric
try
{
SourceFloat = Float.parseFloat(Source);
}
catch (NumberFormatException ne)
{
bNumericOperands = false;
}
try
{
MatchFloat = Float.parseFloat(MatchString);
}
catch (NumberFormatException ne)
{
bNumericOperands = false;
}
// if comparison ends with Ignore, do case-insensitive compare by converting both to lowercase
if (CompareType.endsWith("Ignore"))
{
bNumericOperands = false;
CompareType = CompareType.substring(0, CompareType.length() - 6);
Source = Source.toLowerCase();
MatchString = MatchString.toLowerCase();
}
if (CompareType.equals("CMP_Less"))
{
if ((bNumericOperands && (SourceFloat >= MatchFloat)) || (!bNumericOperands && (Source.compareTo(MatchString) >= 0)))
{
bConditionTrue = false;
break;
}
}
else if (CompareType.equals("CMP_LessEqual"))
{
if ((bNumericOperands && (SourceFloat > MatchFloat)) || (!bNumericOperands && (Source.compareTo(MatchString) > 0)))
{
bConditionTrue = false;
break;
}
}
else if (CompareType.equals("CMP_Greater"))
{
if ((bNumericOperands && (SourceFloat <= MatchFloat)) || (!bNumericOperands && (Source.compareTo(MatchString) <= 0)))
{
bConditionTrue = false;
break;
}
}
else if (CompareType.equals("CMP_GreaterEqual"))
{
if ((bNumericOperands && (SourceFloat < MatchFloat)) || (!bNumericOperands && (Source.compareTo(MatchString) < 0)))
{
bConditionTrue = false;
break;
}
}
else
{
bConditionTrue = false;
break;
}
}
}
return bConditionTrue;
}
private boolean processSystemInfo(String ProjectName, String PackageName)
{
// check OpenGL information
getGraphicsInformation();
// get CPU / chipset information
Map<String, String> cpuInfo = getCpuInfo();
int processorCount = 1;
if (cpuInfo.containsKey("processorCount"))
{
processorCount = Integer.parseInt(cpuInfo.get("processorCount"));
}
// check for libhoudini.so to identify Intel Atom
File houdiniFile = new File("/system/lib/libhoudini.so");
boolean bHasHoudini = houdiniFile.exists();
// check for a processor id
boolean bIsARM64 = false;
boolean bHasNEON = false;
String processor = "";
if (cpuInfo.containsKey("Processor"))
{
processor = cpuInfo.get("Processor");
}
if (processor.contains("aarch64"))
{
bIsARM64 = true;
bHasNEON = true;
}
String abilist = getProp("ro.product.cpu.abilist");
if (abilist.contains("arm64-v8a"))
{
bIsARM64 = true;
}
// check each processor featureset
for (int id=0; id < processorCount; id++)
{
String key = id + ":Features";
if (cpuInfo.containsKey(key))
{
String features = cpuInfo.get(key);
if (features.contains("neon"))
{
bHasNEON = true;
}
if (features.contains("asimd"))
{
// advanced SIMD is ARM64-v8a
bHasNEON = true;
bIsARM64 = true;
}
}
}
// try to get chip info
// use getprop ro.hardware as fallback (not useful on Qualcomm, just returns qcom)
String roHardware = getProp("ro.hardware");
String hardware = roHardware;
if (cpuInfo.containsKey("Hardware"))
{
hardware = cpuInfo.get("Hardware");
}
Log.debug("Hardware: " + hardware);
Log.debug("ro.hardware: " + roHardware);
// register variables for the program to access
Map<String, String> variables = new HashMap<String, String>();
ActivityManager activityManager = (ActivityManager)getSystemService(Context.ACTIVITY_SERVICE);
ActivityManager.MemoryInfo memoryInfo = new ActivityManager.MemoryInfo();
activityManager.getMemoryInfo(memoryInfo);
int totalMemory = (int)(memoryInfo.totalMem / 1024 / 1024);
Log.debug("Memory: " + totalMemory + " MB");
variables.put("memory", Integer.toString(totalMemory));
//variables.put("Profile", "Android");
variables.put("unsupportedDevice", "false");
variables.put("OverrideProfile", "true");
variables.put("hardware", hardware);
variables.put("ro.hardware", roHardware);
variables.put("processor", processor);
variables.put("processorCount", Integer.toString(processorCount));
variables.put("useAffinity", "false");
variables.put("hasNEON", bHasNEON ? "true" : "false");
variables.put("isARM64", bIsARM64 ? "true" : "false");
variables.put("littleCoreMask", "0x0");
variables.put("bigCoreMask", "0xffff");
variables.put("SRC_GpuFamily", OpenGLDevice);
variables.put("SRC_GlVersion", OpenGLDriver);
variables.put("SRC_AndroidVersion", android.os.Build.VERSION.RELEASE);
variables.put("SRC_DeviceMake", android.os.Build.MANUFACTURER);
variables.put("SRC_DeviceModel", android.os.Build.MODEL);
variables.put("SRC_DeviceBuildNumber", android.os.Build.DISPLAY);
variables.put("SRC_VulkanVersion", VulkanVersionString);
variables.put("SRC_VulkanAvailable", (bSupportsVulkan && VulkanVersionString != "0.0.0") ? "true" : "false"); // commandline could still disable!
variables.put("SRC_UsingHoudini", bHasHoudini ? "true" : "false");
variables.put("SRC_GpuVendor", OpenGLVendor);
variables.put("SRC_SDKLevel", Integer.toString(android.os.Build.VERSION.SDK_INT));
variables.put("supportsFloatingPointRenderTargets", bSupportsFloatingPointRenderTargets ? "true" : "false");
variables.put("TextureFormats", TextureFormats);
// get the status bar and navigation bar heights (only works for 5.0+)
int statusBarHeight = 0;
int navigationBarHeight = 0;
if (Build.VERSION.SDK_INT >= 21)
{
android.content.res.Resources resources = getApplicationContext().getResources();
int resourceId = resources.getIdentifier("status_bar_height", "dimen", "android");
if (resourceId > 0) {
statusBarHeight += resources.getDimensionPixelSize(resourceId);
}
resourceId = resources.getIdentifier("navigation_bar_height", "dimen", "android");
if (resourceId > 0) {
navigationBarHeight += resources.getDimensionPixelSize(resourceId);
}
}
variables.put("statusBarHeight", Integer.toString(statusBarHeight));
variables.put("navigationBarHeight", Integer.toString(navigationBarHeight));
// store the screen resolution (adjusted for immersive mode)
android.view.Display display = getWindowManager().getDefaultDisplay();
android.graphics.Point displaySize = new android.graphics.Point();
if (ShouldHideUI)
{
display.getRealSize(displaySize);
}
else
{
display.getSize(displaySize);
}
variables.put("screenWidth", Integer.toString(displaySize.x));
variables.put("screenHeight", Integer.toString(displaySize.y));
// set early restart if -noearlyrestart not on commandline (configrules can clear this to disable or set to false)
if (!CommandLineFlags.containsKey("noearlyrestart"))
{
variables.put("earlyrestart", "true");
}
String SaveError = "";
String SaveWarning = "";
// commandline flag may be used to skip dialog if not a shipping build
boolean bIgnoreDialog = !nativeIsShippingBuild() && CommandLineFlags.containsKey("noconfigrulesdialog");
//$${gameActivityPreConfigRulesParseAdditions}$$
// read the configuration file (configrules.bin.png)
int configRulesVersion = 0;
BufferedReader reader = null;
InputStream stream = getConfigRulesStream(ProjectName);
if (stream != null)
{
try
{
reader = new BufferedReader(new InputStreamReader(stream));
}
catch (Exception e)
{
ConfigRulesStatus += "failed to create config rules reader. " + e;
reader = null;
}
}
// process the rules
if (reader != null)
{
// convert to lowercase once to check against chipset key
String hardwareCheck = hardware.toLowerCase();
try
{
Stack<Integer> StateStack = new Stack<Integer>();
int currentState = CONFIGRULES_STATE_RUN;
int nestDepth = 0;
String line;
while ((line = reader.readLine()) != null)
{
line = line.trim();
if (line.length() < 1)
{
continue;
}
if (line.startsWith("//") || line.startsWith(";"))
{
if (line.startsWith("// version:"))
{
configRulesVersion = Integer.parseInt(line.substring(11));
}
continue;
}
// look for command
int index = line.indexOf(":");
if (index == -1)
{
continue;
}
String command = line.substring(0, index).trim();
line = line.substring(index + 1).trim();
// handle states
switch (currentState)
{
case CONFIGRULES_STATE_RUN:
if (command.equals("else") || command.equals("elseif") || command.equals("endif"))
{
Log.debug("ConfigRules: unexpected " + command + " encountered!");
}
break;
case CONFIGRULES_STATE_EXECTRUE:
if (command.equals("else"))
{
currentState = CONFIGRULES_STATE_FINDEND;
continue;
}
if (command.equals("endif"))
{
currentState = StateStack.pop();
continue;
}
break;
case CONFIGRULES_STATE_FINDELSE:
if (command.equals("if"))
{
nestDepth++;
continue;
}
if (nestDepth > 0)
{
if (command.equals("endif"))
{
nestDepth--;
}
continue;
}
if (command.equals("endif"))
{
currentState = StateStack.pop();
continue;
}
if (command.equals("else"))
{
currentState = CONFIGRULES_STATE_EXECFALSE;
continue;
}
if (command.equals("elseif"))
{
currentState = CONFIGRULES_STATE_FINDEND;
ArrayList<String> conditions = ParseSegments(line, ",", "(\"", ")\"");
int setsize = conditions.size();
if (setsize > 0)
{
boolean bConditionTrue = EvaluateConditions(variables, conditions, "");
currentState = bConditionTrue ? CONFIGRULES_STATE_EXECTRUE : CONFIGRULES_STATE_FINDELSE;
}
}
continue;
case CONFIGRULES_STATE_EXECFALSE:
if (command.equals("endif"))
{
currentState = StateStack.pop();
continue;
}
if (command.equals("else") || command.equals("elseif"))
{
Log.debug("ConfigRules: unexpected " + command + " while handling false condition!");
continue;
}
break;
case CONFIGRULES_STATE_FINDEND:
if (command.equals("if"))
{
nestDepth++;
continue;
}
if (nestDepth > 0)
{
if (command.equals("endif"))
{
nestDepth--;
}
continue;
}
if (command.equals("endif"))
{
currentState = StateStack.pop();
}
continue;
default:
Log.debug("ConfigRules: unknown state!");
continue;
}
// handle commands
if (command.equals("set"))
{
// set:(a=b[,c=d,...])
ArrayList<String> sets = ParseSegments(RemoveSurrounds(line, "(", ")"), ",", "(\"", ")\"");
for (String assignment : sets)
{
ArrayList<String> keyvalue = ParseSegments(assignment, "=", "\"", "\"");
if (keyvalue.size() == 2)
{
String key = RemoveSurrounds(keyvalue.get(0), "\"", "\"");
String value = ExpandVariables(variables, RemoveSurrounds(keyvalue.get(1), "\"", "\""));
if (key.startsWith("APPEND_"))
{
key = key.substring(7);
if (variables.containsKey(key))
{
value = variables.get(key) + value;
}
variables.put(key, value);
}
else
{
variables.put(key, value);
}
}
}
}
else if (command.equals("clear"))
{
// clear:(a[,b,...])
ArrayList<String> sets = ParseSegments(RemoveSurrounds(line, "(", ")"), ",", "(\"", ")\"");
for (String key : sets)
{
variables.remove(RemoveSurrounds(key, "\"", "\""));
}
}
else if (command.equals("chipset"))
{
// chipset:"hardware",useAffinity,"chipset","cpu",processorCount,bigCoreMask,littleCoreMask
// only check if haven't already set chipset
if (!variables.containsKey("chipset"))
{
ArrayList<String> values = ParseSegments(line, ",", "\"", "\"");
if (values.size() == 7)
{
String key = RemoveSurrounds(values.get(0), "\"", "\"");
if (hardwareCheck.contains(key.toLowerCase()))
{
variables.put("useAffinity", RemoveSurrounds(values.get(1), "\"", "\""));
variables.put("chipset", RemoveSurrounds(values.get(2), "\"", "\""));
variables.put("gpu", RemoveSurrounds(values.get(3), "\"", "\""));
variables.put("processorCount", RemoveSurrounds(values.get(4), "\"", "\""));
variables.put("bigCoreMask", RemoveSurrounds(values.get(5), "\"", "\""));
variables.put("littleCoreMask", RemoveSurrounds(values.get(6), "\"", "\""));
Log.debug("Chipset: " + variables.get("chipset"));
Log.debug("GPU: " + variables.get("gpu"));
}
}
}
}
else if (command.equals("if"))
{
// if:(SourceType=SRC_DeviceMake,CompareType=CMP_Equal,MatchString="samsung")
// ... commands for true for all conditions
// elseif:(SourceType=SRC_DeviceMake,CompareType=CMP_Equal,MatchString="Google")
// ... commands for true for all conditions
// else:
// ... commands for false for any condition
// end:
StateStack.push(currentState);
currentState = CONFIGRULES_STATE_FINDEND;
ArrayList<String> conditions = ParseSegments(line, ",", "(\"", ")\"");
int setsize = conditions.size();
if (setsize > 0)
{
boolean bConditionTrue = EvaluateConditions(variables, conditions, "");
currentState = bConditionTrue ? CONFIGRULES_STATE_EXECTRUE : CONFIGRULES_STATE_FINDELSE;
}
}
else if (command.equals("condition"))
{
// condition:((SourceType=SRC_DeviceMake,CompareType=CMP_Equal,MatchString="samsung")),(SourceType=,CompareType=,MatchString=),...]),(a=b[,c=d,...]),(a[,b,...])
// if all the conditions are true, execute the optional sets and/or clears
ArrayList<String> conditionAndSets = ParseSegments(line, ",", "(\"", ")\"");
int setsize = conditionAndSets.size();
if (setsize == 2 || setsize == 3)
{
ArrayList<String> conditions = ParseSegments(RemoveSurrounds(conditionAndSets.get(0), "(", ")"), ",", "(\"", ")\"");
ArrayList<String> sets = ParseSegments(RemoveSurrounds(conditionAndSets.get(1), "(", ")"), ",", "(\"", ")\"");
ArrayList<String> clears = (setsize == 3) ? ParseSegments(RemoveSurrounds(conditionAndSets.get(2), "(", ")"), ",", "(\"", ")\"") : new ArrayList<String>();
boolean bConditionTrue = EvaluateConditions(variables, conditions, "");
if (bConditionTrue)
{
// run the sets
for (String assignment : sets)
{
ArrayList<String> keyvalue = ParseSegments(assignment, "=", "\"", "\"");
if (keyvalue.size() == 2)
{
String key = RemoveSurrounds(keyvalue.get(0), "\"", "\"");
String value = ExpandVariables(variables, RemoveSurrounds(keyvalue.get(1), "\"", "\""));
if (key.startsWith("APPEND_"))
{
key = key.substring(7);
if (variables.containsKey(key))
{
value = variables.get(key) + value;
}
variables.put(key, value);
}
else
{
variables.put(key, value);
}
}
}
// run the clears
for (String key : clears)
{
variables.remove(RemoveSurrounds(key, "\"", "\""));
}
}
}
}
// see if log message requested
if (variables.containsKey("log"))
{
Log.debug(variables.get("log"));
variables.remove("log");
}
// check if requested to dump cpu info to the log
if (variables.containsKey("dumpcpuinfo"))
{
variables.remove("dumpcpuinfo");
Log.debug("cpuInfo:");
for (Map.Entry<String, String> entry : cpuInfo.entrySet())
{
Log.debug(" " + entry.getKey() + " = " + entry.getValue());
}
}
// check if requested to dump variables to the log
if (variables.containsKey("dumpvars"))
{
variables.remove("dumpvars");
Log.debug("variables:");
for (Map.Entry<String, String> entry : variables.entrySet())
{
Log.debug(" " + entry.getKey() + " = " + entry.getValue());
}
}
// if there was a raised error, stop
boolean hasError = variables.containsKey("error");
boolean hasWarning = variables.containsKey("warning");
if (hasError || hasWarning)
{
ForceExitLink = "";
if (variables.containsKey("link"))
{
ForceExitLink = variables.get("link");
}
ForceExitUpdateButtonText = "";
if (variables.containsKey("updatebutton"))
{
ForceExitUpdateButtonText = getResourceStringOrDefault(PackageName, variables.get("updatebutton"), ForceExitUpdateButtonText);
}
ForceExitHelpButtonText = "Help";
if (variables.containsKey("helpbutton"))
{
ForceExitHelpButtonText = getResourceStringOrDefault(PackageName, variables.get("helpbutton"), ForceExitHelpButtonText);
}
ForceExitQuitButtonText = "Quit";
if (variables.containsKey("exitbutton"))
{
ForceExitQuitButtonText = getResourceStringOrDefault(PackageName, variables.get("exitbutton"), ForceExitQuitButtonText);
}
ForceExitContinueButtonText = "Continue";
if (variables.containsKey("continuebutton"))
{
ForceExitContinueButtonText = getResourceStringOrDefault(PackageName, variables.get("continuebutton"), ForceExitContinueButtonText);
}
// localize caption string from string table
ForceExitCaption = "Device not supported";
if (variables.containsKey("caption"))
{
ForceExitCaption = getResourceStringOrDefault(PackageName, variables.get("caption"), ForceExitCaption);
}
// check if ignoring the warnings and errors
if (bIgnoreDialog)
{
if (hasWarning)
{
hasWarning = false;
variables.remove("warning");
}
if (hasError)
{
hasError = false;
variables.remove("error");
}
}
if (hasWarning)
{
SaveWarning = variables.get("warning");
// localize error string from string table
ForceExitMessage = getResourceStringOrDefault(PackageName, SaveWarning, "This device may not run this game.");
variables.remove("warning");
bForceGameEndWithWarning = true;
}
if (hasError)
{
SaveError = variables.get("error");
// localize error string from string table
ForceExitMessage = getResourceStringOrDefault(PackageName, SaveError, "This device cannot run this game.");
bForceGameEndWithError = true;
break;
}
}
// stop if user wants to break
if (variables.containsKey("break"))
{
break;
}
}
}
catch (IOException ie)
{
Log.debug("failed to read configuration rules: " + ie);
ConfigRulesStatus += "failed to read configuration rules : " + ie+ " ";
}
if (reader != null)
{
ConfigRulesStatus += "configuration rules finished. " + ForceExitMessage;
try
{
reader.close();
}
catch (IOException ie)
{
}
}
}
else if (bConfigRulesError)
{
// there was an issue with the configrules so can't continue
ForceExitCaption = getResourceStringOrDefault(PackageName, "CR_Caption_DeviceNotSupported", "Device Not Supported");
ForceExitQuitButtonText = getResourceStringOrDefault(PackageName, "CR_Button_Quit", "Quit");
ForceExitMessage = getResourceStringOrDefault(PackageName, "CR_Info_DeviceNotSupportedYet", "This device is in supported yet.");
SaveError = "ConfigRules_Problem";
bForceGameEndWithError = true;
}
if (stream != null)
{
try
{
stream.close();
}
catch (Exception e)
{
}
}
// clear Profile if OverrideProfile was not left set as well
if (variables.containsKey("Profile"))
{
if (!variables.containsKey("OverrideProfile"))
{
variables.remove("Profile");
}
}
// notify AndroidProcess of the core masks and affinity enable state
if (variables.containsKey("unsupportedDevice"))
{
bSupportedDevice = variables.get("unsupportedDevice").equals("false");
}
boolean bUseAffinity = variables.get("useAffinity").equals("true");
int littleCoreMask = Integer.decode(variables.get("littleCoreMask"));
int bigCoreMask = Integer.decode(variables.get("bigCoreMask"));
Log.debug("UseAffinity: " + (bUseAffinity ? "true" : "false"));
Log.debug("BigCoreMask: 0x" + Integer.toHexString(bigCoreMask));
Log.debug("LittleCoreMask: 0x" + Integer.toHexString(littleCoreMask));
nativeSetAffinityInfo(bUseAffinity, bigCoreMask, littleCoreMask);
// send the variables to the engine
String[] keyValues = new String[variables.size() * 2];
int keyValueIndex = 0;
for (Map.Entry<String, String> entry : variables.entrySet())
{
keyValues[keyValueIndex++] = entry.getKey();
keyValues[keyValueIndex++] = entry.getValue();
}
nativeSetConfigRulesVariables(keyValues);
//$${gameActivityPostConfigRulesAdditions}$$
//$${gameActivityFinalizeConfigRulesAdditions}$$
return !bForceGameEndWithError;
}
public void LoggerCallback(String Level, String Tag, String Message)
{
//$${gameActivityLoggerCallbackAdditions}$$
}
protected View GetMainView()
{
return mainView;
}
protected Rect GetSafezone()
{
return safezone;
}
protected FrameLayout GetContainerFrameLayout()
{
return containerFrameLayout;
}
@Override
public void onCreate(Bundle savedInstanceState)
{
// Grab a reference to the asset manager
AssetManagerReference = this.getAssets();
_activity = this;
super.onCreate(savedInstanceState);
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 3600060) #rb none #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3292215 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and wbegl2 support - emscripten toolchain #jira UEPLAT-1437 Switch [to] web assembly #rb none Change 3293994 on 2017/02/09 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - OSX toolchain #jira UEPLAT-1437 Switch [to] web assembly #rb none 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 #rb none 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 #rb none Change 3462146 on 2017/05/26 by Nick.Shin HTML5 - merge from Release-4.16 to Dev-Mobile #jira none #rb none #rnx Change 3504996 on 2017/06/22 by Cosmin.Sulea UEMOB-362 - Add per-texture and per-format compression quality override settings #rb Dmitriy.Dyomin #jira UEMOB-362 #codereview Dmitriy.Dyomin #codereview Jack.Porter Change 3505056 on 2017/06/22 by Cosmin.Sulea Back out changelist 3504996 - due to errors generated in xboxOne, PS4 and Switch versions #rb none Change 3508049 on 2017/06/23 by Nick.Shin HTML5 toolchain notes corrections #jira none #rb none #rnx Change 3508663 on 2017/06/24 by Nick.Shin HTML5LaunchHelper.exe on linux - redo - it seems that i need to also check-in the exe and pdb file instead of having CIS make and checking-in them itself... - modified c# program to output a version number to help track which version of HTML5LaunchHelper is running... #jira UE-45302 HTML5LaunchHelper.exe hosts the files in the current working directory on Linux #rnx #rb none Change 3509210 on 2017/06/26 by Dmitriy.Dyomin ExposureScale will be applied during tonemap pass when MobileHDR is on #rb jack.porter #codereview Allan.Bentham Change 3511058 on 2017/06/27 by Cosmin.Sulea UEMOB-362 - Add per-texture and per-format compression quality override settings - resubmitted #rb Dmitriy.Dyomin #jira UEMOB-362 #codereview Dmitriy.Dyomin Change 3511069 on 2017/06/27 by Jack.Porter PS4, XboxOne and Switch fixes for changes to ITextureFormat interface #rb Dmitriy.Dyomin #jira UEMOB-362 Change 3513028 on 2017/06/28 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) #rb None Change 3517409 on 2017/06/30 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) #rb None Change 3517730 on 2017/06/30 by Cosmin.Sulea UEMOB-328 - Improve handling of iOS signing key on remote Mac system keychain when using remote toolchain #rb Jack.Porter #jira UEMOB-328 #codereview: peter.sauerbrei Change 3517757 on 2017/06/30 by Cosmin.Sulea UE-46245 - Building with remote toolchain does not use Project Setting for iOS signing identity which can cause signing errors #rb Jack.Porter #jira UE-46245 #codereview: peter.sauerbrei Change 3518149 on 2017/06/30 by Adrian.Chelu UE-43035 Tilt axis for X and Z are not consistent between Android and iOS devices #rb Jack.Porter #jira UE-46245 #codereview: Chris Babcock <chris.babcock@epicgames.com> Change 3524242 on 2017/07/06 by Nick.Shin HTML5 - refraction shader note: this CL also contains fixes to webgl2 [float4 vs half2] and a [% vs Mod()] material custom function changes to some TM-ShaderModels shaders specifically: fixes to and similar with: DitherTemporalAA #jria UE-46434 No Refraction in QA Game TM-Shadermodels HTML5 #rb none #rn #codereview jack.porter dmitriy.dyomin Change 3535295 on 2017/07/13 by Allan.Bentham #jira UEMOB-390 Add Android cpu stats. add 'stat AndroidCPU' to android's console spinner UI. increase GetCPUState's core count support to 16. #jira UE-45888 Use cvar value to limit android cpu stat update rate. #rb none Change 3535306 on 2017/07/13 by Allan.Bentham Add missing pragma once #rb none Change 3537047 on 2017/07/13 by Ben.Marsh Fixing case of iOS directories, pt1 #rb none Change 3537051 on 2017/07/13 by Ben.Marsh Fixing case of iOS directories, pt2 #rb none Change 3537373 on 2017/07/14 by Allan.Bentham Add scope level android egl error verification. work around minor issue with invalid egl config property. #rb chris.babcock Change 3541735 on 2017/07/18 by Allan.Bentham Add 'sustained performance mode' support for API 24+ devices. #jira UEMOB-386 #rb chris.babcock Change 3543001 on 2017/07/18 by Sorin.Gradinaru #jira UE-45766 Improved Virtual Keyboard cannot receive non-English characters. - for Android, add an native EditBox above the virtual keyboard to receive the text and pass it to the object from the slate #rb Chris.Babcock Change 3554399 on 2017/07/25 by Nick.Shin STATS disabled for non multi-threaded platforms #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox #rnx #rb none Change 3554402 on 2017/07/25 by Nick.Shin STATS TaskGraph disabled for non multi-threaded platforms #jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test #rb none #rnx Change 3556957 on 2017/07/26 by Nick.Shin HTML5 - WASM enabled by default - part 1 -- commenting out asmjs stuff begin sunsetting ASM.JS note to self: CL#3462146 "backout" asmjs #jira UEMOB-416 WASM enabled by default #rnx #rb none Change 3557654 on 2017/07/26 by Nick.Shin HTML5 - WASM enabled by default - part 2 -- remove asmjs code sunsetting ASM.JS note to self: CL#3462146 "backout" asmjs #jira UEMOB-416 WASM enabled by default #rn #rb none Change 3557910 on 2017/07/27 by Jack.Porter Support Client configuration when packaging in the editor #jira UE-39973 #rb Dmitriy.Dyomin Change 3557917 on 2017/07/27 by Jack.Porter Missing file from CL 3557910 #rb trivial Change 3559642 on 2017/07/27 by Nick.Shin STATS TaskGraph disabled for non multi-threaded platforms - both "LockFree stress test" and "task graph benchmark" are disabled - no multi-threading for WASM exist yet (note: ASM.JS has been sunsetted) - stat command crash "fixed" - but, font size are totally broken - i can look at this (much) later... - new bug: physx will crash on "gc and level load stress test" -- please bug this as a new jira #jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test #rb none #rnx Change 3565656 on 2017/07/31 by Dmitriy.Dyomin Added a way to lock level position in Word Composition #jira UE-47713 #rb none Change 3565757 on 2017/08/01 by Dmitriy.Dyomin compile fix #rb none Change 3567446 on 2017/08/01 by Chris.Babcock Allow addElement and addElements to only insert once with once="true" attribute in UPL #jira UE-47951 #ue4 #android #rb Peter.Sauerbrei Change 3567592 on 2017/08/01 by Chris.Babcock Use absolute path for repositories for Gradle #jira UE-47952 #ue4 #android #rb Tim.Lincoln Change 3568690 on 2017/08/02 by Chris.Babcock Removed warnings for once attribute in UPL #ue4 #android #rb none Change 3569975 on 2017/08/02 by Chris.Babcock Add <baseBuildGradleAdditions> to UPL to allow additions to the root-level build.gradle #jira UE-47995 #ue4 #android #rb Tim.Lincoln Change 3570117 on 2017/08/02 by Chris.Babcock Add <setBoolFromPropertyContains> to UPL - sets bool to true if string list in ini matches contains attribute #jira UE-47996 #ue4 #android #rb Jack.Porter Change 3571552 on 2017/08/03 by Chris.Babcock Removed unneeded settings.gradle file (generated) #jira UE-48041 #ue4 #android #rb none Change 3572224 on 2017/08/04 by Dmitriy.Dyomin Better selection tracking in world composition #rb none Change 3573662 on 2017/08/04 by Nick.Shin HTML5 remove PreLoadMap "feature" (was only available/used with HTML5) - asyncronous loads are not allowed during UEngine::LoadMap() - the files/code will be repurposed for pakfile CHUNK support #jira UEMOB-425 HTML5 streaming content investigation (part 1 of 2) #rn #rb none Change 3574471 on 2017/08/07 by Dmitriy.Dyomin Export ULevelStreamingKismet::LoadLevelInstance function #rb none Change 3576262 on 2017/08/08 by Dmitriy.Dyomin Fixed: widget clipping issues in world composition #rb none Change 3576845 on 2017/08/08 by Nick.Shin set HTML5LaunchHelper application's icon to UE4.ico #jira UE-19225 HTML5LaunchHelper application does not have an unreal icon #rb none #rnx Change 3578313 on 2017/08/09 by Dmitriy.Dyomin Added: an RHI call to invalidate/clear cached state, RHIInvalidateCachedState #jira UEMOB-435 #rb jack.porter Change 3578364 on 2017/08/09 by Dmitriy.Dyomin Vertex Fog is disabled on mobile by default. If scene uses vertex fog - Mobile preview and device will show on screen message: PROJECT HAS VERTEX FOG ON MOBILE DISABLED This saves about 90 instructions in VS and a few in PS #jira UEMOB-166 #rb jack.porter Change 3578703 on 2017/08/09 by Nick.Shin set HTML5LaunchHelper application's icon to UE4.ico forgot to check in exe and pdb file #jira UE-19225 HTML5LaunchHelper application does not have an unreal icon #rb none #rnx Change 3578961 on 2017/08/09 by Peter.Sauerbrei deprecate IOS 8 as the minimum OS supported. #jira UEMOB-429 #rb chris.babcock Change 3579319 on 2017/08/09 by Peter.Sauerbrei fixes for compile errors with Xcode 9 beta 4 #rb none Change 3579356 on 2017/08/09 by Peter.Sauerbrei modified minimum IOS to build with #rb chris.babcock Change 3579687 on 2017/08/09 by Chris.Babcock Fix GoogleVR Gradle packaging #jira UE-48239 #ue4 #android #rb none Change 3579921 on 2017/08/10 by Dmitriy.Dyomin GitHub 3670 : More zoom levels for World Composition (300) #contributedby: user37337 #jira UE-45977 #3670 #rb none Change 3580576 on 2017/08/10 by Peter.Sauerbrei detection of iPad Pro 10.5 and IPad Pro 12.9 (2nd Gen) #rb chris.babcock Change 3580611 on 2017/08/10 by Chris.Babcock Set online provider back to GooglePlay and remove forcing IAP permission (contributed by umerov1999) #jira UE-48185 #PR #3876 #ue4 #android #rb Peter.Sauerbrei Change 3582166 on 2017/08/11 by Nick.Shin nuke PLATFORM_HTML5_WIN32 PLATFORM_HTML5_WIN32 code removal tested successfully with (force rebuild and repackaging): * Win64 server (WindowsServer) * Win64 client (WindowsNoEditor) * HTML5 client all playing together via websocket net driver (i've attached a screen shot of this in jira) code changes touches: physics, audio and main build files #jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code #rb ben.marsh #rnx #codereview josh.adams #fyi ori.cohen, aaron.mclera Change 3582474 on 2017/08/11 by Chris.Babcock Don't use V2 signing for Gear VR APKs #jira UE-48354 #ue4 #android #rb Peter.Sauerbrei Change 3582614 on 2017/08/11 by Chris.Babcock Filter out unneeded architectures from APK for Gradle builds #jira UE-48355 #ue4 #android #rb Peter.Sauerbrei Change 3582923 on 2017/08/11 by Nick.Shin backport release 4.17 to dev-mobile #jira none #rb none #rnx Change 3582924 on 2017/08/11 by Nick.Shin FNetworkFileServerHttp - error gracefully when port is already in use #jira UE-46409 [CrashReport] Assertion on Mac: Could not create a libwebsocket - FNetworkFileServerHttp::Init() #rnx #rb none Change 3582925 on 2017/08/11 by Nick.Shin HTML5 - turn off pak file compression in favor of gzip packages #jira UE-46729 HTML5 - on shipping builds - turn off pak file compression in favor of gzip packages #rn #rb none Change 3583943 on 2017/08/14 by Cosmin.Sulea UEMOB-363 - second iteration - Project wide texture quality control by texture group #rb Dmitriy Dyomin #jira UEMOB-363 Change 3583967 on 2017/08/14 by Cosmin.Sulea Back out changelist 3583943 #rb none Change 3584121 on 2017/08/14 by Peter.Sauerbrei fix for mac compile failure #rb none Change 3587877 on 2017/08/15 by Peter.Sauerbrei josh's suggested fix is not working for Xcode 8.3, so brute forcing for now #rb none Change 3588612 on 2017/08/15 by Peter.Sauerbrei Xcode 9 project compatbility updates #rb chris.babcock #codereview michael.trepka Change 3589223 on 2017/08/15 by Dmitriy.Dyomin Fixed: bNavigationAutoUpdateEnabled was not always working when reopeinig the map Fixed: Navigation Build was not clearing some mesh tiles when bNavigationAutoUpdateEnabled is enabled Fixed: Streaming out a level in editor was not always updating NavMesh debug draw #rb lukasz.furman Change 3589900 on 2017/08/16 by Dmitriy.Dyomin Support vulkan validation layers on Android, only in Debug and Development configuration (requires r.Vulkan.EnableValidation=1) #codereview chris.babcock, rolando.caloca #rb none Change 3590592 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 OSX #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 OSX Change 3590597 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 Linux #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 Linux Change 3590624 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 toolchain #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 toolchain Change 3591720 on 2017/08/16 by Chris.Babcock Enable Gradle by default and add button to accept Android SDK license to project settings #jira UE-48519 #ue4 #android #rb Tim.Lincoln #fyi Peter.Sauerbrei Change 3591998 on 2017/08/16 by Chris.Babcock Fix nonunity build #ue4 #android #rb none Change 3592407 on 2017/08/17 by Nick.Shin HTML5 emscripten 1.37.19 Win64 #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 Win64 Change 3592479 on 2017/08/17 by Nick.Shin HTML5 3rd Party Libs - compiled with emscripten 1.37.19 #jira UE-47813 #rb none #rn HTML5 3rd Party Libs - compiled with emscripten 1.37.19 toolchain Change 3592480 on 2017/08/17 by Nick.Shin HTML5 emscripten 1.37.19 toolchain Epic edits as well as setting UE4 HTML c# scripts to use new toolchain #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 toolchain Epic edits Change 3592481 on 2017/08/17 by Nick.Shin HTML5 remove old emscripten toolchain #jira UE-47813 #rb none #rn HTML5 remove old emscripten toolchain Change 3592485 on 2017/08/17 by Nick.Shin HTML5 undo CanUseXGE - this might be breaking CIS for HTML5 builds... #jira UE-47813 #rb none #rnx Change 3592549 on 2017/08/17 by Dmitriy.Dyomin Added GetDiskTotalAndFreeSpace for IOS and Android #jira UE-46479 #codereview chris.babcock, peter.sauerbrei #rb none Change 3594045 on 2017/08/17 by Peter.Sauerbrei comment about potential failure case in the remote tool chain #rb none Change 3594342 on 2017/08/17 by Peter.Sauerbrei Merging //UE4/Main/... to //UE4/Dev-Mobile/... #rb none Change 3594920 on 2017/08/17 by Peter.Sauerbrei fix for non-unity builds (accidentally merged something incorrectly) #rb none Change 3595347 on 2017/08/17 by Chris.Babcock merge fixes for Android #ue4 #android #rb Peter.Sauerbrei #lockdown Peter.Sauerbrei Change 3595752 on 2017/08/17 by Chris.Babcock Update Facebook plugin to support Gradle #jira UE-48569 #ue4 #android #fyi Josh.Markiewicz #rb none #lockdown Peter.Sauerbrei Change 3595849 on 2017/08/17 by Chris.Babcock Fix issue with libovrplatformloader.so for non armv7 targets #jira UE-48533 #ue4 #android #rb none #lockdown Peter.Sauerbrei Change 3596419 on 2017/08/18 by Peter.Sauerbrei fix for Mac Editor build failure #rb none Change 3597023 on 2017/08/18 by Peter.Sauerbrei fix for game editor build failure #rb none Change 3597032 on 2017/08/18 by Peter.Sauerbrei fix for app bundle id in Info-Editor.plist #rb none Change 3597034 on 2017/08/18 by Peter.Sauerbrei put back the info.plist, found the real problem #rb none Change 3597197 on 2017/08/18 by Peter.Sauerbrei pull Info.plist from the build products #rb none [CL 3600450 by Chris Babcock in Main branch]
2017-08-21 15:05:19 -04:00
sensorManager = (SensorManager) getSystemService(Context.SENSOR_SERVICE);
accelerometer = sensorManager.getDefaultSensor(Sensor.TYPE_ACCELEROMETER);
magnetometer = sensorManager.getDefaultSensor(Sensor.TYPE_MAGNETIC_FIELD);
gyroscope = sensorManager.getDefaultSensor(Sensor.TYPE_GYROSCOPE);
InternalFilesDir = getFilesDir().getAbsolutePath() + "/";
ExternalFilesDir = getExternalFilesDir(null).getAbsolutePath() + "/";
// create splashscreen dialog (if launched by SplashActivity)
_extrasBundle = getIntent().getExtras();
if (_extrasBundle != null)
{
ShouldHideUI = _extrasBundle.getString("ShouldHideUI") != null;
UseDisplayCutout = _extrasBundle.getString("UseDisplayCutout") != null;
if (_extrasBundle.getString("UseSplashScreen") != null)
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2719147 on 2015/10/07 by Mark.Satterthwaite Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track. Change 2719182 on 2015/10/07 by Mark.Satterthwaite Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient. Change 2719185 on 2015/10/07 by Mark.Satterthwaite Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw. Change 2719434 on 2015/10/07 by Mark.Satterthwaite Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server. Change 2724764 on 2015/10/12 by Josh.Adams [Initial AppleTV support] Merging //depot/YakBranch/... to //UE4/Dev-Platform/... Change 2726266 on 2015/10/13 by Lee.Clark PS4 - Calc reserve size required for DMA copy when using unsafe command buffers Change 2726401 on 2015/10/13 by Mark.Satterthwaite Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected. #jira UE-15228 Change 2726421 on 2015/10/13 by Lee.Clark PS4 - Don't try to clear invalid targets Change 2727040 on 2015/10/13 by Michael.Trepka Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72 Change 2729783 on 2015/10/15 by Keith.Judge Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty. Change 2729847 on 2015/10/15 by Mark.Satterthwaite Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff. #jira UE-21992 Change 2729865 on 2015/10/15 by Keith.Judge Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition. Change 2729897 on 2015/10/15 by Keith.Judge Fast Semantics - Make sure all GetData() calls are made safe with GPU fences. Change 2729972 on 2015/10/15 by Keith.Judge Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly. This should be marginally quicker as it stops a double call to ClearState(). Change 2731503 on 2015/10/16 by Keith.Judge Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict). Change 2731596 on 2015/10/16 by Keith.Judge Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step. Change 2731928 on 2015/10/16 by Michael.Trepka PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl) Change 2731934 on 2015/10/16 by Michael.Trepka PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura) Change 2732018 on 2015/10/16 by Mark.Satterthwaite Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached. - The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders. - Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this. - Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL. Change 2732365 on 2015/10/16 by Josh.Adams - Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On) Change 2733170 on 2015/10/18 by Terence.Burns Fix for Android IAP query not returning entire inventory. Change 2733174 on 2015/10/18 by Terence.Burns Fix Movie player issue where wait for movie to finish isnt being respected. Seems a stray bUserCanceled event flag was causing this not to be observed. Added some verbose logging to apple movie player. Change 2733488 on 2015/10/19 by Mark.Satterthwaite Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information. - Fixed a bug that would cause invalid shader membership and draw state information to be logged. - Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too. Change 2735226 on 2015/10/20 by Mark.Satterthwaite Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently. #jira UE-21214 #jira UE-19913 Change 2736722 on 2015/10/21 by Daniel.Lamb Improved performance of cooking stats system. Change 2737172 on 2015/10/21 by Daniel.Lamb Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00
{
SplashScreenLaunch = true;
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2719147 on 2015/10/07 by Mark.Satterthwaite Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track. Change 2719182 on 2015/10/07 by Mark.Satterthwaite Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient. Change 2719185 on 2015/10/07 by Mark.Satterthwaite Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw. Change 2719434 on 2015/10/07 by Mark.Satterthwaite Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server. Change 2724764 on 2015/10/12 by Josh.Adams [Initial AppleTV support] Merging //depot/YakBranch/... to //UE4/Dev-Platform/... Change 2726266 on 2015/10/13 by Lee.Clark PS4 - Calc reserve size required for DMA copy when using unsafe command buffers Change 2726401 on 2015/10/13 by Mark.Satterthwaite Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected. #jira UE-15228 Change 2726421 on 2015/10/13 by Lee.Clark PS4 - Don't try to clear invalid targets Change 2727040 on 2015/10/13 by Michael.Trepka Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72 Change 2729783 on 2015/10/15 by Keith.Judge Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty. Change 2729847 on 2015/10/15 by Mark.Satterthwaite Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff. #jira UE-21992 Change 2729865 on 2015/10/15 by Keith.Judge Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition. Change 2729897 on 2015/10/15 by Keith.Judge Fast Semantics - Make sure all GetData() calls are made safe with GPU fences. Change 2729972 on 2015/10/15 by Keith.Judge Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly. This should be marginally quicker as it stops a double call to ClearState(). Change 2731503 on 2015/10/16 by Keith.Judge Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict). Change 2731596 on 2015/10/16 by Keith.Judge Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step. Change 2731928 on 2015/10/16 by Michael.Trepka PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl) Change 2731934 on 2015/10/16 by Michael.Trepka PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura) Change 2732018 on 2015/10/16 by Mark.Satterthwaite Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached. - The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders. - Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this. - Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL. Change 2732365 on 2015/10/16 by Josh.Adams - Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On) Change 2733170 on 2015/10/18 by Terence.Burns Fix for Android IAP query not returning entire inventory. Change 2733174 on 2015/10/18 by Terence.Burns Fix Movie player issue where wait for movie to finish isnt being respected. Seems a stray bUserCanceled event flag was causing this not to be observed. Added some verbose logging to apple movie player. Change 2733488 on 2015/10/19 by Mark.Satterthwaite Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information. - Fixed a bug that would cause invalid shader membership and draw state information to be logged. - Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too. Change 2735226 on 2015/10/20 by Mark.Satterthwaite Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently. #jira UE-21214 #jira UE-19913 Change 2736722 on 2015/10/21 by Daniel.Lamb Improved performance of cooking stats system. Change 2737172 on 2015/10/21 by Daniel.Lamb Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00
try {
// try to get the splash theme (can't use R.style.UE4SplashTheme since we don't know the package name until runtime)
int SplashThemeId = getResources().getIdentifier("UE4SplashTheme", "style", getPackageName());
mSplashDialog = new Dialog(this, SplashThemeId);
mSplashDialog.setCancelable(false);
// Setting NOT_FOCUSABLE prevents the splash dialog from kicking some devices out of immersive mode.
mSplashDialog.getWindow().setFlags(WindowManager.LayoutParams.FLAG_NOT_FOCUSABLE, WindowManager.LayoutParams.FLAG_NOT_FOCUSABLE);
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2719147 on 2015/10/07 by Mark.Satterthwaite Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track. Change 2719182 on 2015/10/07 by Mark.Satterthwaite Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient. Change 2719185 on 2015/10/07 by Mark.Satterthwaite Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw. Change 2719434 on 2015/10/07 by Mark.Satterthwaite Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server. Change 2724764 on 2015/10/12 by Josh.Adams [Initial AppleTV support] Merging //depot/YakBranch/... to //UE4/Dev-Platform/... Change 2726266 on 2015/10/13 by Lee.Clark PS4 - Calc reserve size required for DMA copy when using unsafe command buffers Change 2726401 on 2015/10/13 by Mark.Satterthwaite Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected. #jira UE-15228 Change 2726421 on 2015/10/13 by Lee.Clark PS4 - Don't try to clear invalid targets Change 2727040 on 2015/10/13 by Michael.Trepka Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72 Change 2729783 on 2015/10/15 by Keith.Judge Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty. Change 2729847 on 2015/10/15 by Mark.Satterthwaite Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff. #jira UE-21992 Change 2729865 on 2015/10/15 by Keith.Judge Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition. Change 2729897 on 2015/10/15 by Keith.Judge Fast Semantics - Make sure all GetData() calls are made safe with GPU fences. Change 2729972 on 2015/10/15 by Keith.Judge Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly. This should be marginally quicker as it stops a double call to ClearState(). Change 2731503 on 2015/10/16 by Keith.Judge Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict). Change 2731596 on 2015/10/16 by Keith.Judge Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step. Change 2731928 on 2015/10/16 by Michael.Trepka PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl) Change 2731934 on 2015/10/16 by Michael.Trepka PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura) Change 2732018 on 2015/10/16 by Mark.Satterthwaite Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached. - The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders. - Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this. - Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL. Change 2732365 on 2015/10/16 by Josh.Adams - Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On) Change 2733170 on 2015/10/18 by Terence.Burns Fix for Android IAP query not returning entire inventory. Change 2733174 on 2015/10/18 by Terence.Burns Fix Movie player issue where wait for movie to finish isnt being respected. Seems a stray bUserCanceled event flag was causing this not to be observed. Added some verbose logging to apple movie player. Change 2733488 on 2015/10/19 by Mark.Satterthwaite Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information. - Fixed a bug that would cause invalid shader membership and draw state information to be logged. - Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too. Change 2735226 on 2015/10/20 by Mark.Satterthwaite Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently. #jira UE-21214 #jira UE-19913 Change 2736722 on 2015/10/21 by Daniel.Lamb Improved performance of cooking stats system. Change 2737172 on 2015/10/21 by Daniel.Lamb Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00
if (ShouldHideUI)
{
View decorView = mSplashDialog.getWindow().getDecorView();
// only do this on KitKat and above
if(android.os.Build.VERSION.SDK_INT >= 19) {
decorView.setSystemUiVisibility(View.SYSTEM_UI_FLAG_LAYOUT_STABLE
| View.SYSTEM_UI_FLAG_LAYOUT_HIDE_NAVIGATION
| View.SYSTEM_UI_FLAG_LAYOUT_FULLSCREEN
| View.SYSTEM_UI_FLAG_HIDE_NAVIGATION
| View.SYSTEM_UI_FLAG_FULLSCREEN
| View.SYSTEM_UI_FLAG_IMMERSIVE); // NOT sticky.. will be set to sticky later!
}
}
mSplashDialog.show();
}
catch (Exception e) {
e.printStackTrace();
}
try {
noActionAnimID = getResources().getIdentifier("noaction", "anim", getPackageName());
}
catch (Exception e) {
e.printStackTrace();
}
}
try {
noActionAnimID = getResources().getIdentifier("noaction", "anim", getPackageName());
}
catch (Exception e) {
e.printStackTrace();
}
if (UseDisplayCutout)
{
// will not be true if not Android Pie or later
WindowManager.LayoutParams params = getWindow().getAttributes();
params.layoutInDisplayCutoutMode = WindowManager.LayoutParams.LAYOUT_IN_DISPLAY_CUTOUT_MODE_SHORT_EDGES;
getWindow().setAttributes(params);
}
}
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
//Check for target sdk. If 23 or higher then warn that permission handling may mean features don't work if user denies them.
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
int targetSdkVersion = 0;
try
{
PackageInfo packageInfo = getPackageManager().getPackageInfo(getPackageName(), 0);
targetSdkVersion = packageInfo.applicationInfo.targetSdkVersion;
}
catch (PackageManager.NameNotFoundException e)
{
Log.debug(e.getMessage());
}
boolean bIsShipping = nativeIsShippingBuild();
if (ANDROID_BUILD_VERSION >= 23 && targetSdkVersion >= 23) //23 is the API level (Marshmallow) where runtime permission handling is available
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
{
Log.debug("Target SDK is " + targetSdkVersion + ". This may cause issues if permissions are denied by the user." );
if (!bIsShipping)
{
// For non-shipping builds we may need this permission because we write to the sdcard for logs
if (!PermissionHelper.checkPermission("android.permission.WRITE_EXTERNAL_STORAGE"))
{
Log.debug("android.permission.WRITE_EXTERNAL_STORAGE was not granted; this may cause issues with file access." );
// we do not do this currently since we must wait until it is granted before accessing files
// SplashActivity takes care of properly gating this in the cases it is needed
//PermissionHelper.acquirePermissions(new String[] {"android.permission.WRITE_EXTERNAL_STORAGE"}, this);
}
}
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
}
Logger.RegisterCallback(this);
// Suppress java logs in Shipping builds
if (bIsShipping)
{
Logger.SuppressLogs();
}
// update memory stats every 10 seconds
memoryRunnable = new Runnable() {
@Override
public void run()
{
int ProcessMemory = 0;
ActivityManager activityManager = (ActivityManager)_activity.getSystemService(Context.ACTIVITY_SERVICE);
int pid = android.os.Process.myPid();
int pids[] = new int[] { pid };
android.os.Debug.MemoryInfo[] memoryInfo = activityManager.getProcessMemoryInfo(pids);
if (memoryInfo.length > 0)
{
ProcessMemory = memoryInfo[0].dalvikPss + memoryInfo[0].nativePss + memoryInfo[0].otherPss;
if (Build.VERSION.SDK_INT >= 23)
{
Map<String, String> memstats = memoryInfo[0].getMemoryStats();
if (memstats.containsKey("summary.total-pss"))
{
ProcessMemory = Integer.parseInt(memstats.get("summary.total-pss"));
}
}
}
Log.debug("Used memory: " + ProcessMemory);
synchronized(_activity)
{
_activity.UsedMemory = ProcessMemory;
if (_activity.memoryHandler != null)
{
_activity.memoryHandler.postDelayed(this, 10000);
}
}
}
};
memoryHandlerThread = new HandlerThread("MemoryUsageThread", android.os.Process.THREAD_PRIORITY_LOWEST);
memoryHandlerThread.start();
memoryHandler = new Handler(memoryHandlerThread.getLooper());
memoryHandler.postDelayed(memoryRunnable, 1);
// layout required by popups, e.g ads, native controls
MarginLayoutParams params = new MarginLayoutParams(LayoutParams.WRAP_CONTENT, LayoutParams.WRAP_CONTENT);
params.setMargins(0, 0, 0, 0);
activityLayout = new LinearLayout(_activity);
_activity.setContentView(activityLayout, params);
/*
// Turn on and unlock screen.. Assumption is that this
// will only really have an effect when for debug launching
// as otherwise the screen is already unlocked.
this.getWindow().addFlags(
WindowManager.LayoutParams.FLAG_TURN_SCREEN_ON |
// WindowManager.LayoutParams.FLAG_SHOW_WHEN_LOCKED |
WindowManager.LayoutParams.FLAG_DISMISS_KEYGUARD);
// On some devices we can also unlock a key-locked screen by disabling the
// keylock guard. To be safe we only do this on < Android 3.2. As the API
// is deprecated from 3.2 onward.
if (ANDROID_BUILD_VERSION < 13)
{
android.app.KeyguardManager keyman = (android.app.KeyguardManager)getSystemService(KEYGUARD_SERVICE);
android.app.KeyguardManager.KeyguardLock keylock = keyman.newKeyguardLock("Unlock");
keylock.disableKeyguard();
}
*/
/*
// log a list of input devices for debugging
{
int[] deviceIds = InputDevice.getDeviceIds();
for (int deviceIndex=0; deviceIndex < deviceIds.length; deviceIndex++)
{
InputDevice inputDevice = InputDevice.getDevice(deviceIds[deviceIndex]);
Log.debug("Device index " + deviceIndex + ": (deviceId=" + inputDevice.getId() +
", controllerNumber=" + inputDevice.getControllerNumber() + ", sources=" + String.format("%08x", inputDevice.getSources()) +
", vendorId=" + String.format("%04x", inputDevice.getVendorId()) + ", productId=" + String.format("%04x", inputDevice.getProductId()) +
", descriptor=" + inputDevice.getDescriptor() + ", deviceName=" + inputDevice.getName() + ")");
// is it a joystick?
if ((inputDevice.getSources() & InputDevice.SOURCE_JOYSTICK) != 0)
{
Log.debug("Gamepad detected: (deviceIndex=" + deviceIndex + ", deviceId=" + inputDevice.getId() + ", deviceName=" + inputDevice.getName() + ")");
}
}
}
*/
// tell Android that we want volume controls to change the media volume, aka music
setVolumeControlStream(AudioManager.STREAM_MUSIC);
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3116515) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3065209 on 2016/07/26 by Steve.Cano Add Android Texture Format used for packaging/cooking to the Manifest File #ue4 #android #jira UE-33645 Change 3068915 on 2016/07/28 by Steve.Cano Add an additional Texture Compression support line in the manifest for DXT #ue4 #android #jira UE-33645 Change 3075911 on 2016/08/03 by Steve.Cano Make the "Running {ProjectName} on {Device}" toast stay up when launching a game to an Android device until we've finished running it, as it does on other platforms. This logic already existed but only ran if the "Prebuilt" flag was passed in, however we want this to always run now. Re-writing to run through waiting on each process to finish for each device launched on #jira UE-3122 #ue4 #android Change 3080981 on 2016/08/08 by Steve.Cano Clear any input before removing the TouchInterface from the screen to prevent infinite input after it is cleared #jira UE-33956 #ue4 #platform Change 3092587 on 2016/08/17 by Steve.Cano Adding "IsGamepadAttached" functionality to Android Application #jira UE-33264 #ue4 #android Change 3095840 on 2016/08/21 by Dmitriy.Dyomin Fixed: Particle Cutout Crashes On Certain Devices (Samsung Galaxy Note 2) Happens only with non-instanced path #jira UE-34604 Change 3095855 on 2016/08/22 by Dmitriy.Dyomin Allow UWorldComposition::GetTilesList to be used in runtime code Licensee request https://udn.unrealengine.com/questions/307586/world-compositions-world-dimensions.html Change 3096093 on 2016/08/22 by Allan.Bentham Allow Vulkan api logging on android Change 3096361 on 2016/08/22 by Steve.Cano Github 2663 pull - Pass any extras used to launch SplashActivity down to GameActivity (Contributed by sangpan) #jira UE-34050 #github #2663 #ue4 #android Change 3097412 on 2016/08/23 by Dmitriy.Dyomin Using BulkSerialize for cooked collision data to speed up serialization Change 3098957 on 2016/08/23 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3099058 on 2016/08/24 by Jack.Porter Check EXT_debug_label and EXT_debug_marker functions were found before calling as a few devices to not implement these extensions #UE-35087 Change 3099131 on 2016/08/24 by Dmitriy.Dyomin Fixed: HDR compressed texture become black in some mali devices Use sized internal format for half-float textures on ES3 devices, as ES3 spec expects it #jira UE-35018 Change 3099150 on 2016/08/24 by Dmitriy.Dyomin Enable HALF_FLOAT and UNSIGNED_INT_2_10_10_10_REV vertex formats on ES3+ devices, spec req Change 3102252 on 2016/08/26 by Dmitriy.Dyomin Prevent view uniform buffer crash on ES2 devices that do not support 3D textures Change 3102258 on 2016/08/26 by Dmitriy.Dyomin Enabled refraction on iPadMini4 #jira UE-35079 Change 3102651 on 2016/08/26 by Dmitriy.Dyomin Fixed: instanced static mesh world normals Also removed unnecessary instance matrix transposing #jira UE-35075 Change 3109397 on 2016/09/01 by Jack.Porter Fix problem with Android sessions not appearing in Session Frontend #jira UE-35261 Change 3109490 on 2016/09/01 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3111628 on 2016/09/02 by Jack.Porter Landscape wireframe LOD visualization with tessellation Change 3112809 on 2016/09/02 by Chris.Babcock Update cached length when file is written to on Android #jira UE-35558 #ue4 #android Change 3113245 on 2016/09/04 by Dmitriy.Dyomin Fixed: Subway Sequencer plays only a black screen when packaged for ESDSR (3.1+AEP) #jira UE-34291 Change 3113249 on 2016/09/04 by Dmitriy.Dyomin Replicated fix from 4.13: GPU particles no longer work on iOS or TVOS Metal devices #jira UE-34782 Change 3113513 on 2016/09/05 by Allan.Bentham Add vulkan version parameter to android device profile selector's source inputs . reinstate Vulkan Disable cvar functionality. Added mali no vulkan device profile. Change 3113519 on 2016/09/05 by Allan.Bentham Remove temp 4.13 hack to avoid public header changes. Change 3113535 on 2016/09/05 by Allan.Bentham Decode 32 bit HDR formats when using scene captures. #jira UE-25444 Change 3113813 on 2016/09/06 by Dmitriy.Dyomin Resend to server sub-levels visibility state right after world actors are initialized. During seamless travel client loads always-loaded sub-levels before world actors are initialized and ServerUpdateLevelVisibility calls in UWorld::AddToWorld are skipped. Change 3113870 on 2016/09/06 by Jack.Porter Fix issue with ES2 Feature Level preview and Mobile Preview PIE not limiting materials to 8 textures #jira UE-35591 Change 3115031 on 2016/09/06 by Chris.Babcock Add Vulkan version code not moved over from 4.13.1 #jira UE-35642 #ue4 #android Change 3115496 on 2016/09/07 by Dmitriy.Dyomin Use the same DDC key for source reflection data and encoded data. Fixes broken reflections on mobile #jira UE-35647 [CL 3116720 by Chris Babcock in Main branch]
2016-09-07 17:04:11 -04:00
// Look for Vulkan support if Nougat or later
if (ANDROID_BUILD_VERSION >= 24)
{
FeatureInfo[] features = getPackageManager().getSystemAvailableFeatures();
for (FeatureInfo feature : features) {
if (feature.name != null)
{
if (feature.name.equals("android.hardware.vulkan.level"))
{
// since we may not be compiled against android-24 or higher, use .toString to get the version field
String dump = feature.toString();
int index = dump.indexOf("v=");
if (index >= 0)
{
dump = dump.substring(index+2);
index = dump.indexOf(" ");
if (index >= 0)
{
VulkanLevel = Integer.parseInt(dump.substring(0, index));
Log.debug("Vulkan level: " + VulkanLevel);
}
}
}
else
if (feature.name.equals("android.hardware.vulkan.version"))
{
// since we may not be compiled against android-24 or higher, use .toString to get the version field
String dump = feature.toString();
int index = dump.indexOf("v=");
if (index >= 0)
{
dump = dump.substring(index+2);
index = dump.indexOf(" ");
if (index >= 0)
{
VulkanVersion = Integer.parseInt(dump.substring(0, index));
int VersionMajor = (VulkanVersion >> 22) & 0x03ff;
int VersionMinor = (VulkanVersion >> 12) & 0x03ff;
int VersionPatch = VulkanVersion & 0x0fff;
VulkanVersionString = VersionMajor + "." + VersionMinor + "." + VersionPatch;
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3116515) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3065209 on 2016/07/26 by Steve.Cano Add Android Texture Format used for packaging/cooking to the Manifest File #ue4 #android #jira UE-33645 Change 3068915 on 2016/07/28 by Steve.Cano Add an additional Texture Compression support line in the manifest for DXT #ue4 #android #jira UE-33645 Change 3075911 on 2016/08/03 by Steve.Cano Make the "Running {ProjectName} on {Device}" toast stay up when launching a game to an Android device until we've finished running it, as it does on other platforms. This logic already existed but only ran if the "Prebuilt" flag was passed in, however we want this to always run now. Re-writing to run through waiting on each process to finish for each device launched on #jira UE-3122 #ue4 #android Change 3080981 on 2016/08/08 by Steve.Cano Clear any input before removing the TouchInterface from the screen to prevent infinite input after it is cleared #jira UE-33956 #ue4 #platform Change 3092587 on 2016/08/17 by Steve.Cano Adding "IsGamepadAttached" functionality to Android Application #jira UE-33264 #ue4 #android Change 3095840 on 2016/08/21 by Dmitriy.Dyomin Fixed: Particle Cutout Crashes On Certain Devices (Samsung Galaxy Note 2) Happens only with non-instanced path #jira UE-34604 Change 3095855 on 2016/08/22 by Dmitriy.Dyomin Allow UWorldComposition::GetTilesList to be used in runtime code Licensee request https://udn.unrealengine.com/questions/307586/world-compositions-world-dimensions.html Change 3096093 on 2016/08/22 by Allan.Bentham Allow Vulkan api logging on android Change 3096361 on 2016/08/22 by Steve.Cano Github 2663 pull - Pass any extras used to launch SplashActivity down to GameActivity (Contributed by sangpan) #jira UE-34050 #github #2663 #ue4 #android Change 3097412 on 2016/08/23 by Dmitriy.Dyomin Using BulkSerialize for cooked collision data to speed up serialization Change 3098957 on 2016/08/23 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3099058 on 2016/08/24 by Jack.Porter Check EXT_debug_label and EXT_debug_marker functions were found before calling as a few devices to not implement these extensions #UE-35087 Change 3099131 on 2016/08/24 by Dmitriy.Dyomin Fixed: HDR compressed texture become black in some mali devices Use sized internal format for half-float textures on ES3 devices, as ES3 spec expects it #jira UE-35018 Change 3099150 on 2016/08/24 by Dmitriy.Dyomin Enable HALF_FLOAT and UNSIGNED_INT_2_10_10_10_REV vertex formats on ES3+ devices, spec req Change 3102252 on 2016/08/26 by Dmitriy.Dyomin Prevent view uniform buffer crash on ES2 devices that do not support 3D textures Change 3102258 on 2016/08/26 by Dmitriy.Dyomin Enabled refraction on iPadMini4 #jira UE-35079 Change 3102651 on 2016/08/26 by Dmitriy.Dyomin Fixed: instanced static mesh world normals Also removed unnecessary instance matrix transposing #jira UE-35075 Change 3109397 on 2016/09/01 by Jack.Porter Fix problem with Android sessions not appearing in Session Frontend #jira UE-35261 Change 3109490 on 2016/09/01 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3111628 on 2016/09/02 by Jack.Porter Landscape wireframe LOD visualization with tessellation Change 3112809 on 2016/09/02 by Chris.Babcock Update cached length when file is written to on Android #jira UE-35558 #ue4 #android Change 3113245 on 2016/09/04 by Dmitriy.Dyomin Fixed: Subway Sequencer plays only a black screen when packaged for ESDSR (3.1+AEP) #jira UE-34291 Change 3113249 on 2016/09/04 by Dmitriy.Dyomin Replicated fix from 4.13: GPU particles no longer work on iOS or TVOS Metal devices #jira UE-34782 Change 3113513 on 2016/09/05 by Allan.Bentham Add vulkan version parameter to android device profile selector's source inputs . reinstate Vulkan Disable cvar functionality. Added mali no vulkan device profile. Change 3113519 on 2016/09/05 by Allan.Bentham Remove temp 4.13 hack to avoid public header changes. Change 3113535 on 2016/09/05 by Allan.Bentham Decode 32 bit HDR formats when using scene captures. #jira UE-25444 Change 3113813 on 2016/09/06 by Dmitriy.Dyomin Resend to server sub-levels visibility state right after world actors are initialized. During seamless travel client loads always-loaded sub-levels before world actors are initialized and ServerUpdateLevelVisibility calls in UWorld::AddToWorld are skipped. Change 3113870 on 2016/09/06 by Jack.Porter Fix issue with ES2 Feature Level preview and Mobile Preview PIE not limiting materials to 8 textures #jira UE-35591 Change 3115031 on 2016/09/06 by Chris.Babcock Add Vulkan version code not moved over from 4.13.1 #jira UE-35642 #ue4 #android Change 3115496 on 2016/09/07 by Dmitriy.Dyomin Use the same DDC key for source reflection data and encoded data. Fixes broken reflections on mobile #jira UE-35647 [CL 3116720 by Chris Babcock in Main branch]
2016-09-07 17:04:11 -04:00
Log.debug("Vulkan version: " + VersionMajor + "." + VersionMinor + "." + VersionPatch);
}
}
}
}
}
}
// is this a native landscape device (tablet, tv)?
if ( getDeviceDefaultOrientation() == Configuration.ORIENTATION_LANDSCAPE )
{
boolean bForceLandscape = false;
// check for a Google TV by checking system feature support
if (getPackageManager().hasSystemFeature("com.google.android.tv"))
{
Log.debug( "Detected Google TV, will default to landscape" );
bForceLandscape = true;
} else
// check NVidia devices
if (android.os.Build.MANUFACTURER.equals("NVIDIA"))
{
// is it a Shield? (checking exact model)
if (android.os.Build.MODEL.equals("SHIELD"))
{
Log.debug( "Detected NVidia Shield, will default to landscape" );
bForceLandscape = true;
}
} else
// check Ouya
if (android.os.Build.MANUFACTURER.equals("OUYA"))
{
// only one so far (ouya_1_1) but check prefix anyway
if (android.os.Build.MODEL.toLowerCase().startsWith("ouya_"))
{
Log.debug( "Detected Ouya console (" + android.os.Build.MODEL + "), will default to landscape" );
bForceLandscape = true;
}
} else
// check Amazon devices
if (android.os.Build.MANUFACTURER.equals("Amazon"))
{
// is it a Kindle Fire TV? (Fire TV FAQ says AFTB, but to check for AFT)
if (android.os.Build.MODEL.startsWith("AFT"))
{
Log.debug( "Detected Kindle Fire TV (" + android.os.Build.MODEL + "), will default to landscape" );
bForceLandscape = true;
}
}
// apply the force request if we found a device above
if (bForceLandscape)
{
Log.debug( "Setting screen orientation to landscape because we have detected landscape device" );
_activity.setRequestedOrientation( android.content.pm.ActivityInfo.SCREEN_ORIENTATION_LANDSCAPE );
}
}
// Read metadata from AndroidManifest.xml
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3046626) #rb none #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2948322 on 2016/04/19 by Nick.Shin update libwebsockets to v1.7.4 part 4 of 4 - doing this in stages for tracking purposes #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 2970016 on 2016/05/07 by Nick.Shin undo all of the following upgrades: - zlib - openssl - libcurl - libwebsockets and reset webrtc #jira UE-30298 - Fortnite and Orion crash on login Change 3020547 on 2016/06/20 by Jeff.Campeau Support for applocal deployment of binaries -applocaldir added to UAT to specify a per project directory to gather packages for applocal deployment Added ApplocalPrerequisitesDirectory property to packaging settings to set -applocaldir for packages built from the editor. Change 3020552 on 2016/06/20 by Jeff.Campeau Add switch to disable debug symbol cache creation Change 3020567 on 2016/06/20 by Jeff.Campeau constexpr enabled for Xbox One Change 3020568 on 2016/06/20 by Jeff.Campeau Separate setting for debug #jira UEPLAT-1348 Change 3020628 on 2016/06/20 by Jeff.Campeau Use global view instead of relying on current thread (fixes issues if pump message is called from a different thread). Change 3020629 on 2016/06/20 by Jeff.Campeau Use Slate tick to drive message processing during blocking loads (improves PLM). Change 3020633 on 2016/06/20 by Jeff.Campeau Fix Xbox One toolchain pathing to work for environment variables with and without trailing slashes. Pass requested XDK edition to VCVars batch file (fixes issues in building with a newer XDK installed SxS than the engine is configured for). Change 3020873 on 2016/06/21 by Lee.Clark PS4 - Fix missing audio when using A3D. Change 3021225 on 2016/06/21 by Keith.Judge Optimized away a bunch of GetVertexShader() calls in FSplineMeshVertexFactoryShaderParameters::SetMesh(). Saves about 0.9ms across a 100ms capture. Change 3021286 on 2016/06/21 by Dmitry.Rekman Linux: symbolication for memory profiler. - Also repaired/improved finding function name from debug info and overall callstack parsing. #tests Ran Linux editor and TestPAL, crashed multiple times Change 3021512 on 2016/06/21 by Mark.Satterthwaite Compile fixes for new clang version. Change 3021521 on 2016/06/21 by Mark.Satterthwaite Duplicate Fortnite CL #3013418: Don't release Metal buffers directly into the buffer pool, instead defer this until the command-buffer is known to have finished. This prevents the CPU from trying to modify the buffer while the GPU is still reading it if the GPU has fallen so far behind the CPU and therefore eliminates one possible cause of invalid access on the GPU. Change 3021528 on 2016/06/21 by Mark.Satterthwaite Make the Metal buffer pool cull after 30 frames - this will better match Apple's GART which unwires unused allocations after 1sec of idle, making them as expensive to use allocating a new buffer. Change 3021595 on 2016/06/21 by Mark.Satterthwaite Consolidate the way in which optional Metal features are exposed across macOS, iOS & tvOS devices & expose all the available features, unifying more of the code across all three platforms. - Implement Metal Depth-16 and stencil-texture-view support where available. - Use counting queries in Metal when available and expected (i.e. Metal_SM4+ or Metal_MRT+). - On latest iOS devices running Metal export support for GRHISupportsBaseVertexIndex & GRHISupportsFirstInstance when available. - On latest iOS devices running Metal export support for indirect buffer draw and dispatch calls. - Specify Metal layered rendering like any other and change the code so that there aren't preprocessor defines in the code. This lets the Metal MRT path assert if anyone ever tries to issue a layered draw call as its only supported on Mac. - Add support to Metal for setting UAVs from a uniform buffer. - Remove unused GlobalUniform header from MetalRHI. - Remove unnecessary FrameCount delay from Metal resource free lists. Change 3021702 on 2016/06/21 by Mark.Satterthwaite Fix mis-use of FreeListMutex instead of PoolMutex in MetalContext. Change 3022152 on 2016/06/21 by Nick.Shin Back out revision 5 from //UE4/Dev-Platform/Engine/Source/Runtime/NetworkFileSystem/Private/NetworkFileServerHttp.cpp forgot to un-do this when the giant revert (CL: #2970016) was done #jira UE-22166 HTML5 Cook on the fly will launch and then close browser Change 3022409 on 2016/06/21 by Dmitry.Rekman Fixed inability to run Setup.sh on Ubuntu 14.04 (UE-29289). - Contains PR #2258 (contributed by wshearn). Change 3022541 on 2016/06/22 by Lee.Clark PS4 - Make sure the render target masks are set correctly for disabled render targets. Fixes a validation check for shaders expecting to write to NULL render targets. Change 3022973 on 2016/06/22 by Michael.Trepka Fixed a problem in MacToolChain where both BuildConfiguration.bGeneratedSYMFile and BuildConfiguration.bUsePDBFiles set to false would not disable dSYM generation. Change 3023106 on 2016/06/22 by Dmitry.Rekman Linux: enable code to catch memory stomps during async loading. - Changed FLinuxPlatformMemory::BinnedAllocFrom/FreeToOS() to use mmap()/munmap(). Updated platform function signature accordingly. #tests Ran OrionServer on Linux (and OrionClient on Windows as a zero probe), tested also with running Linux editor with binned malloc. Change 3023256 on 2016/06/22 by Mark.Satterthwaite Fix compile errors from latest Metal changes that broke iOS. Change 3023268 on 2016/06/22 by Mark.Satterthwaite Use the Linux mmap/munmap/mprotect code to implement BinnedAllocFromOS/BinnedFreeToOS/PageProtect on Apple platforms as they are all equivalent. Change 3023651 on 2016/06/22 by Mark.Satterthwaite Make Metal SM5 the default for 10.11.5 or later, this time most of the features should be working on AMD & Nvidia, though tiled-reflections and distance-field AO/Shadows must still be forcibly disabled on Intel. Change 3023777 on 2016/06/22 by Brent.Pease + Update config for Android and iOS Change 3023781 on 2016/06/22 by Chris.Babcock Use mmap/munmap for Android BinnedAllocFromOS #ue4 #android Change 3023947 on 2016/06/22 by Mark.Satterthwaite Added a command-line switch for Mac "-RedirectNSLog" that will capture the output of NSLog using an NSPipe and write it into our log instead when not running under the debugger, thereby capturing output from underlying libraries that would otherwise be lost when outside a debugger. Change 3024434 on 2016/06/23 by Lee.Clark PS4 - Remove Delta Color Compression support Change 3024735 on 2016/06/23 by Mark.Satterthwaite Changes to MetalStatistics module initialisation. Change 3024741 on 2016/06/23 by Mark.Satterthwaite Change the way we test for Metal GPU support to avoid instantiating any MTLDevice's until MetalRHI is loaded so we can properly instantiate optional modules. Change 3025477 on 2016/06/23 by Brent.Pease + Added UnrealPluginLanguage.cs based on AndroidPluginLanguage.cs + Change UEDeployAndroid.cs to use UnrealPluginLanguage Change 3026085 on 2016/06/23 by Jeff.Campeau Separate Xbox One target settings for editor only values Move values that need to be loaded by the editor into the default inis (editor won't load target specific inis) Eliminate circular dependency on Xbox One settings (causing settings to either not load or memory corruption on shutdown) Clean up cached ini sections for UBT/UAT Change 3026093 on 2016/06/23 by Jeff.Campeau Cleanup unused files Change 3026745 on 2016/06/24 by Mark.Satterthwaite + Implemented rudimentary runtime debugging of MetalRHI with several different levels of complexity controlled by the new console-variable "rhi.Metal.RuntimeDebugLevel". + The MetalStateCache must also correctly set the render-pass descriptor when the previous render-target load action was 'Clear' as we will need to switch render targets or we'll mistakenly clear again. + Queries must not reset the MetalStateCache when they overflow the available buffer space, they simply break the encoder. - By default "rhi.Metal.RuntimeDebugLevel" is off & it is compiled out for Shipping - when enabled each higher level collects more data or changes the MetalRHI behaviour to make a command-buffer failure mode debuggable at the expense of performance. In order for this to work the number of command-buffers that may be allocated from the command-queue is also controllable via a console-variable "rhi.Metal.CommandQueueSize" which must be set prior to startup. Change 3026831 on 2016/06/24 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3026940 on 2016/06/24 by Brent.Pease PR #2458: added GetGameBundleId blueprint function (Contributed by derekvanvliet) Change 3027396 on 2016/06/24 by Brent.Pease Add BuildGraph.csproj to get Xamarin .sln builds working again Change 3029211 on 2016/06/27 by Michael.Trepka Added a setting (on by default) to make the game window preserve its content's aspect ratio while being resized by user Change 3029518 on 2016/06/27 by Josh.Adams Rollback //UE4/Dev-Platform/Engine/Build/BatchFiles/Mac/xcodeunlock.sh to revision 1 Change 3030385 on 2016/06/28 by Keith.Judge Fix XB1 deployment issues with AppXManifest for Paragon. Change 3030416 on 2016/06/28 by Lee.Clark PS4 - Fix Mediaplayer IsPlaying Change 3030922 on 2016/06/28 by Keith.Judge XB1 - Add pass through _RenderThread resource creation functions to D3D11.x RHI. Stops the render/RHI threads from stalling so much. Change 3030948 on 2016/06/28 by Jeff.Campeau Revert to using constant chunk indexes instead of polling the OS. (OS API has a bug that will not be fixed.) Change 3031016 on 2016/06/28 by Brent.Pease UEPLAT-1244 - Archive dSYM file UEPLAT-1359 - Support creating dSYM bundle Changes: + Added ios settings flag for dsym bundle + Added ios setting for creating xcode archive + xcode archive is now only put in the mac host or build machine's ~/Library/Developer/Xcode/Archives folder, it is not copied into the -archive folder like the ipa is Change 3031352 on 2016/06/28 by Bob.Tellez Added tps file for xcodeunlock Change 3031604 on 2016/06/28 by Mark.Satterthwaite Add an additional cast to flush-to-zero in the Metal shader translator bounds-checking code to avoid an internal GPU compiler error. Change 3031879 on 2016/06/28 by Brent.Pease + PhysX libraries for bitcode support on tvOS. Change 3032374 on 2016/06/29 by Keith.Judge Enable Oodle Handler Component on Xbox One Change 3032407 on 2016/06/29 by Keith.Judge Xbox One - Disable UpdateBufferStats when STATS is 0. Small perf gain. Change 3032432 on 2016/06/29 by Keith.Judge XB1 CPU Perf - Make CreateVertexDeclaration_RenderThread much faster by implementing a pass through to the RHI function rather than stalling the RHI thread. Change 3033474 on 2016/06/29 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3033603 on 2016/06/29 by Brent.Pease + Support UnrealPluginLanguage for IOS and TVOS builds + Allow ios/tvos UPL files an opportunity to modify a package's info.plist file Change 3034004 on 2016/06/30 by Lee.Clark PS4 - Use SDK 3.508.101 Change 3034007 on 2016/06/30 by Lee.Clark PS4 - VRTracker now uses SCE_VR_TRACKER_ROBUSTNESS_LEVEL_HIGH Change 3034173 on 2016/06/30 by Lee.Clark PS4 - Make sure depth target is null when eliminating fast clears. Fixes a GNM Validation failure Change 3034498 on 2016/06/30 by Jeff.Campeau Use MSBuild version 14 when generating project files. Change 3034943 on 2016/06/30 by Mark.Satterthwaite For Metal modify the MTLVertexDescriptor when calls to SetStreamSource provide different strides than the initial vertex-declaration which then requires compiling a different MTLRenderPipelineState. This silences errors reported by the Metal debug layer where the larger stride would see the shader read beyond the end of the buffer, but the smaller stride provided by SetStreamSource would work correctly. This may eliminate some more causes of Page-Fault GPU restarts. Change 3035416 on 2016/07/01 by Lee.Clark PS4 - Replace export vertex shader check with a CFLAG Change 3036093 on 2016/07/01 by Brent.Pease + Fix dSYM bundle path on Windows ios builds + Search for DeltaCopy directory if its not found from the user settings + Do not build an XCArchive file when building for ios on non-mac platforms Change 3036726 on 2016/07/02 by Brent.Pease + Add missing tvOS bitcode library Change 3037455 on 2016/07/05 by Lee.Clark PS4 - Default SmoothFrameRate to false Change 3037470 on 2016/07/05 by Keith.Judge Xbox One - Allow framerate smoothing, but default to off for consistency with PS4. Change 3038322 on 2016/07/05 by Jeremiah.Waldron Fix for asset packages with Unicode characters in their name not being loaded on Android. Fixing AndroidString's WIDECHAR* Strstr(WIDECHAR*, WIDECHAR*) function - Using an implementation of wcsstr, with a fix integrated for the incorrect implementation in Android ndk master branch, instead of converting the incoming WIDECHAR strings to ANSI strings just to be able to use strstr on them. The previous method was prone to causing the FString's Find and Contains functions to return false positives because when we convert wide to ansi, any character over the value of 255 is just set to '?' This in turn caused any package path strings with one of those characters in it to fail to load since they would be interpreted as having a question mark in their path, which is an invalid path character. #jira UE-18643 #android Change 3038693 on 2016/07/05 by Mark.Satterthwaite Change the way we store debug info for Metal shaders - the KeepDebugInfo flag now does precisely that, storing the shader code into the Metal header along with the path it was generated from. That means if KeepDebugInfo is enabled and Optimise is disabled then we can still access the shader code from within the Metal tools. On iOS/tvOS the shader code will be runtime compiled so that it shows up in the tooling but on Macs it will prefer to load the optimised version and simply unpack the shader code to the path from which it was compiled. This only works if we change the Metal shader compiler to emit temporary Metal files to the OS temporary directory so that the tools can read the file directly. Change 3039880 on 2016/07/06 by Mark.Satterthwaite Implement point-light shadow caching for RHI's that support specifying the render target layer from the vertex shader in lieu of geometry shaders. This requires changing FScreenVSForGS to TScreenVSForGS so that there can be a vertex-shader-layer variant (only compiled on RHI's that use it) whose output matches FCopyShadowMapsCubePS input. This alternative rendering path also requires adding the instance count to DrawRectangle so that we can render to all faces of the cubemap from a single draw call. Change 3040407 on 2016/07/06 by Michael.Trepka Added View->Enter Full Screen menu item for games on Mac Change 3040550 on 2016/07/06 by Mark.Satterthwaite Intel Metal compiler requires bool expressions be cast to 'int' rather than 'uint'. Change 3041098 on 2016/07/07 by Peter.Sauerbrei initial changes to get IOS builds from PC in launcher release of engine Change 3041310 on 2016/07/07 by Keith.Judge Xbox One - Optimize away GetDesc() and checks for D3D11_USAGE_DYNAMIC deep in the state cache as it's impossible for any buffer to have that flag set. Change 3041327 on 2016/07/07 by Keith.Judge Xbox One - Remove pointless memory barrier call in D3D11Query Change 3041352 on 2016/07/07 by Keith.Judge Xbox One - Add _RenderThread version of UpdateTexture2D() that just passes through to the RHI one. Saves a fairly significant chunk of time on the render/RHI thread when this is called a lot. Change 3041419 on 2016/07/07 by Jeff.Campeau Xbox One toolchain fix for VS2015 Update 3 Change 3041635 on 2016/07/07 by Jeff.Campeau Don't change game render resolution in response to WM_SIZE messages when in fullscreen (the game will restore the correct video mode when the window is restored). #jira OR-15578 Change 3041735 on 2016/07/07 by Peter.Sauerbrei re-enabled the build parameters for launcher release builds in IOS Change 3041783 on 2016/07/07 by Joe.Graf Changed bAutpApplyFailed to bAutoApplyFailed (typo) Change 3041784 on 2016/07/07 by Joe.Graf Fixed missing %s from a log message in UResavePackagesCommandlet Change 3042434 on 2016/07/08 by Lee.Clark PS4 - Fix compilation failure when Unsafe Command Buffers are enabled. Change 3042658 on 2016/07/08 by Lee.Clark PS4 - Use SDK 3.508.201 Change 3042970 on 2016/07/08 by Josh.Adams Redoing CL in 3040890 in Dev-Platform Change 3043243 on 2016/07/08 by Chris.Babcock clamped allowed slot range for gameplay debugger's categories copy of CL# 3040313 from //UE4/Dev-Framework #jira UE-32866 Change 3043500 on 2016/07/08 by Mark.Satterthwaite Downgrade "-Wdelete-non-virtual-dtor " to a warning again for Xcode 8 on iOS/tvOS to match macOS. Change 3044628 on 2016/07/11 by Mark.Satterthwaite Disable ShaderCache by default - it was implemented prior to RHI-thread/parallel-execution so it isn't thread-safe and can't be enabled by default on Mac now that Metal supports these features. #jira UE-32989 Change 3044948 on 2016/07/11 by Dmitry.Rekman Fix editor crash (happened on Linux, but not really specific to it) (UE-32973) - We can pass flags with shadows enabled when rendering asset thumbnails; thus disable shadows always when r.ShadowQuality is 0. (Redoing CL 3029574 by Bob). - Also fix mismatched 'noperspective' qualifier that caused NVidia drivers to refuse to link GL shaders. #jira UE-32973 Change 3045322 on 2016/07/11 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3046028 on 2016/07/12 by Lee.Clark PS4 - Check for correct SDK installation Allow use of 7th core when Morpheus is enabled Change 3046339 on 2016/07/12 by Peter.Sauerbrei fix for incorrect error message when iPhone Plus icon is the correct size [CL 3046645 by Josh Adams in Main branch]
2016-07-12 15:06:08 -04:00
appPackageName = getPackageName();
String ProjectName = getPackageName();
ProjectName = ProjectName.substring(ProjectName.lastIndexOf('.') + 1);
String AppType = "";
try {
ApplicationInfo ai = getPackageManager().getApplicationInfo(getPackageName(), PackageManager.GET_META_DATA);
Bundle bundle = ai.metaData;
_bundle = bundle;
if ((ai.flags & ApplicationInfo.FLAG_DEBUGGABLE) == 0)
{
IsForDistribution = true;
}
// Get the preferred depth buffer size from AndroidManifest.xml
if (bundle.containsKey("com.epicgames.ue4.GameActivity.DepthBufferPreference"))
{
DepthBufferPreference = bundle.getInt("com.epicgames.ue4.GameActivity.DepthBufferPreference");
Log.debug( "Found DepthBufferPreference = " + DepthBufferPreference);
}
else
{
Log.debug( "Did not find DepthBufferPreference, using default.");
}
// Determine if data is embedded in APK from AndroidManifest.xml
if (bundle.containsKey("com.epicgames.ue4.GameActivity.bPackageDataInsideApk"))
{
PackageDataInsideApkValue = bundle.getBoolean("com.epicgames.ue4.GameActivity.bPackageDataInsideApk") ? 1 : 0;
Log.debug( "Found bPackageDataInsideApk = " + PackageDataInsideApkValue);
}
else
{
PackageDataInsideApkValue = 0;
Log.debug( "Did not find bPackageDataInsideApk, using default.");
}
// Get the project name from AndroidManifest.xml
if (bundle.containsKey("com.epicgames.ue4.GameActivity.ProjectName"))
{
ProjectName = bundle.getString("com.epicgames.ue4.GameActivity.ProjectName");
Log.debug( "Found ProjectName = " + ProjectName);
}
else
{
Log.debug( "Did not find ProjectName, using package name = " + ProjectName);
}
// Get the application type from AndroidManifest.xml
if (bundle.containsKey("com.epicgames.ue4.GameActivity.AppType"))
{
AppType = bundle.getString("com.epicgames.ue4.GameActivity.AppType");
Log.debug( "Found AppType = " + AppType);
}
else
{
Log.debug( "Did not find AppType, using default application type");
}
if (bundle.containsKey("com.epicgames.ue4.GameActivity.bHasOBBFiles"))
{
HasOBBFiles = bundle.getBoolean("com.epicgames.ue4.GameActivity.bHasOBBFiles") ? 1 : 0;
Log.debug( "Found bHasOBBFiles = " + HasOBBFiles);
}
else
{
HasOBBFiles = 0;
Log.debug( "Did not find bHasOBBFiles, using default.");
}
if (bundle.containsKey("com.epicgames.ue4.GameActivity.bVerifyOBBOnStartUp"))
{
VerifyOBBOnStartUp = bundle.getBoolean("com.epicgames.ue4.GameActivity.bVerifyOBBOnStartUp");
Log.debug( "Found bVerifyOBBOnStartUp = " + VerifyOBBOnStartUp);
}
else
{
VerifyOBBOnStartUp = false;
Log.debug( "Did not find bVerifyOBBOnStartUp, using default.");
}
if(bundle.containsKey("com.epicgames.ue4.GameActivity.bShouldHideUI"))
{
ShouldHideUI = bundle.getBoolean("com.epicgames.ue4.GameActivity.bShouldHideUI");
Log.debug( "UI hiding set to " + ShouldHideUI);
}
else
{
Log.debug( "UI hiding not found. Leaving as " + ShouldHideUI);
}
if (SplashScreenLaunch == false && android.os.Build.VERSION.SDK_INT >= 28)
{
if(bundle.containsKey("com.epicgames.ue4.GameActivity.bUseDisplayCutout"))
{
UseDisplayCutout = bundle.getBoolean("com.epicgames.ue4.GameActivity.bUseDisplayCutout");
Log.debug( "Display cutout set to " + UseDisplayCutout);
}
else
{
Log.debug( "Display cutout not found. Leaving as " + UseDisplayCutout);
}
}
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
if(bundle.containsKey("com.epicgames.ue4.GameActivity.BuildConfiguration"))
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
{
BuildConfiguration = bundle.getString("com.epicgames.ue4.GameActivity.BuildConfiguration");
Log.debug( "BuildConfiguration set to " + BuildConfiguration);
}
else
{
Log.debug( "BuildConfiguration not found" );
}
if (bundle.containsKey("com.epicgames.ue4.GameActivity.bUseExternalFilesDir"))
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3278667) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3278667 on 2017/01/31 by Chris.Wood Added extra context to crash analytics and crash reports in the Editor. [UE-41306] - Add context to crash analytics and crash reports (with Editor user activity) When a Slate tab becomes active or foregrounded, we take its LayoutIdentity, Label and Content Widget Type and generate a string from all three. This gives context for what the user was doing. The string is set as the UserActivity and passed to MTBF analytics, crash analytics and crash reporter. Also added filter to the UserActivity tracking system that defaults to Game mode to preserve previous behavior. Editor now switches it to Editor mode and starts setting the activity in this mode. #jira UE-41306 Change 3278637 on 2017/01/30 by Dmitriy.Dyomin Fixed: iOS Device displays textures darker than in Editor #jira UE-41298 Change 3278566 on 2017/01/30 by Jack.Porter Fix #WITH_EDITOR in InstancedStaticMesh.cpp #jira UE-41292 Change 3278195 on 2017/01/30 by Alexis.Matte Fix the re-import skeletal mesh regression, where all material disapear. #jira UE-41294 Change 3278173 on 2017/01/30 by Frank.Fella PlatformMediaSource - Don't allow the user to nest platform media sources, and also fail validation on nested platform media sources just in case they are set outside of the cusomization UI. #Jira UE-40779 Change 3278156 on 2017/01/30 by Josh.Adams - Adding the missed #include line for IsWindowsServer() #jira UE-41304 Change 3278088 on 2017/01/30 by Mike.Beach Mirroring CL 3249423 from Dev-BP. Fix to keep placeholder classes from being needlessly created (when the object they represent already exists) - instead, attempt to lookup and find the existing import objects (which used to be set, but could be cleared during async loading by FLinkerManager::DissociateImportsAndForcedExports()). #jira OR-34038 Change 3278036 on 2017/01/30 by Mike.Beach Mirroring CL 3277671 from Dev-BP. Refactoring FBlueprintCompilerCppBackend::SortNodesInUberGraphExecutionGroup() a bit. Catching cases that weren't acounted for - detecting cyclical logic now when we've pulled a node/statement out of order, and other nodes need to fall through to that logic (not relying on a goto). #jira UE-41188, UE-41189, UE-41186, UE-41037 Change 3277974 on 2017/01/30 by Josh.Adams - Hopeful workaround for COM crash in HandleGameExplorerIntegration function #jira UE-41080 Change 3277951 on 2017/01/30 by Ori.Cohen Fix access violation in physx. #JIRA ODIN-5199 Change 3277773 on 2017/01/30 by Jamie.Dale Fixing crash that could occur with null meta-data #jira UE-41271 Change 3277549 on 2017/01/30 by Max.Chen Sequencer: Back out changelist 3276452 because it breaks other uses of the time snapping interval in the settings. #jira UE-41009 Change 3277510 on 2017/01/30 by Jamie.Dale Fixed localization sometimes having incorrect keys in cooked builds Merged CL# 3276233 and CL# 3277273. #jira UE-41271 Change 3277500 on 2017/01/30 by Michael.Trepka Added -Wno-undefined-var-template on Mac to work around an issue with compiling UHT in Xcode 8.3 #jira UE-41225 Change 3277421 on 2017/01/30 by Arciel.Rekman TestPAL: delete unused test (UE-36984) #jira UE-36984 (Edigrating CL 3267568 from Dev-Platform to Release-4.15) Change 3277410 on 2017/01/30 by Jeff.Fisher UE-41152 more non-unity include fixes. -Matthew Griffin showed me how to run this locally, so I was able to locally reproduce the errors and this fixed them (the previous fixes were insufficient rather than incorrect). #jira UE-41152 Change 3277230 on 2017/01/30 by Jack.Porter Fixed issue with static lighting for Foliage and Instanced Static Meshes where shadows on instances in LOD levels other than LOD 0 was incorrect. #jira UE-39884 Change 3277178 on 2017/01/30 by Allan.Bentham enable FORCE_FLOATS with iOS metal shaders when full precision material setting is set. #jira UE-41253 Change 3277134 on 2017/01/30 by Matthew.Griffin Fixed NonUnity compile issues Change 3276503 on 2017/01/28 by Jeff.Fisher UE-41152 more non-unity include fixes. #jira UE-41152 Change 3276452 on 2017/01/28 by Max.Chen Sequencer: Changed the time snapping interval in the toolbar ui so that it no longer additionally updates the sequencer setting. The value used in the sequencer settings is only used to initialize a new level sequence. #jira UE-41009 Change 3276130 on 2017/01/27 by Phillip.Kavan [UE-40894] Fix data loss issues with non-native Blueprint classes that override inherited component default values from a nativized parent Blueprint class hierarchy. - Mirrored from //UE4/Dev-Blueprints (CL# 3276109). #jira UE-40894 Change 3276013 on 2017/01/27 by Lina.Halper - fix issue with additive pose preview applying twice #jira: UE-41216 #code review:Thomas.Sarkanen Change 3275990 on 2017/01/27 by Mitchell.Wilson Disabling 'Used with skeletal mesh' on some materials to resolve errors and warnings. #jira UE-40736 Change 3275885 on 2017/01/27 by Matt.Kuhlenschmidt Fixed missing slate style assets log warning #jira UE-41148 Change 3275805 on 2017/01/27 by Ori.Cohen Fix incorrect warning about moving simulated bodies during tick group. The existing code would warn if you had a kinematic that was SimulationDisabled (i.e. meaning it's not in the sim scene). #JIRA UE-37270 Change 3275797 on 2017/01/27 by Shaun.Kime In some cases, it was possible to create a SRetainerWidget that does not have a valid scene. This would cause the recorded scene index to be mismatched with the actual rendering index when played back in the future. #jira OR-34919 Change 3275681 on 2017/01/27 by Lina.Halper Dupe change of CL 3273803, 3274129, 3274700 #jira: UE-41163 #code review:Daniel.Wright, Martin.Wilson Change 3275624 on 2017/01/27 by Benn.Gallagher Fixed crash when creating destructible meshes from static meshes with null material interface entries #jira UE-38998 Change 3275601 on 2017/01/27 by Matt.Kuhlenschmidt Fix crash when a kdop collision generation fails and there are existing collision meshes selected. We no longer clear out unrelated collision primitives when kdop generation fails. #jira UE-41220 Change 3275545 on 2017/01/27 by Chris.Bunner Added flag for retreiving debug materials from GetUsedMaterials calls on rendering components. #jira UE-40482 Change 3275522 on 2017/01/27 by Max.Chen Sequencer: Call modify before setting row indices #jira UE-40682 Change 3275518 on 2017/01/27 by Max.Chen Sequencer: Switch to static pointer to fix crash when tearing down curve editor. #jira UE-41105 Change 3275475 on 2017/01/27 by Jeff.Fisher UE-41152 Merge Improved Daydream Support from Google -Fixing non-unity missing includes. #jira UE-41152 Change 3275387 on 2017/01/27 by Steve.Robb Prevent engine reinstancing on hot reload. Copied from CL# 3265490. #jira UE-40765 Change 3275279 on 2017/01/27 by Josh.Adams - Redoing change 3274305 in 4.15 #jira UE-40451 Change 3275233 on 2017/01/27 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix share play initialization logic. #jira UE-41209 Change 3275227 on 2017/01/27 by Alex.Delesky Duplicating the fix for UE-40791 from Dev-Editor CL 3265714 - The ForceFeedback thumbnail's Play and Stop icons will now render correctly, and will only be visible while an effect is playing or when the cursor hovers over the icon. #jira UE-40791 Change 3275057 on 2017/01/27 by Peter.Sauerbrei fix for crash after changing the metal shader version #jira ue-41183 Change 3275031 on 2017/01/27 by Matthew.Griffin Added architecture hash to path for Linux generated includes, didn't realize that this was part of the path. Change 3275005 on 2017/01/27 by Matthew.Griffin Re-enabled Cache of cooked platform data during DerivedDataCache commandlet Moved caching DDC of non-host platform data behind an option so it's not done for Installed Build by default Removed other platforms from Launcher Samples and changed 'CookPlatforms' to 'DDCPlatforms' so that its purpose is more clear Change 3274828 on 2017/01/27 by Jeff.Fisher UE-41152 Merge Improved Daydream Support from Google -Fixing non-unity missing include. #jira UE-41152 Change 3274799 on 2017/01/27 by Arciel.Rekman Fix for installed Linux cross-toolchain (UE-40392). - Pull request #3111 contributed by rubu. #jira UE-40392 Change 3274756 on 2017/01/27 by Max.Chen Sequencer: Update the parent guid with the new possessable guid. This fixes a bug where the parent guid isn't set properly and so folders aren't retained when assign actors and running fix up actor references. #jira UE-41010 Change 3274755 on 2017/01/27 by Max.Chen Sequencer: Call notify movie scene data changed when creating a camera instead of marking the instances as needing a refresh. #jira UE-41019 Change 3274597 on 2017/01/26 by Jeff.Fisher UE-41152 Merge Improved Daydream Support from Google -Fixing monolithic include warning. #jira UE-41152 Change 3274564 on 2017/01/26 by Mike.Beach Following the example of other nodes with external dependencies (like UK2Node_SwitchEnum), and making sure the struct is preloaded before we use it (the struct needs to have a valid size). #jira UE-41073 Change 3274535 on 2017/01/26 by Mike.Beach Removed ensure that was blocking a wrapper function call to a non-nativized function lib from being generated (while not optimal, the generated code works). #jira UE-41190 Change 3274512 on 2017/01/26 by Jeff.Fisher UE-41152 Merge Improved Daydream Support from Google Merging cl 3255506 Copyright update for google -note most of the changes went in with the previous 3 androidvr-devvr change integrations, these two were not otherwise changed. -just incrementing the year //depot/Partners/Google/AndroidVR-DevVR/Engine/... to //UE4/Release-4.15/Engine/... #jira UE-41152 #review-3273588 Change 3274511 on 2017/01/26 by Jeff.Fisher UE-41152 Merge Improved Daydream Support from Google Merging cl 3243495 Adding GoogleVRTransition2D plugin to handle VR->2D->VR transition for daydream app. //depot/Partners/Google/AndroidVR-DevVR/Engine/... to //UE4/Release-4.15/Engine/... #jira UE-41152 #review-3273586 Change 3274510 on 2017/01/26 by Jeff.Fisher UE-41152 Merge Improved Daydream Support from Google Merging cl 3243494 Update GoogleVR plugin to v1.2. -Upgrade GVR NDK to 1.10.0 -Add easy to use GoogleVR input component, including controller component for daydream and a gaze based reticle component for cardboard. -Make the GoogleVRSplash rendered with depth. -Add built in arm model support in GoogleVR controller plugin. -Add "Use ExternalFilesDir for UE4Game files" option in AndroidRuntimeSetting to support saving game progress without requesting EXTERNAL_STORAGE permission in Andoird 23+ -Remove the "Package for Daydream" option in AndroidRuntimeSetting. -Fix the crash on iOS9 when GoogleVR plugin is enabled.(udn/325432) //depot/Partners/Google/AndroidVR-DevVR/Engine/... to //UE4/Release-4.15/Engine/... #jira UE-41152 #review-3273585 Change 3274509 on 2017/01/26 by Jeff.Fisher UE-41152 Merge Improved Daydream Support from Google Merging cl 3243493 Adding AndroidPermission plugin to handle runtime permission request and check for android api 23 and above. -The plugin works for both daydream and normal Android application. -For Daydream app, it need to work with GoogleVRTransition2D plugin. //depot/Partners/Google/AndroidVR-DevVR/Engine/... to //UE4/Release-4.15/Engine/... #jira UE-41152 #review-3273583 Change 3274485 on 2017/01/26 by Chris.Babcock Fix handling of numbers in textedit (allow decimals) #jira UE-41198 #ue4 #android Change 3274457 on 2017/01/26 by Mike.Beach Fix to CIS warning (fallout from CL 3274362) #jira UE-41072, UE-41071, UE-41070 Change 3274445 on 2017/01/26 by Arciel.Rekman Proper fix for deploying to Linux (UE-40023). - The logic is: if the base path (local to PC, one we are replacing) *ends* with a separator, add the separator to the dest path (one we're mapping to). Previous fix had a last minute change that inverted it. #jira UE-40023 Change 3274428 on 2017/01/26 by Brian.Karis Fixed bloom flickering on high contrast HDR edges when r.TemporalAACatmullRom was enabled. #jira UE-41138 Change 3274362 on 2017/01/26 by Mike.Beach Restructuring how we apply individual (exclusive) Blueprint nativization flags... 1. Explicitly flagging Blueprints as dependencies for nativization (and communicating that to the user) 2. Now applying nativization flag to authoritative config for all dependencies on save 3. Flagging new dependencies (parent or interface) as needing nativization (when required) 4. Ignore bDontNativizeDataOnlyBP setting when nativization mode is set to explicit #jira UE-41072, UE-41071, UE-41070 Change 3274349 on 2017/01/26 by Yannick.Lange VREditor: Fix Laser not hidden on MotionControllers with docked Menu/UI Panels #jira UE-40070 Change 3274301 on 2017/01/26 by Chris.Bunner Added missing material expression tooltips/keywords for new nodes based on 4.15 preview feeback. #jira UE-41193 Change 3274254 on 2017/01/26 by Ryan.Gerleve Fix for IsInGameThread() checks that could fail in debug builds while recording a replay with tick.DoAsyncEndOfFrameTasks and demo.ClientRecordAsyncEndOfFrame enabled. #jira UE-39911 Change 3274121 on 2017/01/26 by Josh.Adams - Fixed build error with landscape gizmo #jira UE-41177 Change 3274114 on 2017/01/26 by Dan.Oconnor Updating all references before calling post edit - prevents objects from being destroyed or created while updating references #jira UE-40121 Change 3273971 on 2017/01/26 by Chris.Bunner Update material instance permutations when we have already set param/switch overrides, then only change the base properties. #jira UE-39754 Change 3273842 on 2017/01/26 by Daniel.Wright Attempt to remove instructions from code features only present in the forward renderer, so we are showing users their graph cost. Allows shader complexity in forward to sortof match deferred. #jira UE-41167 Change 3273750 on 2017/01/26 by Jeff.Fisher UE-41137 //UE4/Main: Step 'Compile Ocean (Win32/Win64)' - 2 Errors - SteamVRController.cpp -Fixing build break for Ocean. Maybe they are using an older compiler? #jira UE-31137 Change 3273602 on 2017/01/26 by Michael.Trepka Fix for UE-41146 #jira UE-41146 Change 3273506 on 2017/01/26 by Maciej.Mroz #jira ODIN-4991, UE-41035 merged cl3273497 from Dev-Blueprints branch Nativization: EX_AddMulticastDelegate - generated code calls TMulticastScriptDelegate::AddUniqe instead of TMulticastScriptDelegate::Add. Change 3273464 on 2017/01/26 by Mitchell.Wilson Resaving asset to resolve warning. #jira UE-41008 Change 3273413 on 2017/01/26 by Marc.Audy Fix crash when audio device fails to initialize #author Andrew.Grant #jira UE-41143 Change 3273391 on 2017/01/26 by Jack.Porter Fixed ensure encountered when using the Copy/Paste sub-tool in sculpt mode #jira UE-40480 Change 3273343 on 2017/01/26 by Matt.Kuhlenschmidt Resetting the preview on a material now properly clears the thumbnail which could have a stale references that was impossible to fix. Fixed on asset exibiting this problem #jira UE-40300 Change 3273243 on 2017/01/26 by Jamie.Dale Speculative fix for an issue where User Defined Enum display names were being lost on upgrade to 4.15 #jira UE-41130 Change 3273235 on 2017/01/26 by Graeme.Thornton Fix for some memory being left hanging around when loading bulk data asyncronously under certain circumstances #jira UE-37815 Change 3273225 on 2017/01/26 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3273224 on 2017/01/26 by Josh.Stoddard Increment FDerivedDataPhysXCooker to force recook of PhysX data #jira UE-39791#rb none #lockdown james.golding Change 3273201 on 2017/01/26 by Jack.Porter Fixed problem where UpdateInstanceTransform blueprint function was not updating bounds correctly #jira UE-41126 Change 3273122 on 2017/01/26 by Graeme.Thornton Added some extra log output for situations where a compressed block in an archive doesn't have a valid header #jira UE-38767 Change 3273116 on 2017/01/26 by Benn.Gallagher Fix for crash generating clothing skinning data due to coplanar check triggering a check() on small triangles #jira UE-41112 Change 3273077 on 2017/01/26 by Thomas.Sarkanen Allowed LODs other than LOD0 to have screen sizes greater than 1 #jira UE-41125 - Static mesh LODs other than LOD0 cannot be set to screen sizes greater than 1 Change 3273061 on 2017/01/26 by Matthew.Griffin Disabled code caching data for all platforms until we can figure out why it's filling up DDC cache Change 3272938 on 2017/01/25 by Arciel.Rekman Fix launch on a remote Linux machine (UE-38691). - Device id is now used to get target platform, so should match it exactly. #jira UE-38691 Change 3272816 on 2017/01/25 by Ben.Marsh Fix VS2017 being displayed as 'Visual Studio 15' in the Windows target settings panel. Change 3272590 on 2017/01/25 by Daniel.Wright Workaround for "error X3067: 'GetObjectWorldPosition': ambiguous function call" which happens when FMaterialPixelParameters and FMaterialVertexParameters have the same number of floats with the HLSL compiler. Function overload resolution appears to identify types based on how many floats / ints / etc they contain. #jira UE-41099 Change 3272419 on 2017/01/25 by Arciel.Rekman Linux: fix remote deploying of a packaged build (UE-40023). #jira UE-40023 Change 3272355 on 2017/01/25 by Daniel.Wright Prevent a large shadow depth bias due to low resolution from causing near plane clipping #jira UE-40873 Change 3272196 on 2017/01/25 by tim.gautier Updating TM-UMG content for UI visibility #jira UE-29618 Change 3272114 on 2017/01/25 by Michael.Dupuis #jira UE-29817 : backout of CL from Dev-Editor fixing this jira Change 3271953 on 2017/01/25 by Michael.Trepka Attempt to fix UE-40956 - Rare crash occurs in CoreAudio in Vehicle Game on Mac when quitting. #jira UE-40956 Change 3271945 on 2017/01/25 by Olaf.Piesche Replicating CL 3271564 #jira UE-40980 #udn 325525 Fix uniform buffers for mesh particles; these should really be on the mesh collector, so allocating them as a one frame resource is safe. Change 3271883 on 2017/01/25 by Daniel.Wright UWorld::AreAlwaysLoadedLevelsLoaded takes into account bShouldBeVisible. Fixes reflection captures not getting uploaded when there's an invisible always loaded level, which is supposed to be invisible. #jira UE-40724 Change 3271686 on 2017/01/25 by Marc.Audy Properly fix line endings in all cases when installing a c++ feature pack #jira UE-40939 Change 3271631 on 2017/01/25 by Ryan.Gerleve In UEngine::CommitMapChange, rename the new ULevelStreaming objects so that the main world is their outer. This is more correct in general, and will cause those levels to be added to the correct level collection during FlushLevelStreaming. Also use MoveTemp to add the streaming level list to the main world, so that the fake world will no longer reference them. #jira UE-40524 Change 3271611 on 2017/01/25 by Allan.Bentham Ensure texture's buildsettings are not marked as streamable if the target platform does not support streaming. #jira UE-40927 Change 3271504 on 2017/01/25 by tim.gautier Updated default values of UMG_Behavior #jira UE-29618 Change 3271491 on 2017/01/25 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix bug in AT9 audio cooking. - Maximum mono bitrate is 144kbps, but 100% quality mono tracks were selecting 168kbps, causing the AT9 tool to fail. - Also bumped AT9 engine format to recook potentially broken audio data. #jira UE-40761 Change 3271428 on 2017/01/25 by Chris.Bunner Bug in previous CL. #jira UE-39953 Change 3271413 on 2017/01/25 by Lina.Halper #DUPEFIX of CL 3270776 #jira: UE-41082 Change 3271403 on 2017/01/25 by tim.gautier Adjusted UMG_Blur intensity settings. #jira UE-29618 # rb cristina.riveron Change 3271300 on 2017/01/25 by Luke.Thatcher [PLATFORM] [PS4] [^] Merge (as edit) fix for NpToolkit2 initialization in 6CPU mode, from //UE4/Dev-Platform to //UE4/Release-4.15 (Original CL 3271215) - Default thread affinity in the InitParams structure is 7 CPUs. - Using this affinity in games with 6CPU mode set in param.sfo causes init() to fail. - We now select 6 or 7 CPU affinity based on what sceKernelGetCpumode reports at runtime. #jira UE-41079 Change 3271197 on 2017/01/25 by Andrew.Rodham Sequencer: Ensure initial evaluation range correctly sets exclusive lower boundary for subsequent evaluations - This prevents us from erroneously evaluating the initial time twice as part of swept evaluations) #jira UE-40758 Change 3270386 on 2017/01/24 by tim.gautier Updated UMG_Blur to include second Low-Quality asset #jira UE-29618 Change 3270267 on 2017/01/24 by Arciel.Rekman Linux: fix not being able to run a packaged build (UE-37016, UE-39648). - Fixed expansion of paths with spaces in the bootstrap script. - Also increased the timeout since large projects can sometimes get killed on start. - Also killed spammy console output. #jira UE-37016 Change 3270203 on 2017/01/24 by Chris.Babcock Fixed issue with Mac and Linux install and uninstall scripts if ANDROID_HOME not set (contributed by nathansizemore) #jira UE-41042 #PR #3160 #ue4 #android Change 3270037 on 2017/01/24 by tim.gautier Checking in UMG_Blur for UMG test coverage #jira UE-29618 Change 3269829 on 2017/01/24 by matt.barnes Adding content for Material Attribute testing #jira UE-29618 Change 3269700 on 2017/01/24 by Josh.Stoddard force relink of PhysX libs #jira UE-39791 #rb ori.cohen #lockdown james.golding Change 3269621 on 2017/01/24 by Allan.Bentham Make sure 'intrinsic_GetHDR32bppEncodeModeES2()' reports no encoding mode when mobileHDR == false #jira UE-41023 Change 3269503 on 2017/01/24 by Josh.Stoddard Integrate PhysX change 3268008 from //UE4/Dev-Physics-Upgrade #jira UE-39791 #lockdown james.golding #rb josh.stoddard Change 3269359 on 2017/01/24 by Jack.Porter Fix for Web browser widget crash on Android when packaged for Distribution #jira UE-39451 Change 3269316 on 2017/01/24 by Thomas.Sarkanen Fixed non-unity issues with last change for UE-40945 #jira UE-40945 - Crash trying to import facial animations Change 3269047 on 2017/01/23 by Yannick.Lange VREditor: Fix VREditor Laser not hidden on MotionControllers with docked Menu/UI Panels #jira UE-40070 Change 3268824 on 2017/01/23 by Rolando.Caloca UE4.15 - Fix for right eye showing black on VR #jira UE-40900 Change 3268752 on 2017/01/23 by Nick.Whiting Fix for assertion for binding an MSAA'd scene color with a non-MSAA'd texture. #jira UE-39304 Change 3268722 on 2017/01/23 by Olaf.Piesche Replicating 3256329 #jira UE-38615 Removing unnecessary assert that fires when exporting emitters. Change 3268220 on 2017/01/23 by Nick.Whiting Adding in a new CVar (vr.SteamVR.UsePostPresentHandoff), which defaults to 0. When set to 0, we do NOT use the SteamVR PostPresentHandoff, which costs some performance GPU time. When 1, we use the call, and get some extra GPU performance. However, this call is NOT safe for scenes that have frame-behind GPU work, like SceneCapture components and Widget Components #jira UE-40570 Change 3268180 on 2017/01/23 by Marc.Audy PendingKill Actors will no longer register their components when the level is being loaded #jira UE-40505 Change 3268076 on 2017/01/23 by Matthew.Griffin Changed Mac SunTemple cook jobs to use Sample Editor to avoid errors about mismatched files #jira UE-40806 Change 3267997 on 2017/01/23 by Mitchell.Wilson Increased lightmap size on spheres in volumes example to resolve issue with lighting. Corrected misspelling in multiple examples and one UMG asset. #jira UE-40890 UE-40926 UE-40882 UE-40928 UE-40825 UE-40819 Change 3267892 on 2017/01/23 by Mitchell.Wilson Removed preview mesh on M_Bird_Inst that was referencing a static mesh that was removed or renamed to resolve warnings in CIS. #jira UE-40300 Change 3267866 on 2017/01/23 by Thomas.Sarkanen Prevented crash when using Facial Animation importer Also hid the feature behind an experiemental setting flag, as it is not ready for users yet. #jira UE-40945 - Crash trying to import facial animations Change 3267834 on 2017/01/23 by Nick.Darnell An addition to 3255247, this also adds input processing incrementing for double click, and preview mouse down. #jira UE-40313 Change 3267785 on 2017/01/23 by Marc.Audy Put proper line endings when modifying template files when installing feature pack #jira UE-40939 Change 3267761 on 2017/01/23 by Mitchell.Wilson Moved left landscape mesh slightly to hide a seam that can be seen when using VR and looking over the railing. #jira UE-40916 Change 3267632 on 2017/01/23 by Jurre.deBaare Marker syncs not working correctly in Blend Spaces #fix Ensure that SampleIndexWithMarkers is serialized #JIRA UE-40975 [CL 3287682 by Matthew Griffin in Main branch]
2017-02-06 10:41:38 -05:00
{
UseExternalFilesDir = bundle.getBoolean("com.epicgames.ue4.GameActivity.bUseExternalFilesDir");
Log.debug( "UseExternalFilesDir set to " + UseExternalFilesDir);
}
else
{
Log.debug( "bUseExternalFilesDir not found. Leaving as " + UseExternalFilesDir);
}
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3228013) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3156770 on 2016/10/10 by Allan.Bentham Fix VULKAN_ENABLE_API_DUMP build on android. Change 3157838 on 2016/10/11 by Allan.Bentham Fix Vulkan API tracing on android. Change 3170713 on 2016/10/21 by Steve.Cano Adding the "Optional Mobile Features BP Library" plugin to explose Blueprint functions for Sound Volume, Battery level, system temperature (only available on android), and Headphones being plugged in #jira UE-30896 #android #ios #ue4 Change 3171064 on 2016/10/21 by Steve.Cano Plugins to provide a common interface and Android implemenation for providing access to GPS / Location data from Blueprints #ue4 #android #jira UE-35917 Change 3171065 on 2016/10/21 by Steve.Cano IOS implementation of LocationServices plugin to provide access to location data in Blueprints #ue4 #ios #jira UE-35917 Change 3181802 on 2016/11/01 by Steve.Cano Fix an issue introduced in CL 3170713 - Adding new config section to RequiredSections list so that we can generate projects successfully. #jira UE-30896 #ios Change 3181807 on 2016/11/01 by Steve.Cano Make sure to clear out references to our eglSurface when we destroy it, else we will try to set our context with an invalid surface. #jira UE-35004 #android #ue4 Change 3184827 on 2016/11/03 by Allan.Bentham Do not HDR32 encode for views without view family. TranslucentAlphaOnly blend mode now works with encoding. #jira UE-37951 Change 3186684 on 2016/11/04 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3188693 on 2016/11/07 by Chris.Babcock Corrections to memory stats for Android #jira WEX-3760 #ue4 #android Change 3191538 on 2016/11/09 by Allan.Bentham Mobile tonemapper can use CVarTonemapperOverride Change 3192575 on 2016/11/09 by Chris.Babcock Support placing UE4Game files in ExternalFilesDir for automatic cleanup on uninstall for distribution packages #jira UEPLAT-1422 #ue4 #android Change 3196231 on 2016/11/13 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3196538 on 2016/11/14 by Jack.Porter Fix issue where lighting would not build for the first editor session of projects defaulting to MobileHDR=false as HardwareTargetingModule didn't set cvars #jira UE-38507 Change 3198068 on 2016/11/15 by Dmitriy.Dyomin Fixed android console command sender to work with ADB version 1.0.36 #jira UE-35171 Change 3200230 on 2016/11/16 by Jack.Porter Remove mosaic resolution limitation on ES3 devices #jira WEX-3119 Change 3201251 on 2016/11/16 by Chris.Babcock Fix Android compile error Change 3203542 on 2016/11/18 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3205598 on 2016/11/21 by Dmitriy.Dyomin Fixed: Missing selection outline in editor ES2 preview #jira UE-6458 Change 3205622 on 2016/11/21 by Dmitriy.Dyomin Fix ES2 build error from CL# 3205598 Change 3207232 on 2016/11/22 by Dmitriy.Dyomin ES2 GLSL generated shader simplifications Change 3208608 on 2016/11/23 by Dmitriy.Dyomin Fixed: Landscape Grasstype warning causes log spam when landscape is streamed in or out #jira UE-38694 Change 3209135 on 2016/11/23 by Alicia.Cano Packaging for iOS fails due to several invalid object type errors #jira UE-38431 #ios Change 3209822 on 2016/11/24 by Jack.Porter IWYU changes for LocationServicesBPLibrary Change 3209824 on 2016/11/24 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3210264 on 2016/11/25 by Jack.Porter Fix unicode compile issue on Korean windows Change 3210268 on 2016/11/25 by Jack.Porter IWYU and unicode fixes to Dev-Mobile Change 3211800 on 2016/11/28 by Allan.Bentham 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. Change 3212621 on 2016/11/28 by Jack.Porter More IWYU fixes. Change 3213080 on 2016/11/29 by Allan.Bentham enable UseSingleSampleShadowFromStationaryLights on mobile. PR #2990: Fixes single sample shadows for mobile. (Contributed by kallehamalainen) Change 3213164 on 2016/11/29 by Jack.Porter Win32 IWYU fix Change 3213932 on 2016/11/29 by Chris.Babcock Fix handling of ETC2 filtering by Google Play Store (if only ETC2, require ES3.0+ but don't use texture filtering in manifest) #jira UE-39120 #ue4 #android Change 3214563 on 2016/11/29 by Dmitriy.Dyomin Disable dynamic buffer discarding on Adreno330 (was casuing 10ms stalls on slate buffers update) Change 3214571 on 2016/11/29 by Dmitriy.Dyomin Custom stencil on Mobile #jira UEMOB-183 Change 3214641 on 2016/11/30 by Dmitriy.Dyomin Disable distance culling when rendering image for world composition #jira UE-37754 Change 3214656 on 2016/11/30 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3218479 on 2016/12/01 by Jack.Porter Fix for Vulkan build error when using AutoSDK Change 3218596 on 2016/12/02 by Dmitriy.Dyomin Fixed: Android split screen multiplayer does not function or render correctly #jira UE-35204 Change 3218874 on 2016/12/02 by Allan.Bentham Fix CSM shadow bug when ES3.1 + mobileHDR == false. Fix inverted culling when rendering shadow depths with mobilehdr == false #jira UE-39111 Change 3220911 on 2016/12/04 by Jack.Porter Fixed landscape duplicated GUID detection and crash when one of the landscapes is in a hidden streaming level Change 3220935 on 2016/12/04 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3222831 on 2016/12/05 by Dmitriy.Dyomin Added support for MGD and Andreno profilers #jira UEMOB-184 Change 3222843 on 2016/12/05 by Jack.Porter Fixed bug caused by CL 3196538 causing r.MobileHDR to toggle and crash when opening render settings #jira UE-38507 Change 3222934 on 2016/12/06 by Jack.Porter Android graphics debugger text changes Change 3223042 on 2016/12/06 by Dmitriy.Dyomin Fixed: missing GPU particles in LDR mode on device #jira UE-39363 Change 3223043 on 2016/12/06 by Jack.Porter Fixed logspam warnings from TcpMessaging launching on Android #jira UE-37895 Change 3223046 on 2016/12/06 by Allan.Bentham Move ES3.1 preview mode out of experimental. Add per device quality level preview to ES3.1 preview sub menu when project settings allow. #jira UEMOB-178 Change 3223113 on 2016/12/06 by Allan.Bentham changed MOBILE_EMULATION define for METAL_PROFILE on mac. fixes issues with editor primitive rendering with ES3.1 feature level preview. added -featureleveles2/31 commandline support to metalrhi. Change 3223117 on 2016/12/06 by Allan.Bentham Initialise FPrimitiveSceneInfo::CachedReflectionCaptureProxies Change 3223131 on 2016/12/06 by Allan.Bentham Fix translucency rendering when mobilehdr == false. (Disable mod shadows when mobilehdr == false.) #jira UE-38343 Change 3223162 on 2016/12/06 by Jack.Porter Disallow Absolute World Position with "excluding shader offset" on ES2 #jra UE-25555 Change 3223204 on 2016/12/06 by Jack.Porter Fix for unable to save levels when landscape components with tessellation moved to another level #jira UE-39372 Change 3223677 on 2016/12/06 by Chris.Babcock Fix tabs Change 3224139 on 2016/12/06 by Chris.Babcock Support modification of build.xml and add post import additions to GameActivity #jira UE-31372 #PR #2440 #ue4 #android Change 3224152 on 2016/12/06 by Chris.Babcock Add support for MadCatz C.T.R.L.R Android controller models #ue4 #android Change 3224162 on 2016/12/06 by Chris.Babcock Driver bug fix and using separate context for MediaPlayer14 (contributed by BrianHarris) #jira UE-35825 #PR #2787 #ue4 #android Change 3224581 on 2016/12/07 by Dmitriy.Dyomin Fixed black screen regression on iOS OpenGL Also now reporting shader compiler errors in iOS Change 3224589 on 2016/12/07 by Allan.Bentham Increase mobile renderer's maximum CSM cascade limit to 4 and introduce max shadow cascade cvar for mobile which defaults to 2 retaining existing behaviour. #jira UEMOB-187 Change 3224774 on 2016/12/07 by Jack.Porter Added flags for mobile shader permutation reduction Renamed mobile lighting policies to better describe them Set flags to remove policies not used by SunTemple - saves 22MB package size on Android #jira: UEMOB-179 Change 3224782 on 2016/12/07 by Allan.Bentham Add project option to set maximum supported CSM cascades to mobile renderer. #jira UEMOB-187 Change 3224943 on 2016/12/07 by Dmitriy.Dyomin Metal iOS will use sRGB textures #jira UEMOB-189 Change 3225098 on 2016/12/07 by Dmitriy.Dyomin fix for compile error from 3224943 Change 3225188 on 2016/12/07 by Chris.Babcock Fix #includes in deferred Android OpenGL #jira UE-39440 #ue4 #android Change 3226402 on 2016/12/07 by Dmitriy.Dyomin Fixed: wrong condition for r8 srgb on mac #jira UE-39471 Change 3226485 on 2016/12/08 by Dmitriy.Dyomin Fixed: Rendering Artifacts and invisible objects in Fortnite regression from nobile custom stencil changes #jira UE-39452, UE-39455 Change 3226637 on 2016/12/08 by Dmitriy.Dyomin Fixed: Odin Ensure Texture passed to ClearDepthStencil is not what is currently set as RenderTarget #jira UE-39482 Change 3226922 on 2016/12/08 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3227353 on 2016/12/08 by Chris.Babcock Remove CopyVisualizers batch call again Change 3228013 on 2016/12/08 By Chris.Babcock Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) [CL 3228374 by Jack Porter in Main branch]
2016-12-08 22:53:00 -05:00
if (bundle.containsKey("com.epicgames.ue4.GameActivity.bPublicLogFiles"))
{
PublicLogFiles = bundle.getBoolean("com.epicgames.ue4.GameActivity.bPublicLogFiles");
Log.debug( "PublicLogFiles set to " + PublicLogFiles);
}
else
{
Log.debug( "PublicLogFiles not found. Leaving as " + PublicLogFiles);
}
if(bundle.containsKey("com.epicgames.ue4.GameActivity.bAllowIMU"))
{
bAllowIMU = bundle.getBoolean("com.epicgames.ue4.GameActivity.bAllowIMU");
Log.debug( "AllowIMU set to " + bAllowIMU);
}
if(bundle.containsKey("com.epicgames.ue4.GameActivity.bSupportsVulkan"))
{
bSupportsVulkan = bundle.getBoolean("com.epicgames.ue4.GameActivity.bSupportsVulkan");
Log.debug( "SupportsVulkan set to " + bSupportsVulkan);
}
if(bundle.containsKey("com.epicgames.ue4.GameActivity.EngineBranch"))
{
EngineBranch = bundle.getString("com.epicgames.ue4.GameActivity.EngineBranch");
}
if(bundle.containsKey("com.epicgames.ue4.GameActivity.ProjectVersion"))
{
ProjectVersion = bundle.getString("com.epicgames.ue4.GameActivity.ProjectVersion");
}
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2719147 on 2015/10/07 by Mark.Satterthwaite Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track. Change 2719182 on 2015/10/07 by Mark.Satterthwaite Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient. Change 2719185 on 2015/10/07 by Mark.Satterthwaite Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw. Change 2719434 on 2015/10/07 by Mark.Satterthwaite Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server. Change 2724764 on 2015/10/12 by Josh.Adams [Initial AppleTV support] Merging //depot/YakBranch/... to //UE4/Dev-Platform/... Change 2726266 on 2015/10/13 by Lee.Clark PS4 - Calc reserve size required for DMA copy when using unsafe command buffers Change 2726401 on 2015/10/13 by Mark.Satterthwaite Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected. #jira UE-15228 Change 2726421 on 2015/10/13 by Lee.Clark PS4 - Don't try to clear invalid targets Change 2727040 on 2015/10/13 by Michael.Trepka Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72 Change 2729783 on 2015/10/15 by Keith.Judge Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty. Change 2729847 on 2015/10/15 by Mark.Satterthwaite Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff. #jira UE-21992 Change 2729865 on 2015/10/15 by Keith.Judge Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition. Change 2729897 on 2015/10/15 by Keith.Judge Fast Semantics - Make sure all GetData() calls are made safe with GPU fences. Change 2729972 on 2015/10/15 by Keith.Judge Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly. This should be marginally quicker as it stops a double call to ClearState(). Change 2731503 on 2015/10/16 by Keith.Judge Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict). Change 2731596 on 2015/10/16 by Keith.Judge Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step. Change 2731928 on 2015/10/16 by Michael.Trepka PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl) Change 2731934 on 2015/10/16 by Michael.Trepka PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura) Change 2732018 on 2015/10/16 by Mark.Satterthwaite Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached. - The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders. - Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this. - Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL. Change 2732365 on 2015/10/16 by Josh.Adams - Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On) Change 2733170 on 2015/10/18 by Terence.Burns Fix for Android IAP query not returning entire inventory. Change 2733174 on 2015/10/18 by Terence.Burns Fix Movie player issue where wait for movie to finish isnt being respected. Seems a stray bUserCanceled event flag was causing this not to be observed. Added some verbose logging to apple movie player. Change 2733488 on 2015/10/19 by Mark.Satterthwaite Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information. - Fixed a bug that would cause invalid shader membership and draw state information to be logged. - Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too. Change 2735226 on 2015/10/20 by Mark.Satterthwaite Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently. #jira UE-21214 #jira UE-19913 Change 2736722 on 2015/10/21 by Daniel.Lamb Improved performance of cooking stats system. Change 2737172 on 2015/10/21 by Daniel.Lamb Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00
//$${gameActivityReadMetadataAdditions}$$
}
catch (NameNotFoundException e)
{
Log.debug( "Failed to load meta-data: NameNotFound: " + e.getMessage());
}
catch (NullPointerException e)
{
Log.debug( "Failed to load meta-data: NullPointer: " + e.getMessage());
}
// parse the commandline
ParseCommandline(ProjectName, UseExternalFilesDir);
//$${gameActivityBeforeConfigRulesAppliedAdditions}$$
// run configuration rules
if (!processSystemInfo(ProjectName, appPackageName))
{
// configuration failed (show error)
return;
}
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
Log.debug("APK path: " + getPackageResourcePath());
Log.debug("OBB in APK: " + (PackageDataInsideApkValue==1));
nativeSetGlobalActivity(UseExternalFilesDir, PublicLogFiles, getFilesDir().getPath(), getExternalFilesDir(null).getPath(), PackageDataInsideApkValue==1, getPackageResourcePath());
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
// tell the engine if this is a portrait app
nativeSetWindowInfo(getResources().getConfiguration().orientation == Configuration.ORIENTATION_PORTRAIT, DepthBufferPreference);
// get the full language code, like en-US
// note: this may need to be Locale.getDefault().getLanguage()
String Language = java.util.Locale.getDefault().toString();
boolean bDebuggerAttached = android.os.Debug.isDebuggerConnected();
nativeSetAndroidStartupState(bDebuggerAttached);
Log.debug( "Android version is " + android.os.Build.VERSION.RELEASE );
Log.debug( "Android manufacturer is " + android.os.Build.MANUFACTURER );
Log.debug( "Android model is " + android.os.Build.MODEL );
Log.debug( "Android build number is " + android.os.Build.DISPLAY );
Log.debug( "OS language is set to " + Language );
Log.debug( "Debugger attached is " + bDebuggerAttached );
nativeSetAndroidVersionInformation( android.os.Build.VERSION.RELEASE, android.os.Build.MANUFACTURER, android.os.Build.MODEL, android.os.Build.DISPLAY, Language );
try
{
VersionCode = getPackageManager().getPackageInfo(getPackageName(), 0).versionCode;
int PatchVersion = 0;
nativeSetObbInfo(ProjectName, getApplicationContext().getPackageName(), VersionCode, PatchVersion, AppType);
}
catch (Exception e)
{
// if the above failed, then, we can't use obbs
Log.debug("==================================> PackageInfo failure getting .obb info: " + e.getMessage());
}
// enable the physical volume controls to the game
this.setVolumeControlStream(AudioManager.STREAM_MUSIC);
AlertDialog.Builder builder;
consoleInputBox = new EditText(this);
consoleInputBox.setInputType(0x00080001); // TYPE_CLASS_TEXT | TYPE_TEXT_FLAG_NO_SUGGESTIONS);
consoleHistoryList = new ArrayList<String>();
consoleHistoryIndex = 0;
final ViewConfiguration vc = ViewConfiguration.get(this);
DisplayMetrics dm = getResources().getDisplayMetrics();
consoleDistance = vc.getScaledPagingTouchSlop() * dm.density;
consoleVelocity = vc.getScaledMinimumFlingVelocity() / 1000.0f;
consoleInputBox.setOnTouchListener(new OnTouchListener() {
private long downTime;
private float downX;
public void swipeLeft() {
if (!consoleHistoryList.isEmpty() && consoleHistoryIndex + 1 < consoleHistoryList.size()) {
consoleInputBox.setText(consoleHistoryList.get(++consoleHistoryIndex));
}
}
public void swipeRight() {
if (!consoleHistoryList.isEmpty() && consoleHistoryIndex > 0) {
consoleInputBox.setText(consoleHistoryList.get(--consoleHistoryIndex));
}
}
public boolean onTouch(View v, MotionEvent event) {
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN: {
// remember down time and position
downTime = System.currentTimeMillis();
downX = event.getX();
consoleInputBox.requestFocus();
return true;
}
case MotionEvent.ACTION_UP: {
long deltaTime = System.currentTimeMillis() - downTime;
float delta = event.getX() - downX;
float absDelta = Math.abs(delta);
if (absDelta > consoleDistance && absDelta > deltaTime * consoleVelocity)
{
if (delta < 0)
this.swipeLeft();
else
this.swipeRight();
return true;
}
return false;
}
}
return false;
}
});
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3383462) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3292174 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - Linux toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3292193 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - ThirdParty libs compiled with new toolchain with wasm support #jira UEPLAT-1437 Switch [to] web assembly Change 3292215 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and wbegl2 support - emscripten toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3292222 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm support - ENGINE changes (c# & cpp files) #jira UEPLAT-1437 Switch [to] web assembly Change 3292223 on 2017/02/08 by Nick.Shin HTML5 merge ThirdParty lib build scripts from Dev-Platform to Dev-Mobile Change 3292228 on 2017/02/08 by Nick.Shin HTML5 emscripten: webgl support - webgl patches - and a lot of UE4 patches to package HTML5 on LINUX - mostly from mozilla's jukka -- thx jukka! #jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5 Change 3292285 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - Windows toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3293994 on 2017/02/09 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - OSX toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3294391 on 2017/02/09 by Nick.Shin HTML5 "black box issues" revisited - jukka rewrote the window resize handler -- much cleaner and more straightforward #jira UE-36341 HTML5 - View is incorrectly drawn #jira UE-32311 Templates on Firefox/Chrome on HTML5 are not full screen during Launch On Change 3296421 on 2017/02/10 by Jack.Porter Fix landscape spline segment splitting placing when using streaming levels Change 3296587 on 2017/02/10 by Jack.Porter Additional fix for landscape spline segment splitting when using streaming levels Change 3301241 on 2017/02/14 by Mi.Wang Fixed DeviceProfileEditor bug for incorrect clamp the Texture Mip LOD size. #jira UE-36237 #rb jack.porter Change 3301387 on 2017/02/14 by Nick.Shin HTML5 emscripten: webgl support - webgl patches from mozilla's jukka + hardware instancing + glBlitFramebuffer + GL AlaphaBlendOperation #jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5 Change 3301405 on 2017/02/14 by Nick.Shin HTML5 plugin fix when blueprint projects are promoted to code projects automatically. #jira UE-41710 HTML5 - Package Failure - Failed to Produce item ProjectName-OnlineSubsystemNull.bc Change 3302278 on 2017/02/14 by Omar.Rodriguez UE-36651: Mac Vulkan Android Projects crash on launch. * Glslang library has been built for Mac but flag was not updated * Set GlslangAvailable to true for Mac when building an Android project with vulkan #jira UE-36651 Change 3302773 on 2017/02/14 by Chris.Babcock Add a dropdown with some common console commands on Android (contributed by rafortis) #jira UE-40834 #PR #3143 #ue4 #android Change 3305604 on 2017/02/16 by Nick.Shin HTML5 webgl2 shader- turn on: instance static mesh vertex factory #jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5 Change 3308154 on 2017/02/16 by Nick.Shin HTML5 GitHub PR #jira UE-42019 GitHub 3258 : Added suport for emscripten --pre-js and --post-js option when building for HTML5 Change 3308510 on 2017/02/16 by Nick.Shin HTML5 webgl2 shader fixes #jria UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3308971 on 2017/02/17 by Jack.Porter Fix for landscape painting when height<0 in the Ortho viewports Change 3309075 on 2017/02/17 by Allan.Bentham Include static subject meshes when masking out modulated shadow casters. #jira UE-41581 Change 3309531 on 2017/02/17 by Chris.Babcock Handle large OBB files in APK #jira UE-41443 #ue4 #android Change 3311320 on 2017/02/19 by Dmitriy.Dyomin Fixed: Particle Cutout Crashes On Mobile Devices That Don't Support Hardware Instancing (Mali-400 GPU) #jira UE-41970 Change 3311347 on 2017/02/20 by Dmitriy.Dyomin Fixed: Engine Crashes When Previewing ES3_1 With Material Using World Position Offset (Need Custom Stencil) #jira UE-41976 Change 3311398 on 2017/02/20 by Dmitriy.Dyomin Fixed: Landscapes do not render on PowerVR device #jira UE-35530 Change 3311428 on 2017/02/20 by Dmitriy.Dyomin Fixed: Exposure Is More Extreme In High-End Mobile Preview Modes #jira UE-42036 Change 3311448 on 2017/02/20 by Dmitriy.Dyomin Fixed: Packaged game Crashes on android after entering "Help" command twice #jira UE-41956 Change 3311587 on 2017/02/20 by Allan.Bentham ES2 GLSL - Silently swap all uint to ints #jira UE-41548 Change 3313930 on 2017/02/21 by Allan.Bentham Print literal uints as ints when generating ES2 code. #jira UE-41548 Change 3317924 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - Linux toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3317929 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - ThirdParty libs compiled with new toolchain with wasm and webgl2 support #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3317951 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - emscripten toolchain WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318004 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - windows toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318669 on 2017/02/23 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - OSX toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318672 on 2017/02/23 by Nick.Shin HTML5 webgl2 shader fixes #jria UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318819 on 2017/02/23 by Dmitriy.Dyomin Fixed: Rendering artifacts with bloom on iPhone7 Metal #jira UE-40978 Change 3319702 on 2017/02/23 by Chris.Babcock Disable eglSwapInterval since it can cause issues with some drivers #ue4 #android Change 3320880 on 2017/02/24 by Dmitriy.Dyomin Added r.Mobile.TonemapperFilm cvar which can be used to enable/disable filmic tonemapper on mobile, independently from desktop (disabled by default) #jira UEMOB-195 Change 3321042 on 2017/02/24 by Jack.Porter Fixed incorrect sizeof in Vulkan pipleine cache pointed out here: http://coconutlizard.co.uk/blog/ue4/ue4-its-a-size-jim/ #code_review: rolando.caloca Change 3322383 on 2017/02/24 by Chris.Babcock Fix issue with ad banner on Android 7.0 devices #jira UE-42390 #ue4 #android Change 3322479 on 2017/02/24 by Omar.Rodriguez UEMOB-199 - WEX: Improved virtual keyboard for Android * Calculating the area covered by the virtual keyboard * Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events * Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event #jira UEMOB-199 Change 3323353 on 2017/02/27 by Allan.Bentham Fix broken mobile scene captures when !mobileHDR and RHINeedsToSwitchVerticalAxis #jira UE-42191 Change 3323431 on 2017/02/27 by Allan.Bentham CIS fix Change 3323687 on 2017/02/27 by Allan.Bentham Disable GRHINeedsUnatlasedCSMDepthsWorkaround for mobile devices. #jira UE-42131 Change 3324652 on 2017/02/28 by Dmitriy.Dyomin Fixed: Canvas elements appear darker on iOS Metal Change 3324885 on 2017/02/28 by Jack.Porter Fixed "Minimum iOS Version" setting display name #jira UE-42270 Change 3324899 on 2017/02/28 by Jack.Porter GitHub 3063 : removed duplicate gc.MaxObjectsInGame setting in IOSEngine.ini #jira UE-40018 #3063 Change 3324932 on 2017/02/28 by Jack.Porter GitHub 3257 : iPhonePackager errors in output log when opening project settings on Windows #jira UE-41984 #3257 #codereview: Peter.Sauerbrei Change 3324956 on 2017/02/28 by Jack.Porter FOpenGLFrontend::GetMaxSamplers incorrect for IOS #jira UE-42038 #3264 Change 3325478 on 2017/02/28 by Allan.Bentham PR # 3188 : Fix far distance bug with cascaded shadows on mobile (Metal) and PC mobile preview (Contributed by ufna) #jira UE-41442 Change 3327300 on 2017/03/01 by Allan.Bentham PR #3175 : Fixes high quality reflection blending seams (Contributed by kallehamalainen) #jira UE-41257 Change 3328917 on 2017/03/02 by Nick.Shin HTML5 project settings expose ini settings to edtior HTML5 project settings panel #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini #jira UE-41584 Editor locks up when adding an element for HTML5 devices on Mac #jira UE-41701 Editor freezes when setting browser filepath for inserted element in project settings Change 3329169 on 2017/03/02 by Allan.Bentham increase render thread timeout to 1 minute for suntemple / android. Prevents low end devices timing out during load. #jira UE-40696 Change 3330849 on 2017/03/02 by Nick.Shin HTML5 project settings expose ini settings to edtior HTML5 project settings panel #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini Change 3331078 on 2017/03/03 by Dmitriy.Dyomin Fixed: Device output log partial lines integrated from WEX (3250488) Change 3331112 on 2017/03/03 by Dmitriy.Dyomin Reduced state setup for slate draw calls (saves about 4ms RT time on mobile) integrated from WEX (3256584) Change 3331117 on 2017/03/03 by Dmitriy.Dyomin Fixed redundant blend state changes in opengl integrated from WEX (3256586) Change 3331173 on 2017/03/03 by Dmitriy.Dyomin Slate pixel shaders will use half precision where possible on mobile integrated from WEX (3256656) Change 3332865 on 2017/03/06 by Dmitriy.Dyomin Better MobileContentScaleFactor defaults for iOS devices #jira UEMOB-330 Change 3333129 on 2017/03/06 by Peter.Sauerbrei move to Library/Caches instead of documents for saved files re-enable iterative deploy on TVOS #jira UEMOB-284 Change 3334692 on 2017/03/06 by Jack.Porter Allow r.MobileContentScaleFactor to be changed at runtime on Android #jira UEMOB-173 Change 3336255 on 2017/03/07 by Nick.Shin HTML5 project settings marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently... #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini Change 3337094 on 2017/03/08 by Nick.Shin HTML5 project settings marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently... #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini Change 3338800 on 2017/03/08 by Chris.Babcock Update AAR handling to deal with versioning, subproject dependencies for resources, and scope #jira UE-42677 #ue4 #android Change 3338813 on 2017/03/08 by Chris.Babcock Pass build configuration to UPL for access during packaging as $S(Configuration) #jira UE-42678 #ue4 #android #ios Change 3339401 on 2017/03/09 by Alicia.Cano Android runtime permissions - Fix for WRITE_EXTERNAL_STORAGE if it is not granted at time of onCreate for non-shipping builds - Fix for Location Services - Fix for if target sdk is not set to 23+ #jira UE-38512 #android #rb: chris.babcock Change 3340736 on 2017/03/09 by Chris.Babcock Implement support for new controllers (Xbox Wireless, SteelSeries Stratus XL, PS4) (contributed by TRS-justing) #jira UE-41965 #PR #3254 #ue4 #android Change 3340744 on 2017/03/09 by Jack.Porter Expose Custom Depth to Foliage #jira UE-6061 Change 3340849 on 2017/03/09 by Dmitriy.Dyomin Fixed: iOS movie become laggy and crashes when played in iPhone 6/6s. #jira UE-42351 Change 3341268 on 2017/03/10 by Alicia.Cano PR #2894: Initial VoiceModuleAndroid support. (Contributed by devbm) #jira UE-37945 #android #rb: chris.babcock, jack.porter Change 3341303 on 2017/03/10 by Allan.Bentham Remove optimisation that prevents full specular occulsion on mobile. PR #3186 : Specular can't be blocked on high-end mobile. #jira UE-41393 Change 3342304 on 2017/03/10 by Alicia.Cano build fix #rb: chris.babcock Change 3343344 on 2017/03/13 by Alicia.Cano build fix #rb: chris.babcock Change 3343591 on 2017/03/13 by Brent.Pease iOS multiplayer fix part 1. Correct byte ordering. #jira UE-34875 Change 3343669 on 2017/03/13 by Chris.Babcock Update carefullyredist script version #jira UE-42832 Change 3344212 on 2017/03/13 by Will.Fissler Various compile fixes for Xcode 8.3. These fixes must also be added to //UE4/Release-4.15. #jira UE-41313 Change 3344396 on 2017/03/13 by Chris.Babcock Fix Java 1.5 obsolete warnings #jira UE-42851 #ue4 #android Change 3345132 on 2017/03/14 by Will.Fissler Added ifdef wrapper to check clang version for presentDrawable. Change 3345336 on 2017/03/14 by Will.Fissler Moved #if (__clang_major__ > 8) || (__clang_major__ == 8 && __clang_minor__ >= 1) check inside of the presentDrawable method. Change 3345460 on 2017/03/14 by Will.Fissler ifdef changes for presentDrawable. The last submission duped the changes, instead of merging. #rb none Change 3346046 on 2017/03/14 by Will.Fissler Fixed MetalCommandBuffer.cpp [again] after last submission duped changes instead of merging. Change 3346367 on 2017/03/14 by Chris.Babcock Fix issue with GoogleVR ARMv7 libraries included for other architectures in link #ue4 #android Change 3347682 on 2017/03/15 by Allan.Bentham Enable HW sRGB correction with retainer widget's render target. Use slate's gamma correction for mobile (where no such support exists) Render retainer box RT content with gamma correction. #jira UE-40967 Change 3348712 on 2017/03/15 by Nick.Shin HTML5 - upload to S3 updated to AWS "signature version 4" authentication #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3349254 on 2017/03/16 by Jack.Porter Fix for crash using the mobile previewer when the LQ lightmap shader permutation is disabled. #jira UE-42971 Change 3349739 on 2017/03/16 by Nick.Shin HTML5 - upload to S3 better error message feedback on upload failures #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3349765 on 2017/03/16 by Alicia.Cano Disable mouseover events in Mobile Previewer #jira UE-19903 #mobile #rb: Jack.Porter Change 3350049 on 2017/03/16 by Nick.Shin HTML5 - upload to S3 folder in bucket is optional #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3350153 on 2017/03/16 by Nick.Shin HTML5 - upload to S3 updated S3 public link generator #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3351582 on 2017/03/17 by Will.Fissler Reverting the attempted fix for Xcode 8.3: Result += " -mcpu=cortex-a9"; Currently we cannot build arm64 for iOS with this change. Change 3352085 on 2017/03/17 by Alicia.Cano iOS doesn't honor request to close the virtual keyboard leading to a crash #jira UE-36447 #ios #rb:Peter.Sauerbrei Change 3353313 on 2017/03/19 by Ben.Marsh Always allow large *.js files in Github. Change 3354444 on 2017/03/20 by Nick.Shin HTML5 - upload to S3 to help make it obvious that "upload to S3" checkbox is set/or not -- disable S3 details if checkbox for "uploading to S3" is not set #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3355618 on 2017/03/20 by Nick.Shin HTML5 Save Game System - ripped out HTML5 code [from Engine's SaveGameSystem.h] and placed it in HTML5Platform.cpp - cleaned up HTML5PlatformFile.cpp (make it match as clost to linux's version) - created HTML5's own PlatformFeature & SaveGameSystem files -- and updated HTML5PlatformMisc to make use of the the new HTML5 SaveGame code #jira UE-42081 Remove heinous HTML5 code from engine Change 3355621 on 2017/03/20 by Nick.Shin remove temp debugging code #jira UE-42081 Remove heinous HTML5 code from engine Change 3356937 on 2017/03/21 by Chris.Babcock Add "stat vulkanrhi" to new console dropdown #jira UE-43149 #ue4 #android Change 3357652 on 2017/03/21 by Nick.Shin HTML5 performance speed ups added "use fixed timestep" setting option for HTML5 builds (this has been separated from Engine - General Settings - Framerate) - this is slightly different to smooth framerate and fixed framerate - thus, the timestep option was put in the HTML5 specific panel this option is based on the suggestions by jukka's post: - https://answers.unrealengine.com/questions/409629/smooth-frame-rate-and-use-fixed-frame-rate-should.html however, using this option will make the player "run faster" on (for example) thirdperson blueprint template -- but, it has no effect on other (for example) zen garden... #jira UE-30214 - Implement a warning message for fps settings Change 3360415 on 2017/03/23 by Allan.Bentham Fix crash that occurs when ES3.1 preview is used with r.MobileHDR32bppMode modes. Change 3360418 on 2017/03/23 by Allan.Bentham Disable filmic tonemapper if r.MobileHDR32bppMode is in use. #jira UE-40913 Change 3360557 on 2017/03/23 by Allan.Bentham Better fix for mobile CSM shadow flickering (UE-42131), now works for PC OpenGL based mobile preview. #jira UE-42131 Change 3362258 on 2017/03/23 by Dmitriy.Dyomin Fixed: Canvas texture element gamma issues on iOS Metal Change 3362321 on 2017/03/24 by Dmitriy.Dyomin GitHub 3173 : MaterialAO support for mobile rendering path (contributed by kallehamalainen) #3173 Change 3363550 on 2017/03/24 by Alicia.Cano build fix for devices < Android 5.0 #jira UE-43299 #android #rb: chris.babcock Change 3363687 on 2017/03/24 by Chris.Babcock Fix Android password hiding in input dialog #jira WEX-5159 #ue4 #android Change 3365280 on 2017/03/27 by Dmitriy.Dyomin Fix for GL_EXT_shader_framebuffer_fetch on Zenfone5. Use UE_EXT_shader_framebuffer_fetch define on all devices to enable extension Change 3365291 on 2017/03/27 by Dmitriy.Dyomin Copied form WEX CL# 3308653 Fixed: Enabling shader cache causes crash on NVIDIA Shield #jira UE-41639 Change 3365293 on 2017/03/27 by Dmitriy.Dyomin GitHub 3411 : Fix crash in patching utils mount method (contributed by nverenik) #jira UE-43247 #3411 Change 3365340 on 2017/03/27 by Dmitriy.Dyomin Fixed: Moving sublevel in world composition browser does not appear in Undo History #jira UE-35535 Change 3365564 on 2017/03/27 by Allan.Bentham SkyLightComponent now serializes IrradianceMap SH values. clicking Recapture sky button in mobile preview switches back to SM4/5 to update captures. Skylights that are dirty from load will trigger reflection capture update once shaders are rebuilt. #jira UE-42436 Change 3366282 on 2017/03/27 by Nick.Shin remove dead links these files to not exist anywhere in the make-3.81 subfolders #UDN-354501 #jira none Change 3366306 on 2017/03/27 by Nick.Shin HTML5 - disable multi-threading for wasm #jira UE-43219 - HTML5 disable multi-threading for wasm Change 3366307 on 2017/03/27 by Nick.Shin HTML5 packaging Shipping builds big cleanup / additions to *gz file support for amazon s3 * both, uploading to s3 * and allowing s3 to host the games there #jira UE-43002 HTML5 in Shipping fails downloading symbols files #jria UE-43001 HTML5 Shipping Projects fail looking for compressed files when "Compress files during shipping packaging" is not selected. Change 3367385 on 2017/03/28 by Allan.Bentham Display skylight serialization warning only when cooking for mobile platforms. #jira UE-42436 Change 3368583 on 2017/03/28 by Chris.Babcock Expose JAVA_HOME setting in Android SDK project settings on Mac #jira UE-43418 #ue4 #android Change 3368803 on 2017/03/28 by Chris.Babcock Fix features requested in manifest for "Daydream and Cardboard" mode #jira UE-43314 #ue4 #android Change 3369087 on 2017/03/28 by Jack.Porter Changed tooltip and added supported devices in paretheses for Android Mobile Deferred / ES31+AEP #jira UE-42438 Change 3369372 on 2017/03/29 by Allan.Bentham Fix disappearing meshes when r.mobile.allowdistancefieldshadows is disabled. #jira UE-43366 Change 3369381 on 2017/03/29 by Jack.Porter Show warnings when mobile shader permutations required for rendering are disbaled Made FReadOnlyCVARCache a singleton and added mobile CVars, used for MobileBasePassRendering. #jira UE-43050 Change 3369430 on 2017/03/29 by Allan.Bentham fix CIS build Change 3369740 on 2017/03/29 by Allan.Bentham Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility) Android links with -gc-sections to remove unused code/data Add JNI_METHOD for java accessible native functions, fixed up existing JNI functions to use macro. Add support for map file generation with android. Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig() bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini #jira UEMOB-168 Change 3369975 on 2017/03/29 by Nick.Shin HTML5 - AWS S3 shareable link for shipping builds corrected #jira UE-43379 Amazon S3 Shareable link does not generate correct filepath. Change 3369998 on 2017/03/29 by Nick.Shin HTML5 python build scripts PR: https://github.com/Mozilla-Games/UnrealEngine/commit/1cb836d43c3015c6ca0fdd039072bb6c5c273db3 #jira none Change 3370214 on 2017/03/29 by Nick.Shin HTML5 - default bUseFixedTimeStep to false... #jira UE-43380 - Default HTML5 gamespeed is faster than equivalent platforms Change 3370762 on 2017/03/29 by Chris.Babcock Fixes to new keyboard for Android - Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference. - Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing when changing focus between multiple EditableTextBox widgets. #ue4 #android Change 3371344 on 2017/03/30 by Jack.Porter Fixed issue where Vulkan screenshot R/B channels were reversed on Android #jira UE-43479 Change 3372926 on 2017/03/30 by Peter.Sauerbrei start the process of sunsetting 32-bit and GLES2 on iOS #jira UE-42266 Change 3372970 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - windows toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3372989 on 2017/03/30 by Peter.Sauerbrei fix for Xcode 8.3 build with 32-bit Change 3373007 on 2017/03/30 by Peter.Sauerbrei fix for crash when online subsystem is disabled on IOS Change 3373108 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - emscripten toolchain WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3373163 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - OSX toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3373169 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support license file updated #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rnx Change 3373287 on 2017/03/30 by Nick.Shin HTML5 - 1.36.11 emscripten - remove old SDK #jira none #rnx Change 3373289 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - Linux toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3373595 on 2017/03/30 by Chris.Babcock Reenable GooglePlay for ARM64 now that it doesn't crash #jira UE-36198 #ue4 #android Change 3373606 on 2017/03/30 by Chris.Babcock Submitting Allan's shelved EXT_shader_framebuffer_fetch fix #ue4 #android Change 3375456 on 2017/03/31 by Chris.Babcock Add missing keycodes for Android keyboard (@ and #) #jira WEX-5777 #ue4 #android Change 3376309 on 2017/04/03 by Allan.Bentham Fix overflow issues with mobile DoF. Change 3377041 on 2017/04/03 by Will.Fissler Adding Testbed content for PlatformShowcase. Change 3377582 on 2017/04/03 by Alicia.Cano adding back in GET_ACCOUNTS permission as it is required for Reset Achievements #jira: UE-43265 #android #rb: Chris.Babcock Change 3377643 on 2017/04/03 by Peter.Sauerbrei fix for memory leak in MallocBinned #jira UE-43008 Change 3378033 on 2017/04/04 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - ThirdParty libs compiled with new toolchain with wasm and webgl2 support #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3378034 on 2017/04/04 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - ThirdParty build scripts #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3378035 on 2017/04/04 by Nick.Shin HTML5 - Update GameX template to make it work with trunk Emscripten PR https://github.com/Mozilla-Games/UnrealEngine/commit/dc2b26f452948f8ee07178bc3e8742af80d8919a#commitcomment-21454978 #jira none #rn Change 3378044 on 2017/04/04 by Nick.Shin HTML5 harfbuzz - double checking recompiled with NO multithreading wasm currently does not support pthreads *** THIS IS STILL WIP *** checking in to match 3rd party libs compiled configuration #jira UE-28588 - Build HarfBuzz for HTML5 #rnx Change 3378264 on 2017/04/04 by Allan.Bentham Fix crash when using consolas font on android sdk 24 #jira UE-43464 Change 3379097 on 2017/04/04 by Nick.Shin CIS HTML5 build warning fix #jria none #rnx Change 3379333 on 2017/04/04 by Chris.Babcock Prevent inserting extra permissions into manifest multiple times #jira UE-43583 #ue4 #android Change 3380870 on 2017/04/05 by Chris.Babcock Fix merge issue Change 3380898 on 2017/04/05 by Chris.Babcock Fixed again Change 3381443 on 2017/04/05 by Chris.Babcock Fix for GearVR non-unity build #ue4 #android Change 3381941 on 2017/04/05 by Chris.Babcock Fix HTTPChunkInstaller texture format checks and missing #define warning #jira UE-43706 #ue4 #android Change 3382056 on 2017/04/05 by Chris.Babcock Updates to Android AARs needed for Facebook plugin Change 3382097 on 2017/04/05 by Chris.Babcock Disable java console cmd receiver only in shipping builds #jira UE-43710 #ue4 #android Change 3382497 on 2017/04/06 by Allan.Bentham Fix Fortnite Cooked Server crashes when joining game from lobby. #jira UE-43695 Change 3383227 on 2017/04/06 by Will.Fissler Reverted case sensitive change, from yesterday, and implemented a pragma instead. #jira UE-41313 [CL 3383473 by Jack Porter in Main branch]
2017-04-06 16:13:17 -04:00
// Spinner with Quick Stat Commands
consoleSpinner = new Spinner(this);
ArrayAdapter<String> adapter = new ArrayAdapter<String>(this, android.R.layout.simple_spinner_item, CONSOLE_SPINNER_ITEMS);
adapter.setDropDownViewResource(android.R.layout.simple_spinner_dropdown_item);
consoleSpinner.setAdapter(adapter);
consoleSpinner.setOnItemSelectedListener(new AdapterView.OnItemSelectedListener() {
@Override
public void onItemSelected(AdapterView<?> adapterView, View view, int pos, long id) {
if (pos > 0)
consoleInputBox.setText(adapterView.getItemAtPosition(pos).toString());
}
@Override
public void onNothingSelected(AdapterView<?> adapterView) {
consoleInputBox.setText("");
consoleSpinner.setSelection(0);
}
});
// Layout for Quick Commands and Console Input
consoleAlertLayout = new LinearLayout(this);
consoleAlertLayout.setOrientation(LinearLayout.VERTICAL);
consoleAlertLayout.addView(consoleSpinner);
consoleAlertLayout.addView(consoleInputBox);
builder = new AlertDialog.Builder(this);
builder.setTitle("Console Window - Enter Command")
.setMessage("")
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
.setView(consoleAlertLayout)
.setPositiveButton("Ok", new DialogInterface.OnClickListener() {
public void onClick(DialogInterface dialog, int id) {
String message = consoleInputBox.getText().toString().trim();
// remove it if already in history
int index = consoleHistoryList.indexOf(message);
if (index >= 0)
consoleHistoryList.remove(index);
// add it to the end
consoleHistoryList.add(message);
nativeConsoleCommand(message);
consoleInputBox.setText(" ");
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
consoleSpinner.setSelection(0);
dialog.dismiss();
Copying //UE4/Dev-Platform to Dev-Main (//UE4/Dev-Main) (Source: //UE4/Dev-Platform @ 3061622) #rb none #lockdown nick.penwarden Change 3046743 on 2016/07/12 by Mark.Satterthwaite Revert Metal workaround for AtmosphericFog rendering on Intel & AMD from 2897082 and instead change the MetalBackend to emit a precise::sqrt(max(0.0, value)) instruction instead of sqrt(value) to avoid the NaN from -ve values. This may still be technically incorrect versus D3D, but it matches the existing OpenGL appearance. #rb ben.woodhouse #jira UE-33028 Change 3046820 on 2016/07/12 by Peter.Sauerbrei PR#2594 - fix for analog input, courtesy of CleanCut #rb daniel.lamb Change 3046826 on 2016/07/12 by Peter.Sauerbrei PR#2561 - addition of code to limit architecture in required caps for IOS, courtesy of derekvanvliet #rb daniel.lamb Change 3046835 on 2016/07/12 by Peter.Sauerbrei PR#2559 - Increase the stack size on IOS and Mac, courtesy of derekvanvliet PR#2552 - Addition for Apple ReplayKit Framework, courtesy of JoshuaKaiser #rb daniel.lamb Change 3046838 on 2016/07/12 by Peter.Sauerbrei PR#2548 - Adding Log information when an unsupported audio type is used, courtesy of derekvanvliet #rb daniel.lamb Change 3046854 on 2016/07/12 by Peter.Sauerbrei PR#2547 - fix for unrecognize selector crash on iOS, couretesy of derekvanvliet PR#2384 - prevent crashes when initializing push notifications on IOS 7, courtesy of alk3ovation #rb daniel.lamb Change 3046858 on 2016/07/12 by Peter.Sauerbrei PR#2475, #1868 - fix for mapping of iOS device name, courtesy of wingedrobin, derekvanvliet PR#2567 - fix name of IPhoneSE in names array, courtesy of rohanliston #rb daniel.lamb Change 3046862 on 2016/07/12 by Peter.Sauerbrei fix for type in tooltip #jira UE-27123 #rb daniel.lamb Change 3046919 on 2016/07/12 by Daniel.Lamb Stop texture derived data from loading it's bulk data when the linker is destoryed. #rb Peter.Sauerbrei Change 3046922 on 2016/07/12 by Daniel.Lamb Updated the default cooker gc settings so that it can have more resources. Added support for cooker markup package and objects as (new flag) disregard for gc if it's still in use by the cooker. Changed the way reentry data is stored in the cooker. Cook only editor content flag in project settings now works again. #rb Josh.Adams #test cook Paragon Change 3046924 on 2016/07/12 by Daniel.Lamb Added support for encrypting ini files. Added new project setting in the editor and setting in ufe. Also added ForDistribution flag to ufe. #rb Peter.Sauerbrei Change 3046936 on 2016/07/12 by Mark.Satterthwaite Fix compute shader TLV clear for async. compute on Mac. #rb chris.babcock Change 3047207 on 2016/07/12 by Mark.Satterthwaite It is illegal to use a reference to an element within a TMap to initialise a new value that is to be added to the TMap as it causes heap-use-after-free. #rb chris.babcock Change 3047208 on 2016/07/12 by Mark.Satterthwaite When removing a vertex don't attempt to copy from one element beyond the end of the array to fill the last element - that's a heap-buffer-overflow and is unnecessary because that element will no longer be used. #rb chris.babcock Change 3047209 on 2016/07/12 by Mark.Satterthwaite Don't attempt to update Metal class counts if the MetalRHI is uninitalised - it will attempt to double-free the TMap. #rb chris.babcock Change 3047641 on 2016/07/13 by Lee.Clark PS4 - Improve SDK Version checking messages #rb none Change 3047663 on 2016/07/13 by Keith.Judge Orion - Various minor PS4-only things activated for XB1. #rb none Change 3047664 on 2016/07/13 by Keith.Judge XB1 - Fix analysis warning of shadowing a member variable. #rb none Change 3047784 on 2016/07/13 by Keith.Judge Xbox One - Memory and perf saving in query handling. Store 8 queries per allocation, rather than 1 so we're making the maximum use of the 256byte allocation granularity. #rb None Change 3047834 on 2016/07/13 by Keith.Judge XB1 - Release underlying memory of 3D textures when destroying them. Oops! #rb none Change 3048190 on 2016/07/13 by Josh.Adams - Now leave around the ASTC encoder input file on error, for reproing outside of the engine #rb none Change 3048256 on 2016/07/13 by Daniel.Lamb Removed warning about missing file when using cook on the fly. #rb Peter.Sauerbrei Change 3048409 on 2016/07/13 by Daniel.Lamb Improved output for saving packages in unattended builds. #rb Jonathan.Fitzpatrick Change 3048763 on 2016/07/13 by Peter.Sauerbrei switch AppleTV to tvOS in the editor #jira UE-30532 #rb michael.trepka Change 3049608 on 2016/07/14 by Keith.Judge XB1 - Optimize vertex/index buffer dynamic memory usage. #rb none Change 3049609 on 2016/07/14 by Keith.Judge Xbox One CPU Perf - Add _RenderThread versions of Lock/Unlock Texture 2D to stop more RHI thread stalls. #rb None Change 3049610 on 2016/07/14 by Keith.Judge Xbox One - Reduce latency of deferred deletions to two frames. #rb None Change 3049730 on 2016/07/14 by Keith.Judge Xbox One - Disable _RenderThread versions of Lock/Unlock Texture 2D for now as they're causing hangs. #rb None Change 3049732 on 2016/07/14 by Keith.Judge Xbox One - Add critical section to the query slot incrementing code as this wa causing a hang after running for a while as it can be done on any of the parallel rendering threads (not just the RHI thread. Also remove optimization pragmas accidentally left in. #rb none Change 3049791 on 2016/07/14 by Keith.Judge Xbox One - Made the occlusion query multithreading even more robust. Can play for ages now in a large level without a crash. #rb None Change 3049968 on 2016/07/14 by Jeremiah.Waldron Adding AndroidDisableThreadedRendering CVar and device profiles for 4 specific devices that need to have threaded rendering disabled on them due to swap buffer issues. Leaving previous checks in FAndroidMisc::AllowRenderThread as they are, but any new devices that need threaded rendering disabled should use the CVar #jira UE-24954, UE-27685, UE-20067 #rb chris.babcock Change 3050428 on 2016/07/14 by Jeremiah.Waldron Fix for application window being terminated if an AlertDialog is showing onPause Repro'd and fix tested on Samsung Galaxy Note 3 #android #jira UE-32998 #rb chris.babcock Change 3050642 on 2016/07/14 by Peter.Sauerbrei fix for invalid generated plist #rb daniel.lamb Change 3050718 on 2016/07/14 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) #rb none Change 3051327 on 2016/07/15 by Keith.Judge Xbox One - Save memory when locking 2D textures by only allocating a linear copy of the mip/array slice we're locking, rather than the entire mip chain. I'll do the same for 3D textures next. #rb None Change 3051346 on 2016/07/15 by Keith.Judge Xbox One - Same memory savings for UpdateTexture2D/3D. Only allocate for the mip/slice that we're updating, not the entire texture. #rb None. Change 3051530 on 2016/07/15 by Nick.Shin github: minor typo fixes #jira UE-32129 - GitHub 2513 : Update default output of HTML5 packaging #rb none Change 3053631 on 2016/07/18 by Mark.Satterthwaite Don't attempt to bind a 2D texture to the FOnePassPointShadowProjectionShaderParameters because it just won't work on Metal - instead bind the black-cube. This fixes validation errors that prevent running projects under the debugger. #codereview daniel.wright #rb josh.adams #jira UE-33350 Change 3053816 on 2016/07/18 by Mark.Satterthwaite Fixes for iOS Metal: - Depth-clip mode was erroneously exported on iOS SDK 9, it wasn't ever actually available. - Stencil texture views are only required on Mac. - State cache shouldn't suggest a render target change is required if the current state is clear and the new state is load/don't care as this breaks iOS rendering with MSAA. - Instead the debug submissions should just directly invoke submit and switch to rendering so that its SetRenderTarget call always succeeds. #rb michael.trepka Change 3053818 on 2016/07/18 by Mark.Satterthwaite Explicit casts for Metal precise::sqrt required for iOS to work with ffast-math workaround. #rb michael.trepka Change 3054426 on 2016/07/18 by Dmitry.Rekman Fix case-sensitive compilation problems (UE-33420). #codereview Olaf.Piesche #rb none Change 3054434 on 2016/07/18 by Mark.Satterthwaite Silence delete-non-virtual-dtor warnings on iOS as we do on Mac. #rb none Change 3054719 on 2016/07/18 by Jeremiah.Waldron Adding ShowHiddenAlertDialog JNI function to be called from native code after the render thread is resumed after pausing. Tested locally on Galaxy Note 3. Tested on LG G4 by nick.shin. Tested on Galaxy S6 by chris.babcock #jira UE-32998 #android #rb chris.babcock Change 3054742 on 2016/07/18 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) #rb none Change 3054850 on 2016/07/18 by Dmitry.Rekman Replace Fatal->Error so messagebox can be shown (UE-22818). - Incorporates PR #1714 by zaps166. #rb none #tests Tried to create an invalid context, made sure messagebox is popping up. Change 3055317 on 2016/07/19 by Lee.Clark PS4 - Fix render target memory allocation #jira UE-32988 #rb Marcus.Wassmer Change 3055682 on 2016/07/19 by Brent.Pease + Fix Debug builds by removing force inline attribute only on debug builds to prevent a warning that is treated as an error #rb michael.trepka Change 3056065 on 2016/07/19 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) #rb none Change 3056256 on 2016/07/19 by Chris.Babcock Add optional log spew filtering callback to Run #jira UE-33468 #ue4 #android #rb Ben.Marsh #codereview Jack.Porter Change 3056727 on 2016/07/19 by Chris.Babcock Added addition scope (plus.login) to Google Play Games builder #jira UE-33480 #ue4 #android #rb none #codereview ryan.gerleve Change 3056811 on 2016/07/19 by Jeff.Campeau Xbox One now accepts client configs. #rb none Change 3057152 on 2016/07/20 by Dmitry.Rekman Linux: use libc++ instead of libstdc++. - Needed to solve problems with third-party C++ libraries (e.g. WebRTC). - Bundled libc++ 3.8.1 (TPS cleared). - Turned off ICU compilation (needs recompile against libc++). - Some libraries (e.g. FBX sdk) still need libstdc++, so in practice it is going to be a mix. #rb none #tests Built and ran a number of Linux targets. Change 3057362 on 2016/07/20 by Keith.Judge XB1 - Fix busted merge from yesterday #rb None Change 3057647 on 2016/07/20 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) #rb none Change 3057655 on 2016/07/20 by Daniel.Lamb Added test cooking flag. #rb Peter.Sauerbrei #test Cook paragon. Change 3058779 on 2016/07/20 by Dmitry.Rekman Fix crash on cooker exit (UE-33583). - Global/static tickable objects could outlive the collection and trigger asserts when removing themselves from it. #rb Josh.Adams #codereview Josh.Adams, Jamie.Dale #tests Compiled and ran Linux editor. #lockdown Josh.Adams Change 3058835 on 2016/07/20 by Chris.Babcock Enable GooglePlay and GameCenter plugins by default #jira UE-33605 #ue4 #android #ios #rb mark.satterthwaite #codereview Peter.Sauerbrei #lockdown Josh.Adams Change 3058847 on 2016/07/20 by Chris.Babcock Fix Android device rule for AlcatelPixi3 #jira UE-33606 #ue4 #android #rb none #codereview Jeremiah.Walron #lockdown Josh.Adams Change 3059693 on 2016/07/21 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) #rb none #lockdown nick.penwarden Change 3060139 on 2016/07/21 by Chris.Babcock Fix proguard entry for Android mediaplayer tracks #jira UE-33644 #ue4 #android #rb Josh.Adams #lockdown Josh.Adams Change 3061151 on 2016/07/22 by Niklas.Smedberg Fast ASTC texture compression, using ISPC. #jira UE-32308 #rb chris.babcock #lockdown josh.adams Change 3061428 on 2016/07/22 by Peter.Sauerbrei Back out changelist 3061151 as it wasn't approved for submission #rb none #lockdown josh.adams Change 3061436 on 2016/07/22 by Lee.Clark PS4 - Back out render target mem allocation changes and put in a temp hack #jira UE-33657 #codereview Marcus.Wassmer #lockdown josh.adams #rb none [CL 3061637 by Josh Adams in Main branch]
2016-07-22 11:36:47 -04:00
CurrentDialogType = EAlertDialogType.None;
}
})
.setNegativeButton("Cancel", new DialogInterface.OnClickListener() {
public void onClick(DialogInterface dialog, int id) {
consoleInputBox.setText(" ");
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
consoleSpinner.setSelection(0);
dialog.dismiss();
Copying //UE4/Dev-Platform to Dev-Main (//UE4/Dev-Main) (Source: //UE4/Dev-Platform @ 3061622) #rb none #lockdown nick.penwarden Change 3046743 on 2016/07/12 by Mark.Satterthwaite Revert Metal workaround for AtmosphericFog rendering on Intel & AMD from 2897082 and instead change the MetalBackend to emit a precise::sqrt(max(0.0, value)) instruction instead of sqrt(value) to avoid the NaN from -ve values. This may still be technically incorrect versus D3D, but it matches the existing OpenGL appearance. #rb ben.woodhouse #jira UE-33028 Change 3046820 on 2016/07/12 by Peter.Sauerbrei PR#2594 - fix for analog input, courtesy of CleanCut #rb daniel.lamb Change 3046826 on 2016/07/12 by Peter.Sauerbrei PR#2561 - addition of code to limit architecture in required caps for IOS, courtesy of derekvanvliet #rb daniel.lamb Change 3046835 on 2016/07/12 by Peter.Sauerbrei PR#2559 - Increase the stack size on IOS and Mac, courtesy of derekvanvliet PR#2552 - Addition for Apple ReplayKit Framework, courtesy of JoshuaKaiser #rb daniel.lamb Change 3046838 on 2016/07/12 by Peter.Sauerbrei PR#2548 - Adding Log information when an unsupported audio type is used, courtesy of derekvanvliet #rb daniel.lamb Change 3046854 on 2016/07/12 by Peter.Sauerbrei PR#2547 - fix for unrecognize selector crash on iOS, couretesy of derekvanvliet PR#2384 - prevent crashes when initializing push notifications on IOS 7, courtesy of alk3ovation #rb daniel.lamb Change 3046858 on 2016/07/12 by Peter.Sauerbrei PR#2475, #1868 - fix for mapping of iOS device name, courtesy of wingedrobin, derekvanvliet PR#2567 - fix name of IPhoneSE in names array, courtesy of rohanliston #rb daniel.lamb Change 3046862 on 2016/07/12 by Peter.Sauerbrei fix for type in tooltip #jira UE-27123 #rb daniel.lamb Change 3046919 on 2016/07/12 by Daniel.Lamb Stop texture derived data from loading it's bulk data when the linker is destoryed. #rb Peter.Sauerbrei Change 3046922 on 2016/07/12 by Daniel.Lamb Updated the default cooker gc settings so that it can have more resources. Added support for cooker markup package and objects as (new flag) disregard for gc if it's still in use by the cooker. Changed the way reentry data is stored in the cooker. Cook only editor content flag in project settings now works again. #rb Josh.Adams #test cook Paragon Change 3046924 on 2016/07/12 by Daniel.Lamb Added support for encrypting ini files. Added new project setting in the editor and setting in ufe. Also added ForDistribution flag to ufe. #rb Peter.Sauerbrei Change 3046936 on 2016/07/12 by Mark.Satterthwaite Fix compute shader TLV clear for async. compute on Mac. #rb chris.babcock Change 3047207 on 2016/07/12 by Mark.Satterthwaite It is illegal to use a reference to an element within a TMap to initialise a new value that is to be added to the TMap as it causes heap-use-after-free. #rb chris.babcock Change 3047208 on 2016/07/12 by Mark.Satterthwaite When removing a vertex don't attempt to copy from one element beyond the end of the array to fill the last element - that's a heap-buffer-overflow and is unnecessary because that element will no longer be used. #rb chris.babcock Change 3047209 on 2016/07/12 by Mark.Satterthwaite Don't attempt to update Metal class counts if the MetalRHI is uninitalised - it will attempt to double-free the TMap. #rb chris.babcock Change 3047641 on 2016/07/13 by Lee.Clark PS4 - Improve SDK Version checking messages #rb none Change 3047663 on 2016/07/13 by Keith.Judge Orion - Various minor PS4-only things activated for XB1. #rb none Change 3047664 on 2016/07/13 by Keith.Judge XB1 - Fix analysis warning of shadowing a member variable. #rb none Change 3047784 on 2016/07/13 by Keith.Judge Xbox One - Memory and perf saving in query handling. Store 8 queries per allocation, rather than 1 so we're making the maximum use of the 256byte allocation granularity. #rb None Change 3047834 on 2016/07/13 by Keith.Judge XB1 - Release underlying memory of 3D textures when destroying them. Oops! #rb none Change 3048190 on 2016/07/13 by Josh.Adams - Now leave around the ASTC encoder input file on error, for reproing outside of the engine #rb none Change 3048256 on 2016/07/13 by Daniel.Lamb Removed warning about missing file when using cook on the fly. #rb Peter.Sauerbrei Change 3048409 on 2016/07/13 by Daniel.Lamb Improved output for saving packages in unattended builds. #rb Jonathan.Fitzpatrick Change 3048763 on 2016/07/13 by Peter.Sauerbrei switch AppleTV to tvOS in the editor #jira UE-30532 #rb michael.trepka Change 3049608 on 2016/07/14 by Keith.Judge XB1 - Optimize vertex/index buffer dynamic memory usage. #rb none Change 3049609 on 2016/07/14 by Keith.Judge Xbox One CPU Perf - Add _RenderThread versions of Lock/Unlock Texture 2D to stop more RHI thread stalls. #rb None Change 3049610 on 2016/07/14 by Keith.Judge Xbox One - Reduce latency of deferred deletions to two frames. #rb None Change 3049730 on 2016/07/14 by Keith.Judge Xbox One - Disable _RenderThread versions of Lock/Unlock Texture 2D for now as they're causing hangs. #rb None Change 3049732 on 2016/07/14 by Keith.Judge Xbox One - Add critical section to the query slot incrementing code as this wa causing a hang after running for a while as it can be done on any of the parallel rendering threads (not just the RHI thread. Also remove optimization pragmas accidentally left in. #rb none Change 3049791 on 2016/07/14 by Keith.Judge Xbox One - Made the occlusion query multithreading even more robust. Can play for ages now in a large level without a crash. #rb None Change 3049968 on 2016/07/14 by Jeremiah.Waldron Adding AndroidDisableThreadedRendering CVar and device profiles for 4 specific devices that need to have threaded rendering disabled on them due to swap buffer issues. Leaving previous checks in FAndroidMisc::AllowRenderThread as they are, but any new devices that need threaded rendering disabled should use the CVar #jira UE-24954, UE-27685, UE-20067 #rb chris.babcock Change 3050428 on 2016/07/14 by Jeremiah.Waldron Fix for application window being terminated if an AlertDialog is showing onPause Repro'd and fix tested on Samsung Galaxy Note 3 #android #jira UE-32998 #rb chris.babcock Change 3050642 on 2016/07/14 by Peter.Sauerbrei fix for invalid generated plist #rb daniel.lamb Change 3050718 on 2016/07/14 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) #rb none Change 3051327 on 2016/07/15 by Keith.Judge Xbox One - Save memory when locking 2D textures by only allocating a linear copy of the mip/array slice we're locking, rather than the entire mip chain. I'll do the same for 3D textures next. #rb None Change 3051346 on 2016/07/15 by Keith.Judge Xbox One - Same memory savings for UpdateTexture2D/3D. Only allocate for the mip/slice that we're updating, not the entire texture. #rb None. Change 3051530 on 2016/07/15 by Nick.Shin github: minor typo fixes #jira UE-32129 - GitHub 2513 : Update default output of HTML5 packaging #rb none Change 3053631 on 2016/07/18 by Mark.Satterthwaite Don't attempt to bind a 2D texture to the FOnePassPointShadowProjectionShaderParameters because it just won't work on Metal - instead bind the black-cube. This fixes validation errors that prevent running projects under the debugger. #codereview daniel.wright #rb josh.adams #jira UE-33350 Change 3053816 on 2016/07/18 by Mark.Satterthwaite Fixes for iOS Metal: - Depth-clip mode was erroneously exported on iOS SDK 9, it wasn't ever actually available. - Stencil texture views are only required on Mac. - State cache shouldn't suggest a render target change is required if the current state is clear and the new state is load/don't care as this breaks iOS rendering with MSAA. - Instead the debug submissions should just directly invoke submit and switch to rendering so that its SetRenderTarget call always succeeds. #rb michael.trepka Change 3053818 on 2016/07/18 by Mark.Satterthwaite Explicit casts for Metal precise::sqrt required for iOS to work with ffast-math workaround. #rb michael.trepka Change 3054426 on 2016/07/18 by Dmitry.Rekman Fix case-sensitive compilation problems (UE-33420). #codereview Olaf.Piesche #rb none Change 3054434 on 2016/07/18 by Mark.Satterthwaite Silence delete-non-virtual-dtor warnings on iOS as we do on Mac. #rb none Change 3054719 on 2016/07/18 by Jeremiah.Waldron Adding ShowHiddenAlertDialog JNI function to be called from native code after the render thread is resumed after pausing. Tested locally on Galaxy Note 3. Tested on LG G4 by nick.shin. Tested on Galaxy S6 by chris.babcock #jira UE-32998 #android #rb chris.babcock Change 3054742 on 2016/07/18 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) #rb none Change 3054850 on 2016/07/18 by Dmitry.Rekman Replace Fatal->Error so messagebox can be shown (UE-22818). - Incorporates PR #1714 by zaps166. #rb none #tests Tried to create an invalid context, made sure messagebox is popping up. Change 3055317 on 2016/07/19 by Lee.Clark PS4 - Fix render target memory allocation #jira UE-32988 #rb Marcus.Wassmer Change 3055682 on 2016/07/19 by Brent.Pease + Fix Debug builds by removing force inline attribute only on debug builds to prevent a warning that is treated as an error #rb michael.trepka Change 3056065 on 2016/07/19 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) #rb none Change 3056256 on 2016/07/19 by Chris.Babcock Add optional log spew filtering callback to Run #jira UE-33468 #ue4 #android #rb Ben.Marsh #codereview Jack.Porter Change 3056727 on 2016/07/19 by Chris.Babcock Added addition scope (plus.login) to Google Play Games builder #jira UE-33480 #ue4 #android #rb none #codereview ryan.gerleve Change 3056811 on 2016/07/19 by Jeff.Campeau Xbox One now accepts client configs. #rb none Change 3057152 on 2016/07/20 by Dmitry.Rekman Linux: use libc++ instead of libstdc++. - Needed to solve problems with third-party C++ libraries (e.g. WebRTC). - Bundled libc++ 3.8.1 (TPS cleared). - Turned off ICU compilation (needs recompile against libc++). - Some libraries (e.g. FBX sdk) still need libstdc++, so in practice it is going to be a mix. #rb none #tests Built and ran a number of Linux targets. Change 3057362 on 2016/07/20 by Keith.Judge XB1 - Fix busted merge from yesterday #rb None Change 3057647 on 2016/07/20 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) #rb none Change 3057655 on 2016/07/20 by Daniel.Lamb Added test cooking flag. #rb Peter.Sauerbrei #test Cook paragon. Change 3058779 on 2016/07/20 by Dmitry.Rekman Fix crash on cooker exit (UE-33583). - Global/static tickable objects could outlive the collection and trigger asserts when removing themselves from it. #rb Josh.Adams #codereview Josh.Adams, Jamie.Dale #tests Compiled and ran Linux editor. #lockdown Josh.Adams Change 3058835 on 2016/07/20 by Chris.Babcock Enable GooglePlay and GameCenter plugins by default #jira UE-33605 #ue4 #android #ios #rb mark.satterthwaite #codereview Peter.Sauerbrei #lockdown Josh.Adams Change 3058847 on 2016/07/20 by Chris.Babcock Fix Android device rule for AlcatelPixi3 #jira UE-33606 #ue4 #android #rb none #codereview Jeremiah.Walron #lockdown Josh.Adams Change 3059693 on 2016/07/21 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) #rb none #lockdown nick.penwarden Change 3060139 on 2016/07/21 by Chris.Babcock Fix proguard entry for Android mediaplayer tracks #jira UE-33644 #ue4 #android #rb Josh.Adams #lockdown Josh.Adams Change 3061151 on 2016/07/22 by Niklas.Smedberg Fast ASTC texture compression, using ISPC. #jira UE-32308 #rb chris.babcock #lockdown josh.adams Change 3061428 on 2016/07/22 by Peter.Sauerbrei Back out changelist 3061151 as it wasn't approved for submission #rb none #lockdown josh.adams Change 3061436 on 2016/07/22 by Lee.Clark PS4 - Back out render target mem allocation changes and put in a temp hack #jira UE-33657 #codereview Marcus.Wassmer #lockdown josh.adams #rb none [CL 3061637 by Josh Adams in Main branch]
2016-07-22 11:36:47 -04:00
CurrentDialogType = EAlertDialogType.None;
}
});
consoleAlert = builder.create();
virtualKeyboardInputBox = new EditText(this);
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
virtualKeyboardInputBox.addTextChangedListener(new TextWatcher() {
@Override
public void beforeTextChanged(CharSequence charSequence, int start, int count, int after) {
}
@Override
public void afterTextChanged(Editable s) {
String message = virtualKeyboardInputBox.getText().toString();
nativeVirtualKeyboardChanged(message);
}
@Override
public void onTextChanged(CharSequence charSequence, int start, int before, int count) {
}
});
builder = new AlertDialog.Builder(this);
builder.setTitle("")
.setView(virtualKeyboardInputBox)
.setPositiveButton("Ok", new DialogInterface.OnClickListener() {
public void onClick(DialogInterface dialog, int id) {
String message = virtualKeyboardInputBox.getText().toString();
nativeVirtualKeyboardResult(true, message);
virtualKeyboardInputBox.setText(" ");
dialog.dismiss();
Copying //UE4/Dev-Platform to Dev-Main (//UE4/Dev-Main) (Source: //UE4/Dev-Platform @ 3061622) #rb none #lockdown nick.penwarden Change 3046743 on 2016/07/12 by Mark.Satterthwaite Revert Metal workaround for AtmosphericFog rendering on Intel & AMD from 2897082 and instead change the MetalBackend to emit a precise::sqrt(max(0.0, value)) instruction instead of sqrt(value) to avoid the NaN from -ve values. This may still be technically incorrect versus D3D, but it matches the existing OpenGL appearance. #rb ben.woodhouse #jira UE-33028 Change 3046820 on 2016/07/12 by Peter.Sauerbrei PR#2594 - fix for analog input, courtesy of CleanCut #rb daniel.lamb Change 3046826 on 2016/07/12 by Peter.Sauerbrei PR#2561 - addition of code to limit architecture in required caps for IOS, courtesy of derekvanvliet #rb daniel.lamb Change 3046835 on 2016/07/12 by Peter.Sauerbrei PR#2559 - Increase the stack size on IOS and Mac, courtesy of derekvanvliet PR#2552 - Addition for Apple ReplayKit Framework, courtesy of JoshuaKaiser #rb daniel.lamb Change 3046838 on 2016/07/12 by Peter.Sauerbrei PR#2548 - Adding Log information when an unsupported audio type is used, courtesy of derekvanvliet #rb daniel.lamb Change 3046854 on 2016/07/12 by Peter.Sauerbrei PR#2547 - fix for unrecognize selector crash on iOS, couretesy of derekvanvliet PR#2384 - prevent crashes when initializing push notifications on IOS 7, courtesy of alk3ovation #rb daniel.lamb Change 3046858 on 2016/07/12 by Peter.Sauerbrei PR#2475, #1868 - fix for mapping of iOS device name, courtesy of wingedrobin, derekvanvliet PR#2567 - fix name of IPhoneSE in names array, courtesy of rohanliston #rb daniel.lamb Change 3046862 on 2016/07/12 by Peter.Sauerbrei fix for type in tooltip #jira UE-27123 #rb daniel.lamb Change 3046919 on 2016/07/12 by Daniel.Lamb Stop texture derived data from loading it's bulk data when the linker is destoryed. #rb Peter.Sauerbrei Change 3046922 on 2016/07/12 by Daniel.Lamb Updated the default cooker gc settings so that it can have more resources. Added support for cooker markup package and objects as (new flag) disregard for gc if it's still in use by the cooker. Changed the way reentry data is stored in the cooker. Cook only editor content flag in project settings now works again. #rb Josh.Adams #test cook Paragon Change 3046924 on 2016/07/12 by Daniel.Lamb Added support for encrypting ini files. Added new project setting in the editor and setting in ufe. Also added ForDistribution flag to ufe. #rb Peter.Sauerbrei Change 3046936 on 2016/07/12 by Mark.Satterthwaite Fix compute shader TLV clear for async. compute on Mac. #rb chris.babcock Change 3047207 on 2016/07/12 by Mark.Satterthwaite It is illegal to use a reference to an element within a TMap to initialise a new value that is to be added to the TMap as it causes heap-use-after-free. #rb chris.babcock Change 3047208 on 2016/07/12 by Mark.Satterthwaite When removing a vertex don't attempt to copy from one element beyond the end of the array to fill the last element - that's a heap-buffer-overflow and is unnecessary because that element will no longer be used. #rb chris.babcock Change 3047209 on 2016/07/12 by Mark.Satterthwaite Don't attempt to update Metal class counts if the MetalRHI is uninitalised - it will attempt to double-free the TMap. #rb chris.babcock Change 3047641 on 2016/07/13 by Lee.Clark PS4 - Improve SDK Version checking messages #rb none Change 3047663 on 2016/07/13 by Keith.Judge Orion - Various minor PS4-only things activated for XB1. #rb none Change 3047664 on 2016/07/13 by Keith.Judge XB1 - Fix analysis warning of shadowing a member variable. #rb none Change 3047784 on 2016/07/13 by Keith.Judge Xbox One - Memory and perf saving in query handling. Store 8 queries per allocation, rather than 1 so we're making the maximum use of the 256byte allocation granularity. #rb None Change 3047834 on 2016/07/13 by Keith.Judge XB1 - Release underlying memory of 3D textures when destroying them. Oops! #rb none Change 3048190 on 2016/07/13 by Josh.Adams - Now leave around the ASTC encoder input file on error, for reproing outside of the engine #rb none Change 3048256 on 2016/07/13 by Daniel.Lamb Removed warning about missing file when using cook on the fly. #rb Peter.Sauerbrei Change 3048409 on 2016/07/13 by Daniel.Lamb Improved output for saving packages in unattended builds. #rb Jonathan.Fitzpatrick Change 3048763 on 2016/07/13 by Peter.Sauerbrei switch AppleTV to tvOS in the editor #jira UE-30532 #rb michael.trepka Change 3049608 on 2016/07/14 by Keith.Judge XB1 - Optimize vertex/index buffer dynamic memory usage. #rb none Change 3049609 on 2016/07/14 by Keith.Judge Xbox One CPU Perf - Add _RenderThread versions of Lock/Unlock Texture 2D to stop more RHI thread stalls. #rb None Change 3049610 on 2016/07/14 by Keith.Judge Xbox One - Reduce latency of deferred deletions to two frames. #rb None Change 3049730 on 2016/07/14 by Keith.Judge Xbox One - Disable _RenderThread versions of Lock/Unlock Texture 2D for now as they're causing hangs. #rb None Change 3049732 on 2016/07/14 by Keith.Judge Xbox One - Add critical section to the query slot incrementing code as this wa causing a hang after running for a while as it can be done on any of the parallel rendering threads (not just the RHI thread. Also remove optimization pragmas accidentally left in. #rb none Change 3049791 on 2016/07/14 by Keith.Judge Xbox One - Made the occlusion query multithreading even more robust. Can play for ages now in a large level without a crash. #rb None Change 3049968 on 2016/07/14 by Jeremiah.Waldron Adding AndroidDisableThreadedRendering CVar and device profiles for 4 specific devices that need to have threaded rendering disabled on them due to swap buffer issues. Leaving previous checks in FAndroidMisc::AllowRenderThread as they are, but any new devices that need threaded rendering disabled should use the CVar #jira UE-24954, UE-27685, UE-20067 #rb chris.babcock Change 3050428 on 2016/07/14 by Jeremiah.Waldron Fix for application window being terminated if an AlertDialog is showing onPause Repro'd and fix tested on Samsung Galaxy Note 3 #android #jira UE-32998 #rb chris.babcock Change 3050642 on 2016/07/14 by Peter.Sauerbrei fix for invalid generated plist #rb daniel.lamb Change 3050718 on 2016/07/14 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) #rb none Change 3051327 on 2016/07/15 by Keith.Judge Xbox One - Save memory when locking 2D textures by only allocating a linear copy of the mip/array slice we're locking, rather than the entire mip chain. I'll do the same for 3D textures next. #rb None Change 3051346 on 2016/07/15 by Keith.Judge Xbox One - Same memory savings for UpdateTexture2D/3D. Only allocate for the mip/slice that we're updating, not the entire texture. #rb None. Change 3051530 on 2016/07/15 by Nick.Shin github: minor typo fixes #jira UE-32129 - GitHub 2513 : Update default output of HTML5 packaging #rb none Change 3053631 on 2016/07/18 by Mark.Satterthwaite Don't attempt to bind a 2D texture to the FOnePassPointShadowProjectionShaderParameters because it just won't work on Metal - instead bind the black-cube. This fixes validation errors that prevent running projects under the debugger. #codereview daniel.wright #rb josh.adams #jira UE-33350 Change 3053816 on 2016/07/18 by Mark.Satterthwaite Fixes for iOS Metal: - Depth-clip mode was erroneously exported on iOS SDK 9, it wasn't ever actually available. - Stencil texture views are only required on Mac. - State cache shouldn't suggest a render target change is required if the current state is clear and the new state is load/don't care as this breaks iOS rendering with MSAA. - Instead the debug submissions should just directly invoke submit and switch to rendering so that its SetRenderTarget call always succeeds. #rb michael.trepka Change 3053818 on 2016/07/18 by Mark.Satterthwaite Explicit casts for Metal precise::sqrt required for iOS to work with ffast-math workaround. #rb michael.trepka Change 3054426 on 2016/07/18 by Dmitry.Rekman Fix case-sensitive compilation problems (UE-33420). #codereview Olaf.Piesche #rb none Change 3054434 on 2016/07/18 by Mark.Satterthwaite Silence delete-non-virtual-dtor warnings on iOS as we do on Mac. #rb none Change 3054719 on 2016/07/18 by Jeremiah.Waldron Adding ShowHiddenAlertDialog JNI function to be called from native code after the render thread is resumed after pausing. Tested locally on Galaxy Note 3. Tested on LG G4 by nick.shin. Tested on Galaxy S6 by chris.babcock #jira UE-32998 #android #rb chris.babcock Change 3054742 on 2016/07/18 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) #rb none Change 3054850 on 2016/07/18 by Dmitry.Rekman Replace Fatal->Error so messagebox can be shown (UE-22818). - Incorporates PR #1714 by zaps166. #rb none #tests Tried to create an invalid context, made sure messagebox is popping up. Change 3055317 on 2016/07/19 by Lee.Clark PS4 - Fix render target memory allocation #jira UE-32988 #rb Marcus.Wassmer Change 3055682 on 2016/07/19 by Brent.Pease + Fix Debug builds by removing force inline attribute only on debug builds to prevent a warning that is treated as an error #rb michael.trepka Change 3056065 on 2016/07/19 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) #rb none Change 3056256 on 2016/07/19 by Chris.Babcock Add optional log spew filtering callback to Run #jira UE-33468 #ue4 #android #rb Ben.Marsh #codereview Jack.Porter Change 3056727 on 2016/07/19 by Chris.Babcock Added addition scope (plus.login) to Google Play Games builder #jira UE-33480 #ue4 #android #rb none #codereview ryan.gerleve Change 3056811 on 2016/07/19 by Jeff.Campeau Xbox One now accepts client configs. #rb none Change 3057152 on 2016/07/20 by Dmitry.Rekman Linux: use libc++ instead of libstdc++. - Needed to solve problems with third-party C++ libraries (e.g. WebRTC). - Bundled libc++ 3.8.1 (TPS cleared). - Turned off ICU compilation (needs recompile against libc++). - Some libraries (e.g. FBX sdk) still need libstdc++, so in practice it is going to be a mix. #rb none #tests Built and ran a number of Linux targets. Change 3057362 on 2016/07/20 by Keith.Judge XB1 - Fix busted merge from yesterday #rb None Change 3057647 on 2016/07/20 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) #rb none Change 3057655 on 2016/07/20 by Daniel.Lamb Added test cooking flag. #rb Peter.Sauerbrei #test Cook paragon. Change 3058779 on 2016/07/20 by Dmitry.Rekman Fix crash on cooker exit (UE-33583). - Global/static tickable objects could outlive the collection and trigger asserts when removing themselves from it. #rb Josh.Adams #codereview Josh.Adams, Jamie.Dale #tests Compiled and ran Linux editor. #lockdown Josh.Adams Change 3058835 on 2016/07/20 by Chris.Babcock Enable GooglePlay and GameCenter plugins by default #jira UE-33605 #ue4 #android #ios #rb mark.satterthwaite #codereview Peter.Sauerbrei #lockdown Josh.Adams Change 3058847 on 2016/07/20 by Chris.Babcock Fix Android device rule for AlcatelPixi3 #jira UE-33606 #ue4 #android #rb none #codereview Jeremiah.Walron #lockdown Josh.Adams Change 3059693 on 2016/07/21 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) #rb none #lockdown nick.penwarden Change 3060139 on 2016/07/21 by Chris.Babcock Fix proguard entry for Android mediaplayer tracks #jira UE-33644 #ue4 #android #rb Josh.Adams #lockdown Josh.Adams Change 3061151 on 2016/07/22 by Niklas.Smedberg Fast ASTC texture compression, using ISPC. #jira UE-32308 #rb chris.babcock #lockdown josh.adams Change 3061428 on 2016/07/22 by Peter.Sauerbrei Back out changelist 3061151 as it wasn't approved for submission #rb none #lockdown josh.adams Change 3061436 on 2016/07/22 by Lee.Clark PS4 - Back out render target mem allocation changes and put in a temp hack #jira UE-33657 #codereview Marcus.Wassmer #lockdown josh.adams #rb none [CL 3061637 by Josh Adams in Main branch]
2016-07-22 11:36:47 -04:00
CurrentDialogType = EAlertDialogType.None;
}
})
.setNegativeButton("Cancel", new DialogInterface.OnClickListener() {
public void onClick(DialogInterface dialog, int id) {
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
nativeVirtualKeyboardChanged(virtualKeyboardPreviousContents);
nativeVirtualKeyboardResult(false, " ");
virtualKeyboardInputBox.setText(" ");
dialog.dismiss();
Copying //UE4/Dev-Platform to Dev-Main (//UE4/Dev-Main) (Source: //UE4/Dev-Platform @ 3061622) #rb none #lockdown nick.penwarden Change 3046743 on 2016/07/12 by Mark.Satterthwaite Revert Metal workaround for AtmosphericFog rendering on Intel & AMD from 2897082 and instead change the MetalBackend to emit a precise::sqrt(max(0.0, value)) instruction instead of sqrt(value) to avoid the NaN from -ve values. This may still be technically incorrect versus D3D, but it matches the existing OpenGL appearance. #rb ben.woodhouse #jira UE-33028 Change 3046820 on 2016/07/12 by Peter.Sauerbrei PR#2594 - fix for analog input, courtesy of CleanCut #rb daniel.lamb Change 3046826 on 2016/07/12 by Peter.Sauerbrei PR#2561 - addition of code to limit architecture in required caps for IOS, courtesy of derekvanvliet #rb daniel.lamb Change 3046835 on 2016/07/12 by Peter.Sauerbrei PR#2559 - Increase the stack size on IOS and Mac, courtesy of derekvanvliet PR#2552 - Addition for Apple ReplayKit Framework, courtesy of JoshuaKaiser #rb daniel.lamb Change 3046838 on 2016/07/12 by Peter.Sauerbrei PR#2548 - Adding Log information when an unsupported audio type is used, courtesy of derekvanvliet #rb daniel.lamb Change 3046854 on 2016/07/12 by Peter.Sauerbrei PR#2547 - fix for unrecognize selector crash on iOS, couretesy of derekvanvliet PR#2384 - prevent crashes when initializing push notifications on IOS 7, courtesy of alk3ovation #rb daniel.lamb Change 3046858 on 2016/07/12 by Peter.Sauerbrei PR#2475, #1868 - fix for mapping of iOS device name, courtesy of wingedrobin, derekvanvliet PR#2567 - fix name of IPhoneSE in names array, courtesy of rohanliston #rb daniel.lamb Change 3046862 on 2016/07/12 by Peter.Sauerbrei fix for type in tooltip #jira UE-27123 #rb daniel.lamb Change 3046919 on 2016/07/12 by Daniel.Lamb Stop texture derived data from loading it's bulk data when the linker is destoryed. #rb Peter.Sauerbrei Change 3046922 on 2016/07/12 by Daniel.Lamb Updated the default cooker gc settings so that it can have more resources. Added support for cooker markup package and objects as (new flag) disregard for gc if it's still in use by the cooker. Changed the way reentry data is stored in the cooker. Cook only editor content flag in project settings now works again. #rb Josh.Adams #test cook Paragon Change 3046924 on 2016/07/12 by Daniel.Lamb Added support for encrypting ini files. Added new project setting in the editor and setting in ufe. Also added ForDistribution flag to ufe. #rb Peter.Sauerbrei Change 3046936 on 2016/07/12 by Mark.Satterthwaite Fix compute shader TLV clear for async. compute on Mac. #rb chris.babcock Change 3047207 on 2016/07/12 by Mark.Satterthwaite It is illegal to use a reference to an element within a TMap to initialise a new value that is to be added to the TMap as it causes heap-use-after-free. #rb chris.babcock Change 3047208 on 2016/07/12 by Mark.Satterthwaite When removing a vertex don't attempt to copy from one element beyond the end of the array to fill the last element - that's a heap-buffer-overflow and is unnecessary because that element will no longer be used. #rb chris.babcock Change 3047209 on 2016/07/12 by Mark.Satterthwaite Don't attempt to update Metal class counts if the MetalRHI is uninitalised - it will attempt to double-free the TMap. #rb chris.babcock Change 3047641 on 2016/07/13 by Lee.Clark PS4 - Improve SDK Version checking messages #rb none Change 3047663 on 2016/07/13 by Keith.Judge Orion - Various minor PS4-only things activated for XB1. #rb none Change 3047664 on 2016/07/13 by Keith.Judge XB1 - Fix analysis warning of shadowing a member variable. #rb none Change 3047784 on 2016/07/13 by Keith.Judge Xbox One - Memory and perf saving in query handling. Store 8 queries per allocation, rather than 1 so we're making the maximum use of the 256byte allocation granularity. #rb None Change 3047834 on 2016/07/13 by Keith.Judge XB1 - Release underlying memory of 3D textures when destroying them. Oops! #rb none Change 3048190 on 2016/07/13 by Josh.Adams - Now leave around the ASTC encoder input file on error, for reproing outside of the engine #rb none Change 3048256 on 2016/07/13 by Daniel.Lamb Removed warning about missing file when using cook on the fly. #rb Peter.Sauerbrei Change 3048409 on 2016/07/13 by Daniel.Lamb Improved output for saving packages in unattended builds. #rb Jonathan.Fitzpatrick Change 3048763 on 2016/07/13 by Peter.Sauerbrei switch AppleTV to tvOS in the editor #jira UE-30532 #rb michael.trepka Change 3049608 on 2016/07/14 by Keith.Judge XB1 - Optimize vertex/index buffer dynamic memory usage. #rb none Change 3049609 on 2016/07/14 by Keith.Judge Xbox One CPU Perf - Add _RenderThread versions of Lock/Unlock Texture 2D to stop more RHI thread stalls. #rb None Change 3049610 on 2016/07/14 by Keith.Judge Xbox One - Reduce latency of deferred deletions to two frames. #rb None Change 3049730 on 2016/07/14 by Keith.Judge Xbox One - Disable _RenderThread versions of Lock/Unlock Texture 2D for now as they're causing hangs. #rb None Change 3049732 on 2016/07/14 by Keith.Judge Xbox One - Add critical section to the query slot incrementing code as this wa causing a hang after running for a while as it can be done on any of the parallel rendering threads (not just the RHI thread. Also remove optimization pragmas accidentally left in. #rb none Change 3049791 on 2016/07/14 by Keith.Judge Xbox One - Made the occlusion query multithreading even more robust. Can play for ages now in a large level without a crash. #rb None Change 3049968 on 2016/07/14 by Jeremiah.Waldron Adding AndroidDisableThreadedRendering CVar and device profiles for 4 specific devices that need to have threaded rendering disabled on them due to swap buffer issues. Leaving previous checks in FAndroidMisc::AllowRenderThread as they are, but any new devices that need threaded rendering disabled should use the CVar #jira UE-24954, UE-27685, UE-20067 #rb chris.babcock Change 3050428 on 2016/07/14 by Jeremiah.Waldron Fix for application window being terminated if an AlertDialog is showing onPause Repro'd and fix tested on Samsung Galaxy Note 3 #android #jira UE-32998 #rb chris.babcock Change 3050642 on 2016/07/14 by Peter.Sauerbrei fix for invalid generated plist #rb daniel.lamb Change 3050718 on 2016/07/14 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) #rb none Change 3051327 on 2016/07/15 by Keith.Judge Xbox One - Save memory when locking 2D textures by only allocating a linear copy of the mip/array slice we're locking, rather than the entire mip chain. I'll do the same for 3D textures next. #rb None Change 3051346 on 2016/07/15 by Keith.Judge Xbox One - Same memory savings for UpdateTexture2D/3D. Only allocate for the mip/slice that we're updating, not the entire texture. #rb None. Change 3051530 on 2016/07/15 by Nick.Shin github: minor typo fixes #jira UE-32129 - GitHub 2513 : Update default output of HTML5 packaging #rb none Change 3053631 on 2016/07/18 by Mark.Satterthwaite Don't attempt to bind a 2D texture to the FOnePassPointShadowProjectionShaderParameters because it just won't work on Metal - instead bind the black-cube. This fixes validation errors that prevent running projects under the debugger. #codereview daniel.wright #rb josh.adams #jira UE-33350 Change 3053816 on 2016/07/18 by Mark.Satterthwaite Fixes for iOS Metal: - Depth-clip mode was erroneously exported on iOS SDK 9, it wasn't ever actually available. - Stencil texture views are only required on Mac. - State cache shouldn't suggest a render target change is required if the current state is clear and the new state is load/don't care as this breaks iOS rendering with MSAA. - Instead the debug submissions should just directly invoke submit and switch to rendering so that its SetRenderTarget call always succeeds. #rb michael.trepka Change 3053818 on 2016/07/18 by Mark.Satterthwaite Explicit casts for Metal precise::sqrt required for iOS to work with ffast-math workaround. #rb michael.trepka Change 3054426 on 2016/07/18 by Dmitry.Rekman Fix case-sensitive compilation problems (UE-33420). #codereview Olaf.Piesche #rb none Change 3054434 on 2016/07/18 by Mark.Satterthwaite Silence delete-non-virtual-dtor warnings on iOS as we do on Mac. #rb none Change 3054719 on 2016/07/18 by Jeremiah.Waldron Adding ShowHiddenAlertDialog JNI function to be called from native code after the render thread is resumed after pausing. Tested locally on Galaxy Note 3. Tested on LG G4 by nick.shin. Tested on Galaxy S6 by chris.babcock #jira UE-32998 #android #rb chris.babcock Change 3054742 on 2016/07/18 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) #rb none Change 3054850 on 2016/07/18 by Dmitry.Rekman Replace Fatal->Error so messagebox can be shown (UE-22818). - Incorporates PR #1714 by zaps166. #rb none #tests Tried to create an invalid context, made sure messagebox is popping up. Change 3055317 on 2016/07/19 by Lee.Clark PS4 - Fix render target memory allocation #jira UE-32988 #rb Marcus.Wassmer Change 3055682 on 2016/07/19 by Brent.Pease + Fix Debug builds by removing force inline attribute only on debug builds to prevent a warning that is treated as an error #rb michael.trepka Change 3056065 on 2016/07/19 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) #rb none Change 3056256 on 2016/07/19 by Chris.Babcock Add optional log spew filtering callback to Run #jira UE-33468 #ue4 #android #rb Ben.Marsh #codereview Jack.Porter Change 3056727 on 2016/07/19 by Chris.Babcock Added addition scope (plus.login) to Google Play Games builder #jira UE-33480 #ue4 #android #rb none #codereview ryan.gerleve Change 3056811 on 2016/07/19 by Jeff.Campeau Xbox One now accepts client configs. #rb none Change 3057152 on 2016/07/20 by Dmitry.Rekman Linux: use libc++ instead of libstdc++. - Needed to solve problems with third-party C++ libraries (e.g. WebRTC). - Bundled libc++ 3.8.1 (TPS cleared). - Turned off ICU compilation (needs recompile against libc++). - Some libraries (e.g. FBX sdk) still need libstdc++, so in practice it is going to be a mix. #rb none #tests Built and ran a number of Linux targets. Change 3057362 on 2016/07/20 by Keith.Judge XB1 - Fix busted merge from yesterday #rb None Change 3057647 on 2016/07/20 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) #rb none Change 3057655 on 2016/07/20 by Daniel.Lamb Added test cooking flag. #rb Peter.Sauerbrei #test Cook paragon. Change 3058779 on 2016/07/20 by Dmitry.Rekman Fix crash on cooker exit (UE-33583). - Global/static tickable objects could outlive the collection and trigger asserts when removing themselves from it. #rb Josh.Adams #codereview Josh.Adams, Jamie.Dale #tests Compiled and ran Linux editor. #lockdown Josh.Adams Change 3058835 on 2016/07/20 by Chris.Babcock Enable GooglePlay and GameCenter plugins by default #jira UE-33605 #ue4 #android #ios #rb mark.satterthwaite #codereview Peter.Sauerbrei #lockdown Josh.Adams Change 3058847 on 2016/07/20 by Chris.Babcock Fix Android device rule for AlcatelPixi3 #jira UE-33606 #ue4 #android #rb none #codereview Jeremiah.Walron #lockdown Josh.Adams Change 3059693 on 2016/07/21 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) #rb none #lockdown nick.penwarden Change 3060139 on 2016/07/21 by Chris.Babcock Fix proguard entry for Android mediaplayer tracks #jira UE-33644 #ue4 #android #rb Josh.Adams #lockdown Josh.Adams Change 3061151 on 2016/07/22 by Niklas.Smedberg Fast ASTC texture compression, using ISPC. #jira UE-32308 #rb chris.babcock #lockdown josh.adams Change 3061428 on 2016/07/22 by Peter.Sauerbrei Back out changelist 3061151 as it wasn't approved for submission #rb none #lockdown josh.adams Change 3061436 on 2016/07/22 by Lee.Clark PS4 - Back out render target mem allocation changes and put in a temp hack #jira UE-33657 #codereview Marcus.Wassmer #lockdown josh.adams #rb none [CL 3061637 by Josh Adams in Main branch]
2016-07-22 11:36:47 -04:00
CurrentDialogType = EAlertDialogType.None;
}
});
virtualKeyboardAlert = builder.create();
GooglePlayLicensing.GoogleLicensing = new GooglePlayLicensing();
GooglePlayLicensing.GoogleLicensing.Init(this, Log);
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
// Now okay for event handler to be set up on native side
// nativeResumeMainInit();
// Try to establish a connection to Google Play
// AndroidThunkJava_GooglePlayConnect();
// If we have data in the apk or just loose then carry on init as normal
/*Log.debug(this.getObbDir().getAbsolutePath());
String path = this.getObbDir().getAbsolutePath() + "/main.1.com.epicgames.StrategyGame.obb";
File obb = new File(path);
Log.debug("=+=+=+=+=+=+=> File exists: " + (obb.exists() ? "True" : "False"));
*/
if(PackageDataInsideApkValue == 1 || HasOBBFiles == 0)
{
HasAllFiles = true;
}
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2719147 on 2015/10/07 by Mark.Satterthwaite Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track. Change 2719182 on 2015/10/07 by Mark.Satterthwaite Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient. Change 2719185 on 2015/10/07 by Mark.Satterthwaite Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw. Change 2719434 on 2015/10/07 by Mark.Satterthwaite Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server. Change 2724764 on 2015/10/12 by Josh.Adams [Initial AppleTV support] Merging //depot/YakBranch/... to //UE4/Dev-Platform/... Change 2726266 on 2015/10/13 by Lee.Clark PS4 - Calc reserve size required for DMA copy when using unsafe command buffers Change 2726401 on 2015/10/13 by Mark.Satterthwaite Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected. #jira UE-15228 Change 2726421 on 2015/10/13 by Lee.Clark PS4 - Don't try to clear invalid targets Change 2727040 on 2015/10/13 by Michael.Trepka Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72 Change 2729783 on 2015/10/15 by Keith.Judge Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty. Change 2729847 on 2015/10/15 by Mark.Satterthwaite Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff. #jira UE-21992 Change 2729865 on 2015/10/15 by Keith.Judge Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition. Change 2729897 on 2015/10/15 by Keith.Judge Fast Semantics - Make sure all GetData() calls are made safe with GPU fences. Change 2729972 on 2015/10/15 by Keith.Judge Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly. This should be marginally quicker as it stops a double call to ClearState(). Change 2731503 on 2015/10/16 by Keith.Judge Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict). Change 2731596 on 2015/10/16 by Keith.Judge Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step. Change 2731928 on 2015/10/16 by Michael.Trepka PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl) Change 2731934 on 2015/10/16 by Michael.Trepka PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura) Change 2732018 on 2015/10/16 by Mark.Satterthwaite Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached. - The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders. - Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this. - Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL. Change 2732365 on 2015/10/16 by Josh.Adams - Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On) Change 2733170 on 2015/10/18 by Terence.Burns Fix for Android IAP query not returning entire inventory. Change 2733174 on 2015/10/18 by Terence.Burns Fix Movie player issue where wait for movie to finish isnt being respected. Seems a stray bUserCanceled event flag was causing this not to be observed. Added some verbose logging to apple movie player. Change 2733488 on 2015/10/19 by Mark.Satterthwaite Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information. - Fixed a bug that would cause invalid shader membership and draw state information to be logged. - Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too. Change 2735226 on 2015/10/20 by Mark.Satterthwaite Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently. #jira UE-21214 #jira UE-19913 Change 2736722 on 2015/10/21 by Daniel.Lamb Improved performance of cooking stats system. Change 2737172 on 2015/10/21 by Daniel.Lamb Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00
// check for OBB file present if we don't have all the files and don't need to verify
if (!HasAllFiles && !VerifyOBBOnStartUp)
{
HasAllFiles = DownloadShim.expansionFilesDelivered(this, VersionCode);
}
Copying //UE4/WEX-Staging/... to //UE4/Main (Source: //WEX/Main @ 3580612) #rb none #lockdown nick.penwarden ================================================================================================= MAJOR FEATURES + CHANGES ================================================================================================= Change 3526838 by David.Nikdel #WEX: make map elements support TitleProperty on their values in the editor #JIRA: none Change 3517937 by Ben.Zeigler #jira UE-46574 Deprecate IPlatformChunkInstall::SetChunkInstallDelgate as it was spelled wrong, was only half implemented, and did not support success vs failure Replace with AddChunkInstallDelegate, which supports a bool error code and is bound once instead of separately for each chunk. All implementations support this delegate at a basic level, although several could be improved to call the failure delegate in more cases Change 3498765 by David.Nikdel #WEX: Added a way to bind a delegate that fires whenever an analytics event is queued. - Bind this delegate and use it to log analytics events (for now) #JIRA: none Change 3495796 by Josh.May #WEX #JIRA: None - Reworked the LoadTimes.DumpReport console command to accept command arguments and added options for alphanumeric sorting (-alphasort), tweakable asset time cutoff (lowtime=X), and file output to the Saved/Profiling directory (file). - Added hooks for automatically generating load time reports for every map load (enabled using the DUMP_LOAD_REPORT_PER_MAP #define). Change 3489241 by Josh.Markiewicz #UE4 - First unfinished pass to GoogleIOS - SDK auth token data needs to copy auth into TMap properly #jira none Change 3487767 by David.Nikdel #Analytics: Make FAnalyticsEventAttribute support typed values - This makes sure the value types in the resultant JSON reflect the code. - Added support for Number (double), Boolean, Null, and JsonFragment types - This should make it so we don't have to whitelist everything to be converted to number on the Grafana processing side. - Made all attributes on FAnalyticsEventAttribute immutable #JIRA: WEX-6696, WEX-6706 Change 3478818 by Chris.Babcock Add detection of Houdini (running on Intel Android CPU) #jira WEX-5009 #ue4 #android #robomerge R1.2 Change 3475449 by Allan.Bentham Add disable force inline option for iOS build, enabled for WEX. #jira UEMOB-167 [CL 3588553 by Peter Sauerbrei in Main branch]
2017-08-15 16:16:21 -04:00
containerFrameLayout = new FrameLayout(_activity);
virtualKeyboardLayout = new LinearLayout(_activity);
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2719147 on 2015/10/07 by Mark.Satterthwaite Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track. Change 2719182 on 2015/10/07 by Mark.Satterthwaite Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient. Change 2719185 on 2015/10/07 by Mark.Satterthwaite Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw. Change 2719434 on 2015/10/07 by Mark.Satterthwaite Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server. Change 2724764 on 2015/10/12 by Josh.Adams [Initial AppleTV support] Merging //depot/YakBranch/... to //UE4/Dev-Platform/... Change 2726266 on 2015/10/13 by Lee.Clark PS4 - Calc reserve size required for DMA copy when using unsafe command buffers Change 2726401 on 2015/10/13 by Mark.Satterthwaite Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected. #jira UE-15228 Change 2726421 on 2015/10/13 by Lee.Clark PS4 - Don't try to clear invalid targets Change 2727040 on 2015/10/13 by Michael.Trepka Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72 Change 2729783 on 2015/10/15 by Keith.Judge Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty. Change 2729847 on 2015/10/15 by Mark.Satterthwaite Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff. #jira UE-21992 Change 2729865 on 2015/10/15 by Keith.Judge Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition. Change 2729897 on 2015/10/15 by Keith.Judge Fast Semantics - Make sure all GetData() calls are made safe with GPU fences. Change 2729972 on 2015/10/15 by Keith.Judge Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly. This should be marginally quicker as it stops a double call to ClearState(). Change 2731503 on 2015/10/16 by Keith.Judge Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict). Change 2731596 on 2015/10/16 by Keith.Judge Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step. Change 2731928 on 2015/10/16 by Michael.Trepka PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl) Change 2731934 on 2015/10/16 by Michael.Trepka PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura) Change 2732018 on 2015/10/16 by Mark.Satterthwaite Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached. - The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders. - Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this. - Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL. Change 2732365 on 2015/10/16 by Josh.Adams - Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On) Change 2733170 on 2015/10/18 by Terence.Burns Fix for Android IAP query not returning entire inventory. Change 2733174 on 2015/10/18 by Terence.Burns Fix Movie player issue where wait for movie to finish isnt being respected. Seems a stray bUserCanceled event flag was causing this not to be observed. Added some verbose logging to apple movie player. Change 2733488 on 2015/10/19 by Mark.Satterthwaite Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information. - Fixed a bug that would cause invalid shader membership and draw state information to be logged. - Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too. Change 2735226 on 2015/10/20 by Mark.Satterthwaite Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently. #jira UE-21214 #jira UE-19913 Change 2736722 on 2015/10/21 by Daniel.Lamb Improved performance of cooking stats system. Change 2737172 on 2015/10/21 by Daniel.Lamb Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00
// Need to create our surface view here regardless of if we are going to end up using it
getWindow().takeSurface(null);
MySurfaceView = new SurfaceView(this);
Copying //UE4/WEX-Staging/... to //UE4/Main (Source: //WEX/Main @ 3580612) #rb none #lockdown nick.penwarden ================================================================================================= MAJOR FEATURES + CHANGES ================================================================================================= Change 3526838 by David.Nikdel #WEX: make map elements support TitleProperty on their values in the editor #JIRA: none Change 3517937 by Ben.Zeigler #jira UE-46574 Deprecate IPlatformChunkInstall::SetChunkInstallDelgate as it was spelled wrong, was only half implemented, and did not support success vs failure Replace with AddChunkInstallDelegate, which supports a bool error code and is bound once instead of separately for each chunk. All implementations support this delegate at a basic level, although several could be improved to call the failure delegate in more cases Change 3498765 by David.Nikdel #WEX: Added a way to bind a delegate that fires whenever an analytics event is queued. - Bind this delegate and use it to log analytics events (for now) #JIRA: none Change 3495796 by Josh.May #WEX #JIRA: None - Reworked the LoadTimes.DumpReport console command to accept command arguments and added options for alphanumeric sorting (-alphasort), tweakable asset time cutoff (lowtime=X), and file output to the Saved/Profiling directory (file). - Added hooks for automatically generating load time reports for every map load (enabled using the DUMP_LOAD_REPORT_PER_MAP #define). Change 3489241 by Josh.Markiewicz #UE4 - First unfinished pass to GoogleIOS - SDK auth token data needs to copy auth into TMap properly #jira none Change 3487767 by David.Nikdel #Analytics: Make FAnalyticsEventAttribute support typed values - This makes sure the value types in the resultant JSON reflect the code. - Added support for Number (double), Boolean, Null, and JsonFragment types - This should make it so we don't have to whitelist everything to be converted to number on the Grafana processing side. - Made all attributes on FAnalyticsEventAttribute immutable #JIRA: WEX-6696, WEX-6706 Change 3478818 by Chris.Babcock Add detection of Houdini (running on Intel Android CPU) #jira WEX-5009 #ue4 #android #robomerge R1.2 Change 3475449 by Allan.Bentham Add disable force inline option for iOS build, enabled for WEX. #jira UEMOB-167 [CL 3588553 by Peter Sauerbrei in Main branch]
2017-08-15 16:16:21 -04:00
MySurfaceView.setBackgroundColor(Color.TRANSPARENT);
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2719147 on 2015/10/07 by Mark.Satterthwaite Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track. Change 2719182 on 2015/10/07 by Mark.Satterthwaite Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient. Change 2719185 on 2015/10/07 by Mark.Satterthwaite Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw. Change 2719434 on 2015/10/07 by Mark.Satterthwaite Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server. Change 2724764 on 2015/10/12 by Josh.Adams [Initial AppleTV support] Merging //depot/YakBranch/... to //UE4/Dev-Platform/... Change 2726266 on 2015/10/13 by Lee.Clark PS4 - Calc reserve size required for DMA copy when using unsafe command buffers Change 2726401 on 2015/10/13 by Mark.Satterthwaite Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected. #jira UE-15228 Change 2726421 on 2015/10/13 by Lee.Clark PS4 - Don't try to clear invalid targets Change 2727040 on 2015/10/13 by Michael.Trepka Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72 Change 2729783 on 2015/10/15 by Keith.Judge Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty. Change 2729847 on 2015/10/15 by Mark.Satterthwaite Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff. #jira UE-21992 Change 2729865 on 2015/10/15 by Keith.Judge Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition. Change 2729897 on 2015/10/15 by Keith.Judge Fast Semantics - Make sure all GetData() calls are made safe with GPU fences. Change 2729972 on 2015/10/15 by Keith.Judge Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly. This should be marginally quicker as it stops a double call to ClearState(). Change 2731503 on 2015/10/16 by Keith.Judge Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict). Change 2731596 on 2015/10/16 by Keith.Judge Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step. Change 2731928 on 2015/10/16 by Michael.Trepka PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl) Change 2731934 on 2015/10/16 by Michael.Trepka PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura) Change 2732018 on 2015/10/16 by Mark.Satterthwaite Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached. - The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders. - Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this. - Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL. Change 2732365 on 2015/10/16 by Josh.Adams - Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On) Change 2733170 on 2015/10/18 by Terence.Burns Fix for Android IAP query not returning entire inventory. Change 2733174 on 2015/10/18 by Terence.Burns Fix Movie player issue where wait for movie to finish isnt being respected. Seems a stray bUserCanceled event flag was causing this not to be observed. Added some verbose logging to apple movie player. Change 2733488 on 2015/10/19 by Mark.Satterthwaite Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information. - Fixed a bug that would cause invalid shader membership and draw state information to be logged. - Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too. Change 2735226 on 2015/10/20 by Mark.Satterthwaite Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently. #jira UE-21214 #jira UE-19913 Change 2736722 on 2015/10/21 by Daniel.Lamb Improved performance of cooking stats system. Change 2737172 on 2015/10/21 by Daniel.Lamb Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00
MySurfaceView.getHolder().addCallback(this);
Copying //UE4/WEX-Staging/... to //UE4/Main (Source: //WEX/Main @ 3580612) #rb none #lockdown nick.penwarden ================================================================================================= MAJOR FEATURES + CHANGES ================================================================================================= Change 3526838 by David.Nikdel #WEX: make map elements support TitleProperty on their values in the editor #JIRA: none Change 3517937 by Ben.Zeigler #jira UE-46574 Deprecate IPlatformChunkInstall::SetChunkInstallDelgate as it was spelled wrong, was only half implemented, and did not support success vs failure Replace with AddChunkInstallDelegate, which supports a bool error code and is bound once instead of separately for each chunk. All implementations support this delegate at a basic level, although several could be improved to call the failure delegate in more cases Change 3498765 by David.Nikdel #WEX: Added a way to bind a delegate that fires whenever an analytics event is queued. - Bind this delegate and use it to log analytics events (for now) #JIRA: none Change 3495796 by Josh.May #WEX #JIRA: None - Reworked the LoadTimes.DumpReport console command to accept command arguments and added options for alphanumeric sorting (-alphasort), tweakable asset time cutoff (lowtime=X), and file output to the Saved/Profiling directory (file). - Added hooks for automatically generating load time reports for every map load (enabled using the DUMP_LOAD_REPORT_PER_MAP #define). Change 3489241 by Josh.Markiewicz #UE4 - First unfinished pass to GoogleIOS - SDK auth token data needs to copy auth into TMap properly #jira none Change 3487767 by David.Nikdel #Analytics: Make FAnalyticsEventAttribute support typed values - This makes sure the value types in the resultant JSON reflect the code. - Added support for Number (double), Boolean, Null, and JsonFragment types - This should make it so we don't have to whitelist everything to be converted to number on the Grafana processing side. - Made all attributes on FAnalyticsEventAttribute immutable #JIRA: WEX-6696, WEX-6706 Change 3478818 by Chris.Babcock Add detection of Houdini (running on Intel Android CPU) #jira WEX-5009 #ue4 #android #robomerge R1.2 Change 3475449 by Allan.Bentham Add disable force inline option for iOS build, enabled for WEX. #jira UEMOB-167 [CL 3588553 by Peter Sauerbrei in Main branch]
2017-08-15 16:16:21 -04:00
containerFrameLayout.addView(MySurfaceView);
containerFrameLayout.addView(virtualKeyboardLayout);
setContentView(containerFrameLayout);
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3233741) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== [NOTE: Switch changes have been removed from this list, and will be in a comment in //UE4/Main/Engine/Build/Switch/SwitchChanges.txt] Change 3207431 on 2016/11/22 by Keith.Judge Make VectorSign on XB1 match (incorrect) SSE implementation rather than the reference FPU implementation. Too many things seem to rely on this to change the default behaviour now. #jira UE-36921 #jira UE-38560 Change 3208206 on 2016/11/22 by Josh.Adams - Changed plugins upgrading a content-only project to code-based, even if the modules inside aren't compiled for the current platform. There are issues with runtime not knowing the plugin isn't needed. The proper way is to non-whitelist the platform in the project, not in the modules, if you don't want it to upgrade the project. See the comments in this change for more info. #jira UE-38929 Change 3209137 on 2016/11/23 by Alicia.Cano Add a check to iOS tool chain for exception flag #jira UE-36528 #ios Change 3209296 on 2016/11/23 by Ben.Marsh Always send build failure notifications in Dev-Platform to Will.Fissler@epicgames.com and Owen.Stupka@epicgames.com Change 3211316 on 2016/11/28 by Joe.Barnes Fix some typos Change 3211318 on 2016/11/28 by Joe.Barnes Fix wrong function name in header file. Didn't match actual function name in RenderingThread.cpp Change 3213227 on 2016/11/29 by Dmitry.Rekman Add -fPIC to libwebsockets on Linux. Change 3213463 on 2016/11/29 by Nick.Shin helper build scripts for CentOS 7 Linux (via Docker) LINUX: pull source and compile: zlib openssl libcurl & libwebsockets using [ glibc 2.17 ] & [ gcc 4.8.5 ] Docker creates an image (that is essentially a CentOS box) and runs the build script within that environment (called a container). think of this as a VM -- but waaaaaaay better -- nothing is virtualized -- it's all on the metal. #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1203 - Add Linux library for libwebsockets #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 3213939 on 2016/11/29 by Michael.Trepka Ignore parent widget's geometry scale when showing a popup menu in a separate window #jira UE-38706 Change 3215583 on 2016/11/30 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3216345 on 2016/11/30 by Josh.Adams Better fix for poison proxy fix Change 3217106 on 2016/12/01 by Michael.Trepka Fixed a crash caused by an attempt to use FPlayWorldCommands::GlobalPlayWorldActions before it's initialized when showing suppressable warning dialogs in UEditorEngine::UpdateAutoLoadProject() #jira UE-38816 Change 3217223 on 2016/12/01 by Josh.Adams - Fixed some TEXT macro warnings that crept in from IWYU changes Change 3217253 on 2016/12/01 by Dmitry.Rekman Linux: fix GL crash (UE-17649). - Making sure all streams are set up. Fix by Cengiz. Change 3217473 on 2016/12/01 by Daniel.Lamb Fixed a case when we load a map it might not have it's sublevels loaded because it's not treated like a map. #test cook run QAGame Change 3217588 on 2016/12/01 by Peter.Sauerbrei Pull in IPv6 fix Change 3217654 on 2016/12/01 by Michael.Trepka Changed the Mac-specific high DPI code to use system backingScaleFactor only if NSHighResolutionCapable in Info.plist is set to true. This solves the problem with macOS Sierra giving us actual backingScaleFactor values even in low DPI modes. Change 3217873 on 2016/12/01 by Josh.Adams - Added some logging to a tvOS assert, since debugging it right away is tricky Change 3218097 on 2016/12/01 by Josh.Adams - Fixed up the Switch MediaFramework, making editor better, etc - ALso changed PS4 and Xbox plugins to be enabled by default by having two entries in the plugin module for the Factory modules (an editor only entry, and a platform specific runtime entry... this will make it so that UE4Game.exe won't ahve it compiled in, even with it enabled by default) Change 3218133 on 2016/12/01 by Dmitry.Rekman Linux: report server hangs by crashing the hung thread (UE-39164). Change 3218512 on 2016/12/01 by Josh.Adams - Made the MfMedia plugin to be distributable in public builds, since it's for Windows and Xbox Change 3219804 on 2016/12/02 by Dmitry.Rekman Linux: fix project settings crash (UE-38800). - Also submitted as a pull request #2945. Change 3220027 on 2016/12/02 by Nick.Shin plow all physx libs into build NOTE: most browsers will not function - chrome and firefox nightly only works checking this in as per email #jira UE-38323 VehicleTemplate Vehicle does not move in HTML5 Change 3221620 on 2016/12/05 by Joe.Barnes UE-37275 - Temporary workaround for log lines losing carriage returns. Add's a \n when outputting lines if there isn't one at the end. Change 3221689 on 2016/12/05 by Dmitry.Rekman Attempt to change/rename. Change 3221700 on 2016/12/05 by Dmitry.Rekman Another attempt to change renamed file (from Linux). Change 3221731 on 2016/12/05 by Michael.Trepka Added missing initialization for FAvfVideoSampler::MetalTextureCache #jira UE-38689 Change 3221792 on 2016/12/05 by Michael.Trepka Fixed a crash in FMetalDynamicRHI::RHIAsyncReallocateTexture2D for PVRTC2 textures Change 3222675 on 2016/12/05 by Josh.Adams - Removed some resolution setting junk that was recently added to PlatformerGame - settings resolution on AppleTV is bad, it doesn't need to change resolution on non-desktop platforms #jira UE-39188 Change 3223546 on 2016/12/06 by Brent.Pease + Properly set and use the realtime compression for ios. + Reduce unused memory on ios from the precached first buffer + Fix a resource tracking issue that was causing a double free on the sound buffer Change 3223785 on 2016/12/06 by Brent.Pease + Add support for iPhone7 (implemented by peter.sauerbrei, merged in from WEX) #jira ue-38701 Change 3224314 on 2016/12/06 by Chris.Babcock Send OnTargetPlatformChangedSupportedFormats when format changed in Android project settings in editor #jira UE-38361 #ue4 #android Change 3225367 on 2016/12/07 by Josh.Adams - Added FKey::Virtual_Accept and Virtual_Back, which will map to FaceButton Right/Down appropriately based on platform (Switch swaps them) - Made changes to ShooterGame and VehicleGame for Virtual_Accept and Back - Added some icons for ShooterGame, and changed some text blocks to SRichTextBlock to insert the icons Change 3225426 on 2016/12/07 by Chris.Babcock Add missing Android UPL file for binary builds #jira UE-39420 #ue4 #android Change 3225471 on 2016/12/07 by Dmitry.Rekman Update all platforms to C++14. Change 3225525 on 2016/12/07 by Nick.Shin Cook-On-The-Fly for HTML5 - re-enabled: ENetworkFileServerProtocol::NFSP_Http - cleaned up port numbers used with cook-on-the-fly situations - fixed null_ptr in NetworkFileServerHttp.cpp - fix CORS issue with HTML5LaunchHelper (not really needed -- but doesn't hurt to have it in the test server) - finally, the core of the jira issue: o fix serialization bug: do not append zero sized data o fix de-serialization bug: removed double insertion of packet "Marker and Size" header #jira UE-38281 Quicklaunch UFE HTML5 fails to get COTF Header Size Change 3225690 on 2016/12/07 by Dmitry.Rekman Linux: improvements in touch support. - Multiple fingers. - Filtering out "moved" events from the same location. - Consistent logging. (Edigrating 3225194 from Wombat to Dev-Platform) Change 3225868 on 2016/12/07 by Josh.Stoddard Gracefully handle delete without matching new on iOS & Mac #jira UE-39395 Change 3226159 on 2016/12/07 by Omar.Rodriguez UEPLAT-1423 WEX: Improved virtual keyboard for Android * Renamed old virtual keyboard functions by adding "Dialog" suffix to the name * Added new virtual keyboard functions that use InputMethodManager to show/hide keyboard * Hide the virtual keyboard, if shown, onPause * Slate edit box decides which functions to call for showing/hiding keyboard - eventually will be based on command line parameter like in IOS #jira UEPLAT-1423 Change 3226167 on 2016/12/07 by Dmitry.Rekman Allow running as root on ARM. (Edigrating 3204974 to Dev-Platform) Change 3226168 on 2016/12/07 by Dmitry.Rekman Print current CVar value when denying an override. (Based on CL 3205476). Change 3226169 on 2016/12/07 by Dmitry.Rekman Allow enabling sound (if disabled by default). (Based on CL 3205505) Change 3226171 on 2016/12/07 by Dmitry.Rekman Allow running from symlinks. (Edigrating 3205518 to Dev-Platform). Change 3226174 on 2016/12/07 by Dmitry.Rekman Linux: do not init SDL audio (we do not use it anyway). (Based on CL 3205505). Change 3226327 on 2016/12/07 by Nick.Shin fix CIS warning #jira UE-38281 Quicklaunch UFE HTML5 fails to get COTF Header Size Change 3226506 on 2016/12/08 by Dmitry.Rekman Fix one more case-sensitive misspelling (UE-39030). - Submitted as part of PR #2976. Change 3226542 on 2016/12/08 by Dmitry.Rekman Linux: fix weirdness with tesselation in GL4 (UE-32865). - Workaround by CengizT. Proper fix tracked as UE-39489. Change 3226570 on 2016/12/08 by Dmitry.Rekman Fix for ar failing due to too long command line (UE-39009). - Based on PR #2973. Change 3226575 on 2016/12/08 by Dmitry.Rekman Add build-essential to dependencies (UE-39053). - PR #2981 contributed by cpyarger. Change 3227129 on 2016/12/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Fixed up a deferred GL error as well Fixed some copyrights of files not in main Change 3227260 on 2016/12/08 by Omar.Rodriguez UE-39140 Projects with iCloud are failing provisioning check when code signing. * Set default value of bEnableCloudKitSupport to False * Set value of get-task-allow to true only on non-distribution builds * Only write out the entitlements file if changes have been made #jira UE-39140 Change 3229312 on 2016/12/09 by Dmitry.Rekman Fix missing responses (UE-39572). - Proper implementation of UE-39009. Change 3230849 on 2016/12/12 by Dmitry.Rekman Linux: fixed Android packaging (UE-39635). - Misspelled case; fixed by JohnHenry Carawon. #jira UE-39635 Change 3231591 on 2016/12/12 by Peter.Sauerbrei fix for splash screen not being turned off by default #jira UE-39591 Change 3231880 on 2016/12/12 by Josh.Adams - Fixing StaticAnalysis warnings, but -enablecodeanalysis stopped working for some reason, and the /Zm thing has hit me really hard, so this is a hopeful checkin for static analysis issues #jira UE-39680 Change 3232816 on 2016/12/13 by Dmitry.Rekman Linux: fix for CEF (UE-39682) - Fix by Cengiz.Terzibas. Change 3232873 on 2016/12/13 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3232933 on 2016/12/13 by Josh.Adams - Missed the files that were needed to fix up after merge from main, but didn';t come from main Change 3233066 on 2016/12/13 by Ben.Marsh UBT: Ignore exception if PATH variable contains invalid characters when looking for XGE. Change 3233512 on 2016/12/13 by Ben.Marsh Fix static analysis warnings. [CL 3233813 by Josh Adams in Main branch]
2016-12-13 19:47:16 -05:00
// cache a reference to the main content view and set it so it can be focused on
mainView = findViewById( android.R.id.content );
mainView.setFocusable( true );
mainView.setFocusableInTouchMode( true );
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
mainDecorView = getWindow().getDecorView();
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3627362) #lockdown Nick.Penwarden #rb None ============================ MAJOR FEATURES & CHANGES ============================ Change 3600639 by Nick.Shin HTML5 remove old emscripten toolchain forgot to remove this (was checked out in another changelist) #jira UE-47813 Change 3600641 by Nick.Shin HTML5 TM-Core crash fixes new PhysX HTML5 libs #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600644 by Nick.Shin HTML5 TM-Core crash fixes emscripten doesn't seem to know how to look at <PxRigidActor> from the PxActor class... #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600647 by Nick.Shin HTML5 UInterpTrackInst::GetGroupActor() pre-null check #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3601439 by Dmitriy.Dyomin Fixed: Protostar leads to device reboot in Galaxy S7 Adreno device. (SM-G930V) #jira UE-48323 Change 3601440 by Dmitriy.Dyomin Fixed: Texture streaming after world origin was rebased Change 3601456 by Dmitriy.Dyomin Added: Async loading bytecode from shader library - Shader library will be packed into single file - Shader library will be created only when packaging project by the book #jira UEMOB-381 Change 3601624 by Jack.Porter Fix landscape crash on HTML5 Exception !IsInRenderingThread() failed. #jira UE-48527 Change 3603890 by Dmitriy.Dyomin GitHub 3905 : Engine crash in LandscapeComponent when streaming levels #3905 #jira UE-48422 Change 3603933 by Dmitriy.Dyomin Fixed: Crash after Splash Screen on Android (ETC2) when Adding r.UseShaderCaching and r.UseShaderPredraw - Added r.SaveShaderCache command to save current cache on demand - Removed support for caching multiple platfroms at the same time, each platform now uses separate cache/file - Significantly reduced size of draw log on disk - Mobile platfroms support only basic caching, logging shaders and bound shader states without full gfx state #jira UE-47553 Change 3604050 by Sorin.Gradinaru #jira UE-47428 Android virtual keyboard polishing Done: Multiline should be disabled when not needed Hide suggestions and autocorrect "Done" / back button behavior to make it feel natural - Done/Enter and the Back key event sent to the engine If the keyboard is up and you click on the same control you're currently inputting into, it will hide the keyboard. Look into animation - not critical. S6 with Swiftkey. The numbers don't show up in our textedit but the string is updated (we see dots in the Slate control) with the password entry Could not reproduce/test: Make sure we don't use negative coords for the input box if the keyboard is at the top of the screen Change 3604081 by Allan.Bentham Reduce redundant log spam from SustainedPerformanceMode on android. Change 3604152 by Allan.Bentham Improved vulkanRHI availability and selection reporting. Change 3604186 by Dmitriy.Dyomin Vulkan: Write to buffers directly on UMA devices (no staging) Change 3604396 by Nick.Shin HTML5 - stats and multi-threading checks more null & multi-threading - and some functions flat out disabled for HTML5 platform the big "don't use on HTML5" is TLockFreeFixedSizeAllocator_TLSCacheBase's manual TLS.PartialBundle memory handler... i'm not sure it's working properly... switched on USE_NIEVE_TLockFreeFixedSizeAllocator_TLSCacheBase sections of code (i.e. basic malloc and free) for PLATFORM_HTML5 - it seems only the stats function was exacerbating the memory bug ... but, shutting this completely out for HTML5... don't know if it's an emscripten compiler/corruption that's causing this... - will send this to emscripten makers as another test case for them to help see what's going on... #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3604752 by Allan.Bentham Reduce battery status log spam. Change 3604825 by Nick.Shin HTML5 emscripten 1.37.19 updated license file #jira UE-47813 Change 3606486 by Jack.Porter Enabled refraction on tvOS #jira UE-47229 Change 3606546 by Dmitriy.Dyomin Vulkan: Missed null check from CL# 3601439 Change 3606654 by Allan.Bentham mobile post process shaders will not attempt depth buffer fetch, instead they will always read from the depth texture. #jira UE-41919 Change 3606672 by Dmitriy.Dyomin Fixed: Vulkan mode crashes without error on Tegra K1 Nvidia Shield due to OOM - fixed r.MobileReduceLoadedMips has no effect - added r.MobileMaxLoadedMips to set a limit to a number of mips - reduced size of vulkan allocation pages on android #jira UE-42838 Change 3607204 by Allan.Bentham Do not attempt getprocaddress for GL_EXT_DEBUG_LABEL functions when the extension is not declared. Change 3607214 by Nick.Shin HTML5 - stats font crash fix #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3609164 by Chris.Babcock More informative Android SDK license requirements and errors #jra UE-48837 #ue4 #android Change 3609175 by Chris.Babcock Linux build fix #jira none Change 3609516 by Dmitriy.Dyomin Fixed: Decals in TM-ShaderModels appearing and disappearing when viewed at certain angles on Android #jira UE-45342 Change 3609618 by Dmitriy.Dyomin Back out changelist 3603933, to help merge from main Change 3610979 by Peter.Sauerbrei addition of asset catalogs for icons on Xcode 9 for iOS 11 Change 3612145 by Dmitriy.Dyomin Resubmitting CL #3603933 (shader cache fixes) Change 3613981 by Chris.Babcock Fix issue with Android password keyboard input #jira WEX-7343 #ue4 #android Change 3614375 by Sorin.Gradinaru #jira UE-44656 StrategyGame Crashes on launch on KindleFire 5th Gen. Kindle Fire HD7 5th (CPU Mali 450) seems to have problems with thread rendering, crashing when returning to the main thread. Added new device profile [Android_Mali_4xx_KindleFire] with a new cvar r.AndroidDisableThreadedRenderingFirstLoad=1, disabling movie player rendering on the intial screen. For subsequent loading screens, the (same) code apparently runs Ok. A warning "Initial loading screen disabled from BaseDeviceProfiles.ini: r.AndroidDisableThreadedRenderingFirstLoad=1" should appear when the thread rendering is disabled Change 3614971 by Cosmin.Sulea UE-46769 - GitHub 3745 : bForcePVRTC4 was ignored. #jira UE-46769 Change 3616431 by Peter.Sauerbrei PR3657,3658 - fixes for InApp purchase bugs courtesy of nverenik Change 3617306 by Jack.Porter Fix issue where undocked tabs had no way to be made visible again when hidden #jira UE-12044 Change 3617312 by Jack.Porter Find a new best MobileDirectionalLights[channel] when then current one is removed from the world (eg by a level streaming operation) #jira UE-47135 #3785 Change 3617383 by Dmitriy.Dyomin Vk - only dynamic buffers in HostVisible on UMA devices Change 3617437 by Dmitriy.Dyomin Vk - SRV allocates one BufferView for each buffer in FVulkanResourceMultiBuffer, so they can be reused (contributed by Samsung) Change 3617474 by Dmitriy.Dyomin Vk - Don't use fences on image acquire on Android Change 3617483 by Dmitriy.Dyomin Vk - Remove redundant dynamic state setup (viewport, scissor, stencilref) (contributed by Samsung) Change 3617521 by Dmitriy.Dyomin Fix CIS warnings Change 3617574 by Dmitriy.Dyomin Vk - Optimized RenderPass pool and Framebuffer pool (reduced vkObject count) (contributed by Samsung) ProtoStar: Framebuffer count : 133 -> 108, Renderpass count : 21 -> 18 Change 3617585 by Dmitriy.Dyomin compile fix for CL# 3617574 Change 3617849 by Allan.Bentham Log UnsatisfiedLinkError's content when loadlibrary fails. Change 3617945 by Chris.Babcock Allow UPL variable expansion in addPermission, addFeature, and addLibrary #jira UE-47421 #ue4 #android Change 3618097 by Allan.Bentham Fix Y axis switch with android GLES when rendering triangles to canvas. #jira UE-44510 Change 3618733 by Peter.Sauerbrei fix from Dev-Rendering for tvOS shader compilation Change 3618761 by Peter.Sauerbrei fix for shader crash on startup on iOS Change 3618769 by Peter.Sauerbrei bump metal shader guid to force a rebuild of shaders Change 3620061 by Peter.Sauerbrei fix for resource directory on Asset catalogs #jira UE-49074 Change 3620520 by Peter.Sauerbrei remove the texture warning, the logic was incorrect and in the end we don't need the warning #jira UE-49057 Change 3621811 by Allan.Bentham Add mipindex and array slice index to framebuffer hashing code. #jira UE-49171 Change 3624410 by Jack.Porter Fix issue where the Shared Material Native Libraries checkbox causes packaging for Android to fail #jira UE-49105 Change 3627361 by Jack.Porter Fixing case on iOS files #jira None Change 3627362 by Jack.Porter Fixed case on IOS files #jira None [CL 3627373 by Jack Porter in Main branch]
2017-09-06 01:04:25 -04:00
mainDecorViewRect = new Rect();
// check for display cutouts to set safe zone
View mainRootView = mainDecorView.findViewById(android.R.id.content).getRootView();
if (Build.VERSION.SDK_INT > 19)
{
mainRootView.setOnApplyWindowInsetsListener(new View.OnApplyWindowInsetsListener() {
@Override
public WindowInsets onApplyWindowInsets(View v, WindowInsets insets) {
if (Build.VERSION.SDK_INT >= 28)
{
DisplayCutout cutout = insets.getDisplayCutout();
if (cutout != null)
{
Rect fullViewRect = new Rect();
mainDecorView.getDrawingRect( mainDecorViewRect );
android.view.Display display = getWindowManager().getDefaultDisplay();
android.graphics.Point displaySize = new android.graphics.Point();
display.getRealSize(displaySize);
// store safezone independent of resolution
float invX = 1.0f / (displaySize.x != 0.0f ? displaySize.x : 1.0f);
float invY = 1.0f / (displaySize.y != 0.0f ? displaySize.y : 1.0f);
safezoneF.left = (safezone.left = cutout.getSafeInsetLeft()) * invX;
safezoneF.top = (safezone.top = cutout.getSafeInsetTop()) * invY;
safezoneF.right = (safezone.right = cutout.getSafeInsetRight()) * invX;
safezoneF.bottom = (safezone.bottom = cutout.getSafeInsetBottom()) *invY;
nativeSetSafezoneInfo(displaySize.y > displaySize.x, safezoneF.left, safezoneF.top, safezoneF.right, safezoneF.bottom);
//Log.debug("FullViewRect: " + fullViewRect.toString());
//Log.debug("DisplayCutout: " + cutout.toString());
//Log.debug("SafeTop: " + cutout.getSafeInsetTop());
//Log.debug("SafeBottom: " + cutout.getSafeInsetBottom());
//Log.debug("SafeLeft: " + cutout.getSafeInsetLeft());
//Log.debug("SafeRight: " + cutout.getSafeInsetRight());
//List<Rect>bounds = cutout.getBoundingRects();
//for (Rect r : bounds)
//{
// Log.debug("Rect: " + r.toString());
//}
}
}
return insets;
}
});
}
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
Copying //UE4/WEX-Staging/... to //UE4/Main (Source: //WEX/Main @ 3580612) #rb none #lockdown nick.penwarden ================================================================================================= MAJOR FEATURES + CHANGES ================================================================================================= Change 3526838 by David.Nikdel #WEX: make map elements support TitleProperty on their values in the editor #JIRA: none Change 3517937 by Ben.Zeigler #jira UE-46574 Deprecate IPlatformChunkInstall::SetChunkInstallDelgate as it was spelled wrong, was only half implemented, and did not support success vs failure Replace with AddChunkInstallDelegate, which supports a bool error code and is bound once instead of separately for each chunk. All implementations support this delegate at a basic level, although several could be improved to call the failure delegate in more cases Change 3498765 by David.Nikdel #WEX: Added a way to bind a delegate that fires whenever an analytics event is queued. - Bind this delegate and use it to log analytics events (for now) #JIRA: none Change 3495796 by Josh.May #WEX #JIRA: None - Reworked the LoadTimes.DumpReport console command to accept command arguments and added options for alphanumeric sorting (-alphasort), tweakable asset time cutoff (lowtime=X), and file output to the Saved/Profiling directory (file). - Added hooks for automatically generating load time reports for every map load (enabled using the DUMP_LOAD_REPORT_PER_MAP #define). Change 3489241 by Josh.Markiewicz #UE4 - First unfinished pass to GoogleIOS - SDK auth token data needs to copy auth into TMap properly #jira none Change 3487767 by David.Nikdel #Analytics: Make FAnalyticsEventAttribute support typed values - This makes sure the value types in the resultant JSON reflect the code. - Added support for Number (double), Boolean, Null, and JsonFragment types - This should make it so we don't have to whitelist everything to be converted to number on the Grafana processing side. - Made all attributes on FAnalyticsEventAttribute immutable #JIRA: WEX-6696, WEX-6706 Change 3478818 by Chris.Babcock Add detection of Houdini (running on Intel Android CPU) #jira WEX-5009 #ue4 #android #robomerge R1.2 Change 3475449 by Allan.Bentham Add disable force inline option for iOS build, enabled for WEX. #jira UEMOB-167 [CL 3588553 by Peter Sauerbrei in Main branch]
2017-08-15 16:16:21 -04:00
createVirtualKeyboardInput();
mainView.getViewTreeObserver().addOnGlobalLayoutListener( new ViewTreeObserver.OnGlobalLayoutListener()
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
{
@Override
public void onGlobalLayout()
{
//Log.debug("VK: onGlobalLayout " + bKeyboardShowing);
//if( bKeyboardShowing )
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
{
Rect visibleRect = new Rect();
Copying //UE4/WEX-Staging/... to //UE4/Main (Source: //WEX/Main @ 3580612) #rb none #lockdown nick.penwarden ================================================================================================= MAJOR FEATURES + CHANGES ================================================================================================= Change 3526838 by David.Nikdel #WEX: make map elements support TitleProperty on their values in the editor #JIRA: none Change 3517937 by Ben.Zeigler #jira UE-46574 Deprecate IPlatformChunkInstall::SetChunkInstallDelgate as it was spelled wrong, was only half implemented, and did not support success vs failure Replace with AddChunkInstallDelegate, which supports a bool error code and is bound once instead of separately for each chunk. All implementations support this delegate at a basic level, although several could be improved to call the failure delegate in more cases Change 3498765 by David.Nikdel #WEX: Added a way to bind a delegate that fires whenever an analytics event is queued. - Bind this delegate and use it to log analytics events (for now) #JIRA: none Change 3495796 by Josh.May #WEX #JIRA: None - Reworked the LoadTimes.DumpReport console command to accept command arguments and added options for alphanumeric sorting (-alphasort), tweakable asset time cutoff (lowtime=X), and file output to the Saved/Profiling directory (file). - Added hooks for automatically generating load time reports for every map load (enabled using the DUMP_LOAD_REPORT_PER_MAP #define). Change 3489241 by Josh.Markiewicz #UE4 - First unfinished pass to GoogleIOS - SDK auth token data needs to copy auth into TMap properly #jira none Change 3487767 by David.Nikdel #Analytics: Make FAnalyticsEventAttribute support typed values - This makes sure the value types in the resultant JSON reflect the code. - Added support for Number (double), Boolean, Null, and JsonFragment types - This should make it so we don't have to whitelist everything to be converted to number on the Grafana processing side. - Made all attributes on FAnalyticsEventAttribute immutable #JIRA: WEX-6696, WEX-6706 Change 3478818 by Chris.Babcock Add detection of Houdini (running on Intel Android CPU) #jira WEX-5009 #ue4 #android #robomerge R1.2 Change 3475449 by Allan.Bentham Add disable force inline option for iOS build, enabled for WEX. #jira UEMOB-167 [CL 3588553 by Peter Sauerbrei in Main branch]
2017-08-15 16:16:21 -04:00
View visibleView = mainView.getRootView();
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
visibleView.getWindowVisibleDisplayFrame( visibleRect );
mainDecorView.getDrawingRect( mainDecorViewRect );
//Log.debug("VK: onGlobalLayout visibleRect:(" + visibleRect.left + ", " + visibleRect.top +", " + visibleRect.right +", " + visibleRect.bottom +")"+
//", mainDecorViewRect:" + mainDecorViewRect.left + ", " + mainDecorViewRect.top +", " + mainDecorViewRect.right +", " + mainDecorViewRect.bottom + ")" );
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
// determine which side of the screen the keyboard is covering
int leftDiff = Math.abs( mainDecorViewRect.left - visibleRect.left );
int topDiff = Math.abs( mainDecorViewRect.top - visibleRect.top );
int rightDiff = Math.abs( mainDecorViewRect.right - visibleRect.right );
int bottomDiff = Math.abs( mainDecorViewRect.bottom - visibleRect.bottom );
// Rect covered by the virtual keyboard
Rect keyboardRect = new Rect();
keyboardRect.left = ( rightDiff > 0 ) ? visibleRect.right : mainDecorViewRect.left; // keyboard is on the right
keyboardRect.top = ( bottomDiff > 0 ) ? visibleRect.bottom : mainDecorViewRect.top; // keyboard is on the bottom
keyboardRect.right = ( leftDiff > 0 ) ? visibleRect.left : mainDecorViewRect.right; // keyboard is on the left
keyboardRect.bottom = ( topDiff > 0 ) ? visibleRect.top : mainDecorViewRect.bottom; // keyboard is on the top
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3627362) #lockdown Nick.Penwarden #rb None ============================ MAJOR FEATURES & CHANGES ============================ Change 3600639 by Nick.Shin HTML5 remove old emscripten toolchain forgot to remove this (was checked out in another changelist) #jira UE-47813 Change 3600641 by Nick.Shin HTML5 TM-Core crash fixes new PhysX HTML5 libs #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600644 by Nick.Shin HTML5 TM-Core crash fixes emscripten doesn't seem to know how to look at <PxRigidActor> from the PxActor class... #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600647 by Nick.Shin HTML5 UInterpTrackInst::GetGroupActor() pre-null check #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3601439 by Dmitriy.Dyomin Fixed: Protostar leads to device reboot in Galaxy S7 Adreno device. (SM-G930V) #jira UE-48323 Change 3601440 by Dmitriy.Dyomin Fixed: Texture streaming after world origin was rebased Change 3601456 by Dmitriy.Dyomin Added: Async loading bytecode from shader library - Shader library will be packed into single file - Shader library will be created only when packaging project by the book #jira UEMOB-381 Change 3601624 by Jack.Porter Fix landscape crash on HTML5 Exception !IsInRenderingThread() failed. #jira UE-48527 Change 3603890 by Dmitriy.Dyomin GitHub 3905 : Engine crash in LandscapeComponent when streaming levels #3905 #jira UE-48422 Change 3603933 by Dmitriy.Dyomin Fixed: Crash after Splash Screen on Android (ETC2) when Adding r.UseShaderCaching and r.UseShaderPredraw - Added r.SaveShaderCache command to save current cache on demand - Removed support for caching multiple platfroms at the same time, each platform now uses separate cache/file - Significantly reduced size of draw log on disk - Mobile platfroms support only basic caching, logging shaders and bound shader states without full gfx state #jira UE-47553 Change 3604050 by Sorin.Gradinaru #jira UE-47428 Android virtual keyboard polishing Done: Multiline should be disabled when not needed Hide suggestions and autocorrect "Done" / back button behavior to make it feel natural - Done/Enter and the Back key event sent to the engine If the keyboard is up and you click on the same control you're currently inputting into, it will hide the keyboard. Look into animation - not critical. S6 with Swiftkey. The numbers don't show up in our textedit but the string is updated (we see dots in the Slate control) with the password entry Could not reproduce/test: Make sure we don't use negative coords for the input box if the keyboard is at the top of the screen Change 3604081 by Allan.Bentham Reduce redundant log spam from SustainedPerformanceMode on android. Change 3604152 by Allan.Bentham Improved vulkanRHI availability and selection reporting. Change 3604186 by Dmitriy.Dyomin Vulkan: Write to buffers directly on UMA devices (no staging) Change 3604396 by Nick.Shin HTML5 - stats and multi-threading checks more null & multi-threading - and some functions flat out disabled for HTML5 platform the big "don't use on HTML5" is TLockFreeFixedSizeAllocator_TLSCacheBase's manual TLS.PartialBundle memory handler... i'm not sure it's working properly... switched on USE_NIEVE_TLockFreeFixedSizeAllocator_TLSCacheBase sections of code (i.e. basic malloc and free) for PLATFORM_HTML5 - it seems only the stats function was exacerbating the memory bug ... but, shutting this completely out for HTML5... don't know if it's an emscripten compiler/corruption that's causing this... - will send this to emscripten makers as another test case for them to help see what's going on... #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3604752 by Allan.Bentham Reduce battery status log spam. Change 3604825 by Nick.Shin HTML5 emscripten 1.37.19 updated license file #jira UE-47813 Change 3606486 by Jack.Porter Enabled refraction on tvOS #jira UE-47229 Change 3606546 by Dmitriy.Dyomin Vulkan: Missed null check from CL# 3601439 Change 3606654 by Allan.Bentham mobile post process shaders will not attempt depth buffer fetch, instead they will always read from the depth texture. #jira UE-41919 Change 3606672 by Dmitriy.Dyomin Fixed: Vulkan mode crashes without error on Tegra K1 Nvidia Shield due to OOM - fixed r.MobileReduceLoadedMips has no effect - added r.MobileMaxLoadedMips to set a limit to a number of mips - reduced size of vulkan allocation pages on android #jira UE-42838 Change 3607204 by Allan.Bentham Do not attempt getprocaddress for GL_EXT_DEBUG_LABEL functions when the extension is not declared. Change 3607214 by Nick.Shin HTML5 - stats font crash fix #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3609164 by Chris.Babcock More informative Android SDK license requirements and errors #jra UE-48837 #ue4 #android Change 3609175 by Chris.Babcock Linux build fix #jira none Change 3609516 by Dmitriy.Dyomin Fixed: Decals in TM-ShaderModels appearing and disappearing when viewed at certain angles on Android #jira UE-45342 Change 3609618 by Dmitriy.Dyomin Back out changelist 3603933, to help merge from main Change 3610979 by Peter.Sauerbrei addition of asset catalogs for icons on Xcode 9 for iOS 11 Change 3612145 by Dmitriy.Dyomin Resubmitting CL #3603933 (shader cache fixes) Change 3613981 by Chris.Babcock Fix issue with Android password keyboard input #jira WEX-7343 #ue4 #android Change 3614375 by Sorin.Gradinaru #jira UE-44656 StrategyGame Crashes on launch on KindleFire 5th Gen. Kindle Fire HD7 5th (CPU Mali 450) seems to have problems with thread rendering, crashing when returning to the main thread. Added new device profile [Android_Mali_4xx_KindleFire] with a new cvar r.AndroidDisableThreadedRenderingFirstLoad=1, disabling movie player rendering on the intial screen. For subsequent loading screens, the (same) code apparently runs Ok. A warning "Initial loading screen disabled from BaseDeviceProfiles.ini: r.AndroidDisableThreadedRenderingFirstLoad=1" should appear when the thread rendering is disabled Change 3614971 by Cosmin.Sulea UE-46769 - GitHub 3745 : bForcePVRTC4 was ignored. #jira UE-46769 Change 3616431 by Peter.Sauerbrei PR3657,3658 - fixes for InApp purchase bugs courtesy of nverenik Change 3617306 by Jack.Porter Fix issue where undocked tabs had no way to be made visible again when hidden #jira UE-12044 Change 3617312 by Jack.Porter Find a new best MobileDirectionalLights[channel] when then current one is removed from the world (eg by a level streaming operation) #jira UE-47135 #3785 Change 3617383 by Dmitriy.Dyomin Vk - only dynamic buffers in HostVisible on UMA devices Change 3617437 by Dmitriy.Dyomin Vk - SRV allocates one BufferView for each buffer in FVulkanResourceMultiBuffer, so they can be reused (contributed by Samsung) Change 3617474 by Dmitriy.Dyomin Vk - Don't use fences on image acquire on Android Change 3617483 by Dmitriy.Dyomin Vk - Remove redundant dynamic state setup (viewport, scissor, stencilref) (contributed by Samsung) Change 3617521 by Dmitriy.Dyomin Fix CIS warnings Change 3617574 by Dmitriy.Dyomin Vk - Optimized RenderPass pool and Framebuffer pool (reduced vkObject count) (contributed by Samsung) ProtoStar: Framebuffer count : 133 -> 108, Renderpass count : 21 -> 18 Change 3617585 by Dmitriy.Dyomin compile fix for CL# 3617574 Change 3617849 by Allan.Bentham Log UnsatisfiedLinkError's content when loadlibrary fails. Change 3617945 by Chris.Babcock Allow UPL variable expansion in addPermission, addFeature, and addLibrary #jira UE-47421 #ue4 #android Change 3618097 by Allan.Bentham Fix Y axis switch with android GLES when rendering triangles to canvas. #jira UE-44510 Change 3618733 by Peter.Sauerbrei fix from Dev-Rendering for tvOS shader compilation Change 3618761 by Peter.Sauerbrei fix for shader crash on startup on iOS Change 3618769 by Peter.Sauerbrei bump metal shader guid to force a rebuild of shaders Change 3620061 by Peter.Sauerbrei fix for resource directory on Asset catalogs #jira UE-49074 Change 3620520 by Peter.Sauerbrei remove the texture warning, the logic was incorrect and in the end we don't need the warning #jira UE-49057 Change 3621811 by Allan.Bentham Add mipindex and array slice index to framebuffer hashing code. #jira UE-49171 Change 3624410 by Jack.Porter Fix issue where the Shared Material Native Libraries checkbox causes packaging for Android to fail #jira UE-49105 Change 3627361 by Jack.Porter Fixing case on iOS files #jira None Change 3627362 by Jack.Porter Fixed case on IOS files #jira None [CL 3627373 by Jack Porter in Main branch]
2017-09-06 01:04:25 -04:00
//keyboard Y coord
int keyboardYPos = visibleRect.bottom - newVirtualKeyboardInput.getHeight();
//avoid negative coords if the keyboard is shown on top of the screen
if(keyboardYPos < 0)
keyboardYPos = visibleRect.top + newVirtualKeyboardInput.getHeight();
int visibleScreenYOffset = Math.max(bottomDiff, topDiff);
//Log.debug("VK: show?" + visibleScreenYOffset + "," + newVirtualKeyboardInput.getY());
// Samsung Game Tools floating keyboard is only 1 pixel tall
if(visibleScreenYOffset > 200 || (bSamsungDevice && visibleScreenYOffset > 0))
Copying //UE4/WEX-Staging/... to //UE4/Main (Source: //WEX/Main @ 3580612) #rb none #lockdown nick.penwarden ================================================================================================= MAJOR FEATURES + CHANGES ================================================================================================= Change 3526838 by David.Nikdel #WEX: make map elements support TitleProperty on their values in the editor #JIRA: none Change 3517937 by Ben.Zeigler #jira UE-46574 Deprecate IPlatformChunkInstall::SetChunkInstallDelgate as it was spelled wrong, was only half implemented, and did not support success vs failure Replace with AddChunkInstallDelegate, which supports a bool error code and is bound once instead of separately for each chunk. All implementations support this delegate at a basic level, although several could be improved to call the failure delegate in more cases Change 3498765 by David.Nikdel #WEX: Added a way to bind a delegate that fires whenever an analytics event is queued. - Bind this delegate and use it to log analytics events (for now) #JIRA: none Change 3495796 by Josh.May #WEX #JIRA: None - Reworked the LoadTimes.DumpReport console command to accept command arguments and added options for alphanumeric sorting (-alphasort), tweakable asset time cutoff (lowtime=X), and file output to the Saved/Profiling directory (file). - Added hooks for automatically generating load time reports for every map load (enabled using the DUMP_LOAD_REPORT_PER_MAP #define). Change 3489241 by Josh.Markiewicz #UE4 - First unfinished pass to GoogleIOS - SDK auth token data needs to copy auth into TMap properly #jira none Change 3487767 by David.Nikdel #Analytics: Make FAnalyticsEventAttribute support typed values - This makes sure the value types in the resultant JSON reflect the code. - Added support for Number (double), Boolean, Null, and JsonFragment types - This should make it so we don't have to whitelist everything to be converted to number on the Grafana processing side. - Made all attributes on FAnalyticsEventAttribute immutable #JIRA: WEX-6696, WEX-6706 Change 3478818 by Chris.Babcock Add detection of Houdini (running on Intel Android CPU) #jira WEX-5009 #ue4 #android #robomerge R1.2 Change 3475449 by Allan.Bentham Add disable force inline option for iOS build, enabled for WEX. #jira UEMOB-167 [CL 3588553 by Peter Sauerbrei in Main branch]
2017-08-15 16:16:21 -04:00
{
if (bKeyboardShowing)
{
nativeVirtualKeyboardShown( keyboardRect.left, keyboardRect.top, keyboardRect.right, keyboardRect.bottom );
//Log.debug("VK: show");
//#jira UE-55117 Android virtual keyboard can have text input hidden by software buttons
newVirtualKeyboardInput.getLayoutParams().width = Math.abs(visibleRect.right - visibleRect.left);
newVirtualKeyboardInput.setX(leftDiff);
newVirtualKeyboardInput.setY(keyboardYPos);
newVirtualKeyboardInput.setVisibility(View.VISIBLE);
newVirtualKeyboardInput.requestFocus();
}
AndroidThunkJava_ResizeKeyboard(true, keyboardRect, visibleRect);
Copying //UE4/WEX-Staging/... to //UE4/Main (Source: //WEX/Main @ 3580612) #rb none #lockdown nick.penwarden ================================================================================================= MAJOR FEATURES + CHANGES ================================================================================================= Change 3526838 by David.Nikdel #WEX: make map elements support TitleProperty on their values in the editor #JIRA: none Change 3517937 by Ben.Zeigler #jira UE-46574 Deprecate IPlatformChunkInstall::SetChunkInstallDelgate as it was spelled wrong, was only half implemented, and did not support success vs failure Replace with AddChunkInstallDelegate, which supports a bool error code and is bound once instead of separately for each chunk. All implementations support this delegate at a basic level, although several could be improved to call the failure delegate in more cases Change 3498765 by David.Nikdel #WEX: Added a way to bind a delegate that fires whenever an analytics event is queued. - Bind this delegate and use it to log analytics events (for now) #JIRA: none Change 3495796 by Josh.May #WEX #JIRA: None - Reworked the LoadTimes.DumpReport console command to accept command arguments and added options for alphanumeric sorting (-alphasort), tweakable asset time cutoff (lowtime=X), and file output to the Saved/Profiling directory (file). - Added hooks for automatically generating load time reports for every map load (enabled using the DUMP_LOAD_REPORT_PER_MAP #define). Change 3489241 by Josh.Markiewicz #UE4 - First unfinished pass to GoogleIOS - SDK auth token data needs to copy auth into TMap properly #jira none Change 3487767 by David.Nikdel #Analytics: Make FAnalyticsEventAttribute support typed values - This makes sure the value types in the resultant JSON reflect the code. - Added support for Number (double), Boolean, Null, and JsonFragment types - This should make it so we don't have to whitelist everything to be converted to number on the Grafana processing side. - Made all attributes on FAnalyticsEventAttribute immutable #JIRA: WEX-6696, WEX-6706 Change 3478818 by Chris.Babcock Add detection of Houdini (running on Intel Android CPU) #jira WEX-5009 #ue4 #android #robomerge R1.2 Change 3475449 by Allan.Bentham Add disable force inline option for iOS build, enabled for WEX. #jira UEMOB-167 [CL 3588553 by Peter Sauerbrei in Main branch]
2017-08-15 16:16:21 -04:00
}
else
Copying //UE4/WEX-Staging/... to //UE4/Main (Source: //WEX/Main @ 3580612) #rb none #lockdown nick.penwarden ================================================================================================= MAJOR FEATURES + CHANGES ================================================================================================= Change 3526838 by David.Nikdel #WEX: make map elements support TitleProperty on their values in the editor #JIRA: none Change 3517937 by Ben.Zeigler #jira UE-46574 Deprecate IPlatformChunkInstall::SetChunkInstallDelgate as it was spelled wrong, was only half implemented, and did not support success vs failure Replace with AddChunkInstallDelegate, which supports a bool error code and is bound once instead of separately for each chunk. All implementations support this delegate at a basic level, although several could be improved to call the failure delegate in more cases Change 3498765 by David.Nikdel #WEX: Added a way to bind a delegate that fires whenever an analytics event is queued. - Bind this delegate and use it to log analytics events (for now) #JIRA: none Change 3495796 by Josh.May #WEX #JIRA: None - Reworked the LoadTimes.DumpReport console command to accept command arguments and added options for alphanumeric sorting (-alphasort), tweakable asset time cutoff (lowtime=X), and file output to the Saved/Profiling directory (file). - Added hooks for automatically generating load time reports for every map load (enabled using the DUMP_LOAD_REPORT_PER_MAP #define). Change 3489241 by Josh.Markiewicz #UE4 - First unfinished pass to GoogleIOS - SDK auth token data needs to copy auth into TMap properly #jira none Change 3487767 by David.Nikdel #Analytics: Make FAnalyticsEventAttribute support typed values - This makes sure the value types in the resultant JSON reflect the code. - Added support for Number (double), Boolean, Null, and JsonFragment types - This should make it so we don't have to whitelist everything to be converted to number on the Grafana processing side. - Made all attributes on FAnalyticsEventAttribute immutable #JIRA: WEX-6696, WEX-6706 Change 3478818 by Chris.Babcock Add detection of Houdini (running on Intel Android CPU) #jira WEX-5009 #ue4 #android #robomerge R1.2 Change 3475449 by Allan.Bentham Add disable force inline option for iOS build, enabled for WEX. #jira UEMOB-167 [CL 3588553 by Peter Sauerbrei in Main branch]
2017-08-15 16:16:21 -04:00
{
if (bKeyboardShowing)
{
nativeVirtualKeyboardShown( keyboardRect.left, keyboardRect.top, keyboardRect.right, keyboardRect.bottom );
if (newVirtualKeyboardInput.getY() > 0)
{
//Log.debug("VK: hide");
newVirtualKeyboardInput.setVisibility(View.GONE);
//set offscreen
newVirtualKeyboardInput.setY(-1000);
}
}
AndroidThunkJava_ResizeKeyboard(false, keyboardRect, visibleRect);
Copying //UE4/WEX-Staging/... to //UE4/Main (Source: //WEX/Main @ 3580612) #rb none #lockdown nick.penwarden ================================================================================================= MAJOR FEATURES + CHANGES ================================================================================================= Change 3526838 by David.Nikdel #WEX: make map elements support TitleProperty on their values in the editor #JIRA: none Change 3517937 by Ben.Zeigler #jira UE-46574 Deprecate IPlatformChunkInstall::SetChunkInstallDelgate as it was spelled wrong, was only half implemented, and did not support success vs failure Replace with AddChunkInstallDelegate, which supports a bool error code and is bound once instead of separately for each chunk. All implementations support this delegate at a basic level, although several could be improved to call the failure delegate in more cases Change 3498765 by David.Nikdel #WEX: Added a way to bind a delegate that fires whenever an analytics event is queued. - Bind this delegate and use it to log analytics events (for now) #JIRA: none Change 3495796 by Josh.May #WEX #JIRA: None - Reworked the LoadTimes.DumpReport console command to accept command arguments and added options for alphanumeric sorting (-alphasort), tweakable asset time cutoff (lowtime=X), and file output to the Saved/Profiling directory (file). - Added hooks for automatically generating load time reports for every map load (enabled using the DUMP_LOAD_REPORT_PER_MAP #define). Change 3489241 by Josh.Markiewicz #UE4 - First unfinished pass to GoogleIOS - SDK auth token data needs to copy auth into TMap properly #jira none Change 3487767 by David.Nikdel #Analytics: Make FAnalyticsEventAttribute support typed values - This makes sure the value types in the resultant JSON reflect the code. - Added support for Number (double), Boolean, Null, and JsonFragment types - This should make it so we don't have to whitelist everything to be converted to number on the Grafana processing side. - Made all attributes on FAnalyticsEventAttribute immutable #JIRA: WEX-6696, WEX-6706 Change 3478818 by Chris.Babcock Add detection of Houdini (running on Intel Android CPU) #jira WEX-5009 #ue4 #android #robomerge R1.2 Change 3475449 by Allan.Bentham Add disable force inline option for iOS build, enabled for WEX. #jira UEMOB-167 [CL 3588553 by Peter Sauerbrei in Main branch]
2017-08-15 16:16:21 -04:00
}
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3383462) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3292174 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - Linux toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3292193 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - ThirdParty libs compiled with new toolchain with wasm support #jira UEPLAT-1437 Switch [to] web assembly Change 3292215 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and wbegl2 support - emscripten toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3292222 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm support - ENGINE changes (c# & cpp files) #jira UEPLAT-1437 Switch [to] web assembly Change 3292223 on 2017/02/08 by Nick.Shin HTML5 merge ThirdParty lib build scripts from Dev-Platform to Dev-Mobile Change 3292228 on 2017/02/08 by Nick.Shin HTML5 emscripten: webgl support - webgl patches - and a lot of UE4 patches to package HTML5 on LINUX - mostly from mozilla's jukka -- thx jukka! #jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5 Change 3292285 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - Windows toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3293994 on 2017/02/09 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - OSX toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3294391 on 2017/02/09 by Nick.Shin HTML5 "black box issues" revisited - jukka rewrote the window resize handler -- much cleaner and more straightforward #jira UE-36341 HTML5 - View is incorrectly drawn #jira UE-32311 Templates on Firefox/Chrome on HTML5 are not full screen during Launch On Change 3296421 on 2017/02/10 by Jack.Porter Fix landscape spline segment splitting placing when using streaming levels Change 3296587 on 2017/02/10 by Jack.Porter Additional fix for landscape spline segment splitting when using streaming levels Change 3301241 on 2017/02/14 by Mi.Wang Fixed DeviceProfileEditor bug for incorrect clamp the Texture Mip LOD size. #jira UE-36237 #rb jack.porter Change 3301387 on 2017/02/14 by Nick.Shin HTML5 emscripten: webgl support - webgl patches from mozilla's jukka + hardware instancing + glBlitFramebuffer + GL AlaphaBlendOperation #jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5 Change 3301405 on 2017/02/14 by Nick.Shin HTML5 plugin fix when blueprint projects are promoted to code projects automatically. #jira UE-41710 HTML5 - Package Failure - Failed to Produce item ProjectName-OnlineSubsystemNull.bc Change 3302278 on 2017/02/14 by Omar.Rodriguez UE-36651: Mac Vulkan Android Projects crash on launch. * Glslang library has been built for Mac but flag was not updated * Set GlslangAvailable to true for Mac when building an Android project with vulkan #jira UE-36651 Change 3302773 on 2017/02/14 by Chris.Babcock Add a dropdown with some common console commands on Android (contributed by rafortis) #jira UE-40834 #PR #3143 #ue4 #android Change 3305604 on 2017/02/16 by Nick.Shin HTML5 webgl2 shader- turn on: instance static mesh vertex factory #jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5 Change 3308154 on 2017/02/16 by Nick.Shin HTML5 GitHub PR #jira UE-42019 GitHub 3258 : Added suport for emscripten --pre-js and --post-js option when building for HTML5 Change 3308510 on 2017/02/16 by Nick.Shin HTML5 webgl2 shader fixes #jria UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3308971 on 2017/02/17 by Jack.Porter Fix for landscape painting when height<0 in the Ortho viewports Change 3309075 on 2017/02/17 by Allan.Bentham Include static subject meshes when masking out modulated shadow casters. #jira UE-41581 Change 3309531 on 2017/02/17 by Chris.Babcock Handle large OBB files in APK #jira UE-41443 #ue4 #android Change 3311320 on 2017/02/19 by Dmitriy.Dyomin Fixed: Particle Cutout Crashes On Mobile Devices That Don't Support Hardware Instancing (Mali-400 GPU) #jira UE-41970 Change 3311347 on 2017/02/20 by Dmitriy.Dyomin Fixed: Engine Crashes When Previewing ES3_1 With Material Using World Position Offset (Need Custom Stencil) #jira UE-41976 Change 3311398 on 2017/02/20 by Dmitriy.Dyomin Fixed: Landscapes do not render on PowerVR device #jira UE-35530 Change 3311428 on 2017/02/20 by Dmitriy.Dyomin Fixed: Exposure Is More Extreme In High-End Mobile Preview Modes #jira UE-42036 Change 3311448 on 2017/02/20 by Dmitriy.Dyomin Fixed: Packaged game Crashes on android after entering "Help" command twice #jira UE-41956 Change 3311587 on 2017/02/20 by Allan.Bentham ES2 GLSL - Silently swap all uint to ints #jira UE-41548 Change 3313930 on 2017/02/21 by Allan.Bentham Print literal uints as ints when generating ES2 code. #jira UE-41548 Change 3317924 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - Linux toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3317929 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - ThirdParty libs compiled with new toolchain with wasm and webgl2 support #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3317951 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - emscripten toolchain WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318004 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - windows toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318669 on 2017/02/23 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - OSX toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318672 on 2017/02/23 by Nick.Shin HTML5 webgl2 shader fixes #jria UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318819 on 2017/02/23 by Dmitriy.Dyomin Fixed: Rendering artifacts with bloom on iPhone7 Metal #jira UE-40978 Change 3319702 on 2017/02/23 by Chris.Babcock Disable eglSwapInterval since it can cause issues with some drivers #ue4 #android Change 3320880 on 2017/02/24 by Dmitriy.Dyomin Added r.Mobile.TonemapperFilm cvar which can be used to enable/disable filmic tonemapper on mobile, independently from desktop (disabled by default) #jira UEMOB-195 Change 3321042 on 2017/02/24 by Jack.Porter Fixed incorrect sizeof in Vulkan pipleine cache pointed out here: http://coconutlizard.co.uk/blog/ue4/ue4-its-a-size-jim/ #code_review: rolando.caloca Change 3322383 on 2017/02/24 by Chris.Babcock Fix issue with ad banner on Android 7.0 devices #jira UE-42390 #ue4 #android Change 3322479 on 2017/02/24 by Omar.Rodriguez UEMOB-199 - WEX: Improved virtual keyboard for Android * Calculating the area covered by the virtual keyboard * Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events * Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event #jira UEMOB-199 Change 3323353 on 2017/02/27 by Allan.Bentham Fix broken mobile scene captures when !mobileHDR and RHINeedsToSwitchVerticalAxis #jira UE-42191 Change 3323431 on 2017/02/27 by Allan.Bentham CIS fix Change 3323687 on 2017/02/27 by Allan.Bentham Disable GRHINeedsUnatlasedCSMDepthsWorkaround for mobile devices. #jira UE-42131 Change 3324652 on 2017/02/28 by Dmitriy.Dyomin Fixed: Canvas elements appear darker on iOS Metal Change 3324885 on 2017/02/28 by Jack.Porter Fixed "Minimum iOS Version" setting display name #jira UE-42270 Change 3324899 on 2017/02/28 by Jack.Porter GitHub 3063 : removed duplicate gc.MaxObjectsInGame setting in IOSEngine.ini #jira UE-40018 #3063 Change 3324932 on 2017/02/28 by Jack.Porter GitHub 3257 : iPhonePackager errors in output log when opening project settings on Windows #jira UE-41984 #3257 #codereview: Peter.Sauerbrei Change 3324956 on 2017/02/28 by Jack.Porter FOpenGLFrontend::GetMaxSamplers incorrect for IOS #jira UE-42038 #3264 Change 3325478 on 2017/02/28 by Allan.Bentham PR # 3188 : Fix far distance bug with cascaded shadows on mobile (Metal) and PC mobile preview (Contributed by ufna) #jira UE-41442 Change 3327300 on 2017/03/01 by Allan.Bentham PR #3175 : Fixes high quality reflection blending seams (Contributed by kallehamalainen) #jira UE-41257 Change 3328917 on 2017/03/02 by Nick.Shin HTML5 project settings expose ini settings to edtior HTML5 project settings panel #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini #jira UE-41584 Editor locks up when adding an element for HTML5 devices on Mac #jira UE-41701 Editor freezes when setting browser filepath for inserted element in project settings Change 3329169 on 2017/03/02 by Allan.Bentham increase render thread timeout to 1 minute for suntemple / android. Prevents low end devices timing out during load. #jira UE-40696 Change 3330849 on 2017/03/02 by Nick.Shin HTML5 project settings expose ini settings to edtior HTML5 project settings panel #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini Change 3331078 on 2017/03/03 by Dmitriy.Dyomin Fixed: Device output log partial lines integrated from WEX (3250488) Change 3331112 on 2017/03/03 by Dmitriy.Dyomin Reduced state setup for slate draw calls (saves about 4ms RT time on mobile) integrated from WEX (3256584) Change 3331117 on 2017/03/03 by Dmitriy.Dyomin Fixed redundant blend state changes in opengl integrated from WEX (3256586) Change 3331173 on 2017/03/03 by Dmitriy.Dyomin Slate pixel shaders will use half precision where possible on mobile integrated from WEX (3256656) Change 3332865 on 2017/03/06 by Dmitriy.Dyomin Better MobileContentScaleFactor defaults for iOS devices #jira UEMOB-330 Change 3333129 on 2017/03/06 by Peter.Sauerbrei move to Library/Caches instead of documents for saved files re-enable iterative deploy on TVOS #jira UEMOB-284 Change 3334692 on 2017/03/06 by Jack.Porter Allow r.MobileContentScaleFactor to be changed at runtime on Android #jira UEMOB-173 Change 3336255 on 2017/03/07 by Nick.Shin HTML5 project settings marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently... #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini Change 3337094 on 2017/03/08 by Nick.Shin HTML5 project settings marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently... #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini Change 3338800 on 2017/03/08 by Chris.Babcock Update AAR handling to deal with versioning, subproject dependencies for resources, and scope #jira UE-42677 #ue4 #android Change 3338813 on 2017/03/08 by Chris.Babcock Pass build configuration to UPL for access during packaging as $S(Configuration) #jira UE-42678 #ue4 #android #ios Change 3339401 on 2017/03/09 by Alicia.Cano Android runtime permissions - Fix for WRITE_EXTERNAL_STORAGE if it is not granted at time of onCreate for non-shipping builds - Fix for Location Services - Fix for if target sdk is not set to 23+ #jira UE-38512 #android #rb: chris.babcock Change 3340736 on 2017/03/09 by Chris.Babcock Implement support for new controllers (Xbox Wireless, SteelSeries Stratus XL, PS4) (contributed by TRS-justing) #jira UE-41965 #PR #3254 #ue4 #android Change 3340744 on 2017/03/09 by Jack.Porter Expose Custom Depth to Foliage #jira UE-6061 Change 3340849 on 2017/03/09 by Dmitriy.Dyomin Fixed: iOS movie become laggy and crashes when played in iPhone 6/6s. #jira UE-42351 Change 3341268 on 2017/03/10 by Alicia.Cano PR #2894: Initial VoiceModuleAndroid support. (Contributed by devbm) #jira UE-37945 #android #rb: chris.babcock, jack.porter Change 3341303 on 2017/03/10 by Allan.Bentham Remove optimisation that prevents full specular occulsion on mobile. PR #3186 : Specular can't be blocked on high-end mobile. #jira UE-41393 Change 3342304 on 2017/03/10 by Alicia.Cano build fix #rb: chris.babcock Change 3343344 on 2017/03/13 by Alicia.Cano build fix #rb: chris.babcock Change 3343591 on 2017/03/13 by Brent.Pease iOS multiplayer fix part 1. Correct byte ordering. #jira UE-34875 Change 3343669 on 2017/03/13 by Chris.Babcock Update carefullyredist script version #jira UE-42832 Change 3344212 on 2017/03/13 by Will.Fissler Various compile fixes for Xcode 8.3. These fixes must also be added to //UE4/Release-4.15. #jira UE-41313 Change 3344396 on 2017/03/13 by Chris.Babcock Fix Java 1.5 obsolete warnings #jira UE-42851 #ue4 #android Change 3345132 on 2017/03/14 by Will.Fissler Added ifdef wrapper to check clang version for presentDrawable. Change 3345336 on 2017/03/14 by Will.Fissler Moved #if (__clang_major__ > 8) || (__clang_major__ == 8 && __clang_minor__ >= 1) check inside of the presentDrawable method. Change 3345460 on 2017/03/14 by Will.Fissler ifdef changes for presentDrawable. The last submission duped the changes, instead of merging. #rb none Change 3346046 on 2017/03/14 by Will.Fissler Fixed MetalCommandBuffer.cpp [again] after last submission duped changes instead of merging. Change 3346367 on 2017/03/14 by Chris.Babcock Fix issue with GoogleVR ARMv7 libraries included for other architectures in link #ue4 #android Change 3347682 on 2017/03/15 by Allan.Bentham Enable HW sRGB correction with retainer widget's render target. Use slate's gamma correction for mobile (where no such support exists) Render retainer box RT content with gamma correction. #jira UE-40967 Change 3348712 on 2017/03/15 by Nick.Shin HTML5 - upload to S3 updated to AWS "signature version 4" authentication #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3349254 on 2017/03/16 by Jack.Porter Fix for crash using the mobile previewer when the LQ lightmap shader permutation is disabled. #jira UE-42971 Change 3349739 on 2017/03/16 by Nick.Shin HTML5 - upload to S3 better error message feedback on upload failures #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3349765 on 2017/03/16 by Alicia.Cano Disable mouseover events in Mobile Previewer #jira UE-19903 #mobile #rb: Jack.Porter Change 3350049 on 2017/03/16 by Nick.Shin HTML5 - upload to S3 folder in bucket is optional #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3350153 on 2017/03/16 by Nick.Shin HTML5 - upload to S3 updated S3 public link generator #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3351582 on 2017/03/17 by Will.Fissler Reverting the attempted fix for Xcode 8.3: Result += " -mcpu=cortex-a9"; Currently we cannot build arm64 for iOS with this change. Change 3352085 on 2017/03/17 by Alicia.Cano iOS doesn't honor request to close the virtual keyboard leading to a crash #jira UE-36447 #ios #rb:Peter.Sauerbrei Change 3353313 on 2017/03/19 by Ben.Marsh Always allow large *.js files in Github. Change 3354444 on 2017/03/20 by Nick.Shin HTML5 - upload to S3 to help make it obvious that "upload to S3" checkbox is set/or not -- disable S3 details if checkbox for "uploading to S3" is not set #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3355618 on 2017/03/20 by Nick.Shin HTML5 Save Game System - ripped out HTML5 code [from Engine's SaveGameSystem.h] and placed it in HTML5Platform.cpp - cleaned up HTML5PlatformFile.cpp (make it match as clost to linux's version) - created HTML5's own PlatformFeature & SaveGameSystem files -- and updated HTML5PlatformMisc to make use of the the new HTML5 SaveGame code #jira UE-42081 Remove heinous HTML5 code from engine Change 3355621 on 2017/03/20 by Nick.Shin remove temp debugging code #jira UE-42081 Remove heinous HTML5 code from engine Change 3356937 on 2017/03/21 by Chris.Babcock Add "stat vulkanrhi" to new console dropdown #jira UE-43149 #ue4 #android Change 3357652 on 2017/03/21 by Nick.Shin HTML5 performance speed ups added "use fixed timestep" setting option for HTML5 builds (this has been separated from Engine - General Settings - Framerate) - this is slightly different to smooth framerate and fixed framerate - thus, the timestep option was put in the HTML5 specific panel this option is based on the suggestions by jukka's post: - https://answers.unrealengine.com/questions/409629/smooth-frame-rate-and-use-fixed-frame-rate-should.html however, using this option will make the player "run faster" on (for example) thirdperson blueprint template -- but, it has no effect on other (for example) zen garden... #jira UE-30214 - Implement a warning message for fps settings Change 3360415 on 2017/03/23 by Allan.Bentham Fix crash that occurs when ES3.1 preview is used with r.MobileHDR32bppMode modes. Change 3360418 on 2017/03/23 by Allan.Bentham Disable filmic tonemapper if r.MobileHDR32bppMode is in use. #jira UE-40913 Change 3360557 on 2017/03/23 by Allan.Bentham Better fix for mobile CSM shadow flickering (UE-42131), now works for PC OpenGL based mobile preview. #jira UE-42131 Change 3362258 on 2017/03/23 by Dmitriy.Dyomin Fixed: Canvas texture element gamma issues on iOS Metal Change 3362321 on 2017/03/24 by Dmitriy.Dyomin GitHub 3173 : MaterialAO support for mobile rendering path (contributed by kallehamalainen) #3173 Change 3363550 on 2017/03/24 by Alicia.Cano build fix for devices < Android 5.0 #jira UE-43299 #android #rb: chris.babcock Change 3363687 on 2017/03/24 by Chris.Babcock Fix Android password hiding in input dialog #jira WEX-5159 #ue4 #android Change 3365280 on 2017/03/27 by Dmitriy.Dyomin Fix for GL_EXT_shader_framebuffer_fetch on Zenfone5. Use UE_EXT_shader_framebuffer_fetch define on all devices to enable extension Change 3365291 on 2017/03/27 by Dmitriy.Dyomin Copied form WEX CL# 3308653 Fixed: Enabling shader cache causes crash on NVIDIA Shield #jira UE-41639 Change 3365293 on 2017/03/27 by Dmitriy.Dyomin GitHub 3411 : Fix crash in patching utils mount method (contributed by nverenik) #jira UE-43247 #3411 Change 3365340 on 2017/03/27 by Dmitriy.Dyomin Fixed: Moving sublevel in world composition browser does not appear in Undo History #jira UE-35535 Change 3365564 on 2017/03/27 by Allan.Bentham SkyLightComponent now serializes IrradianceMap SH values. clicking Recapture sky button in mobile preview switches back to SM4/5 to update captures. Skylights that are dirty from load will trigger reflection capture update once shaders are rebuilt. #jira UE-42436 Change 3366282 on 2017/03/27 by Nick.Shin remove dead links these files to not exist anywhere in the make-3.81 subfolders #UDN-354501 #jira none Change 3366306 on 2017/03/27 by Nick.Shin HTML5 - disable multi-threading for wasm #jira UE-43219 - HTML5 disable multi-threading for wasm Change 3366307 on 2017/03/27 by Nick.Shin HTML5 packaging Shipping builds big cleanup / additions to *gz file support for amazon s3 * both, uploading to s3 * and allowing s3 to host the games there #jira UE-43002 HTML5 in Shipping fails downloading symbols files #jria UE-43001 HTML5 Shipping Projects fail looking for compressed files when "Compress files during shipping packaging" is not selected. Change 3367385 on 2017/03/28 by Allan.Bentham Display skylight serialization warning only when cooking for mobile platforms. #jira UE-42436 Change 3368583 on 2017/03/28 by Chris.Babcock Expose JAVA_HOME setting in Android SDK project settings on Mac #jira UE-43418 #ue4 #android Change 3368803 on 2017/03/28 by Chris.Babcock Fix features requested in manifest for "Daydream and Cardboard" mode #jira UE-43314 #ue4 #android Change 3369087 on 2017/03/28 by Jack.Porter Changed tooltip and added supported devices in paretheses for Android Mobile Deferred / ES31+AEP #jira UE-42438 Change 3369372 on 2017/03/29 by Allan.Bentham Fix disappearing meshes when r.mobile.allowdistancefieldshadows is disabled. #jira UE-43366 Change 3369381 on 2017/03/29 by Jack.Porter Show warnings when mobile shader permutations required for rendering are disbaled Made FReadOnlyCVARCache a singleton and added mobile CVars, used for MobileBasePassRendering. #jira UE-43050 Change 3369430 on 2017/03/29 by Allan.Bentham fix CIS build Change 3369740 on 2017/03/29 by Allan.Bentham Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility) Android links with -gc-sections to remove unused code/data Add JNI_METHOD for java accessible native functions, fixed up existing JNI functions to use macro. Add support for map file generation with android. Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig() bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini #jira UEMOB-168 Change 3369975 on 2017/03/29 by Nick.Shin HTML5 - AWS S3 shareable link for shipping builds corrected #jira UE-43379 Amazon S3 Shareable link does not generate correct filepath. Change 3369998 on 2017/03/29 by Nick.Shin HTML5 python build scripts PR: https://github.com/Mozilla-Games/UnrealEngine/commit/1cb836d43c3015c6ca0fdd039072bb6c5c273db3 #jira none Change 3370214 on 2017/03/29 by Nick.Shin HTML5 - default bUseFixedTimeStep to false... #jira UE-43380 - Default HTML5 gamespeed is faster than equivalent platforms Change 3370762 on 2017/03/29 by Chris.Babcock Fixes to new keyboard for Android - Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference. - Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing when changing focus between multiple EditableTextBox widgets. #ue4 #android Change 3371344 on 2017/03/30 by Jack.Porter Fixed issue where Vulkan screenshot R/B channels were reversed on Android #jira UE-43479 Change 3372926 on 2017/03/30 by Peter.Sauerbrei start the process of sunsetting 32-bit and GLES2 on iOS #jira UE-42266 Change 3372970 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - windows toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3372989 on 2017/03/30 by Peter.Sauerbrei fix for Xcode 8.3 build with 32-bit Change 3373007 on 2017/03/30 by Peter.Sauerbrei fix for crash when online subsystem is disabled on IOS Change 3373108 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - emscripten toolchain WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3373163 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - OSX toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3373169 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support license file updated #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rnx Change 3373287 on 2017/03/30 by Nick.Shin HTML5 - 1.36.11 emscripten - remove old SDK #jira none #rnx Change 3373289 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - Linux toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3373595 on 2017/03/30 by Chris.Babcock Reenable GooglePlay for ARM64 now that it doesn't crash #jira UE-36198 #ue4 #android Change 3373606 on 2017/03/30 by Chris.Babcock Submitting Allan's shelved EXT_shader_framebuffer_fetch fix #ue4 #android Change 3375456 on 2017/03/31 by Chris.Babcock Add missing keycodes for Android keyboard (@ and #) #jira WEX-5777 #ue4 #android Change 3376309 on 2017/04/03 by Allan.Bentham Fix overflow issues with mobile DoF. Change 3377041 on 2017/04/03 by Will.Fissler Adding Testbed content for PlatformShowcase. Change 3377582 on 2017/04/03 by Alicia.Cano adding back in GET_ACCOUNTS permission as it is required for Reset Achievements #jira: UE-43265 #android #rb: Chris.Babcock Change 3377643 on 2017/04/03 by Peter.Sauerbrei fix for memory leak in MallocBinned #jira UE-43008 Change 3378033 on 2017/04/04 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - ThirdParty libs compiled with new toolchain with wasm and webgl2 support #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3378034 on 2017/04/04 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - ThirdParty build scripts #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3378035 on 2017/04/04 by Nick.Shin HTML5 - Update GameX template to make it work with trunk Emscripten PR https://github.com/Mozilla-Games/UnrealEngine/commit/dc2b26f452948f8ee07178bc3e8742af80d8919a#commitcomment-21454978 #jira none #rn Change 3378044 on 2017/04/04 by Nick.Shin HTML5 harfbuzz - double checking recompiled with NO multithreading wasm currently does not support pthreads *** THIS IS STILL WIP *** checking in to match 3rd party libs compiled configuration #jira UE-28588 - Build HarfBuzz for HTML5 #rnx Change 3378264 on 2017/04/04 by Allan.Bentham Fix crash when using consolas font on android sdk 24 #jira UE-43464 Change 3379097 on 2017/04/04 by Nick.Shin CIS HTML5 build warning fix #jria none #rnx Change 3379333 on 2017/04/04 by Chris.Babcock Prevent inserting extra permissions into manifest multiple times #jira UE-43583 #ue4 #android Change 3380870 on 2017/04/05 by Chris.Babcock Fix merge issue Change 3380898 on 2017/04/05 by Chris.Babcock Fixed again Change 3381443 on 2017/04/05 by Chris.Babcock Fix for GearVR non-unity build #ue4 #android Change 3381941 on 2017/04/05 by Chris.Babcock Fix HTTPChunkInstaller texture format checks and missing #define warning #jira UE-43706 #ue4 #android Change 3382056 on 2017/04/05 by Chris.Babcock Updates to Android AARs needed for Facebook plugin Change 3382097 on 2017/04/05 by Chris.Babcock Disable java console cmd receiver only in shipping builds #jira UE-43710 #ue4 #android Change 3382497 on 2017/04/06 by Allan.Bentham Fix Fortnite Cooked Server crashes when joining game from lobby. #jira UE-43695 Change 3383227 on 2017/04/06 by Will.Fissler Reverted case sensitive change, from yesterday, and implemented a pragma instead. #jira UE-41313 [CL 3383473 by Jack Porter in Main branch]
2017-04-06 16:13:17 -04:00
}
}
});
//$${gameActivityAfterMainViewCreatedAdditions}$$
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 4047413) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3795481 by Nick.Shin HTML5 - disable SupportsScreenPercentage() - render the full screen otherwise, this is causing HTML5 screen to only render a portion of the screen and in black... - there may be another function is that not getting fired off "to render the screen" properly - this may be due to IsMobileHDR checks that are not fully accounted for the HTML5 platform #jira UE-52640 HTML5 only renders a black rectangle in the browser when launched Change 3807007 by Nick.Shin HTML5 - remove webgl1 only precompile guards (UE4_HTML5_TARGET_WEBGL2) toolchain can "fallback" to webgl1 -- webgl2 functions in UE4 code are "if checked"/configured/setup at start up #jira UE-51267 WebGL1 fails to compile Change 3822593 by Nick.Shin #jira UE-27141 Remove all #if PLATFORM_HTML5 from high level code Change 3823512 by Nick.Shin #jira UE-27141 Remove all #if PLATFORM_HTML5 from high level code Change 3824639 by Nick.Shin HTML5 - OSX - RunMacHTML5LaunchHelper.command - more helpful warning messages #jira UE-49861 A copied RunMacHTML5LaunchHelper.command gives unspecific Mono error Change 3829092 by Josh.Adams - Updated UnrealRemote to 1.4.1 Change 3832708 by Chris.Babcock Allow UE4Commandline.txt in APK #jira #ue4 #android Change 3835867 by Nick.Shin HTML5 - code cleanup origial work was for: UE-27141 (Remove all #if PLATFORM_HTML5 from high level code) this exposed an issue that i totally forgot about (.../Engine/Source/Developer/... only does builds tools -- which does not make use of PLATFORM_XXX preprocessor) tested with HTML5 builds with QAGame project :: TM-ShaderModels map #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3839967 by Mi.Wang Override MaxObjectInGame on Android to save ~30M with the ObjectArray size. #Android Change 3842022 by Mi.Wang Fix an AssetRegistry size calculation bug. Change 3843552 by Sorin.Gradinaru UE-54139 Possible crash with new virtual keyboard on Android if suggestions not disabled #4.19 #Android #jira UE-54139 S8 on 7.0 is not hiding suggestions and disabling predictive input. There are cases with this that can cause a crash. Fix: On text change, downgrade to simple suggestions all the easy correction spans that are not a spell check span (remove android.text.style.SuggestionSpan.FLAG_EASY_CORRECT flags) Change 3844210 by Nick.Shin HTML5 - filter out "windows/super" keys - these are not used in UE4 - but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead... #jira UE-54056 HTML5 crashes inside browser upon pressing windows key Change 3844874 by Nick.Shin HTML5 - detect "SyntaxError: " and do a forced reload - an actual syntax error would be caught during compile time - this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page #jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit Change 3846695 by Nick.Shin #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3847309 by Nick.Shin HTML5 - (not to) show virtual joystick - virtual joysticks are not shown by default-- and the mouse not captured - this now behaves like the win64 client version #jira UE-33854 Virtual Joysticks In HTML5 if Mobile/Tablet Project is chosen Change 3847310 by Nick.Shin HTML5 - set controller axis and button max value in code instead of relying on emscripten_get_gamepad_status() - seems emscripten might be uninitialized by the time controlers are used... #jira UE-28513 - Using a controller in HTML5 causes error Change 3850606 by Nick.Shin HTML5 - more static warning fix ups #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3850624 by Nick.Shin HTML5 - tell user/developer to show unsupported WebGL browsers on old hardware -- will need to try another browser note: using following jira to track progress: #jira UE-47066 Packaged HTML 5 Map Prompts for Firefox Update in Chrome Change 3855610 by Sorin.Gradinaru UE-49173 Progress bar causes black screen on iOS #iOS #4.20 #jira UE-49173 The bug occurs on iOS with Metal, when the last Slate element to be draw in the scene is a ScrollBar with progress between 0 and 1. As a workaround, adding another widget (eg. button, image) in the Blueprint solves the problem. The bug can be reproduced by adding OutDrawElements.PushClip & OutDrawElements.PopClip in any SWidget::OnPaint. The solution is to disable the scissor RHICmdList.SetScissorRect(false, 0, 0, 0, 0); in FSlateRHIRenderingPolicy::DrawElements after the batch rendering Change 3855652 by Sorin.Gradinaru iOS 3D browser UE-53248 Web Browser on a Widget Component is 2D when launching on to iOS #jira UE-53248 #iOS #4.20 Uses the same WebTexture from the WebBrowser plugin as the Android version. + Code contributed by Juan.Belon from Alea S.r.l at https://udn.unrealengine.com/questions/390166/3d-world-space-widget-is-being-rendered-in-screen.html Change 3856174 by Nick.Shin HTML5 - python forking will still error while trying to terminate already terminated processes - added same "WindowsError code 5" handler found in subprocess.py #jira UE-51618 HTML5 fails to build, [Error 5] Access is denied Change 3863322 by Sorin.Gradinaru UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format #jira UE-54317 #Android #4.19 Change 3878088 by Nick.Shin UEMOB-425 superceeds this jira #jira UE-25257 Mac HTML5 project crashes upon downloading expression HasFoundDataDirectory failed Change 3884560 by Jack.Porter Fix logspam in FAVMoviePlayer #jira UE-54760 Change 3886533 by Mi.Wang Fix a potential crash that the VirtualKeyboardWidget has been hide while trying to use in gamethread. Change 3889081 by Sorin.Gradinaru UE-54490 Android Startup Movie audio still playing when app paused, and after app resumed the movie is blackscreen until engine ticked. #Android #4.20 #jira UE-54490 Call ForceCompletion for the intial movie player on onPause. Call App Restart on Resume. Programmatically restarting an Android application basically consists in killing the current app, then using the launch intent as parameter for startActivity. This can be done only in onResume , which means that the movie player still has to be manually paused/stopped in onPause. I╞ve tried to kill the activity on onPause, tested on several devices, with various problems: the app doesn╞t restart anymore (onResume is not called) or the app is automatically sent to background (seems to be crashing when using the multitasking soft key). Change 3890320 by Chris.Babcock Fix initializer ordering #jira UE-55189 #ue4 Change 3958226 by Nick.Shin HTML5 disable memory poison tests and fix a bug during Realloc() // for Linux... and in turn for HTML5 #jria none Change 3958250 by Nick.Shin HTML5 - FText::FormatStr - skip if multi-threading not supported #jira none Change 3968328 by Nick.Shin HTML5 CORS fixes still need datarouter.ol.epicgames.com fixes to completely solve these issues. (API server own estimates no later than mid-April) note: the following are all related: + answerhub 756723 - HTML5 CORS / Access-Control-Allow-Headers + answerhub 756942 - HTML5 CORS Issue to my Hosts API / Hosted Server + UE-22285 - Session events are not generated for HTML5 + UE-19330 - HTML5 Analytics cross-origin request blocked header Access-Control-Allow-Origin missing #jira UE-19330 Change 3971405 by Nick.Shin HTML5 suppress double printing to console.log #jira none Change 3978767 by Nick.Shin HTML5 CORS fixes note: the following are all related: + answerhub 756723 - HTML5 CORS / Access-Control-Allow-Headers + answerhub 756942 - HTML5 CORS Issue to my Hosts API / Hosted Server + UE-22285 - Session events are not generated for HTML5 + UE-19330 - HTML5 Analytics cross-origin request blocked header Access-Control-Allow-Origin missing tested (against datarouter.ol.epicgames.com fixes) and found to be functional #jira UE-22285 Change 3981103 by Nick.Shin HTML5 - num pad keys crashes project match latest Engine/Source/Runtime/InputCore/Private/Linux/LinuxPlatformInput.cpp to HTML5PlatformInput.cpp also fix a HUD crash... #jira UE-54056 HTML5 crashes inside browser upon pressing windows key Change 3983424 by Sorin.Gradinaru UE-57107 Attempting to load a streamed media source causes the app to become unresponsive when device is not connected to internet #jira UE-57107 #Android #4.20 The ANR is because the android.media.MediaExtractor.setDataSource(UrlPath) calls an underlying api which retries the download (10-30 times). Additional issue (all platforms): the MediaFrameworkTest/StreamSource_Infiltrator souce seems to have been removed (no longer at https://docs.unrealengine.com/latest/attachments/Engine/MediaFramework/HowTo/StreamMediaSource/Infiltrator%20Demo.mp4). According to the docs (https://docs.unrealengine.com/en-US/Engine/MediaFramework/HowTo/StreamMediaSource) the new location of the Sample Video is at https://dnnrz1gqa.blob.core.windows.net/portals/attachments/Engine/MediaFramework/HowTo/StreamMediaSource/Infiltrator%20Demo.mp4?sr=b&si=DNNFileManagerPolicy&sig=F%2BBpnYueeQTUTSW0nCRSrXEfr35LIawe7C3MQoe2%2FPI%3D Change 3985248 by Nick.Shin HTML5 game window size add project setting drop down box to select canvas scaling mode #jira UE-46555 HTML5 game window does not scale with browser size Change 3986190 by Sorin.Gradinaru UE-56076 Android Launch On "Running..." toast intermittently doesn't appear #jira UE-56076 #Android #4.10 When cancelling Launch on Device, always call CancelContinuations for the current task Change 3986412 by Nick.Shin CIS error fix #jira none Change 3987007 by Nick.Shin HTML5 fullscreen size fix - when using FIXED scale mode initially, there's some strange padding margins - but, setting UE4_fullscreenScaleMode to anything "but FIXED scale mode" will work... #jira UE-46555 HTML5 game window does not scale with browser size Change 3988408 by Nick.Shin HTML5 call EndSession() onbeforeunload() ? should PreExit() be called instead? #jira UE-57207 Session End event is not generated for HTML5 Change 3991828 by Nick.Shin HTML5 shipping build crash some FVector2D needs ContainsNaN() checks #jira UE-57401 Projects packaged for Shipping HTML5 do not launch the engine in the browser Change 3992884 by Nick.Shin HTML5 call EndSession() onbeforeunload() code cleanup #jira UE-57207 Session End event is not generated for HTML5 Change 3992887 by Nick.Shin datarouter: Session events code cleanup #jira UE-22285 - Session events are not generated for HTML5 Change 4002603 by Sorin.Gradinaru UE-56177 Unplugging a device while launching onto it from a source build will result in the "Running..." toast staying open #jira UE-56177 #Android #iOS #4.10 Using the device discovery to signal when the running device gets disconnected Change 4007162 by Dmitriy.Dyomin Merging using Dev-Mobile->FortMain Added ObjectOrientation material node for decals, returns decal projection direction ( X-axis) #jira none Change 4012196 by Sorin.Gradinaru UE-57120 Lighting needs to be rebuilt error appears on Camera test app on Nexus 9 and Note 4. #jira UE-57120 #Android #4.20 Level lightings rebuilt and QA-Media_Camera_BuiltData.uasset added. The message appeared (rarely and only on certain devices) because the engine tries to load the pre-computed lightmap data on the render thread, then to add it to the scene on the game thread (in FPrecomputedVolumetricLightmap::AddToScene). Most of the times there is a desync and the data is not yet loaded when the lightmap is validated (in FScene::AddPrecomputedVolumetricLightmap). Change 4013034 by Sorin.Gradinaru UE-55427 iOS application crashes when suspending and resuming the startup movie in rapid succession #jira UE-55427 #iOS #4.20 Caused by ToggleSuspend waiting for FDefaultGameMoviePlayer::WaitForMovieToFinish() Renamed InitialMovie to StartupMovie, including the methods related to the Android platform. Change 4015449 by Sorin.Gradinaru UE-38306 "Running xxx on yyy" panel Cancel button should terminate app #jira UE-38306 #Android #4.10 Run on device: Pressing Cancel on the "Running..." message should stop the application, if running Cancel Android builds using "adb shell am force-stop <bundle_id> <device_id>" Note: Using a new AutomationTool command (re-starting the Automation tool after canceling the BuildCookRun task chain) is too slow - takes 3-10 sec depending on the PC configuration. AutomationTool is used now only to correctly retrieve the bundle id for each Android device. This is done inside the BuildCookRun command when the application is deployed on the device(s). Cannot simply use the current project's properties to retrieve the bundle id, because when using Launch-> Device Launcher, the user can choose to cook&deploy a different project/texture format, also the user can create & use a profile with multiple devices / with different texture formats. Change 4016057 by Sorin.Gradinaru UE-57845 GitHub 4666 : Pull request clipboard on android #jira UE-57845 #4.20 #Android #4666 https://github.com/EpicGames/UnrealEngine/pull/4666 Implemented Clipboard function on Android. Change 4020229 by Sorin.Gradinaru UE-57845 GitHub 4666 : Pull request clipboard on android #jira UE-57845 #Android #4.20 GameActivity.java: moving the methods related to clipboard above the native public declarations Change 4021188 by Sorin.Gradinaru UE-57876 Location accuracy is ignored by ULocationServicesIOSImpl #jira UE-57876 #iOS #4.30 In ULocationServicesIOSImpl::InitLocationServices(ELocationAccuracy Accuracy, float UpdateFrequency, float MinDistance) the first param must be converted to CLLocationAccuracy and used as the first param of LocationDelegateinitLocationServices, rather than using the hardcoded kCLLocationAccuracyHundredMeters. Also fixed a compilation error (!) when enabling The Location Services plugin on iOS Change 4024839 by Sorin.Gradinaru UE-38306 "Running xxx on yyy" panel Cancel button should terminate app #jira UE-38306 #Android #4.10 Removed unnecessary #include "AndroidTargetDevice.h", causing circular reference => nightly build errors Change 4024962 by Cosmin.Sulea UE-56294 - Packaging step fails when packaging project for distribution #jira UE-56294 Change 4026122 by Sorin.Gradinaru UE-57149 Razer Phone: Crash after Switching Camera Format 22-26 times #jira UE-57149 #Android #4.20 jobject obj = env->GetObjectArrayElement must be followed by env->DeleteLocalRef(obj) The bug can probably be reproduced by using a MediaPlayer. Change 4038185 by Nick.Shin HTML5 - merge error fix MallocAnsi.cpp was stomped on #jira UE-58367 //UE4/Dev-Mobile - Compile UE4Game HTML5 - use of undeclared identifier 'malloc_usable_size' Change 4039521 by Dmitriy.Dyomin Export WorldBrowser API so plugin makers can use it #jira UE-57323 Change 4039523 by Dmitriy.Dyomin Exposed MobilePatchingLibrary API #jira UE-55941 Change 4039526 by Dmitriy.Dyomin Fixed: Hierarchy filtering does not work in world composition #jira UE-57900 Change 4039529 by Dmitriy.Dyomin Fixed: 'Apply Fogging' in Material does not work on Mobile (GitHub 4357) #jira UE-53618 #4357 Change 4039874 by Sorin.Gradinaru UEMOB-436 Support "All Android" Launch On and Project Launcher options The main change is in the DeviceProxy class. A new type ("All devices" proxy) was added, and the proxy now holds a list of physical device IDs for every variant (texture format), instead of a single device ID. The "All devices" proxy is updated automatically by the device discovery thread. The change was necessary because the list in the Project Launcher is using the device proxy list. #jira UEMOB-436 #Android #UE4 #4.19 Change 4041446 by John.Mauney Fix that Chris B made locally on my machine #jira UE-58420 Change 4041791 by Jack.Porter Fix CIS incremental UE4Editor Win64 #jira 0 [CL 4047603 by Jack Porter in Main branch]
2018-05-02 22:53:38 -04:00
clipboardManager = (ClipboardManager) getSystemService(CLIPBOARD_SERVICE);
//$${gameActivityOnCreateAdditions}$$
//$${gameActivityOnCreateFinalAdditions}$$
Log.debug("==============> GameActive.onCreate complete!");
}
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
public void AndroidThunkJava_ResizeKeyboard(boolean bShow, Rect keyboardRect, Rect visibleRect)
{
//$${gameActivityResizeKeyboardAdditions}$$
}
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 3600060) #rb none #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3292215 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and wbegl2 support - emscripten toolchain #jira UEPLAT-1437 Switch [to] web assembly #rb none Change 3293994 on 2017/02/09 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - OSX toolchain #jira UEPLAT-1437 Switch [to] web assembly #rb none 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 #rb none 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 #rb none Change 3462146 on 2017/05/26 by Nick.Shin HTML5 - merge from Release-4.16 to Dev-Mobile #jira none #rb none #rnx Change 3504996 on 2017/06/22 by Cosmin.Sulea UEMOB-362 - Add per-texture and per-format compression quality override settings #rb Dmitriy.Dyomin #jira UEMOB-362 #codereview Dmitriy.Dyomin #codereview Jack.Porter Change 3505056 on 2017/06/22 by Cosmin.Sulea Back out changelist 3504996 - due to errors generated in xboxOne, PS4 and Switch versions #rb none Change 3508049 on 2017/06/23 by Nick.Shin HTML5 toolchain notes corrections #jira none #rb none #rnx Change 3508663 on 2017/06/24 by Nick.Shin HTML5LaunchHelper.exe on linux - redo - it seems that i need to also check-in the exe and pdb file instead of having CIS make and checking-in them itself... - modified c# program to output a version number to help track which version of HTML5LaunchHelper is running... #jira UE-45302 HTML5LaunchHelper.exe hosts the files in the current working directory on Linux #rnx #rb none Change 3509210 on 2017/06/26 by Dmitriy.Dyomin ExposureScale will be applied during tonemap pass when MobileHDR is on #rb jack.porter #codereview Allan.Bentham Change 3511058 on 2017/06/27 by Cosmin.Sulea UEMOB-362 - Add per-texture and per-format compression quality override settings - resubmitted #rb Dmitriy.Dyomin #jira UEMOB-362 #codereview Dmitriy.Dyomin Change 3511069 on 2017/06/27 by Jack.Porter PS4, XboxOne and Switch fixes for changes to ITextureFormat interface #rb Dmitriy.Dyomin #jira UEMOB-362 Change 3513028 on 2017/06/28 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) #rb None Change 3517409 on 2017/06/30 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) #rb None Change 3517730 on 2017/06/30 by Cosmin.Sulea UEMOB-328 - Improve handling of iOS signing key on remote Mac system keychain when using remote toolchain #rb Jack.Porter #jira UEMOB-328 #codereview: peter.sauerbrei Change 3517757 on 2017/06/30 by Cosmin.Sulea UE-46245 - Building with remote toolchain does not use Project Setting for iOS signing identity which can cause signing errors #rb Jack.Porter #jira UE-46245 #codereview: peter.sauerbrei Change 3518149 on 2017/06/30 by Adrian.Chelu UE-43035 Tilt axis for X and Z are not consistent between Android and iOS devices #rb Jack.Porter #jira UE-46245 #codereview: Chris Babcock <chris.babcock@epicgames.com> Change 3524242 on 2017/07/06 by Nick.Shin HTML5 - refraction shader note: this CL also contains fixes to webgl2 [float4 vs half2] and a [% vs Mod()] material custom function changes to some TM-ShaderModels shaders specifically: fixes to and similar with: DitherTemporalAA #jria UE-46434 No Refraction in QA Game TM-Shadermodels HTML5 #rb none #rn #codereview jack.porter dmitriy.dyomin Change 3535295 on 2017/07/13 by Allan.Bentham #jira UEMOB-390 Add Android cpu stats. add 'stat AndroidCPU' to android's console spinner UI. increase GetCPUState's core count support to 16. #jira UE-45888 Use cvar value to limit android cpu stat update rate. #rb none Change 3535306 on 2017/07/13 by Allan.Bentham Add missing pragma once #rb none Change 3537047 on 2017/07/13 by Ben.Marsh Fixing case of iOS directories, pt1 #rb none Change 3537051 on 2017/07/13 by Ben.Marsh Fixing case of iOS directories, pt2 #rb none Change 3537373 on 2017/07/14 by Allan.Bentham Add scope level android egl error verification. work around minor issue with invalid egl config property. #rb chris.babcock Change 3541735 on 2017/07/18 by Allan.Bentham Add 'sustained performance mode' support for API 24+ devices. #jira UEMOB-386 #rb chris.babcock Change 3543001 on 2017/07/18 by Sorin.Gradinaru #jira UE-45766 Improved Virtual Keyboard cannot receive non-English characters. - for Android, add an native EditBox above the virtual keyboard to receive the text and pass it to the object from the slate #rb Chris.Babcock Change 3554399 on 2017/07/25 by Nick.Shin STATS disabled for non multi-threaded platforms #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox #rnx #rb none Change 3554402 on 2017/07/25 by Nick.Shin STATS TaskGraph disabled for non multi-threaded platforms #jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test #rb none #rnx Change 3556957 on 2017/07/26 by Nick.Shin HTML5 - WASM enabled by default - part 1 -- commenting out asmjs stuff begin sunsetting ASM.JS note to self: CL#3462146 "backout" asmjs #jira UEMOB-416 WASM enabled by default #rnx #rb none Change 3557654 on 2017/07/26 by Nick.Shin HTML5 - WASM enabled by default - part 2 -- remove asmjs code sunsetting ASM.JS note to self: CL#3462146 "backout" asmjs #jira UEMOB-416 WASM enabled by default #rn #rb none Change 3557910 on 2017/07/27 by Jack.Porter Support Client configuration when packaging in the editor #jira UE-39973 #rb Dmitriy.Dyomin Change 3557917 on 2017/07/27 by Jack.Porter Missing file from CL 3557910 #rb trivial Change 3559642 on 2017/07/27 by Nick.Shin STATS TaskGraph disabled for non multi-threaded platforms - both "LockFree stress test" and "task graph benchmark" are disabled - no multi-threading for WASM exist yet (note: ASM.JS has been sunsetted) - stat command crash "fixed" - but, font size are totally broken - i can look at this (much) later... - new bug: physx will crash on "gc and level load stress test" -- please bug this as a new jira #jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test #rb none #rnx Change 3565656 on 2017/07/31 by Dmitriy.Dyomin Added a way to lock level position in Word Composition #jira UE-47713 #rb none Change 3565757 on 2017/08/01 by Dmitriy.Dyomin compile fix #rb none Change 3567446 on 2017/08/01 by Chris.Babcock Allow addElement and addElements to only insert once with once="true" attribute in UPL #jira UE-47951 #ue4 #android #rb Peter.Sauerbrei Change 3567592 on 2017/08/01 by Chris.Babcock Use absolute path for repositories for Gradle #jira UE-47952 #ue4 #android #rb Tim.Lincoln Change 3568690 on 2017/08/02 by Chris.Babcock Removed warnings for once attribute in UPL #ue4 #android #rb none Change 3569975 on 2017/08/02 by Chris.Babcock Add <baseBuildGradleAdditions> to UPL to allow additions to the root-level build.gradle #jira UE-47995 #ue4 #android #rb Tim.Lincoln Change 3570117 on 2017/08/02 by Chris.Babcock Add <setBoolFromPropertyContains> to UPL - sets bool to true if string list in ini matches contains attribute #jira UE-47996 #ue4 #android #rb Jack.Porter Change 3571552 on 2017/08/03 by Chris.Babcock Removed unneeded settings.gradle file (generated) #jira UE-48041 #ue4 #android #rb none Change 3572224 on 2017/08/04 by Dmitriy.Dyomin Better selection tracking in world composition #rb none Change 3573662 on 2017/08/04 by Nick.Shin HTML5 remove PreLoadMap "feature" (was only available/used with HTML5) - asyncronous loads are not allowed during UEngine::LoadMap() - the files/code will be repurposed for pakfile CHUNK support #jira UEMOB-425 HTML5 streaming content investigation (part 1 of 2) #rn #rb none Change 3574471 on 2017/08/07 by Dmitriy.Dyomin Export ULevelStreamingKismet::LoadLevelInstance function #rb none Change 3576262 on 2017/08/08 by Dmitriy.Dyomin Fixed: widget clipping issues in world composition #rb none Change 3576845 on 2017/08/08 by Nick.Shin set HTML5LaunchHelper application's icon to UE4.ico #jira UE-19225 HTML5LaunchHelper application does not have an unreal icon #rb none #rnx Change 3578313 on 2017/08/09 by Dmitriy.Dyomin Added: an RHI call to invalidate/clear cached state, RHIInvalidateCachedState #jira UEMOB-435 #rb jack.porter Change 3578364 on 2017/08/09 by Dmitriy.Dyomin Vertex Fog is disabled on mobile by default. If scene uses vertex fog - Mobile preview and device will show on screen message: PROJECT HAS VERTEX FOG ON MOBILE DISABLED This saves about 90 instructions in VS and a few in PS #jira UEMOB-166 #rb jack.porter Change 3578703 on 2017/08/09 by Nick.Shin set HTML5LaunchHelper application's icon to UE4.ico forgot to check in exe and pdb file #jira UE-19225 HTML5LaunchHelper application does not have an unreal icon #rb none #rnx Change 3578961 on 2017/08/09 by Peter.Sauerbrei deprecate IOS 8 as the minimum OS supported. #jira UEMOB-429 #rb chris.babcock Change 3579319 on 2017/08/09 by Peter.Sauerbrei fixes for compile errors with Xcode 9 beta 4 #rb none Change 3579356 on 2017/08/09 by Peter.Sauerbrei modified minimum IOS to build with #rb chris.babcock Change 3579687 on 2017/08/09 by Chris.Babcock Fix GoogleVR Gradle packaging #jira UE-48239 #ue4 #android #rb none Change 3579921 on 2017/08/10 by Dmitriy.Dyomin GitHub 3670 : More zoom levels for World Composition (300) #contributedby: user37337 #jira UE-45977 #3670 #rb none Change 3580576 on 2017/08/10 by Peter.Sauerbrei detection of iPad Pro 10.5 and IPad Pro 12.9 (2nd Gen) #rb chris.babcock Change 3580611 on 2017/08/10 by Chris.Babcock Set online provider back to GooglePlay and remove forcing IAP permission (contributed by umerov1999) #jira UE-48185 #PR #3876 #ue4 #android #rb Peter.Sauerbrei Change 3582166 on 2017/08/11 by Nick.Shin nuke PLATFORM_HTML5_WIN32 PLATFORM_HTML5_WIN32 code removal tested successfully with (force rebuild and repackaging): * Win64 server (WindowsServer) * Win64 client (WindowsNoEditor) * HTML5 client all playing together via websocket net driver (i've attached a screen shot of this in jira) code changes touches: physics, audio and main build files #jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code #rb ben.marsh #rnx #codereview josh.adams #fyi ori.cohen, aaron.mclera Change 3582474 on 2017/08/11 by Chris.Babcock Don't use V2 signing for Gear VR APKs #jira UE-48354 #ue4 #android #rb Peter.Sauerbrei Change 3582614 on 2017/08/11 by Chris.Babcock Filter out unneeded architectures from APK for Gradle builds #jira UE-48355 #ue4 #android #rb Peter.Sauerbrei Change 3582923 on 2017/08/11 by Nick.Shin backport release 4.17 to dev-mobile #jira none #rb none #rnx Change 3582924 on 2017/08/11 by Nick.Shin FNetworkFileServerHttp - error gracefully when port is already in use #jira UE-46409 [CrashReport] Assertion on Mac: Could not create a libwebsocket - FNetworkFileServerHttp::Init() #rnx #rb none Change 3582925 on 2017/08/11 by Nick.Shin HTML5 - turn off pak file compression in favor of gzip packages #jira UE-46729 HTML5 - on shipping builds - turn off pak file compression in favor of gzip packages #rn #rb none Change 3583943 on 2017/08/14 by Cosmin.Sulea UEMOB-363 - second iteration - Project wide texture quality control by texture group #rb Dmitriy Dyomin #jira UEMOB-363 Change 3583967 on 2017/08/14 by Cosmin.Sulea Back out changelist 3583943 #rb none Change 3584121 on 2017/08/14 by Peter.Sauerbrei fix for mac compile failure #rb none Change 3587877 on 2017/08/15 by Peter.Sauerbrei josh's suggested fix is not working for Xcode 8.3, so brute forcing for now #rb none Change 3588612 on 2017/08/15 by Peter.Sauerbrei Xcode 9 project compatbility updates #rb chris.babcock #codereview michael.trepka Change 3589223 on 2017/08/15 by Dmitriy.Dyomin Fixed: bNavigationAutoUpdateEnabled was not always working when reopeinig the map Fixed: Navigation Build was not clearing some mesh tiles when bNavigationAutoUpdateEnabled is enabled Fixed: Streaming out a level in editor was not always updating NavMesh debug draw #rb lukasz.furman Change 3589900 on 2017/08/16 by Dmitriy.Dyomin Support vulkan validation layers on Android, only in Debug and Development configuration (requires r.Vulkan.EnableValidation=1) #codereview chris.babcock, rolando.caloca #rb none Change 3590592 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 OSX #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 OSX Change 3590597 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 Linux #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 Linux Change 3590624 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 toolchain #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 toolchain Change 3591720 on 2017/08/16 by Chris.Babcock Enable Gradle by default and add button to accept Android SDK license to project settings #jira UE-48519 #ue4 #android #rb Tim.Lincoln #fyi Peter.Sauerbrei Change 3591998 on 2017/08/16 by Chris.Babcock Fix nonunity build #ue4 #android #rb none Change 3592407 on 2017/08/17 by Nick.Shin HTML5 emscripten 1.37.19 Win64 #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 Win64 Change 3592479 on 2017/08/17 by Nick.Shin HTML5 3rd Party Libs - compiled with emscripten 1.37.19 #jira UE-47813 #rb none #rn HTML5 3rd Party Libs - compiled with emscripten 1.37.19 toolchain Change 3592480 on 2017/08/17 by Nick.Shin HTML5 emscripten 1.37.19 toolchain Epic edits as well as setting UE4 HTML c# scripts to use new toolchain #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 toolchain Epic edits Change 3592481 on 2017/08/17 by Nick.Shin HTML5 remove old emscripten toolchain #jira UE-47813 #rb none #rn HTML5 remove old emscripten toolchain Change 3592485 on 2017/08/17 by Nick.Shin HTML5 undo CanUseXGE - this might be breaking CIS for HTML5 builds... #jira UE-47813 #rb none #rnx Change 3592549 on 2017/08/17 by Dmitriy.Dyomin Added GetDiskTotalAndFreeSpace for IOS and Android #jira UE-46479 #codereview chris.babcock, peter.sauerbrei #rb none Change 3594045 on 2017/08/17 by Peter.Sauerbrei comment about potential failure case in the remote tool chain #rb none Change 3594342 on 2017/08/17 by Peter.Sauerbrei Merging //UE4/Main/... to //UE4/Dev-Mobile/... #rb none Change 3594920 on 2017/08/17 by Peter.Sauerbrei fix for non-unity builds (accidentally merged something incorrectly) #rb none Change 3595347 on 2017/08/17 by Chris.Babcock merge fixes for Android #ue4 #android #rb Peter.Sauerbrei #lockdown Peter.Sauerbrei Change 3595752 on 2017/08/17 by Chris.Babcock Update Facebook plugin to support Gradle #jira UE-48569 #ue4 #android #fyi Josh.Markiewicz #rb none #lockdown Peter.Sauerbrei Change 3595849 on 2017/08/17 by Chris.Babcock Fix issue with libovrplatformloader.so for non armv7 targets #jira UE-48533 #ue4 #android #rb none #lockdown Peter.Sauerbrei Change 3596419 on 2017/08/18 by Peter.Sauerbrei fix for Mac Editor build failure #rb none Change 3597023 on 2017/08/18 by Peter.Sauerbrei fix for game editor build failure #rb none Change 3597032 on 2017/08/18 by Peter.Sauerbrei fix for app bundle id in Info-Editor.plist #rb none Change 3597034 on 2017/08/18 by Peter.Sauerbrei put back the info.plist, found the real problem #rb none Change 3597197 on 2017/08/18 by Peter.Sauerbrei pull Info.plist from the build products #rb none [CL 3600450 by Chris Babcock in Main branch]
2017-08-21 15:05:19 -04:00
@Override
public void onAccuracyChanged(Sensor sensor, int accuracy)
{
}
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
private Handler mRestoreImmersiveModeHandler = new Handler();
private Runnable restoreImmersiveModeRunnable = new Runnable()
{
public void run()
{
restoreTransparentBars();
}
};
public void restoreTranslucentBarsDelayed()
{
// we restore it now and after 500 ms!
restoreTransparentBars();
mRestoreImmersiveModeHandler.postDelayed(restoreImmersiveModeRunnable, 500);
}
public void restoreTransparentBars()
{
if(android.os.Build.VERSION.SDK_INT >= 19) {
try {
View decorView = getWindow().getDecorView();
Log.debug("=== Restoring Transparent Bars ===");
// Clear the flag and then restore it
decorView.setSystemUiVisibility(
View.SYSTEM_UI_FLAG_LAYOUT_STABLE
| View.SYSTEM_UI_FLAG_LAYOUT_HIDE_NAVIGATION
| View.SYSTEM_UI_FLAG_LAYOUT_FULLSCREEN
| View.SYSTEM_UI_FLAG_HIDE_NAVIGATION
| View.SYSTEM_UI_FLAG_FULLSCREEN
/*| View.SYSTEM_UI_FLAG_IMMERSIVE_STICKY*/);
decorView.setSystemUiVisibility(
View.SYSTEM_UI_FLAG_LAYOUT_STABLE
| View.SYSTEM_UI_FLAG_LAYOUT_HIDE_NAVIGATION
| View.SYSTEM_UI_FLAG_LAYOUT_FULLSCREEN
| View.SYSTEM_UI_FLAG_HIDE_NAVIGATION
| View.SYSTEM_UI_FLAG_FULLSCREEN
| View.SYSTEM_UI_FLAG_IMMERSIVE_STICKY);
} catch (Exception e) {}
}
}
@Override
public boolean onKeyDown(int keyCode, KeyEvent event)
{
if(keyCode == KeyEvent.KEYCODE_BACK ||keyCode == KeyEvent.KEYCODE_VOLUME_DOWN || keyCode == KeyEvent.KEYCODE_VOLUME_UP)
{
Copying //UE4/Dev-Sequencer to //UE4/Main (Source: //UE4/Dev-Sequencer @ 3631098) #lockdown nick.penwarden #rb none Change 3618690 on 2017/08/30 by Max.Preussner Media: Pass-through of global timecode in tick Change 3620659 on 2017/08/31 by Max.Preussner WmfMedia: Added string conversion for stream marker types; updated documentation Change 3620663 on 2017/08/31 by Max.Preussner MediaUtils: Always queuing up media events to prevent application from interfering with player state during event callbacks Change 3620878 on 2017/08/31 by Max.Preussner Media: Using correct parameter for printing pointers Change 3621327 on 2017/08/31 by Max.Preussner Core: Added TQueue.Pop Change 3621419 on 2017/08/31 by Chris.Babcock Skip some mediaplayer calls if not prepared and check for completion in stopped state #jira UE-49054 Change 3622023 on 2017/09/01 by Max.Chen Sequencer: Fix regression where spawnables don't play because they're defined as temporary editor actors. #jira UE-48923 Change 3622433 on 2017/09/01 by Chris.Babcock Reorder Android media player suspend and playbackendreached events so stop is first Change 3622568 on 2017/09/01 by Max.Chen Media Player: Move sinks and player guid to PostInitProperties instead of PostLoad to fix issues with newly created players. #jira UE-49160 Change 3622678 on 2017/09/01 by Max.Chen Actor Sequence: Move runtime to plugins. #jira UE-45752 Change 3623243 on 2017/09/01 by Max.Preussner MfMedia: Resetting media characteristics before trying to reinitialize them Change 3623246 on 2017/09/01 by Max.Preussner WmfMedia: Fixed media characteristics not updated when opening media without tracks selected #jira UE-49214 Change 3623675 on 2017/09/01 by Max.Preussner MediaUtils: Fixed multichannel downmixing Change 3623747 on 2017/09/01 by Max.Preussner WmfMedia: Removed still images from list of supported streams as they require special handling that is currently not implemented Change 3623757 on 2017/09/01 by Max.Preussner WmfMedia: Added missing string conversion for Playing state Change 3623793 on 2017/09/01 by Max.Chen Sequencer: Fix ensure when deleting sections. Sections were getting removed from the array during iteration. #jira UE-49220 Change 3623797 on 2017/09/01 by Max.Chen Sequencer: Add transactions to easing type and setting changes. #jira UE-49209 Change 3623924 on 2017/09/02 by Max.Preussner Media: Renamed IMediaPlayer::GetName to GetPlayerName Change 3623931 on 2017/09/02 by Max.Preussner Media: Added IMediaPlayer::GetMediaName Change 3623962 on 2017/09/02 by Max.Preussner WmfMedia: Consistent logging format Change 3623963 on 2017/09/02 by Max.Preussner MfMedia: Consistent logging format Change 3624190 on 2017/09/03 by Max.Preussner MediaUtils: Made sink overflow log messages a compile option Change 3624412 on 2017/09/04 by Richard.Wallis Trivial fix for Mac Audio Mixer playback through engine using current AV implementation. This fixes up what is already there to get us back to a working Mac Media playback via engine. Although it is still disabled just in case this stream is at a time/feature critical point. Just remove the && 0 in the AUDIO_PLAYBACK_VIA_ENGINE define at the top of AvfMediaTracks.cpp. Change 3624769 on 2017/09/04 by Max.Preussner WmfMedia: Fixed some subtle issues with session state changes & track switching Change 3624811 on 2017/09/04 by Max.Preussner WmfMedia: Not compiling WMF related libraries on dedicated server Change 3624813 on 2017/09/04 by Max.Preussner WmfMedia: Added utility function to copy MF attributes Change 3624941 on 2017/09/05 by Max.Chen Sequencer: Added slip functionality for sections. Hold down shift and drag the section left and right (as if you were moving it). #jira UE-24929 Change 3625131 on 2017/09/05 by Andrew.Rodham Media: Fixed optional parameter name not being loaded properly for external texture uniform expressions Change 3625547 on 2017/09/05 by Max.Preussner AudioMixer: Fixed crash due to legacy int16 audio buffer not initialized Change 3625569 on 2017/09/05 by Max.Chen Cine Camera: Added GetFilmbackPresetName(), SetFilmbackPresetByName(), GetLensPresetName(), SetLensPresetByName(). #jira UE-48967 Change 3625668 on 2017/09/05 by Max.Chen Sequence Recorder: Add drag and drop functionality to sequence recorder #jira UE-49072 Change 3625738 on 2017/09/05 by Max.Preussner WmfMedia: showing possible image streams that may be incorrectly returned as video streams in media info Change 3625751 on 2017/09/05 by Max.Preussner WmfMedia: Restarting session from beginning on track switching if media doesn't support seeking Change 3625869 on 2017/09/05 by Andrew.Rodham Sequencer: Fixed crash caused by manipulating selection while iterating Change 3625884 on 2017/09/05 by Andrew.Rodham Sequencer: Optimization pass on key and trajectory rendering when dealing with large numbers of tracks and/or keys - Memory is reserved where possible on hot code paths - Reduced amount of sorting and shuffling of arrays where possible - Key collections (and thus key groups) are now cacheable so we don't have to regenerate them every frame - Reduced amount of overdraw on keys in sequencer UI - Added editor preference to limit the number of keys shown around the current time when rendering trajectories in the editor (default=250) - Optimized various algorithms used for key introspection and manipulation - Overlapping keys are now highlighted with a red border #jira UE-42018 Change 3626270 on 2017/09/05 by Max.Preussner WmfMedia: Added utility function to dump out media type attributes Change 3626274 on 2017/09/05 by Max.Preussner WmfMedia: Dumping media type attributes in very verbose debug log Change 3626275 on 2017/09/05 by Max.Preussner WmfMedia: Clearing pending topologies before setting new one Change 3626440 on 2017/09/05 by Max.Preussner WmfMedia: Resolving stream format types and interlace modes in attribute dump Change 3626719 on 2017/09/05 by Max.Preussner MediaAssets: Exposed the OnTracksChanged event on media player assets Change 3626806 on 2017/09/05 by Chris.Babcock Fix error returns from rungradle.bat and ant.bat #jira UE-49305 Change 3626915 on 2017/09/05 by Chris.Babcock Only use immersive mode if enabled on Android #jira UE-49308 Change 3626980 on 2017/09/05 by Max.Preussner MediaAssets: Renamed capture device enumeration filters from Unspecified to Unknown Change 3627333 on 2017/09/05 by Max.Preussner MediaUtils: Added utility functions for converting common enum values to string Change 3627702 on 2017/09/06 by Andrew.Rodham Sequencer: Fixed crash caused by erroneous persistent references to FSequencer - Also added an ensure to FSequencer::Tick to ensure this doesn't happen again #jira UE-48647 #jira UE-48383 #jira UE-47661 Change 3628000 on 2017/09/06 by Andrew.Rodham Sequencer: Changed ensure for a message log warning #jira UE-49245 Change 3628548 on 2017/09/06 by Max.Preussner MediaUtils: Logging media events in player facade Change 3629189 on 2017/09/06 by Max.Preussner WmfMedia: Selecting default format and track when initializing media source #jira UE-49214 Change 3629207 on 2017/09/06 by Max.Preussner MfMedia: Selecting default format when initializing media source Change 3629256 on 2017/09/06 by Max.Preussner MediaUtils: Fixed sample queue count not decremented on Pop #jira UE-49372 [CL 3631147 by Max Chen in Main branch]
2017-09-07 15:02:48 -04:00
if (ShouldHideUI)
{
Log.debug("=== Restoring Transparent Bars due to KeyCode ===");
restoreTranslucentBarsDelayed();
}
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
}
return super.onKeyDown(keyCode, event);
}
private void onResumeBody()
{
if (bAllowIMU)
{
Log.debug("Registering sensor listeners");
if (accelerometer != null)
{
sensorManager.registerListener(this, accelerometer, SensorManager.SENSOR_DELAY_GAME);
}
if (magnetometer != null)
{
sensorManager.registerListener(this, magnetometer, SensorManager.SENSOR_DELAY_GAME);
}
if (gyroscope != null)
{
sensorManager.registerListener(this, gyroscope, SensorManager.SENSOR_DELAY_GAME);
}
}
// invalidate window cache
nativeSetWindowInfo(getResources().getConfiguration().orientation == Configuration.ORIENTATION_PORTRAIT, DepthBufferPreference);
// only do this on KitKat and above
if (ShouldHideUI)
{
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
restoreTransparentBars();
View decorView = getWindow().getDecorView();
decorView.setOnSystemUiVisibilityChangeListener(new View.OnSystemUiVisibilityChangeListener() {
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
@Override
public void onSystemUiVisibilityChange(int visibility)
{
Log.debug("=== Restoring Transparent Bars due to Visibility Change ===");
restoreTransparentBars();
}
});
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
decorView.setOnFocusChangeListener(new View.OnFocusChangeListener() {
@Override
public void onFocusChange(View v, boolean hasFocus)
{
Log.debug("=== Restoring Transparent Bars due to Focus Change ===");
restoreTransparentBars();
}
});
}
// only true if Android Pie or later
if (UseDisplayCutout)
{
// only on Android Pie and later
WindowManager.LayoutParams params = getWindow().getAttributes();
if (params.layoutInDisplayCutoutMode != WindowManager.LayoutParams.LAYOUT_IN_DISPLAY_CUTOUT_MODE_SHORT_EDGES)
{
params.layoutInDisplayCutoutMode = WindowManager.LayoutParams.LAYOUT_IN_DISPLAY_CUTOUT_MODE_SHORT_EDGES;
getWindow().setAttributes(params);
}
}
if(HasAllFiles)
{
Log.debug("==============> Resuming main init");
nativeResumeMainInit();
InitCompletedOK = true;
}
else
{
nativeOnInitialDownloadStarted();
// Post the check activity handler here to run after onResume completes
Log.debug("==============> Posting request for downloader activity");
final Handler downloadHandler = new Handler();
downloadHandler.post(new Runnable() {
@Override
public void run() {
Log.debug("==============> Starting activity to check files and download if required");
Intent intent = new Intent(_activity, DownloadShim.GetDownloaderType());
intent.addFlags(Intent.FLAG_ACTIVITY_NO_ANIMATION);
startActivityForResult(intent, DOWNLOAD_ACTIVITY_ID);
if (noActionAnimID != -1) {
overridePendingTransition(noActionAnimID, noActionAnimID);
}
}
});
}
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
LocalNotificationCheckAppOpen();
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3233741) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== [NOTE: Switch changes have been removed from this list, and will be in a comment in //UE4/Main/Engine/Build/Switch/SwitchChanges.txt] Change 3207431 on 2016/11/22 by Keith.Judge Make VectorSign on XB1 match (incorrect) SSE implementation rather than the reference FPU implementation. Too many things seem to rely on this to change the default behaviour now. #jira UE-36921 #jira UE-38560 Change 3208206 on 2016/11/22 by Josh.Adams - Changed plugins upgrading a content-only project to code-based, even if the modules inside aren't compiled for the current platform. There are issues with runtime not knowing the plugin isn't needed. The proper way is to non-whitelist the platform in the project, not in the modules, if you don't want it to upgrade the project. See the comments in this change for more info. #jira UE-38929 Change 3209137 on 2016/11/23 by Alicia.Cano Add a check to iOS tool chain for exception flag #jira UE-36528 #ios Change 3209296 on 2016/11/23 by Ben.Marsh Always send build failure notifications in Dev-Platform to Will.Fissler@epicgames.com and Owen.Stupka@epicgames.com Change 3211316 on 2016/11/28 by Joe.Barnes Fix some typos Change 3211318 on 2016/11/28 by Joe.Barnes Fix wrong function name in header file. Didn't match actual function name in RenderingThread.cpp Change 3213227 on 2016/11/29 by Dmitry.Rekman Add -fPIC to libwebsockets on Linux. Change 3213463 on 2016/11/29 by Nick.Shin helper build scripts for CentOS 7 Linux (via Docker) LINUX: pull source and compile: zlib openssl libcurl & libwebsockets using [ glibc 2.17 ] & [ gcc 4.8.5 ] Docker creates an image (that is essentially a CentOS box) and runs the build script within that environment (called a container). think of this as a VM -- but waaaaaaay better -- nothing is virtualized -- it's all on the metal. #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1203 - Add Linux library for libwebsockets #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 3213939 on 2016/11/29 by Michael.Trepka Ignore parent widget's geometry scale when showing a popup menu in a separate window #jira UE-38706 Change 3215583 on 2016/11/30 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3216345 on 2016/11/30 by Josh.Adams Better fix for poison proxy fix Change 3217106 on 2016/12/01 by Michael.Trepka Fixed a crash caused by an attempt to use FPlayWorldCommands::GlobalPlayWorldActions before it's initialized when showing suppressable warning dialogs in UEditorEngine::UpdateAutoLoadProject() #jira UE-38816 Change 3217223 on 2016/12/01 by Josh.Adams - Fixed some TEXT macro warnings that crept in from IWYU changes Change 3217253 on 2016/12/01 by Dmitry.Rekman Linux: fix GL crash (UE-17649). - Making sure all streams are set up. Fix by Cengiz. Change 3217473 on 2016/12/01 by Daniel.Lamb Fixed a case when we load a map it might not have it's sublevels loaded because it's not treated like a map. #test cook run QAGame Change 3217588 on 2016/12/01 by Peter.Sauerbrei Pull in IPv6 fix Change 3217654 on 2016/12/01 by Michael.Trepka Changed the Mac-specific high DPI code to use system backingScaleFactor only if NSHighResolutionCapable in Info.plist is set to true. This solves the problem with macOS Sierra giving us actual backingScaleFactor values even in low DPI modes. Change 3217873 on 2016/12/01 by Josh.Adams - Added some logging to a tvOS assert, since debugging it right away is tricky Change 3218097 on 2016/12/01 by Josh.Adams - Fixed up the Switch MediaFramework, making editor better, etc - ALso changed PS4 and Xbox plugins to be enabled by default by having two entries in the plugin module for the Factory modules (an editor only entry, and a platform specific runtime entry... this will make it so that UE4Game.exe won't ahve it compiled in, even with it enabled by default) Change 3218133 on 2016/12/01 by Dmitry.Rekman Linux: report server hangs by crashing the hung thread (UE-39164). Change 3218512 on 2016/12/01 by Josh.Adams - Made the MfMedia plugin to be distributable in public builds, since it's for Windows and Xbox Change 3219804 on 2016/12/02 by Dmitry.Rekman Linux: fix project settings crash (UE-38800). - Also submitted as a pull request #2945. Change 3220027 on 2016/12/02 by Nick.Shin plow all physx libs into build NOTE: most browsers will not function - chrome and firefox nightly only works checking this in as per email #jira UE-38323 VehicleTemplate Vehicle does not move in HTML5 Change 3221620 on 2016/12/05 by Joe.Barnes UE-37275 - Temporary workaround for log lines losing carriage returns. Add's a \n when outputting lines if there isn't one at the end. Change 3221689 on 2016/12/05 by Dmitry.Rekman Attempt to change/rename. Change 3221700 on 2016/12/05 by Dmitry.Rekman Another attempt to change renamed file (from Linux). Change 3221731 on 2016/12/05 by Michael.Trepka Added missing initialization for FAvfVideoSampler::MetalTextureCache #jira UE-38689 Change 3221792 on 2016/12/05 by Michael.Trepka Fixed a crash in FMetalDynamicRHI::RHIAsyncReallocateTexture2D for PVRTC2 textures Change 3222675 on 2016/12/05 by Josh.Adams - Removed some resolution setting junk that was recently added to PlatformerGame - settings resolution on AppleTV is bad, it doesn't need to change resolution on non-desktop platforms #jira UE-39188 Change 3223546 on 2016/12/06 by Brent.Pease + Properly set and use the realtime compression for ios. + Reduce unused memory on ios from the precached first buffer + Fix a resource tracking issue that was causing a double free on the sound buffer Change 3223785 on 2016/12/06 by Brent.Pease + Add support for iPhone7 (implemented by peter.sauerbrei, merged in from WEX) #jira ue-38701 Change 3224314 on 2016/12/06 by Chris.Babcock Send OnTargetPlatformChangedSupportedFormats when format changed in Android project settings in editor #jira UE-38361 #ue4 #android Change 3225367 on 2016/12/07 by Josh.Adams - Added FKey::Virtual_Accept and Virtual_Back, which will map to FaceButton Right/Down appropriately based on platform (Switch swaps them) - Made changes to ShooterGame and VehicleGame for Virtual_Accept and Back - Added some icons for ShooterGame, and changed some text blocks to SRichTextBlock to insert the icons Change 3225426 on 2016/12/07 by Chris.Babcock Add missing Android UPL file for binary builds #jira UE-39420 #ue4 #android Change 3225471 on 2016/12/07 by Dmitry.Rekman Update all platforms to C++14. Change 3225525 on 2016/12/07 by Nick.Shin Cook-On-The-Fly for HTML5 - re-enabled: ENetworkFileServerProtocol::NFSP_Http - cleaned up port numbers used with cook-on-the-fly situations - fixed null_ptr in NetworkFileServerHttp.cpp - fix CORS issue with HTML5LaunchHelper (not really needed -- but doesn't hurt to have it in the test server) - finally, the core of the jira issue: o fix serialization bug: do not append zero sized data o fix de-serialization bug: removed double insertion of packet "Marker and Size" header #jira UE-38281 Quicklaunch UFE HTML5 fails to get COTF Header Size Change 3225690 on 2016/12/07 by Dmitry.Rekman Linux: improvements in touch support. - Multiple fingers. - Filtering out "moved" events from the same location. - Consistent logging. (Edigrating 3225194 from Wombat to Dev-Platform) Change 3225868 on 2016/12/07 by Josh.Stoddard Gracefully handle delete without matching new on iOS & Mac #jira UE-39395 Change 3226159 on 2016/12/07 by Omar.Rodriguez UEPLAT-1423 WEX: Improved virtual keyboard for Android * Renamed old virtual keyboard functions by adding "Dialog" suffix to the name * Added new virtual keyboard functions that use InputMethodManager to show/hide keyboard * Hide the virtual keyboard, if shown, onPause * Slate edit box decides which functions to call for showing/hiding keyboard - eventually will be based on command line parameter like in IOS #jira UEPLAT-1423 Change 3226167 on 2016/12/07 by Dmitry.Rekman Allow running as root on ARM. (Edigrating 3204974 to Dev-Platform) Change 3226168 on 2016/12/07 by Dmitry.Rekman Print current CVar value when denying an override. (Based on CL 3205476). Change 3226169 on 2016/12/07 by Dmitry.Rekman Allow enabling sound (if disabled by default). (Based on CL 3205505) Change 3226171 on 2016/12/07 by Dmitry.Rekman Allow running from symlinks. (Edigrating 3205518 to Dev-Platform). Change 3226174 on 2016/12/07 by Dmitry.Rekman Linux: do not init SDL audio (we do not use it anyway). (Based on CL 3205505). Change 3226327 on 2016/12/07 by Nick.Shin fix CIS warning #jira UE-38281 Quicklaunch UFE HTML5 fails to get COTF Header Size Change 3226506 on 2016/12/08 by Dmitry.Rekman Fix one more case-sensitive misspelling (UE-39030). - Submitted as part of PR #2976. Change 3226542 on 2016/12/08 by Dmitry.Rekman Linux: fix weirdness with tesselation in GL4 (UE-32865). - Workaround by CengizT. Proper fix tracked as UE-39489. Change 3226570 on 2016/12/08 by Dmitry.Rekman Fix for ar failing due to too long command line (UE-39009). - Based on PR #2973. Change 3226575 on 2016/12/08 by Dmitry.Rekman Add build-essential to dependencies (UE-39053). - PR #2981 contributed by cpyarger. Change 3227129 on 2016/12/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Fixed up a deferred GL error as well Fixed some copyrights of files not in main Change 3227260 on 2016/12/08 by Omar.Rodriguez UE-39140 Projects with iCloud are failing provisioning check when code signing. * Set default value of bEnableCloudKitSupport to False * Set value of get-task-allow to true only on non-distribution builds * Only write out the entitlements file if changes have been made #jira UE-39140 Change 3229312 on 2016/12/09 by Dmitry.Rekman Fix missing responses (UE-39572). - Proper implementation of UE-39009. Change 3230849 on 2016/12/12 by Dmitry.Rekman Linux: fixed Android packaging (UE-39635). - Misspelled case; fixed by JohnHenry Carawon. #jira UE-39635 Change 3231591 on 2016/12/12 by Peter.Sauerbrei fix for splash screen not being turned off by default #jira UE-39591 Change 3231880 on 2016/12/12 by Josh.Adams - Fixing StaticAnalysis warnings, but -enablecodeanalysis stopped working for some reason, and the /Zm thing has hit me really hard, so this is a hopeful checkin for static analysis issues #jira UE-39680 Change 3232816 on 2016/12/13 by Dmitry.Rekman Linux: fix for CEF (UE-39682) - Fix by Cengiz.Terzibas. Change 3232873 on 2016/12/13 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3232933 on 2016/12/13 by Josh.Adams - Missed the files that were needed to fix up after merge from main, but didn';t come from main Change 3233066 on 2016/12/13 by Ben.Marsh UBT: Ignore exception if PATH variable contains invalid characters when looking for XGE. Change 3233512 on 2016/12/13 by Ben.Marsh Fix static analysis warnings. [CL 3233813 by Josh Adams in Main branch]
2016-12-13 19:47:16 -05:00
// Forcing this to false so the virtual keyboard can be shown again after resuming
// since calls to showSoftInput are ignored on resume so have to make sure state is reset
bKeyboardShowing = false;
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2719147 on 2015/10/07 by Mark.Satterthwaite Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track. Change 2719182 on 2015/10/07 by Mark.Satterthwaite Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient. Change 2719185 on 2015/10/07 by Mark.Satterthwaite Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw. Change 2719434 on 2015/10/07 by Mark.Satterthwaite Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server. Change 2724764 on 2015/10/12 by Josh.Adams [Initial AppleTV support] Merging //depot/YakBranch/... to //UE4/Dev-Platform/... Change 2726266 on 2015/10/13 by Lee.Clark PS4 - Calc reserve size required for DMA copy when using unsafe command buffers Change 2726401 on 2015/10/13 by Mark.Satterthwaite Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected. #jira UE-15228 Change 2726421 on 2015/10/13 by Lee.Clark PS4 - Don't try to clear invalid targets Change 2727040 on 2015/10/13 by Michael.Trepka Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72 Change 2729783 on 2015/10/15 by Keith.Judge Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty. Change 2729847 on 2015/10/15 by Mark.Satterthwaite Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff. #jira UE-21992 Change 2729865 on 2015/10/15 by Keith.Judge Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition. Change 2729897 on 2015/10/15 by Keith.Judge Fast Semantics - Make sure all GetData() calls are made safe with GPU fences. Change 2729972 on 2015/10/15 by Keith.Judge Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly. This should be marginally quicker as it stops a double call to ClearState(). Change 2731503 on 2015/10/16 by Keith.Judge Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict). Change 2731596 on 2015/10/16 by Keith.Judge Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step. Change 2731928 on 2015/10/16 by Michael.Trepka PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl) Change 2731934 on 2015/10/16 by Michael.Trepka PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura) Change 2732018 on 2015/10/16 by Mark.Satterthwaite Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached. - The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders. - Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this. - Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL. Change 2732365 on 2015/10/16 by Josh.Adams - Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On) Change 2733170 on 2015/10/18 by Terence.Burns Fix for Android IAP query not returning entire inventory. Change 2733174 on 2015/10/18 by Terence.Burns Fix Movie player issue where wait for movie to finish isnt being respected. Seems a stray bUserCanceled event flag was causing this not to be observed. Added some verbose logging to apple movie player. Change 2733488 on 2015/10/19 by Mark.Satterthwaite Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information. - Fixed a bug that would cause invalid shader membership and draw state information to be logged. - Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too. Change 2735226 on 2015/10/20 by Mark.Satterthwaite Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently. #jira UE-21214 #jira UE-19913 Change 2736722 on 2015/10/21 by Daniel.Lamb Improved performance of cooking stats system. Change 2737172 on 2015/10/21 by Daniel.Lamb Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00
//$${gameActivityOnResumeAdditions}$$
Log.debug("==============> GameActive.onResume complete!");
}
@Override
public void onResume()
{
super.onResume();
// start memory reporter timer (runs every 10 seconds)
synchronized(this)
{
if (memoryHandler == null && memoryRunnable != null)
{
Log.debug("onResume: start memory reporter runnable");
memoryHandler = new Handler(memoryHandlerThread.getLooper());
memoryHandler.postDelayed(memoryRunnable, 1000);
}
}
// only do this on KitKat and above
if (ShouldHideUI)
{
restoreTransparentBars();
View decorView = getWindow().getDecorView();
decorView.setOnSystemUiVisibilityChangeListener(new View.OnSystemUiVisibilityChangeListener() {
@Override
public void onSystemUiVisibilityChange(int visibility)
{
Log.debug("=== Restoring Transparent Bars due to Visibility Change ===");
restoreTransparentBars();
}
});
decorView.setOnFocusChangeListener(new View.OnFocusChangeListener() {
@Override
public void onFocusChange(View v, boolean hasFocus)
{
Log.debug("=== Restoring Transparent Bars due to Focus Change ===");
restoreTransparentBars();
}
});
}
// only true if Android Pie or later
if (UseDisplayCutout)
{
WindowManager.LayoutParams params = getWindow().getAttributes();
if (params.layoutInDisplayCutoutMode != WindowManager.LayoutParams.LAYOUT_IN_DISPLAY_CUTOUT_MODE_SHORT_EDGES)
{
params.layoutInDisplayCutoutMode = WindowManager.LayoutParams.LAYOUT_IN_DISPLAY_CUTOUT_MODE_SHORT_EDGES;
getWindow().setAttributes(params);
}
}
// restore screensaver state
AndroidThunkJava_KeepScreenOn(bKeepScreenOn);
if (bForceGameEndWithError || bForceGameEndWithWarning)
{
final boolean bWarning = bForceGameEndWithWarning;
_activity.runOnUiThread(new Runnable()
{
@Override
public void run()
{
if (ForceGameDialog != null)
{
return;
}
AlertDialog.Builder dialog = new AlertDialog.Builder(_activity);
dialog.setCancelable(false);
dialog.setTitle(ForceExitCaption);
dialog.setMessage(ForceExitMessage);
if (!ForceExitLink.equals(""))
{
dialog.setNeutralButton(ForceExitHelpButtonText, new DialogInterface.OnClickListener() {
@Override
public void onClick(DialogInterface dialog, int id) {
dialog.dismiss();
AndroidThunkJava_LaunchURL(ForceExitLink);
System.exit(0);
}
});
}
if (bForceGameEndWithWarning)
{
dialog.setNegativeButton(ForceExitContinueButtonText, new DialogInterface.OnClickListener() {
@Override
public void onClick(DialogInterface dialog, int id) {
dialog.dismiss();
ForceGameDialog = null;
bForceGameEndWithWarning = false;
onResumeBody();
}
});
}
if (!ForceExitUpdateButtonText.equals(""))
{
dialog.setPositiveButton(ForceExitUpdateButtonText, new DialogInterface.OnClickListener() {
@Override
public void onClick(DialogInterface dialog, int id) {
dialog.dismiss();
// just open settings on Jellybean
if (ANDROID_BUILD_VERSION >= 16 && ANDROID_BUILD_VERSION < 19)
{
AndroidThunkJava_OpenIntentAction("android.settings.SETTINGS");
}
else {
// see if we can open directly to update settings
if (AndroidThunkJava_isIntentActionAvailable("android.settings.SYSTEM_UPDATE_SETTINGS"))
{
AndroidThunkJava_OpenIntentAction("android.settings.SYSTEM_UPDATE_SETTINGS");
}
else {
// fall back to just settings
AndroidThunkJava_OpenIntentAction("android.settings.SETTINGS");
}
}
System.exit(0);
}
});
}
else
{
dialog.setPositiveButton(ForceExitQuitButtonText, new DialogInterface.OnClickListener() {
@Override
public void onClick(DialogInterface dialog, int id) {
dialog.dismiss();
System.exit(0);
}
});
}
ForceGameDialog = dialog.create();
ForceGameDialog.show();
return;
}
});
return;
}
onResumeBody();
}
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2719147 on 2015/10/07 by Mark.Satterthwaite Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track. Change 2719182 on 2015/10/07 by Mark.Satterthwaite Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient. Change 2719185 on 2015/10/07 by Mark.Satterthwaite Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw. Change 2719434 on 2015/10/07 by Mark.Satterthwaite Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server. Change 2724764 on 2015/10/12 by Josh.Adams [Initial AppleTV support] Merging //depot/YakBranch/... to //UE4/Dev-Platform/... Change 2726266 on 2015/10/13 by Lee.Clark PS4 - Calc reserve size required for DMA copy when using unsafe command buffers Change 2726401 on 2015/10/13 by Mark.Satterthwaite Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected. #jira UE-15228 Change 2726421 on 2015/10/13 by Lee.Clark PS4 - Don't try to clear invalid targets Change 2727040 on 2015/10/13 by Michael.Trepka Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72 Change 2729783 on 2015/10/15 by Keith.Judge Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty. Change 2729847 on 2015/10/15 by Mark.Satterthwaite Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff. #jira UE-21992 Change 2729865 on 2015/10/15 by Keith.Judge Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition. Change 2729897 on 2015/10/15 by Keith.Judge Fast Semantics - Make sure all GetData() calls are made safe with GPU fences. Change 2729972 on 2015/10/15 by Keith.Judge Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly. This should be marginally quicker as it stops a double call to ClearState(). Change 2731503 on 2015/10/16 by Keith.Judge Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict). Change 2731596 on 2015/10/16 by Keith.Judge Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step. Change 2731928 on 2015/10/16 by Michael.Trepka PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl) Change 2731934 on 2015/10/16 by Michael.Trepka PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura) Change 2732018 on 2015/10/16 by Mark.Satterthwaite Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached. - The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders. - Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this. - Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL. Change 2732365 on 2015/10/16 by Josh.Adams - Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On) Change 2733170 on 2015/10/18 by Terence.Burns Fix for Android IAP query not returning entire inventory. Change 2733174 on 2015/10/18 by Terence.Burns Fix Movie player issue where wait for movie to finish isnt being respected. Seems a stray bUserCanceled event flag was causing this not to be observed. Added some verbose logging to apple movie player. Change 2733488 on 2015/10/19 by Mark.Satterthwaite Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information. - Fixed a bug that would cause invalid shader membership and draw state information to be logged. - Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too. Change 2735226 on 2015/10/20 by Mark.Satterthwaite Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently. #jira UE-21214 #jira UE-19913 Change 2736722 on 2015/10/21 by Daniel.Lamb Improved performance of cooking stats system. Change 2737172 on 2015/10/21 by Daniel.Lamb Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00
@Override
protected void onPause()
{
// stop memory reporter timer if running
synchronized(this)
{
if (memoryHandler != null)
{
Log.debug("onPause: stop memory reporter runnable");
memoryHandler.removeCallbacks(memoryRunnable);
memoryHandler = null;
}
}
if (bAllowIMU)
{
Log.debug("Unregistering sensor listeners");
sensorManager.unregisterListener(this);
}
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3233741) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== [NOTE: Switch changes have been removed from this list, and will be in a comment in //UE4/Main/Engine/Build/Switch/SwitchChanges.txt] Change 3207431 on 2016/11/22 by Keith.Judge Make VectorSign on XB1 match (incorrect) SSE implementation rather than the reference FPU implementation. Too many things seem to rely on this to change the default behaviour now. #jira UE-36921 #jira UE-38560 Change 3208206 on 2016/11/22 by Josh.Adams - Changed plugins upgrading a content-only project to code-based, even if the modules inside aren't compiled for the current platform. There are issues with runtime not knowing the plugin isn't needed. The proper way is to non-whitelist the platform in the project, not in the modules, if you don't want it to upgrade the project. See the comments in this change for more info. #jira UE-38929 Change 3209137 on 2016/11/23 by Alicia.Cano Add a check to iOS tool chain for exception flag #jira UE-36528 #ios Change 3209296 on 2016/11/23 by Ben.Marsh Always send build failure notifications in Dev-Platform to Will.Fissler@epicgames.com and Owen.Stupka@epicgames.com Change 3211316 on 2016/11/28 by Joe.Barnes Fix some typos Change 3211318 on 2016/11/28 by Joe.Barnes Fix wrong function name in header file. Didn't match actual function name in RenderingThread.cpp Change 3213227 on 2016/11/29 by Dmitry.Rekman Add -fPIC to libwebsockets on Linux. Change 3213463 on 2016/11/29 by Nick.Shin helper build scripts for CentOS 7 Linux (via Docker) LINUX: pull source and compile: zlib openssl libcurl & libwebsockets using [ glibc 2.17 ] & [ gcc 4.8.5 ] Docker creates an image (that is essentially a CentOS box) and runs the build script within that environment (called a container). think of this as a VM -- but waaaaaaay better -- nothing is virtualized -- it's all on the metal. #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1203 - Add Linux library for libwebsockets #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 3213939 on 2016/11/29 by Michael.Trepka Ignore parent widget's geometry scale when showing a popup menu in a separate window #jira UE-38706 Change 3215583 on 2016/11/30 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3216345 on 2016/11/30 by Josh.Adams Better fix for poison proxy fix Change 3217106 on 2016/12/01 by Michael.Trepka Fixed a crash caused by an attempt to use FPlayWorldCommands::GlobalPlayWorldActions before it's initialized when showing suppressable warning dialogs in UEditorEngine::UpdateAutoLoadProject() #jira UE-38816 Change 3217223 on 2016/12/01 by Josh.Adams - Fixed some TEXT macro warnings that crept in from IWYU changes Change 3217253 on 2016/12/01 by Dmitry.Rekman Linux: fix GL crash (UE-17649). - Making sure all streams are set up. Fix by Cengiz. Change 3217473 on 2016/12/01 by Daniel.Lamb Fixed a case when we load a map it might not have it's sublevels loaded because it's not treated like a map. #test cook run QAGame Change 3217588 on 2016/12/01 by Peter.Sauerbrei Pull in IPv6 fix Change 3217654 on 2016/12/01 by Michael.Trepka Changed the Mac-specific high DPI code to use system backingScaleFactor only if NSHighResolutionCapable in Info.plist is set to true. This solves the problem with macOS Sierra giving us actual backingScaleFactor values even in low DPI modes. Change 3217873 on 2016/12/01 by Josh.Adams - Added some logging to a tvOS assert, since debugging it right away is tricky Change 3218097 on 2016/12/01 by Josh.Adams - Fixed up the Switch MediaFramework, making editor better, etc - ALso changed PS4 and Xbox plugins to be enabled by default by having two entries in the plugin module for the Factory modules (an editor only entry, and a platform specific runtime entry... this will make it so that UE4Game.exe won't ahve it compiled in, even with it enabled by default) Change 3218133 on 2016/12/01 by Dmitry.Rekman Linux: report server hangs by crashing the hung thread (UE-39164). Change 3218512 on 2016/12/01 by Josh.Adams - Made the MfMedia plugin to be distributable in public builds, since it's for Windows and Xbox Change 3219804 on 2016/12/02 by Dmitry.Rekman Linux: fix project settings crash (UE-38800). - Also submitted as a pull request #2945. Change 3220027 on 2016/12/02 by Nick.Shin plow all physx libs into build NOTE: most browsers will not function - chrome and firefox nightly only works checking this in as per email #jira UE-38323 VehicleTemplate Vehicle does not move in HTML5 Change 3221620 on 2016/12/05 by Joe.Barnes UE-37275 - Temporary workaround for log lines losing carriage returns. Add's a \n when outputting lines if there isn't one at the end. Change 3221689 on 2016/12/05 by Dmitry.Rekman Attempt to change/rename. Change 3221700 on 2016/12/05 by Dmitry.Rekman Another attempt to change renamed file (from Linux). Change 3221731 on 2016/12/05 by Michael.Trepka Added missing initialization for FAvfVideoSampler::MetalTextureCache #jira UE-38689 Change 3221792 on 2016/12/05 by Michael.Trepka Fixed a crash in FMetalDynamicRHI::RHIAsyncReallocateTexture2D for PVRTC2 textures Change 3222675 on 2016/12/05 by Josh.Adams - Removed some resolution setting junk that was recently added to PlatformerGame - settings resolution on AppleTV is bad, it doesn't need to change resolution on non-desktop platforms #jira UE-39188 Change 3223546 on 2016/12/06 by Brent.Pease + Properly set and use the realtime compression for ios. + Reduce unused memory on ios from the precached first buffer + Fix a resource tracking issue that was causing a double free on the sound buffer Change 3223785 on 2016/12/06 by Brent.Pease + Add support for iPhone7 (implemented by peter.sauerbrei, merged in from WEX) #jira ue-38701 Change 3224314 on 2016/12/06 by Chris.Babcock Send OnTargetPlatformChangedSupportedFormats when format changed in Android project settings in editor #jira UE-38361 #ue4 #android Change 3225367 on 2016/12/07 by Josh.Adams - Added FKey::Virtual_Accept and Virtual_Back, which will map to FaceButton Right/Down appropriately based on platform (Switch swaps them) - Made changes to ShooterGame and VehicleGame for Virtual_Accept and Back - Added some icons for ShooterGame, and changed some text blocks to SRichTextBlock to insert the icons Change 3225426 on 2016/12/07 by Chris.Babcock Add missing Android UPL file for binary builds #jira UE-39420 #ue4 #android Change 3225471 on 2016/12/07 by Dmitry.Rekman Update all platforms to C++14. Change 3225525 on 2016/12/07 by Nick.Shin Cook-On-The-Fly for HTML5 - re-enabled: ENetworkFileServerProtocol::NFSP_Http - cleaned up port numbers used with cook-on-the-fly situations - fixed null_ptr in NetworkFileServerHttp.cpp - fix CORS issue with HTML5LaunchHelper (not really needed -- but doesn't hurt to have it in the test server) - finally, the core of the jira issue: o fix serialization bug: do not append zero sized data o fix de-serialization bug: removed double insertion of packet "Marker and Size" header #jira UE-38281 Quicklaunch UFE HTML5 fails to get COTF Header Size Change 3225690 on 2016/12/07 by Dmitry.Rekman Linux: improvements in touch support. - Multiple fingers. - Filtering out "moved" events from the same location. - Consistent logging. (Edigrating 3225194 from Wombat to Dev-Platform) Change 3225868 on 2016/12/07 by Josh.Stoddard Gracefully handle delete without matching new on iOS & Mac #jira UE-39395 Change 3226159 on 2016/12/07 by Omar.Rodriguez UEPLAT-1423 WEX: Improved virtual keyboard for Android * Renamed old virtual keyboard functions by adding "Dialog" suffix to the name * Added new virtual keyboard functions that use InputMethodManager to show/hide keyboard * Hide the virtual keyboard, if shown, onPause * Slate edit box decides which functions to call for showing/hiding keyboard - eventually will be based on command line parameter like in IOS #jira UEPLAT-1423 Change 3226167 on 2016/12/07 by Dmitry.Rekman Allow running as root on ARM. (Edigrating 3204974 to Dev-Platform) Change 3226168 on 2016/12/07 by Dmitry.Rekman Print current CVar value when denying an override. (Based on CL 3205476). Change 3226169 on 2016/12/07 by Dmitry.Rekman Allow enabling sound (if disabled by default). (Based on CL 3205505) Change 3226171 on 2016/12/07 by Dmitry.Rekman Allow running from symlinks. (Edigrating 3205518 to Dev-Platform). Change 3226174 on 2016/12/07 by Dmitry.Rekman Linux: do not init SDL audio (we do not use it anyway). (Based on CL 3205505). Change 3226327 on 2016/12/07 by Nick.Shin fix CIS warning #jira UE-38281 Quicklaunch UFE HTML5 fails to get COTF Header Size Change 3226506 on 2016/12/08 by Dmitry.Rekman Fix one more case-sensitive misspelling (UE-39030). - Submitted as part of PR #2976. Change 3226542 on 2016/12/08 by Dmitry.Rekman Linux: fix weirdness with tesselation in GL4 (UE-32865). - Workaround by CengizT. Proper fix tracked as UE-39489. Change 3226570 on 2016/12/08 by Dmitry.Rekman Fix for ar failing due to too long command line (UE-39009). - Based on PR #2973. Change 3226575 on 2016/12/08 by Dmitry.Rekman Add build-essential to dependencies (UE-39053). - PR #2981 contributed by cpyarger. Change 3227129 on 2016/12/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Fixed up a deferred GL error as well Fixed some copyrights of files not in main Change 3227260 on 2016/12/08 by Omar.Rodriguez UE-39140 Projects with iCloud are failing provisioning check when code signing. * Set default value of bEnableCloudKitSupport to False * Set value of get-task-allow to true only on non-distribution builds * Only write out the entitlements file if changes have been made #jira UE-39140 Change 3229312 on 2016/12/09 by Dmitry.Rekman Fix missing responses (UE-39572). - Proper implementation of UE-39009. Change 3230849 on 2016/12/12 by Dmitry.Rekman Linux: fixed Android packaging (UE-39635). - Misspelled case; fixed by JohnHenry Carawon. #jira UE-39635 Change 3231591 on 2016/12/12 by Peter.Sauerbrei fix for splash screen not being turned off by default #jira UE-39591 Change 3231880 on 2016/12/12 by Josh.Adams - Fixing StaticAnalysis warnings, but -enablecodeanalysis stopped working for some reason, and the /Zm thing has hit me really hard, so this is a hopeful checkin for static analysis issues #jira UE-39680 Change 3232816 on 2016/12/13 by Dmitry.Rekman Linux: fix for CEF (UE-39682) - Fix by Cengiz.Terzibas. Change 3232873 on 2016/12/13 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3232933 on 2016/12/13 by Josh.Adams - Missed the files that were needed to fix up after merge from main, but didn';t come from main Change 3233066 on 2016/12/13 by Ben.Marsh UBT: Ignore exception if PATH variable contains invalid characters when looking for XGE. Change 3233512 on 2016/12/13 by Ben.Marsh Fix static analysis warnings. [CL 3233813 by Josh Adams in Main branch]
2016-12-13 19:47:16 -05:00
// hide virtual keyboard before going into the background
if( bKeyboardShowing )
{
AndroidThunkJava_HideVirtualKeyboardInput();
}
Copying //UE4/Dev-Platform to Dev-Main (//UE4/Dev-Main) (Source: //UE4/Dev-Platform @ 3061622) #rb none #lockdown nick.penwarden Change 3046743 on 2016/07/12 by Mark.Satterthwaite Revert Metal workaround for AtmosphericFog rendering on Intel & AMD from 2897082 and instead change the MetalBackend to emit a precise::sqrt(max(0.0, value)) instruction instead of sqrt(value) to avoid the NaN from -ve values. This may still be technically incorrect versus D3D, but it matches the existing OpenGL appearance. #rb ben.woodhouse #jira UE-33028 Change 3046820 on 2016/07/12 by Peter.Sauerbrei PR#2594 - fix for analog input, courtesy of CleanCut #rb daniel.lamb Change 3046826 on 2016/07/12 by Peter.Sauerbrei PR#2561 - addition of code to limit architecture in required caps for IOS, courtesy of derekvanvliet #rb daniel.lamb Change 3046835 on 2016/07/12 by Peter.Sauerbrei PR#2559 - Increase the stack size on IOS and Mac, courtesy of derekvanvliet PR#2552 - Addition for Apple ReplayKit Framework, courtesy of JoshuaKaiser #rb daniel.lamb Change 3046838 on 2016/07/12 by Peter.Sauerbrei PR#2548 - Adding Log information when an unsupported audio type is used, courtesy of derekvanvliet #rb daniel.lamb Change 3046854 on 2016/07/12 by Peter.Sauerbrei PR#2547 - fix for unrecognize selector crash on iOS, couretesy of derekvanvliet PR#2384 - prevent crashes when initializing push notifications on IOS 7, courtesy of alk3ovation #rb daniel.lamb Change 3046858 on 2016/07/12 by Peter.Sauerbrei PR#2475, #1868 - fix for mapping of iOS device name, courtesy of wingedrobin, derekvanvliet PR#2567 - fix name of IPhoneSE in names array, courtesy of rohanliston #rb daniel.lamb Change 3046862 on 2016/07/12 by Peter.Sauerbrei fix for type in tooltip #jira UE-27123 #rb daniel.lamb Change 3046919 on 2016/07/12 by Daniel.Lamb Stop texture derived data from loading it's bulk data when the linker is destoryed. #rb Peter.Sauerbrei Change 3046922 on 2016/07/12 by Daniel.Lamb Updated the default cooker gc settings so that it can have more resources. Added support for cooker markup package and objects as (new flag) disregard for gc if it's still in use by the cooker. Changed the way reentry data is stored in the cooker. Cook only editor content flag in project settings now works again. #rb Josh.Adams #test cook Paragon Change 3046924 on 2016/07/12 by Daniel.Lamb Added support for encrypting ini files. Added new project setting in the editor and setting in ufe. Also added ForDistribution flag to ufe. #rb Peter.Sauerbrei Change 3046936 on 2016/07/12 by Mark.Satterthwaite Fix compute shader TLV clear for async. compute on Mac. #rb chris.babcock Change 3047207 on 2016/07/12 by Mark.Satterthwaite It is illegal to use a reference to an element within a TMap to initialise a new value that is to be added to the TMap as it causes heap-use-after-free. #rb chris.babcock Change 3047208 on 2016/07/12 by Mark.Satterthwaite When removing a vertex don't attempt to copy from one element beyond the end of the array to fill the last element - that's a heap-buffer-overflow and is unnecessary because that element will no longer be used. #rb chris.babcock Change 3047209 on 2016/07/12 by Mark.Satterthwaite Don't attempt to update Metal class counts if the MetalRHI is uninitalised - it will attempt to double-free the TMap. #rb chris.babcock Change 3047641 on 2016/07/13 by Lee.Clark PS4 - Improve SDK Version checking messages #rb none Change 3047663 on 2016/07/13 by Keith.Judge Orion - Various minor PS4-only things activated for XB1. #rb none Change 3047664 on 2016/07/13 by Keith.Judge XB1 - Fix analysis warning of shadowing a member variable. #rb none Change 3047784 on 2016/07/13 by Keith.Judge Xbox One - Memory and perf saving in query handling. Store 8 queries per allocation, rather than 1 so we're making the maximum use of the 256byte allocation granularity. #rb None Change 3047834 on 2016/07/13 by Keith.Judge XB1 - Release underlying memory of 3D textures when destroying them. Oops! #rb none Change 3048190 on 2016/07/13 by Josh.Adams - Now leave around the ASTC encoder input file on error, for reproing outside of the engine #rb none Change 3048256 on 2016/07/13 by Daniel.Lamb Removed warning about missing file when using cook on the fly. #rb Peter.Sauerbrei Change 3048409 on 2016/07/13 by Daniel.Lamb Improved output for saving packages in unattended builds. #rb Jonathan.Fitzpatrick Change 3048763 on 2016/07/13 by Peter.Sauerbrei switch AppleTV to tvOS in the editor #jira UE-30532 #rb michael.trepka Change 3049608 on 2016/07/14 by Keith.Judge XB1 - Optimize vertex/index buffer dynamic memory usage. #rb none Change 3049609 on 2016/07/14 by Keith.Judge Xbox One CPU Perf - Add _RenderThread versions of Lock/Unlock Texture 2D to stop more RHI thread stalls. #rb None Change 3049610 on 2016/07/14 by Keith.Judge Xbox One - Reduce latency of deferred deletions to two frames. #rb None Change 3049730 on 2016/07/14 by Keith.Judge Xbox One - Disable _RenderThread versions of Lock/Unlock Texture 2D for now as they're causing hangs. #rb None Change 3049732 on 2016/07/14 by Keith.Judge Xbox One - Add critical section to the query slot incrementing code as this wa causing a hang after running for a while as it can be done on any of the parallel rendering threads (not just the RHI thread. Also remove optimization pragmas accidentally left in. #rb none Change 3049791 on 2016/07/14 by Keith.Judge Xbox One - Made the occlusion query multithreading even more robust. Can play for ages now in a large level without a crash. #rb None Change 3049968 on 2016/07/14 by Jeremiah.Waldron Adding AndroidDisableThreadedRendering CVar and device profiles for 4 specific devices that need to have threaded rendering disabled on them due to swap buffer issues. Leaving previous checks in FAndroidMisc::AllowRenderThread as they are, but any new devices that need threaded rendering disabled should use the CVar #jira UE-24954, UE-27685, UE-20067 #rb chris.babcock Change 3050428 on 2016/07/14 by Jeremiah.Waldron Fix for application window being terminated if an AlertDialog is showing onPause Repro'd and fix tested on Samsung Galaxy Note 3 #android #jira UE-32998 #rb chris.babcock Change 3050642 on 2016/07/14 by Peter.Sauerbrei fix for invalid generated plist #rb daniel.lamb Change 3050718 on 2016/07/14 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) #rb none Change 3051327 on 2016/07/15 by Keith.Judge Xbox One - Save memory when locking 2D textures by only allocating a linear copy of the mip/array slice we're locking, rather than the entire mip chain. I'll do the same for 3D textures next. #rb None Change 3051346 on 2016/07/15 by Keith.Judge Xbox One - Same memory savings for UpdateTexture2D/3D. Only allocate for the mip/slice that we're updating, not the entire texture. #rb None. Change 3051530 on 2016/07/15 by Nick.Shin github: minor typo fixes #jira UE-32129 - GitHub 2513 : Update default output of HTML5 packaging #rb none Change 3053631 on 2016/07/18 by Mark.Satterthwaite Don't attempt to bind a 2D texture to the FOnePassPointShadowProjectionShaderParameters because it just won't work on Metal - instead bind the black-cube. This fixes validation errors that prevent running projects under the debugger. #codereview daniel.wright #rb josh.adams #jira UE-33350 Change 3053816 on 2016/07/18 by Mark.Satterthwaite Fixes for iOS Metal: - Depth-clip mode was erroneously exported on iOS SDK 9, it wasn't ever actually available. - Stencil texture views are only required on Mac. - State cache shouldn't suggest a render target change is required if the current state is clear and the new state is load/don't care as this breaks iOS rendering with MSAA. - Instead the debug submissions should just directly invoke submit and switch to rendering so that its SetRenderTarget call always succeeds. #rb michael.trepka Change 3053818 on 2016/07/18 by Mark.Satterthwaite Explicit casts for Metal precise::sqrt required for iOS to work with ffast-math workaround. #rb michael.trepka Change 3054426 on 2016/07/18 by Dmitry.Rekman Fix case-sensitive compilation problems (UE-33420). #codereview Olaf.Piesche #rb none Change 3054434 on 2016/07/18 by Mark.Satterthwaite Silence delete-non-virtual-dtor warnings on iOS as we do on Mac. #rb none Change 3054719 on 2016/07/18 by Jeremiah.Waldron Adding ShowHiddenAlertDialog JNI function to be called from native code after the render thread is resumed after pausing. Tested locally on Galaxy Note 3. Tested on LG G4 by nick.shin. Tested on Galaxy S6 by chris.babcock #jira UE-32998 #android #rb chris.babcock Change 3054742 on 2016/07/18 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) #rb none Change 3054850 on 2016/07/18 by Dmitry.Rekman Replace Fatal->Error so messagebox can be shown (UE-22818). - Incorporates PR #1714 by zaps166. #rb none #tests Tried to create an invalid context, made sure messagebox is popping up. Change 3055317 on 2016/07/19 by Lee.Clark PS4 - Fix render target memory allocation #jira UE-32988 #rb Marcus.Wassmer Change 3055682 on 2016/07/19 by Brent.Pease + Fix Debug builds by removing force inline attribute only on debug builds to prevent a warning that is treated as an error #rb michael.trepka Change 3056065 on 2016/07/19 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) #rb none Change 3056256 on 2016/07/19 by Chris.Babcock Add optional log spew filtering callback to Run #jira UE-33468 #ue4 #android #rb Ben.Marsh #codereview Jack.Porter Change 3056727 on 2016/07/19 by Chris.Babcock Added addition scope (plus.login) to Google Play Games builder #jira UE-33480 #ue4 #android #rb none #codereview ryan.gerleve Change 3056811 on 2016/07/19 by Jeff.Campeau Xbox One now accepts client configs. #rb none Change 3057152 on 2016/07/20 by Dmitry.Rekman Linux: use libc++ instead of libstdc++. - Needed to solve problems with third-party C++ libraries (e.g. WebRTC). - Bundled libc++ 3.8.1 (TPS cleared). - Turned off ICU compilation (needs recompile against libc++). - Some libraries (e.g. FBX sdk) still need libstdc++, so in practice it is going to be a mix. #rb none #tests Built and ran a number of Linux targets. Change 3057362 on 2016/07/20 by Keith.Judge XB1 - Fix busted merge from yesterday #rb None Change 3057647 on 2016/07/20 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) #rb none Change 3057655 on 2016/07/20 by Daniel.Lamb Added test cooking flag. #rb Peter.Sauerbrei #test Cook paragon. Change 3058779 on 2016/07/20 by Dmitry.Rekman Fix crash on cooker exit (UE-33583). - Global/static tickable objects could outlive the collection and trigger asserts when removing themselves from it. #rb Josh.Adams #codereview Josh.Adams, Jamie.Dale #tests Compiled and ran Linux editor. #lockdown Josh.Adams Change 3058835 on 2016/07/20 by Chris.Babcock Enable GooglePlay and GameCenter plugins by default #jira UE-33605 #ue4 #android #ios #rb mark.satterthwaite #codereview Peter.Sauerbrei #lockdown Josh.Adams Change 3058847 on 2016/07/20 by Chris.Babcock Fix Android device rule for AlcatelPixi3 #jira UE-33606 #ue4 #android #rb none #codereview Jeremiah.Walron #lockdown Josh.Adams Change 3059693 on 2016/07/21 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) #rb none #lockdown nick.penwarden Change 3060139 on 2016/07/21 by Chris.Babcock Fix proguard entry for Android mediaplayer tracks #jira UE-33644 #ue4 #android #rb Josh.Adams #lockdown Josh.Adams Change 3061151 on 2016/07/22 by Niklas.Smedberg Fast ASTC texture compression, using ISPC. #jira UE-32308 #rb chris.babcock #lockdown josh.adams Change 3061428 on 2016/07/22 by Peter.Sauerbrei Back out changelist 3061151 as it wasn't approved for submission #rb none #lockdown josh.adams Change 3061436 on 2016/07/22 by Lee.Clark PS4 - Back out render target mem allocation changes and put in a temp hack #jira UE-33657 #codereview Marcus.Wassmer #lockdown josh.adams #rb none [CL 3061637 by Josh Adams in Main branch]
2016-07-22 11:36:47 -04:00
if(CurrentDialogType != EAlertDialogType.None)
{
// If an AlertDialog is showing when the application is paused, it can cause our main window to be terminated
// Hide the dialog here. It will be shown again via AndroidThunkJava_ShowHiddenAlertDialog called from native code
_activity.runOnUiThread(new Runnable()
{
public void run()
{
switch(CurrentDialogType)
{
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3233741) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== [NOTE: Switch changes have been removed from this list, and will be in a comment in //UE4/Main/Engine/Build/Switch/SwitchChanges.txt] Change 3207431 on 2016/11/22 by Keith.Judge Make VectorSign on XB1 match (incorrect) SSE implementation rather than the reference FPU implementation. Too many things seem to rely on this to change the default behaviour now. #jira UE-36921 #jira UE-38560 Change 3208206 on 2016/11/22 by Josh.Adams - Changed plugins upgrading a content-only project to code-based, even if the modules inside aren't compiled for the current platform. There are issues with runtime not knowing the plugin isn't needed. The proper way is to non-whitelist the platform in the project, not in the modules, if you don't want it to upgrade the project. See the comments in this change for more info. #jira UE-38929 Change 3209137 on 2016/11/23 by Alicia.Cano Add a check to iOS tool chain for exception flag #jira UE-36528 #ios Change 3209296 on 2016/11/23 by Ben.Marsh Always send build failure notifications in Dev-Platform to Will.Fissler@epicgames.com and Owen.Stupka@epicgames.com Change 3211316 on 2016/11/28 by Joe.Barnes Fix some typos Change 3211318 on 2016/11/28 by Joe.Barnes Fix wrong function name in header file. Didn't match actual function name in RenderingThread.cpp Change 3213227 on 2016/11/29 by Dmitry.Rekman Add -fPIC to libwebsockets on Linux. Change 3213463 on 2016/11/29 by Nick.Shin helper build scripts for CentOS 7 Linux (via Docker) LINUX: pull source and compile: zlib openssl libcurl & libwebsockets using [ glibc 2.17 ] & [ gcc 4.8.5 ] Docker creates an image (that is essentially a CentOS box) and runs the build script within that environment (called a container). think of this as a VM -- but waaaaaaay better -- nothing is virtualized -- it's all on the metal. #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1203 - Add Linux library for libwebsockets #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 3213939 on 2016/11/29 by Michael.Trepka Ignore parent widget's geometry scale when showing a popup menu in a separate window #jira UE-38706 Change 3215583 on 2016/11/30 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3216345 on 2016/11/30 by Josh.Adams Better fix for poison proxy fix Change 3217106 on 2016/12/01 by Michael.Trepka Fixed a crash caused by an attempt to use FPlayWorldCommands::GlobalPlayWorldActions before it's initialized when showing suppressable warning dialogs in UEditorEngine::UpdateAutoLoadProject() #jira UE-38816 Change 3217223 on 2016/12/01 by Josh.Adams - Fixed some TEXT macro warnings that crept in from IWYU changes Change 3217253 on 2016/12/01 by Dmitry.Rekman Linux: fix GL crash (UE-17649). - Making sure all streams are set up. Fix by Cengiz. Change 3217473 on 2016/12/01 by Daniel.Lamb Fixed a case when we load a map it might not have it's sublevels loaded because it's not treated like a map. #test cook run QAGame Change 3217588 on 2016/12/01 by Peter.Sauerbrei Pull in IPv6 fix Change 3217654 on 2016/12/01 by Michael.Trepka Changed the Mac-specific high DPI code to use system backingScaleFactor only if NSHighResolutionCapable in Info.plist is set to true. This solves the problem with macOS Sierra giving us actual backingScaleFactor values even in low DPI modes. Change 3217873 on 2016/12/01 by Josh.Adams - Added some logging to a tvOS assert, since debugging it right away is tricky Change 3218097 on 2016/12/01 by Josh.Adams - Fixed up the Switch MediaFramework, making editor better, etc - ALso changed PS4 and Xbox plugins to be enabled by default by having two entries in the plugin module for the Factory modules (an editor only entry, and a platform specific runtime entry... this will make it so that UE4Game.exe won't ahve it compiled in, even with it enabled by default) Change 3218133 on 2016/12/01 by Dmitry.Rekman Linux: report server hangs by crashing the hung thread (UE-39164). Change 3218512 on 2016/12/01 by Josh.Adams - Made the MfMedia plugin to be distributable in public builds, since it's for Windows and Xbox Change 3219804 on 2016/12/02 by Dmitry.Rekman Linux: fix project settings crash (UE-38800). - Also submitted as a pull request #2945. Change 3220027 on 2016/12/02 by Nick.Shin plow all physx libs into build NOTE: most browsers will not function - chrome and firefox nightly only works checking this in as per email #jira UE-38323 VehicleTemplate Vehicle does not move in HTML5 Change 3221620 on 2016/12/05 by Joe.Barnes UE-37275 - Temporary workaround for log lines losing carriage returns. Add's a \n when outputting lines if there isn't one at the end. Change 3221689 on 2016/12/05 by Dmitry.Rekman Attempt to change/rename. Change 3221700 on 2016/12/05 by Dmitry.Rekman Another attempt to change renamed file (from Linux). Change 3221731 on 2016/12/05 by Michael.Trepka Added missing initialization for FAvfVideoSampler::MetalTextureCache #jira UE-38689 Change 3221792 on 2016/12/05 by Michael.Trepka Fixed a crash in FMetalDynamicRHI::RHIAsyncReallocateTexture2D for PVRTC2 textures Change 3222675 on 2016/12/05 by Josh.Adams - Removed some resolution setting junk that was recently added to PlatformerGame - settings resolution on AppleTV is bad, it doesn't need to change resolution on non-desktop platforms #jira UE-39188 Change 3223546 on 2016/12/06 by Brent.Pease + Properly set and use the realtime compression for ios. + Reduce unused memory on ios from the precached first buffer + Fix a resource tracking issue that was causing a double free on the sound buffer Change 3223785 on 2016/12/06 by Brent.Pease + Add support for iPhone7 (implemented by peter.sauerbrei, merged in from WEX) #jira ue-38701 Change 3224314 on 2016/12/06 by Chris.Babcock Send OnTargetPlatformChangedSupportedFormats when format changed in Android project settings in editor #jira UE-38361 #ue4 #android Change 3225367 on 2016/12/07 by Josh.Adams - Added FKey::Virtual_Accept and Virtual_Back, which will map to FaceButton Right/Down appropriately based on platform (Switch swaps them) - Made changes to ShooterGame and VehicleGame for Virtual_Accept and Back - Added some icons for ShooterGame, and changed some text blocks to SRichTextBlock to insert the icons Change 3225426 on 2016/12/07 by Chris.Babcock Add missing Android UPL file for binary builds #jira UE-39420 #ue4 #android Change 3225471 on 2016/12/07 by Dmitry.Rekman Update all platforms to C++14. Change 3225525 on 2016/12/07 by Nick.Shin Cook-On-The-Fly for HTML5 - re-enabled: ENetworkFileServerProtocol::NFSP_Http - cleaned up port numbers used with cook-on-the-fly situations - fixed null_ptr in NetworkFileServerHttp.cpp - fix CORS issue with HTML5LaunchHelper (not really needed -- but doesn't hurt to have it in the test server) - finally, the core of the jira issue: o fix serialization bug: do not append zero sized data o fix de-serialization bug: removed double insertion of packet "Marker and Size" header #jira UE-38281 Quicklaunch UFE HTML5 fails to get COTF Header Size Change 3225690 on 2016/12/07 by Dmitry.Rekman Linux: improvements in touch support. - Multiple fingers. - Filtering out "moved" events from the same location. - Consistent logging. (Edigrating 3225194 from Wombat to Dev-Platform) Change 3225868 on 2016/12/07 by Josh.Stoddard Gracefully handle delete without matching new on iOS & Mac #jira UE-39395 Change 3226159 on 2016/12/07 by Omar.Rodriguez UEPLAT-1423 WEX: Improved virtual keyboard for Android * Renamed old virtual keyboard functions by adding "Dialog" suffix to the name * Added new virtual keyboard functions that use InputMethodManager to show/hide keyboard * Hide the virtual keyboard, if shown, onPause * Slate edit box decides which functions to call for showing/hiding keyboard - eventually will be based on command line parameter like in IOS #jira UEPLAT-1423 Change 3226167 on 2016/12/07 by Dmitry.Rekman Allow running as root on ARM. (Edigrating 3204974 to Dev-Platform) Change 3226168 on 2016/12/07 by Dmitry.Rekman Print current CVar value when denying an override. (Based on CL 3205476). Change 3226169 on 2016/12/07 by Dmitry.Rekman Allow enabling sound (if disabled by default). (Based on CL 3205505) Change 3226171 on 2016/12/07 by Dmitry.Rekman Allow running from symlinks. (Edigrating 3205518 to Dev-Platform). Change 3226174 on 2016/12/07 by Dmitry.Rekman Linux: do not init SDL audio (we do not use it anyway). (Based on CL 3205505). Change 3226327 on 2016/12/07 by Nick.Shin fix CIS warning #jira UE-38281 Quicklaunch UFE HTML5 fails to get COTF Header Size Change 3226506 on 2016/12/08 by Dmitry.Rekman Fix one more case-sensitive misspelling (UE-39030). - Submitted as part of PR #2976. Change 3226542 on 2016/12/08 by Dmitry.Rekman Linux: fix weirdness with tesselation in GL4 (UE-32865). - Workaround by CengizT. Proper fix tracked as UE-39489. Change 3226570 on 2016/12/08 by Dmitry.Rekman Fix for ar failing due to too long command line (UE-39009). - Based on PR #2973. Change 3226575 on 2016/12/08 by Dmitry.Rekman Add build-essential to dependencies (UE-39053). - PR #2981 contributed by cpyarger. Change 3227129 on 2016/12/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Fixed up a deferred GL error as well Fixed some copyrights of files not in main Change 3227260 on 2016/12/08 by Omar.Rodriguez UE-39140 Projects with iCloud are failing provisioning check when code signing. * Set default value of bEnableCloudKitSupport to False * Set value of get-task-allow to true only on non-distribution builds * Only write out the entitlements file if changes have been made #jira UE-39140 Change 3229312 on 2016/12/09 by Dmitry.Rekman Fix missing responses (UE-39572). - Proper implementation of UE-39009. Change 3230849 on 2016/12/12 by Dmitry.Rekman Linux: fixed Android packaging (UE-39635). - Misspelled case; fixed by JohnHenry Carawon. #jira UE-39635 Change 3231591 on 2016/12/12 by Peter.Sauerbrei fix for splash screen not being turned off by default #jira UE-39591 Change 3231880 on 2016/12/12 by Josh.Adams - Fixing StaticAnalysis warnings, but -enablecodeanalysis stopped working for some reason, and the /Zm thing has hit me really hard, so this is a hopeful checkin for static analysis issues #jira UE-39680 Change 3232816 on 2016/12/13 by Dmitry.Rekman Linux: fix for CEF (UE-39682) - Fix by Cengiz.Terzibas. Change 3232873 on 2016/12/13 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3232933 on 2016/12/13 by Josh.Adams - Missed the files that were needed to fix up after merge from main, but didn';t come from main Change 3233066 on 2016/12/13 by Ben.Marsh UBT: Ignore exception if PATH variable contains invalid characters when looking for XGE. Change 3233512 on 2016/12/13 by Ben.Marsh Fix static analysis warnings. [CL 3233813 by Josh Adams in Main branch]
2016-12-13 19:47:16 -05:00
// this hides the old alert dialog that was used for input
Copying //UE4/Dev-Platform to Dev-Main (//UE4/Dev-Main) (Source: //UE4/Dev-Platform @ 3061622) #rb none #lockdown nick.penwarden Change 3046743 on 2016/07/12 by Mark.Satterthwaite Revert Metal workaround for AtmosphericFog rendering on Intel & AMD from 2897082 and instead change the MetalBackend to emit a precise::sqrt(max(0.0, value)) instruction instead of sqrt(value) to avoid the NaN from -ve values. This may still be technically incorrect versus D3D, but it matches the existing OpenGL appearance. #rb ben.woodhouse #jira UE-33028 Change 3046820 on 2016/07/12 by Peter.Sauerbrei PR#2594 - fix for analog input, courtesy of CleanCut #rb daniel.lamb Change 3046826 on 2016/07/12 by Peter.Sauerbrei PR#2561 - addition of code to limit architecture in required caps for IOS, courtesy of derekvanvliet #rb daniel.lamb Change 3046835 on 2016/07/12 by Peter.Sauerbrei PR#2559 - Increase the stack size on IOS and Mac, courtesy of derekvanvliet PR#2552 - Addition for Apple ReplayKit Framework, courtesy of JoshuaKaiser #rb daniel.lamb Change 3046838 on 2016/07/12 by Peter.Sauerbrei PR#2548 - Adding Log information when an unsupported audio type is used, courtesy of derekvanvliet #rb daniel.lamb Change 3046854 on 2016/07/12 by Peter.Sauerbrei PR#2547 - fix for unrecognize selector crash on iOS, couretesy of derekvanvliet PR#2384 - prevent crashes when initializing push notifications on IOS 7, courtesy of alk3ovation #rb daniel.lamb Change 3046858 on 2016/07/12 by Peter.Sauerbrei PR#2475, #1868 - fix for mapping of iOS device name, courtesy of wingedrobin, derekvanvliet PR#2567 - fix name of IPhoneSE in names array, courtesy of rohanliston #rb daniel.lamb Change 3046862 on 2016/07/12 by Peter.Sauerbrei fix for type in tooltip #jira UE-27123 #rb daniel.lamb Change 3046919 on 2016/07/12 by Daniel.Lamb Stop texture derived data from loading it's bulk data when the linker is destoryed. #rb Peter.Sauerbrei Change 3046922 on 2016/07/12 by Daniel.Lamb Updated the default cooker gc settings so that it can have more resources. Added support for cooker markup package and objects as (new flag) disregard for gc if it's still in use by the cooker. Changed the way reentry data is stored in the cooker. Cook only editor content flag in project settings now works again. #rb Josh.Adams #test cook Paragon Change 3046924 on 2016/07/12 by Daniel.Lamb Added support for encrypting ini files. Added new project setting in the editor and setting in ufe. Also added ForDistribution flag to ufe. #rb Peter.Sauerbrei Change 3046936 on 2016/07/12 by Mark.Satterthwaite Fix compute shader TLV clear for async. compute on Mac. #rb chris.babcock Change 3047207 on 2016/07/12 by Mark.Satterthwaite It is illegal to use a reference to an element within a TMap to initialise a new value that is to be added to the TMap as it causes heap-use-after-free. #rb chris.babcock Change 3047208 on 2016/07/12 by Mark.Satterthwaite When removing a vertex don't attempt to copy from one element beyond the end of the array to fill the last element - that's a heap-buffer-overflow and is unnecessary because that element will no longer be used. #rb chris.babcock Change 3047209 on 2016/07/12 by Mark.Satterthwaite Don't attempt to update Metal class counts if the MetalRHI is uninitalised - it will attempt to double-free the TMap. #rb chris.babcock Change 3047641 on 2016/07/13 by Lee.Clark PS4 - Improve SDK Version checking messages #rb none Change 3047663 on 2016/07/13 by Keith.Judge Orion - Various minor PS4-only things activated for XB1. #rb none Change 3047664 on 2016/07/13 by Keith.Judge XB1 - Fix analysis warning of shadowing a member variable. #rb none Change 3047784 on 2016/07/13 by Keith.Judge Xbox One - Memory and perf saving in query handling. Store 8 queries per allocation, rather than 1 so we're making the maximum use of the 256byte allocation granularity. #rb None Change 3047834 on 2016/07/13 by Keith.Judge XB1 - Release underlying memory of 3D textures when destroying them. Oops! #rb none Change 3048190 on 2016/07/13 by Josh.Adams - Now leave around the ASTC encoder input file on error, for reproing outside of the engine #rb none Change 3048256 on 2016/07/13 by Daniel.Lamb Removed warning about missing file when using cook on the fly. #rb Peter.Sauerbrei Change 3048409 on 2016/07/13 by Daniel.Lamb Improved output for saving packages in unattended builds. #rb Jonathan.Fitzpatrick Change 3048763 on 2016/07/13 by Peter.Sauerbrei switch AppleTV to tvOS in the editor #jira UE-30532 #rb michael.trepka Change 3049608 on 2016/07/14 by Keith.Judge XB1 - Optimize vertex/index buffer dynamic memory usage. #rb none Change 3049609 on 2016/07/14 by Keith.Judge Xbox One CPU Perf - Add _RenderThread versions of Lock/Unlock Texture 2D to stop more RHI thread stalls. #rb None Change 3049610 on 2016/07/14 by Keith.Judge Xbox One - Reduce latency of deferred deletions to two frames. #rb None Change 3049730 on 2016/07/14 by Keith.Judge Xbox One - Disable _RenderThread versions of Lock/Unlock Texture 2D for now as they're causing hangs. #rb None Change 3049732 on 2016/07/14 by Keith.Judge Xbox One - Add critical section to the query slot incrementing code as this wa causing a hang after running for a while as it can be done on any of the parallel rendering threads (not just the RHI thread. Also remove optimization pragmas accidentally left in. #rb none Change 3049791 on 2016/07/14 by Keith.Judge Xbox One - Made the occlusion query multithreading even more robust. Can play for ages now in a large level without a crash. #rb None Change 3049968 on 2016/07/14 by Jeremiah.Waldron Adding AndroidDisableThreadedRendering CVar and device profiles for 4 specific devices that need to have threaded rendering disabled on them due to swap buffer issues. Leaving previous checks in FAndroidMisc::AllowRenderThread as they are, but any new devices that need threaded rendering disabled should use the CVar #jira UE-24954, UE-27685, UE-20067 #rb chris.babcock Change 3050428 on 2016/07/14 by Jeremiah.Waldron Fix for application window being terminated if an AlertDialog is showing onPause Repro'd and fix tested on Samsung Galaxy Note 3 #android #jira UE-32998 #rb chris.babcock Change 3050642 on 2016/07/14 by Peter.Sauerbrei fix for invalid generated plist #rb daniel.lamb Change 3050718 on 2016/07/14 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) #rb none Change 3051327 on 2016/07/15 by Keith.Judge Xbox One - Save memory when locking 2D textures by only allocating a linear copy of the mip/array slice we're locking, rather than the entire mip chain. I'll do the same for 3D textures next. #rb None Change 3051346 on 2016/07/15 by Keith.Judge Xbox One - Same memory savings for UpdateTexture2D/3D. Only allocate for the mip/slice that we're updating, not the entire texture. #rb None. Change 3051530 on 2016/07/15 by Nick.Shin github: minor typo fixes #jira UE-32129 - GitHub 2513 : Update default output of HTML5 packaging #rb none Change 3053631 on 2016/07/18 by Mark.Satterthwaite Don't attempt to bind a 2D texture to the FOnePassPointShadowProjectionShaderParameters because it just won't work on Metal - instead bind the black-cube. This fixes validation errors that prevent running projects under the debugger. #codereview daniel.wright #rb josh.adams #jira UE-33350 Change 3053816 on 2016/07/18 by Mark.Satterthwaite Fixes for iOS Metal: - Depth-clip mode was erroneously exported on iOS SDK 9, it wasn't ever actually available. - Stencil texture views are only required on Mac. - State cache shouldn't suggest a render target change is required if the current state is clear and the new state is load/don't care as this breaks iOS rendering with MSAA. - Instead the debug submissions should just directly invoke submit and switch to rendering so that its SetRenderTarget call always succeeds. #rb michael.trepka Change 3053818 on 2016/07/18 by Mark.Satterthwaite Explicit casts for Metal precise::sqrt required for iOS to work with ffast-math workaround. #rb michael.trepka Change 3054426 on 2016/07/18 by Dmitry.Rekman Fix case-sensitive compilation problems (UE-33420). #codereview Olaf.Piesche #rb none Change 3054434 on 2016/07/18 by Mark.Satterthwaite Silence delete-non-virtual-dtor warnings on iOS as we do on Mac. #rb none Change 3054719 on 2016/07/18 by Jeremiah.Waldron Adding ShowHiddenAlertDialog JNI function to be called from native code after the render thread is resumed after pausing. Tested locally on Galaxy Note 3. Tested on LG G4 by nick.shin. Tested on Galaxy S6 by chris.babcock #jira UE-32998 #android #rb chris.babcock Change 3054742 on 2016/07/18 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) #rb none Change 3054850 on 2016/07/18 by Dmitry.Rekman Replace Fatal->Error so messagebox can be shown (UE-22818). - Incorporates PR #1714 by zaps166. #rb none #tests Tried to create an invalid context, made sure messagebox is popping up. Change 3055317 on 2016/07/19 by Lee.Clark PS4 - Fix render target memory allocation #jira UE-32988 #rb Marcus.Wassmer Change 3055682 on 2016/07/19 by Brent.Pease + Fix Debug builds by removing force inline attribute only on debug builds to prevent a warning that is treated as an error #rb michael.trepka Change 3056065 on 2016/07/19 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) #rb none Change 3056256 on 2016/07/19 by Chris.Babcock Add optional log spew filtering callback to Run #jira UE-33468 #ue4 #android #rb Ben.Marsh #codereview Jack.Porter Change 3056727 on 2016/07/19 by Chris.Babcock Added addition scope (plus.login) to Google Play Games builder #jira UE-33480 #ue4 #android #rb none #codereview ryan.gerleve Change 3056811 on 2016/07/19 by Jeff.Campeau Xbox One now accepts client configs. #rb none Change 3057152 on 2016/07/20 by Dmitry.Rekman Linux: use libc++ instead of libstdc++. - Needed to solve problems with third-party C++ libraries (e.g. WebRTC). - Bundled libc++ 3.8.1 (TPS cleared). - Turned off ICU compilation (needs recompile against libc++). - Some libraries (e.g. FBX sdk) still need libstdc++, so in practice it is going to be a mix. #rb none #tests Built and ran a number of Linux targets. Change 3057362 on 2016/07/20 by Keith.Judge XB1 - Fix busted merge from yesterday #rb None Change 3057647 on 2016/07/20 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) #rb none Change 3057655 on 2016/07/20 by Daniel.Lamb Added test cooking flag. #rb Peter.Sauerbrei #test Cook paragon. Change 3058779 on 2016/07/20 by Dmitry.Rekman Fix crash on cooker exit (UE-33583). - Global/static tickable objects could outlive the collection and trigger asserts when removing themselves from it. #rb Josh.Adams #codereview Josh.Adams, Jamie.Dale #tests Compiled and ran Linux editor. #lockdown Josh.Adams Change 3058835 on 2016/07/20 by Chris.Babcock Enable GooglePlay and GameCenter plugins by default #jira UE-33605 #ue4 #android #ios #rb mark.satterthwaite #codereview Peter.Sauerbrei #lockdown Josh.Adams Change 3058847 on 2016/07/20 by Chris.Babcock Fix Android device rule for AlcatelPixi3 #jira UE-33606 #ue4 #android #rb none #codereview Jeremiah.Walron #lockdown Josh.Adams Change 3059693 on 2016/07/21 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) #rb none #lockdown nick.penwarden Change 3060139 on 2016/07/21 by Chris.Babcock Fix proguard entry for Android mediaplayer tracks #jira UE-33644 #ue4 #android #rb Josh.Adams #lockdown Josh.Adams Change 3061151 on 2016/07/22 by Niklas.Smedberg Fast ASTC texture compression, using ISPC. #jira UE-32308 #rb chris.babcock #lockdown josh.adams Change 3061428 on 2016/07/22 by Peter.Sauerbrei Back out changelist 3061151 as it wasn't approved for submission #rb none #lockdown josh.adams Change 3061436 on 2016/07/22 by Lee.Clark PS4 - Back out render target mem allocation changes and put in a temp hack #jira UE-33657 #codereview Marcus.Wassmer #lockdown josh.adams #rb none [CL 3061637 by Josh Adams in Main branch]
2016-07-22 11:36:47 -04:00
case Keyboard:
virtualKeyboardAlert.hide();
break;
case Console:
consoleAlert.hide();
break;
default:
Log.debug("ERROR: Unknown EAlertDialogType!");
break;
}
}
});
}
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2719147 on 2015/10/07 by Mark.Satterthwaite Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track. Change 2719182 on 2015/10/07 by Mark.Satterthwaite Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient. Change 2719185 on 2015/10/07 by Mark.Satterthwaite Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw. Change 2719434 on 2015/10/07 by Mark.Satterthwaite Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server. Change 2724764 on 2015/10/12 by Josh.Adams [Initial AppleTV support] Merging //depot/YakBranch/... to //UE4/Dev-Platform/... Change 2726266 on 2015/10/13 by Lee.Clark PS4 - Calc reserve size required for DMA copy when using unsafe command buffers Change 2726401 on 2015/10/13 by Mark.Satterthwaite Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected. #jira UE-15228 Change 2726421 on 2015/10/13 by Lee.Clark PS4 - Don't try to clear invalid targets Change 2727040 on 2015/10/13 by Michael.Trepka Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72 Change 2729783 on 2015/10/15 by Keith.Judge Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty. Change 2729847 on 2015/10/15 by Mark.Satterthwaite Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff. #jira UE-21992 Change 2729865 on 2015/10/15 by Keith.Judge Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition. Change 2729897 on 2015/10/15 by Keith.Judge Fast Semantics - Make sure all GetData() calls are made safe with GPU fences. Change 2729972 on 2015/10/15 by Keith.Judge Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly. This should be marginally quicker as it stops a double call to ClearState(). Change 2731503 on 2015/10/16 by Keith.Judge Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict). Change 2731596 on 2015/10/16 by Keith.Judge Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step. Change 2731928 on 2015/10/16 by Michael.Trepka PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl) Change 2731934 on 2015/10/16 by Michael.Trepka PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura) Change 2732018 on 2015/10/16 by Mark.Satterthwaite Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached. - The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders. - Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this. - Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL. Change 2732365 on 2015/10/16 by Josh.Adams - Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On) Change 2733170 on 2015/10/18 by Terence.Burns Fix for Android IAP query not returning entire inventory. Change 2733174 on 2015/10/18 by Terence.Burns Fix Movie player issue where wait for movie to finish isnt being respected. Seems a stray bUserCanceled event flag was causing this not to be observed. Added some verbose logging to apple movie player. Change 2733488 on 2015/10/19 by Mark.Satterthwaite Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information. - Fixed a bug that would cause invalid shader membership and draw state information to be logged. - Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too. Change 2735226 on 2015/10/20 by Mark.Satterthwaite Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently. #jira UE-21214 #jira UE-19913 Change 2736722 on 2015/10/21 by Daniel.Lamb Improved performance of cooking stats system. Change 2737172 on 2015/10/21 by Daniel.Lamb Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00
//$${gameActivityOnPauseAdditions}$$
super.onPause();
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2719147 on 2015/10/07 by Mark.Satterthwaite Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track. Change 2719182 on 2015/10/07 by Mark.Satterthwaite Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient. Change 2719185 on 2015/10/07 by Mark.Satterthwaite Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw. Change 2719434 on 2015/10/07 by Mark.Satterthwaite Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server. Change 2724764 on 2015/10/12 by Josh.Adams [Initial AppleTV support] Merging //depot/YakBranch/... to //UE4/Dev-Platform/... Change 2726266 on 2015/10/13 by Lee.Clark PS4 - Calc reserve size required for DMA copy when using unsafe command buffers Change 2726401 on 2015/10/13 by Mark.Satterthwaite Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected. #jira UE-15228 Change 2726421 on 2015/10/13 by Lee.Clark PS4 - Don't try to clear invalid targets Change 2727040 on 2015/10/13 by Michael.Trepka Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72 Change 2729783 on 2015/10/15 by Keith.Judge Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty. Change 2729847 on 2015/10/15 by Mark.Satterthwaite Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff. #jira UE-21992 Change 2729865 on 2015/10/15 by Keith.Judge Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition. Change 2729897 on 2015/10/15 by Keith.Judge Fast Semantics - Make sure all GetData() calls are made safe with GPU fences. Change 2729972 on 2015/10/15 by Keith.Judge Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly. This should be marginally quicker as it stops a double call to ClearState(). Change 2731503 on 2015/10/16 by Keith.Judge Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict). Change 2731596 on 2015/10/16 by Keith.Judge Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step. Change 2731928 on 2015/10/16 by Michael.Trepka PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl) Change 2731934 on 2015/10/16 by Michael.Trepka PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura) Change 2732018 on 2015/10/16 by Mark.Satterthwaite Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached. - The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders. - Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this. - Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL. Change 2732365 on 2015/10/16 by Josh.Adams - Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On) Change 2733170 on 2015/10/18 by Terence.Burns Fix for Android IAP query not returning entire inventory. Change 2733174 on 2015/10/18 by Terence.Burns Fix Movie player issue where wait for movie to finish isnt being respected. Seems a stray bUserCanceled event flag was causing this not to be observed. Added some verbose logging to apple movie player. Change 2733488 on 2015/10/19 by Mark.Satterthwaite Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information. - Fixed a bug that would cause invalid shader membership and draw state information to be logged. - Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too. Change 2735226 on 2015/10/20 by Mark.Satterthwaite Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently. #jira UE-21214 #jira UE-19913 Change 2736722 on 2015/10/21 by Daniel.Lamb Improved performance of cooking stats system. Change 2737172 on 2015/10/21 by Daniel.Lamb Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00
Log.debug("==============> GameActive.onPause complete!");
}
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 3600060) #rb none #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3292215 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and wbegl2 support - emscripten toolchain #jira UEPLAT-1437 Switch [to] web assembly #rb none Change 3293994 on 2017/02/09 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - OSX toolchain #jira UEPLAT-1437 Switch [to] web assembly #rb none 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 #rb none 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 #rb none Change 3462146 on 2017/05/26 by Nick.Shin HTML5 - merge from Release-4.16 to Dev-Mobile #jira none #rb none #rnx Change 3504996 on 2017/06/22 by Cosmin.Sulea UEMOB-362 - Add per-texture and per-format compression quality override settings #rb Dmitriy.Dyomin #jira UEMOB-362 #codereview Dmitriy.Dyomin #codereview Jack.Porter Change 3505056 on 2017/06/22 by Cosmin.Sulea Back out changelist 3504996 - due to errors generated in xboxOne, PS4 and Switch versions #rb none Change 3508049 on 2017/06/23 by Nick.Shin HTML5 toolchain notes corrections #jira none #rb none #rnx Change 3508663 on 2017/06/24 by Nick.Shin HTML5LaunchHelper.exe on linux - redo - it seems that i need to also check-in the exe and pdb file instead of having CIS make and checking-in them itself... - modified c# program to output a version number to help track which version of HTML5LaunchHelper is running... #jira UE-45302 HTML5LaunchHelper.exe hosts the files in the current working directory on Linux #rnx #rb none Change 3509210 on 2017/06/26 by Dmitriy.Dyomin ExposureScale will be applied during tonemap pass when MobileHDR is on #rb jack.porter #codereview Allan.Bentham Change 3511058 on 2017/06/27 by Cosmin.Sulea UEMOB-362 - Add per-texture and per-format compression quality override settings - resubmitted #rb Dmitriy.Dyomin #jira UEMOB-362 #codereview Dmitriy.Dyomin Change 3511069 on 2017/06/27 by Jack.Porter PS4, XboxOne and Switch fixes for changes to ITextureFormat interface #rb Dmitriy.Dyomin #jira UEMOB-362 Change 3513028 on 2017/06/28 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) #rb None Change 3517409 on 2017/06/30 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) #rb None Change 3517730 on 2017/06/30 by Cosmin.Sulea UEMOB-328 - Improve handling of iOS signing key on remote Mac system keychain when using remote toolchain #rb Jack.Porter #jira UEMOB-328 #codereview: peter.sauerbrei Change 3517757 on 2017/06/30 by Cosmin.Sulea UE-46245 - Building with remote toolchain does not use Project Setting for iOS signing identity which can cause signing errors #rb Jack.Porter #jira UE-46245 #codereview: peter.sauerbrei Change 3518149 on 2017/06/30 by Adrian.Chelu UE-43035 Tilt axis for X and Z are not consistent between Android and iOS devices #rb Jack.Porter #jira UE-46245 #codereview: Chris Babcock <chris.babcock@epicgames.com> Change 3524242 on 2017/07/06 by Nick.Shin HTML5 - refraction shader note: this CL also contains fixes to webgl2 [float4 vs half2] and a [% vs Mod()] material custom function changes to some TM-ShaderModels shaders specifically: fixes to and similar with: DitherTemporalAA #jria UE-46434 No Refraction in QA Game TM-Shadermodels HTML5 #rb none #rn #codereview jack.porter dmitriy.dyomin Change 3535295 on 2017/07/13 by Allan.Bentham #jira UEMOB-390 Add Android cpu stats. add 'stat AndroidCPU' to android's console spinner UI. increase GetCPUState's core count support to 16. #jira UE-45888 Use cvar value to limit android cpu stat update rate. #rb none Change 3535306 on 2017/07/13 by Allan.Bentham Add missing pragma once #rb none Change 3537047 on 2017/07/13 by Ben.Marsh Fixing case of iOS directories, pt1 #rb none Change 3537051 on 2017/07/13 by Ben.Marsh Fixing case of iOS directories, pt2 #rb none Change 3537373 on 2017/07/14 by Allan.Bentham Add scope level android egl error verification. work around minor issue with invalid egl config property. #rb chris.babcock Change 3541735 on 2017/07/18 by Allan.Bentham Add 'sustained performance mode' support for API 24+ devices. #jira UEMOB-386 #rb chris.babcock Change 3543001 on 2017/07/18 by Sorin.Gradinaru #jira UE-45766 Improved Virtual Keyboard cannot receive non-English characters. - for Android, add an native EditBox above the virtual keyboard to receive the text and pass it to the object from the slate #rb Chris.Babcock Change 3554399 on 2017/07/25 by Nick.Shin STATS disabled for non multi-threaded platforms #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox #rnx #rb none Change 3554402 on 2017/07/25 by Nick.Shin STATS TaskGraph disabled for non multi-threaded platforms #jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test #rb none #rnx Change 3556957 on 2017/07/26 by Nick.Shin HTML5 - WASM enabled by default - part 1 -- commenting out asmjs stuff begin sunsetting ASM.JS note to self: CL#3462146 "backout" asmjs #jira UEMOB-416 WASM enabled by default #rnx #rb none Change 3557654 on 2017/07/26 by Nick.Shin HTML5 - WASM enabled by default - part 2 -- remove asmjs code sunsetting ASM.JS note to self: CL#3462146 "backout" asmjs #jira UEMOB-416 WASM enabled by default #rn #rb none Change 3557910 on 2017/07/27 by Jack.Porter Support Client configuration when packaging in the editor #jira UE-39973 #rb Dmitriy.Dyomin Change 3557917 on 2017/07/27 by Jack.Porter Missing file from CL 3557910 #rb trivial Change 3559642 on 2017/07/27 by Nick.Shin STATS TaskGraph disabled for non multi-threaded platforms - both "LockFree stress test" and "task graph benchmark" are disabled - no multi-threading for WASM exist yet (note: ASM.JS has been sunsetted) - stat command crash "fixed" - but, font size are totally broken - i can look at this (much) later... - new bug: physx will crash on "gc and level load stress test" -- please bug this as a new jira #jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test #rb none #rnx Change 3565656 on 2017/07/31 by Dmitriy.Dyomin Added a way to lock level position in Word Composition #jira UE-47713 #rb none Change 3565757 on 2017/08/01 by Dmitriy.Dyomin compile fix #rb none Change 3567446 on 2017/08/01 by Chris.Babcock Allow addElement and addElements to only insert once with once="true" attribute in UPL #jira UE-47951 #ue4 #android #rb Peter.Sauerbrei Change 3567592 on 2017/08/01 by Chris.Babcock Use absolute path for repositories for Gradle #jira UE-47952 #ue4 #android #rb Tim.Lincoln Change 3568690 on 2017/08/02 by Chris.Babcock Removed warnings for once attribute in UPL #ue4 #android #rb none Change 3569975 on 2017/08/02 by Chris.Babcock Add <baseBuildGradleAdditions> to UPL to allow additions to the root-level build.gradle #jira UE-47995 #ue4 #android #rb Tim.Lincoln Change 3570117 on 2017/08/02 by Chris.Babcock Add <setBoolFromPropertyContains> to UPL - sets bool to true if string list in ini matches contains attribute #jira UE-47996 #ue4 #android #rb Jack.Porter Change 3571552 on 2017/08/03 by Chris.Babcock Removed unneeded settings.gradle file (generated) #jira UE-48041 #ue4 #android #rb none Change 3572224 on 2017/08/04 by Dmitriy.Dyomin Better selection tracking in world composition #rb none Change 3573662 on 2017/08/04 by Nick.Shin HTML5 remove PreLoadMap "feature" (was only available/used with HTML5) - asyncronous loads are not allowed during UEngine::LoadMap() - the files/code will be repurposed for pakfile CHUNK support #jira UEMOB-425 HTML5 streaming content investigation (part 1 of 2) #rn #rb none Change 3574471 on 2017/08/07 by Dmitriy.Dyomin Export ULevelStreamingKismet::LoadLevelInstance function #rb none Change 3576262 on 2017/08/08 by Dmitriy.Dyomin Fixed: widget clipping issues in world composition #rb none Change 3576845 on 2017/08/08 by Nick.Shin set HTML5LaunchHelper application's icon to UE4.ico #jira UE-19225 HTML5LaunchHelper application does not have an unreal icon #rb none #rnx Change 3578313 on 2017/08/09 by Dmitriy.Dyomin Added: an RHI call to invalidate/clear cached state, RHIInvalidateCachedState #jira UEMOB-435 #rb jack.porter Change 3578364 on 2017/08/09 by Dmitriy.Dyomin Vertex Fog is disabled on mobile by default. If scene uses vertex fog - Mobile preview and device will show on screen message: PROJECT HAS VERTEX FOG ON MOBILE DISABLED This saves about 90 instructions in VS and a few in PS #jira UEMOB-166 #rb jack.porter Change 3578703 on 2017/08/09 by Nick.Shin set HTML5LaunchHelper application's icon to UE4.ico forgot to check in exe and pdb file #jira UE-19225 HTML5LaunchHelper application does not have an unreal icon #rb none #rnx Change 3578961 on 2017/08/09 by Peter.Sauerbrei deprecate IOS 8 as the minimum OS supported. #jira UEMOB-429 #rb chris.babcock Change 3579319 on 2017/08/09 by Peter.Sauerbrei fixes for compile errors with Xcode 9 beta 4 #rb none Change 3579356 on 2017/08/09 by Peter.Sauerbrei modified minimum IOS to build with #rb chris.babcock Change 3579687 on 2017/08/09 by Chris.Babcock Fix GoogleVR Gradle packaging #jira UE-48239 #ue4 #android #rb none Change 3579921 on 2017/08/10 by Dmitriy.Dyomin GitHub 3670 : More zoom levels for World Composition (300) #contributedby: user37337 #jira UE-45977 #3670 #rb none Change 3580576 on 2017/08/10 by Peter.Sauerbrei detection of iPad Pro 10.5 and IPad Pro 12.9 (2nd Gen) #rb chris.babcock Change 3580611 on 2017/08/10 by Chris.Babcock Set online provider back to GooglePlay and remove forcing IAP permission (contributed by umerov1999) #jira UE-48185 #PR #3876 #ue4 #android #rb Peter.Sauerbrei Change 3582166 on 2017/08/11 by Nick.Shin nuke PLATFORM_HTML5_WIN32 PLATFORM_HTML5_WIN32 code removal tested successfully with (force rebuild and repackaging): * Win64 server (WindowsServer) * Win64 client (WindowsNoEditor) * HTML5 client all playing together via websocket net driver (i've attached a screen shot of this in jira) code changes touches: physics, audio and main build files #jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code #rb ben.marsh #rnx #codereview josh.adams #fyi ori.cohen, aaron.mclera Change 3582474 on 2017/08/11 by Chris.Babcock Don't use V2 signing for Gear VR APKs #jira UE-48354 #ue4 #android #rb Peter.Sauerbrei Change 3582614 on 2017/08/11 by Chris.Babcock Filter out unneeded architectures from APK for Gradle builds #jira UE-48355 #ue4 #android #rb Peter.Sauerbrei Change 3582923 on 2017/08/11 by Nick.Shin backport release 4.17 to dev-mobile #jira none #rb none #rnx Change 3582924 on 2017/08/11 by Nick.Shin FNetworkFileServerHttp - error gracefully when port is already in use #jira UE-46409 [CrashReport] Assertion on Mac: Could not create a libwebsocket - FNetworkFileServerHttp::Init() #rnx #rb none Change 3582925 on 2017/08/11 by Nick.Shin HTML5 - turn off pak file compression in favor of gzip packages #jira UE-46729 HTML5 - on shipping builds - turn off pak file compression in favor of gzip packages #rn #rb none Change 3583943 on 2017/08/14 by Cosmin.Sulea UEMOB-363 - second iteration - Project wide texture quality control by texture group #rb Dmitriy Dyomin #jira UEMOB-363 Change 3583967 on 2017/08/14 by Cosmin.Sulea Back out changelist 3583943 #rb none Change 3584121 on 2017/08/14 by Peter.Sauerbrei fix for mac compile failure #rb none Change 3587877 on 2017/08/15 by Peter.Sauerbrei josh's suggested fix is not working for Xcode 8.3, so brute forcing for now #rb none Change 3588612 on 2017/08/15 by Peter.Sauerbrei Xcode 9 project compatbility updates #rb chris.babcock #codereview michael.trepka Change 3589223 on 2017/08/15 by Dmitriy.Dyomin Fixed: bNavigationAutoUpdateEnabled was not always working when reopeinig the map Fixed: Navigation Build was not clearing some mesh tiles when bNavigationAutoUpdateEnabled is enabled Fixed: Streaming out a level in editor was not always updating NavMesh debug draw #rb lukasz.furman Change 3589900 on 2017/08/16 by Dmitriy.Dyomin Support vulkan validation layers on Android, only in Debug and Development configuration (requires r.Vulkan.EnableValidation=1) #codereview chris.babcock, rolando.caloca #rb none Change 3590592 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 OSX #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 OSX Change 3590597 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 Linux #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 Linux Change 3590624 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 toolchain #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 toolchain Change 3591720 on 2017/08/16 by Chris.Babcock Enable Gradle by default and add button to accept Android SDK license to project settings #jira UE-48519 #ue4 #android #rb Tim.Lincoln #fyi Peter.Sauerbrei Change 3591998 on 2017/08/16 by Chris.Babcock Fix nonunity build #ue4 #android #rb none Change 3592407 on 2017/08/17 by Nick.Shin HTML5 emscripten 1.37.19 Win64 #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 Win64 Change 3592479 on 2017/08/17 by Nick.Shin HTML5 3rd Party Libs - compiled with emscripten 1.37.19 #jira UE-47813 #rb none #rn HTML5 3rd Party Libs - compiled with emscripten 1.37.19 toolchain Change 3592480 on 2017/08/17 by Nick.Shin HTML5 emscripten 1.37.19 toolchain Epic edits as well as setting UE4 HTML c# scripts to use new toolchain #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 toolchain Epic edits Change 3592481 on 2017/08/17 by Nick.Shin HTML5 remove old emscripten toolchain #jira UE-47813 #rb none #rn HTML5 remove old emscripten toolchain Change 3592485 on 2017/08/17 by Nick.Shin HTML5 undo CanUseXGE - this might be breaking CIS for HTML5 builds... #jira UE-47813 #rb none #rnx Change 3592549 on 2017/08/17 by Dmitriy.Dyomin Added GetDiskTotalAndFreeSpace for IOS and Android #jira UE-46479 #codereview chris.babcock, peter.sauerbrei #rb none Change 3594045 on 2017/08/17 by Peter.Sauerbrei comment about potential failure case in the remote tool chain #rb none Change 3594342 on 2017/08/17 by Peter.Sauerbrei Merging //UE4/Main/... to //UE4/Dev-Mobile/... #rb none Change 3594920 on 2017/08/17 by Peter.Sauerbrei fix for non-unity builds (accidentally merged something incorrectly) #rb none Change 3595347 on 2017/08/17 by Chris.Babcock merge fixes for Android #ue4 #android #rb Peter.Sauerbrei #lockdown Peter.Sauerbrei Change 3595752 on 2017/08/17 by Chris.Babcock Update Facebook plugin to support Gradle #jira UE-48569 #ue4 #android #fyi Josh.Markiewicz #rb none #lockdown Peter.Sauerbrei Change 3595849 on 2017/08/17 by Chris.Babcock Fix issue with libovrplatformloader.so for non armv7 targets #jira UE-48533 #ue4 #android #rb none #lockdown Peter.Sauerbrei Change 3596419 on 2017/08/18 by Peter.Sauerbrei fix for Mac Editor build failure #rb none Change 3597023 on 2017/08/18 by Peter.Sauerbrei fix for game editor build failure #rb none Change 3597032 on 2017/08/18 by Peter.Sauerbrei fix for app bundle id in Info-Editor.plist #rb none Change 3597034 on 2017/08/18 by Peter.Sauerbrei put back the info.plist, found the real problem #rb none Change 3597197 on 2017/08/18 by Peter.Sauerbrei pull Info.plist from the build products #rb none [CL 3600450 by Chris Babcock in Main branch]
2017-08-21 15:05:19 -04:00
@Override
public void onSensorChanged(SensorEvent event)
{
if (bAllowIMU && accelerometer != null && magnetometer != null)
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 3600060) #rb none #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3292215 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and wbegl2 support - emscripten toolchain #jira UEPLAT-1437 Switch [to] web assembly #rb none Change 3293994 on 2017/02/09 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - OSX toolchain #jira UEPLAT-1437 Switch [to] web assembly #rb none 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 #rb none 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 #rb none Change 3462146 on 2017/05/26 by Nick.Shin HTML5 - merge from Release-4.16 to Dev-Mobile #jira none #rb none #rnx Change 3504996 on 2017/06/22 by Cosmin.Sulea UEMOB-362 - Add per-texture and per-format compression quality override settings #rb Dmitriy.Dyomin #jira UEMOB-362 #codereview Dmitriy.Dyomin #codereview Jack.Porter Change 3505056 on 2017/06/22 by Cosmin.Sulea Back out changelist 3504996 - due to errors generated in xboxOne, PS4 and Switch versions #rb none Change 3508049 on 2017/06/23 by Nick.Shin HTML5 toolchain notes corrections #jira none #rb none #rnx Change 3508663 on 2017/06/24 by Nick.Shin HTML5LaunchHelper.exe on linux - redo - it seems that i need to also check-in the exe and pdb file instead of having CIS make and checking-in them itself... - modified c# program to output a version number to help track which version of HTML5LaunchHelper is running... #jira UE-45302 HTML5LaunchHelper.exe hosts the files in the current working directory on Linux #rnx #rb none Change 3509210 on 2017/06/26 by Dmitriy.Dyomin ExposureScale will be applied during tonemap pass when MobileHDR is on #rb jack.porter #codereview Allan.Bentham Change 3511058 on 2017/06/27 by Cosmin.Sulea UEMOB-362 - Add per-texture and per-format compression quality override settings - resubmitted #rb Dmitriy.Dyomin #jira UEMOB-362 #codereview Dmitriy.Dyomin Change 3511069 on 2017/06/27 by Jack.Porter PS4, XboxOne and Switch fixes for changes to ITextureFormat interface #rb Dmitriy.Dyomin #jira UEMOB-362 Change 3513028 on 2017/06/28 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) #rb None Change 3517409 on 2017/06/30 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) #rb None Change 3517730 on 2017/06/30 by Cosmin.Sulea UEMOB-328 - Improve handling of iOS signing key on remote Mac system keychain when using remote toolchain #rb Jack.Porter #jira UEMOB-328 #codereview: peter.sauerbrei Change 3517757 on 2017/06/30 by Cosmin.Sulea UE-46245 - Building with remote toolchain does not use Project Setting for iOS signing identity which can cause signing errors #rb Jack.Porter #jira UE-46245 #codereview: peter.sauerbrei Change 3518149 on 2017/06/30 by Adrian.Chelu UE-43035 Tilt axis for X and Z are not consistent between Android and iOS devices #rb Jack.Porter #jira UE-46245 #codereview: Chris Babcock <chris.babcock@epicgames.com> Change 3524242 on 2017/07/06 by Nick.Shin HTML5 - refraction shader note: this CL also contains fixes to webgl2 [float4 vs half2] and a [% vs Mod()] material custom function changes to some TM-ShaderModels shaders specifically: fixes to and similar with: DitherTemporalAA #jria UE-46434 No Refraction in QA Game TM-Shadermodels HTML5 #rb none #rn #codereview jack.porter dmitriy.dyomin Change 3535295 on 2017/07/13 by Allan.Bentham #jira UEMOB-390 Add Android cpu stats. add 'stat AndroidCPU' to android's console spinner UI. increase GetCPUState's core count support to 16. #jira UE-45888 Use cvar value to limit android cpu stat update rate. #rb none Change 3535306 on 2017/07/13 by Allan.Bentham Add missing pragma once #rb none Change 3537047 on 2017/07/13 by Ben.Marsh Fixing case of iOS directories, pt1 #rb none Change 3537051 on 2017/07/13 by Ben.Marsh Fixing case of iOS directories, pt2 #rb none Change 3537373 on 2017/07/14 by Allan.Bentham Add scope level android egl error verification. work around minor issue with invalid egl config property. #rb chris.babcock Change 3541735 on 2017/07/18 by Allan.Bentham Add 'sustained performance mode' support for API 24+ devices. #jira UEMOB-386 #rb chris.babcock Change 3543001 on 2017/07/18 by Sorin.Gradinaru #jira UE-45766 Improved Virtual Keyboard cannot receive non-English characters. - for Android, add an native EditBox above the virtual keyboard to receive the text and pass it to the object from the slate #rb Chris.Babcock Change 3554399 on 2017/07/25 by Nick.Shin STATS disabled for non multi-threaded platforms #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox #rnx #rb none Change 3554402 on 2017/07/25 by Nick.Shin STATS TaskGraph disabled for non multi-threaded platforms #jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test #rb none #rnx Change 3556957 on 2017/07/26 by Nick.Shin HTML5 - WASM enabled by default - part 1 -- commenting out asmjs stuff begin sunsetting ASM.JS note to self: CL#3462146 "backout" asmjs #jira UEMOB-416 WASM enabled by default #rnx #rb none Change 3557654 on 2017/07/26 by Nick.Shin HTML5 - WASM enabled by default - part 2 -- remove asmjs code sunsetting ASM.JS note to self: CL#3462146 "backout" asmjs #jira UEMOB-416 WASM enabled by default #rn #rb none Change 3557910 on 2017/07/27 by Jack.Porter Support Client configuration when packaging in the editor #jira UE-39973 #rb Dmitriy.Dyomin Change 3557917 on 2017/07/27 by Jack.Porter Missing file from CL 3557910 #rb trivial Change 3559642 on 2017/07/27 by Nick.Shin STATS TaskGraph disabled for non multi-threaded platforms - both "LockFree stress test" and "task graph benchmark" are disabled - no multi-threading for WASM exist yet (note: ASM.JS has been sunsetted) - stat command crash "fixed" - but, font size are totally broken - i can look at this (much) later... - new bug: physx will crash on "gc and level load stress test" -- please bug this as a new jira #jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test #rb none #rnx Change 3565656 on 2017/07/31 by Dmitriy.Dyomin Added a way to lock level position in Word Composition #jira UE-47713 #rb none Change 3565757 on 2017/08/01 by Dmitriy.Dyomin compile fix #rb none Change 3567446 on 2017/08/01 by Chris.Babcock Allow addElement and addElements to only insert once with once="true" attribute in UPL #jira UE-47951 #ue4 #android #rb Peter.Sauerbrei Change 3567592 on 2017/08/01 by Chris.Babcock Use absolute path for repositories for Gradle #jira UE-47952 #ue4 #android #rb Tim.Lincoln Change 3568690 on 2017/08/02 by Chris.Babcock Removed warnings for once attribute in UPL #ue4 #android #rb none Change 3569975 on 2017/08/02 by Chris.Babcock Add <baseBuildGradleAdditions> to UPL to allow additions to the root-level build.gradle #jira UE-47995 #ue4 #android #rb Tim.Lincoln Change 3570117 on 2017/08/02 by Chris.Babcock Add <setBoolFromPropertyContains> to UPL - sets bool to true if string list in ini matches contains attribute #jira UE-47996 #ue4 #android #rb Jack.Porter Change 3571552 on 2017/08/03 by Chris.Babcock Removed unneeded settings.gradle file (generated) #jira UE-48041 #ue4 #android #rb none Change 3572224 on 2017/08/04 by Dmitriy.Dyomin Better selection tracking in world composition #rb none Change 3573662 on 2017/08/04 by Nick.Shin HTML5 remove PreLoadMap "feature" (was only available/used with HTML5) - asyncronous loads are not allowed during UEngine::LoadMap() - the files/code will be repurposed for pakfile CHUNK support #jira UEMOB-425 HTML5 streaming content investigation (part 1 of 2) #rn #rb none Change 3574471 on 2017/08/07 by Dmitriy.Dyomin Export ULevelStreamingKismet::LoadLevelInstance function #rb none Change 3576262 on 2017/08/08 by Dmitriy.Dyomin Fixed: widget clipping issues in world composition #rb none Change 3576845 on 2017/08/08 by Nick.Shin set HTML5LaunchHelper application's icon to UE4.ico #jira UE-19225 HTML5LaunchHelper application does not have an unreal icon #rb none #rnx Change 3578313 on 2017/08/09 by Dmitriy.Dyomin Added: an RHI call to invalidate/clear cached state, RHIInvalidateCachedState #jira UEMOB-435 #rb jack.porter Change 3578364 on 2017/08/09 by Dmitriy.Dyomin Vertex Fog is disabled on mobile by default. If scene uses vertex fog - Mobile preview and device will show on screen message: PROJECT HAS VERTEX FOG ON MOBILE DISABLED This saves about 90 instructions in VS and a few in PS #jira UEMOB-166 #rb jack.porter Change 3578703 on 2017/08/09 by Nick.Shin set HTML5LaunchHelper application's icon to UE4.ico forgot to check in exe and pdb file #jira UE-19225 HTML5LaunchHelper application does not have an unreal icon #rb none #rnx Change 3578961 on 2017/08/09 by Peter.Sauerbrei deprecate IOS 8 as the minimum OS supported. #jira UEMOB-429 #rb chris.babcock Change 3579319 on 2017/08/09 by Peter.Sauerbrei fixes for compile errors with Xcode 9 beta 4 #rb none Change 3579356 on 2017/08/09 by Peter.Sauerbrei modified minimum IOS to build with #rb chris.babcock Change 3579687 on 2017/08/09 by Chris.Babcock Fix GoogleVR Gradle packaging #jira UE-48239 #ue4 #android #rb none Change 3579921 on 2017/08/10 by Dmitriy.Dyomin GitHub 3670 : More zoom levels for World Composition (300) #contributedby: user37337 #jira UE-45977 #3670 #rb none Change 3580576 on 2017/08/10 by Peter.Sauerbrei detection of iPad Pro 10.5 and IPad Pro 12.9 (2nd Gen) #rb chris.babcock Change 3580611 on 2017/08/10 by Chris.Babcock Set online provider back to GooglePlay and remove forcing IAP permission (contributed by umerov1999) #jira UE-48185 #PR #3876 #ue4 #android #rb Peter.Sauerbrei Change 3582166 on 2017/08/11 by Nick.Shin nuke PLATFORM_HTML5_WIN32 PLATFORM_HTML5_WIN32 code removal tested successfully with (force rebuild and repackaging): * Win64 server (WindowsServer) * Win64 client (WindowsNoEditor) * HTML5 client all playing together via websocket net driver (i've attached a screen shot of this in jira) code changes touches: physics, audio and main build files #jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code #rb ben.marsh #rnx #codereview josh.adams #fyi ori.cohen, aaron.mclera Change 3582474 on 2017/08/11 by Chris.Babcock Don't use V2 signing for Gear VR APKs #jira UE-48354 #ue4 #android #rb Peter.Sauerbrei Change 3582614 on 2017/08/11 by Chris.Babcock Filter out unneeded architectures from APK for Gradle builds #jira UE-48355 #ue4 #android #rb Peter.Sauerbrei Change 3582923 on 2017/08/11 by Nick.Shin backport release 4.17 to dev-mobile #jira none #rb none #rnx Change 3582924 on 2017/08/11 by Nick.Shin FNetworkFileServerHttp - error gracefully when port is already in use #jira UE-46409 [CrashReport] Assertion on Mac: Could not create a libwebsocket - FNetworkFileServerHttp::Init() #rnx #rb none Change 3582925 on 2017/08/11 by Nick.Shin HTML5 - turn off pak file compression in favor of gzip packages #jira UE-46729 HTML5 - on shipping builds - turn off pak file compression in favor of gzip packages #rn #rb none Change 3583943 on 2017/08/14 by Cosmin.Sulea UEMOB-363 - second iteration - Project wide texture quality control by texture group #rb Dmitriy Dyomin #jira UEMOB-363 Change 3583967 on 2017/08/14 by Cosmin.Sulea Back out changelist 3583943 #rb none Change 3584121 on 2017/08/14 by Peter.Sauerbrei fix for mac compile failure #rb none Change 3587877 on 2017/08/15 by Peter.Sauerbrei josh's suggested fix is not working for Xcode 8.3, so brute forcing for now #rb none Change 3588612 on 2017/08/15 by Peter.Sauerbrei Xcode 9 project compatbility updates #rb chris.babcock #codereview michael.trepka Change 3589223 on 2017/08/15 by Dmitriy.Dyomin Fixed: bNavigationAutoUpdateEnabled was not always working when reopeinig the map Fixed: Navigation Build was not clearing some mesh tiles when bNavigationAutoUpdateEnabled is enabled Fixed: Streaming out a level in editor was not always updating NavMesh debug draw #rb lukasz.furman Change 3589900 on 2017/08/16 by Dmitriy.Dyomin Support vulkan validation layers on Android, only in Debug and Development configuration (requires r.Vulkan.EnableValidation=1) #codereview chris.babcock, rolando.caloca #rb none Change 3590592 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 OSX #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 OSX Change 3590597 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 Linux #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 Linux Change 3590624 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 toolchain #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 toolchain Change 3591720 on 2017/08/16 by Chris.Babcock Enable Gradle by default and add button to accept Android SDK license to project settings #jira UE-48519 #ue4 #android #rb Tim.Lincoln #fyi Peter.Sauerbrei Change 3591998 on 2017/08/16 by Chris.Babcock Fix nonunity build #ue4 #android #rb none Change 3592407 on 2017/08/17 by Nick.Shin HTML5 emscripten 1.37.19 Win64 #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 Win64 Change 3592479 on 2017/08/17 by Nick.Shin HTML5 3rd Party Libs - compiled with emscripten 1.37.19 #jira UE-47813 #rb none #rn HTML5 3rd Party Libs - compiled with emscripten 1.37.19 toolchain Change 3592480 on 2017/08/17 by Nick.Shin HTML5 emscripten 1.37.19 toolchain Epic edits as well as setting UE4 HTML c# scripts to use new toolchain #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 toolchain Epic edits Change 3592481 on 2017/08/17 by Nick.Shin HTML5 remove old emscripten toolchain #jira UE-47813 #rb none #rn HTML5 remove old emscripten toolchain Change 3592485 on 2017/08/17 by Nick.Shin HTML5 undo CanUseXGE - this might be breaking CIS for HTML5 builds... #jira UE-47813 #rb none #rnx Change 3592549 on 2017/08/17 by Dmitriy.Dyomin Added GetDiskTotalAndFreeSpace for IOS and Android #jira UE-46479 #codereview chris.babcock, peter.sauerbrei #rb none Change 3594045 on 2017/08/17 by Peter.Sauerbrei comment about potential failure case in the remote tool chain #rb none Change 3594342 on 2017/08/17 by Peter.Sauerbrei Merging //UE4/Main/... to //UE4/Dev-Mobile/... #rb none Change 3594920 on 2017/08/17 by Peter.Sauerbrei fix for non-unity builds (accidentally merged something incorrectly) #rb none Change 3595347 on 2017/08/17 by Chris.Babcock merge fixes for Android #ue4 #android #rb Peter.Sauerbrei #lockdown Peter.Sauerbrei Change 3595752 on 2017/08/17 by Chris.Babcock Update Facebook plugin to support Gradle #jira UE-48569 #ue4 #android #fyi Josh.Markiewicz #rb none #lockdown Peter.Sauerbrei Change 3595849 on 2017/08/17 by Chris.Babcock Fix issue with libovrplatformloader.so for non armv7 targets #jira UE-48533 #ue4 #android #rb none #lockdown Peter.Sauerbrei Change 3596419 on 2017/08/18 by Peter.Sauerbrei fix for Mac Editor build failure #rb none Change 3597023 on 2017/08/18 by Peter.Sauerbrei fix for game editor build failure #rb none Change 3597032 on 2017/08/18 by Peter.Sauerbrei fix for app bundle id in Info-Editor.plist #rb none Change 3597034 on 2017/08/18 by Peter.Sauerbrei put back the info.plist, found the real problem #rb none Change 3597197 on 2017/08/18 by Peter.Sauerbrei pull Info.plist from the build products #rb none [CL 3600450 by Chris Babcock in Main branch]
2017-08-21 15:05:19 -04:00
{
boolean bUpdate = false;
boolean bGyroUpdate = false;
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 3600060) #rb none #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3292215 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and wbegl2 support - emscripten toolchain #jira UEPLAT-1437 Switch [to] web assembly #rb none Change 3293994 on 2017/02/09 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - OSX toolchain #jira UEPLAT-1437 Switch [to] web assembly #rb none 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 #rb none 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 #rb none Change 3462146 on 2017/05/26 by Nick.Shin HTML5 - merge from Release-4.16 to Dev-Mobile #jira none #rb none #rnx Change 3504996 on 2017/06/22 by Cosmin.Sulea UEMOB-362 - Add per-texture and per-format compression quality override settings #rb Dmitriy.Dyomin #jira UEMOB-362 #codereview Dmitriy.Dyomin #codereview Jack.Porter Change 3505056 on 2017/06/22 by Cosmin.Sulea Back out changelist 3504996 - due to errors generated in xboxOne, PS4 and Switch versions #rb none Change 3508049 on 2017/06/23 by Nick.Shin HTML5 toolchain notes corrections #jira none #rb none #rnx Change 3508663 on 2017/06/24 by Nick.Shin HTML5LaunchHelper.exe on linux - redo - it seems that i need to also check-in the exe and pdb file instead of having CIS make and checking-in them itself... - modified c# program to output a version number to help track which version of HTML5LaunchHelper is running... #jira UE-45302 HTML5LaunchHelper.exe hosts the files in the current working directory on Linux #rnx #rb none Change 3509210 on 2017/06/26 by Dmitriy.Dyomin ExposureScale will be applied during tonemap pass when MobileHDR is on #rb jack.porter #codereview Allan.Bentham Change 3511058 on 2017/06/27 by Cosmin.Sulea UEMOB-362 - Add per-texture and per-format compression quality override settings - resubmitted #rb Dmitriy.Dyomin #jira UEMOB-362 #codereview Dmitriy.Dyomin Change 3511069 on 2017/06/27 by Jack.Porter PS4, XboxOne and Switch fixes for changes to ITextureFormat interface #rb Dmitriy.Dyomin #jira UEMOB-362 Change 3513028 on 2017/06/28 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) #rb None Change 3517409 on 2017/06/30 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) #rb None Change 3517730 on 2017/06/30 by Cosmin.Sulea UEMOB-328 - Improve handling of iOS signing key on remote Mac system keychain when using remote toolchain #rb Jack.Porter #jira UEMOB-328 #codereview: peter.sauerbrei Change 3517757 on 2017/06/30 by Cosmin.Sulea UE-46245 - Building with remote toolchain does not use Project Setting for iOS signing identity which can cause signing errors #rb Jack.Porter #jira UE-46245 #codereview: peter.sauerbrei Change 3518149 on 2017/06/30 by Adrian.Chelu UE-43035 Tilt axis for X and Z are not consistent between Android and iOS devices #rb Jack.Porter #jira UE-46245 #codereview: Chris Babcock <chris.babcock@epicgames.com> Change 3524242 on 2017/07/06 by Nick.Shin HTML5 - refraction shader note: this CL also contains fixes to webgl2 [float4 vs half2] and a [% vs Mod()] material custom function changes to some TM-ShaderModels shaders specifically: fixes to and similar with: DitherTemporalAA #jria UE-46434 No Refraction in QA Game TM-Shadermodels HTML5 #rb none #rn #codereview jack.porter dmitriy.dyomin Change 3535295 on 2017/07/13 by Allan.Bentham #jira UEMOB-390 Add Android cpu stats. add 'stat AndroidCPU' to android's console spinner UI. increase GetCPUState's core count support to 16. #jira UE-45888 Use cvar value to limit android cpu stat update rate. #rb none Change 3535306 on 2017/07/13 by Allan.Bentham Add missing pragma once #rb none Change 3537047 on 2017/07/13 by Ben.Marsh Fixing case of iOS directories, pt1 #rb none Change 3537051 on 2017/07/13 by Ben.Marsh Fixing case of iOS directories, pt2 #rb none Change 3537373 on 2017/07/14 by Allan.Bentham Add scope level android egl error verification. work around minor issue with invalid egl config property. #rb chris.babcock Change 3541735 on 2017/07/18 by Allan.Bentham Add 'sustained performance mode' support for API 24+ devices. #jira UEMOB-386 #rb chris.babcock Change 3543001 on 2017/07/18 by Sorin.Gradinaru #jira UE-45766 Improved Virtual Keyboard cannot receive non-English characters. - for Android, add an native EditBox above the virtual keyboard to receive the text and pass it to the object from the slate #rb Chris.Babcock Change 3554399 on 2017/07/25 by Nick.Shin STATS disabled for non multi-threaded platforms #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox #rnx #rb none Change 3554402 on 2017/07/25 by Nick.Shin STATS TaskGraph disabled for non multi-threaded platforms #jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test #rb none #rnx Change 3556957 on 2017/07/26 by Nick.Shin HTML5 - WASM enabled by default - part 1 -- commenting out asmjs stuff begin sunsetting ASM.JS note to self: CL#3462146 "backout" asmjs #jira UEMOB-416 WASM enabled by default #rnx #rb none Change 3557654 on 2017/07/26 by Nick.Shin HTML5 - WASM enabled by default - part 2 -- remove asmjs code sunsetting ASM.JS note to self: CL#3462146 "backout" asmjs #jira UEMOB-416 WASM enabled by default #rn #rb none Change 3557910 on 2017/07/27 by Jack.Porter Support Client configuration when packaging in the editor #jira UE-39973 #rb Dmitriy.Dyomin Change 3557917 on 2017/07/27 by Jack.Porter Missing file from CL 3557910 #rb trivial Change 3559642 on 2017/07/27 by Nick.Shin STATS TaskGraph disabled for non multi-threaded platforms - both "LockFree stress test" and "task graph benchmark" are disabled - no multi-threading for WASM exist yet (note: ASM.JS has been sunsetted) - stat command crash "fixed" - but, font size are totally broken - i can look at this (much) later... - new bug: physx will crash on "gc and level load stress test" -- please bug this as a new jira #jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test #rb none #rnx Change 3565656 on 2017/07/31 by Dmitriy.Dyomin Added a way to lock level position in Word Composition #jira UE-47713 #rb none Change 3565757 on 2017/08/01 by Dmitriy.Dyomin compile fix #rb none Change 3567446 on 2017/08/01 by Chris.Babcock Allow addElement and addElements to only insert once with once="true" attribute in UPL #jira UE-47951 #ue4 #android #rb Peter.Sauerbrei Change 3567592 on 2017/08/01 by Chris.Babcock Use absolute path for repositories for Gradle #jira UE-47952 #ue4 #android #rb Tim.Lincoln Change 3568690 on 2017/08/02 by Chris.Babcock Removed warnings for once attribute in UPL #ue4 #android #rb none Change 3569975 on 2017/08/02 by Chris.Babcock Add <baseBuildGradleAdditions> to UPL to allow additions to the root-level build.gradle #jira UE-47995 #ue4 #android #rb Tim.Lincoln Change 3570117 on 2017/08/02 by Chris.Babcock Add <setBoolFromPropertyContains> to UPL - sets bool to true if string list in ini matches contains attribute #jira UE-47996 #ue4 #android #rb Jack.Porter Change 3571552 on 2017/08/03 by Chris.Babcock Removed unneeded settings.gradle file (generated) #jira UE-48041 #ue4 #android #rb none Change 3572224 on 2017/08/04 by Dmitriy.Dyomin Better selection tracking in world composition #rb none Change 3573662 on 2017/08/04 by Nick.Shin HTML5 remove PreLoadMap "feature" (was only available/used with HTML5) - asyncronous loads are not allowed during UEngine::LoadMap() - the files/code will be repurposed for pakfile CHUNK support #jira UEMOB-425 HTML5 streaming content investigation (part 1 of 2) #rn #rb none Change 3574471 on 2017/08/07 by Dmitriy.Dyomin Export ULevelStreamingKismet::LoadLevelInstance function #rb none Change 3576262 on 2017/08/08 by Dmitriy.Dyomin Fixed: widget clipping issues in world composition #rb none Change 3576845 on 2017/08/08 by Nick.Shin set HTML5LaunchHelper application's icon to UE4.ico #jira UE-19225 HTML5LaunchHelper application does not have an unreal icon #rb none #rnx Change 3578313 on 2017/08/09 by Dmitriy.Dyomin Added: an RHI call to invalidate/clear cached state, RHIInvalidateCachedState #jira UEMOB-435 #rb jack.porter Change 3578364 on 2017/08/09 by Dmitriy.Dyomin Vertex Fog is disabled on mobile by default. If scene uses vertex fog - Mobile preview and device will show on screen message: PROJECT HAS VERTEX FOG ON MOBILE DISABLED This saves about 90 instructions in VS and a few in PS #jira UEMOB-166 #rb jack.porter Change 3578703 on 2017/08/09 by Nick.Shin set HTML5LaunchHelper application's icon to UE4.ico forgot to check in exe and pdb file #jira UE-19225 HTML5LaunchHelper application does not have an unreal icon #rb none #rnx Change 3578961 on 2017/08/09 by Peter.Sauerbrei deprecate IOS 8 as the minimum OS supported. #jira UEMOB-429 #rb chris.babcock Change 3579319 on 2017/08/09 by Peter.Sauerbrei fixes for compile errors with Xcode 9 beta 4 #rb none Change 3579356 on 2017/08/09 by Peter.Sauerbrei modified minimum IOS to build with #rb chris.babcock Change 3579687 on 2017/08/09 by Chris.Babcock Fix GoogleVR Gradle packaging #jira UE-48239 #ue4 #android #rb none Change 3579921 on 2017/08/10 by Dmitriy.Dyomin GitHub 3670 : More zoom levels for World Composition (300) #contributedby: user37337 #jira UE-45977 #3670 #rb none Change 3580576 on 2017/08/10 by Peter.Sauerbrei detection of iPad Pro 10.5 and IPad Pro 12.9 (2nd Gen) #rb chris.babcock Change 3580611 on 2017/08/10 by Chris.Babcock Set online provider back to GooglePlay and remove forcing IAP permission (contributed by umerov1999) #jira UE-48185 #PR #3876 #ue4 #android #rb Peter.Sauerbrei Change 3582166 on 2017/08/11 by Nick.Shin nuke PLATFORM_HTML5_WIN32 PLATFORM_HTML5_WIN32 code removal tested successfully with (force rebuild and repackaging): * Win64 server (WindowsServer) * Win64 client (WindowsNoEditor) * HTML5 client all playing together via websocket net driver (i've attached a screen shot of this in jira) code changes touches: physics, audio and main build files #jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code #rb ben.marsh #rnx #codereview josh.adams #fyi ori.cohen, aaron.mclera Change 3582474 on 2017/08/11 by Chris.Babcock Don't use V2 signing for Gear VR APKs #jira UE-48354 #ue4 #android #rb Peter.Sauerbrei Change 3582614 on 2017/08/11 by Chris.Babcock Filter out unneeded architectures from APK for Gradle builds #jira UE-48355 #ue4 #android #rb Peter.Sauerbrei Change 3582923 on 2017/08/11 by Nick.Shin backport release 4.17 to dev-mobile #jira none #rb none #rnx Change 3582924 on 2017/08/11 by Nick.Shin FNetworkFileServerHttp - error gracefully when port is already in use #jira UE-46409 [CrashReport] Assertion on Mac: Could not create a libwebsocket - FNetworkFileServerHttp::Init() #rnx #rb none Change 3582925 on 2017/08/11 by Nick.Shin HTML5 - turn off pak file compression in favor of gzip packages #jira UE-46729 HTML5 - on shipping builds - turn off pak file compression in favor of gzip packages #rn #rb none Change 3583943 on 2017/08/14 by Cosmin.Sulea UEMOB-363 - second iteration - Project wide texture quality control by texture group #rb Dmitriy Dyomin #jira UEMOB-363 Change 3583967 on 2017/08/14 by Cosmin.Sulea Back out changelist 3583943 #rb none Change 3584121 on 2017/08/14 by Peter.Sauerbrei fix for mac compile failure #rb none Change 3587877 on 2017/08/15 by Peter.Sauerbrei josh's suggested fix is not working for Xcode 8.3, so brute forcing for now #rb none Change 3588612 on 2017/08/15 by Peter.Sauerbrei Xcode 9 project compatbility updates #rb chris.babcock #codereview michael.trepka Change 3589223 on 2017/08/15 by Dmitriy.Dyomin Fixed: bNavigationAutoUpdateEnabled was not always working when reopeinig the map Fixed: Navigation Build was not clearing some mesh tiles when bNavigationAutoUpdateEnabled is enabled Fixed: Streaming out a level in editor was not always updating NavMesh debug draw #rb lukasz.furman Change 3589900 on 2017/08/16 by Dmitriy.Dyomin Support vulkan validation layers on Android, only in Debug and Development configuration (requires r.Vulkan.EnableValidation=1) #codereview chris.babcock, rolando.caloca #rb none Change 3590592 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 OSX #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 OSX Change 3590597 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 Linux #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 Linux Change 3590624 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 toolchain #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 toolchain Change 3591720 on 2017/08/16 by Chris.Babcock Enable Gradle by default and add button to accept Android SDK license to project settings #jira UE-48519 #ue4 #android #rb Tim.Lincoln #fyi Peter.Sauerbrei Change 3591998 on 2017/08/16 by Chris.Babcock Fix nonunity build #ue4 #android #rb none Change 3592407 on 2017/08/17 by Nick.Shin HTML5 emscripten 1.37.19 Win64 #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 Win64 Change 3592479 on 2017/08/17 by Nick.Shin HTML5 3rd Party Libs - compiled with emscripten 1.37.19 #jira UE-47813 #rb none #rn HTML5 3rd Party Libs - compiled with emscripten 1.37.19 toolchain Change 3592480 on 2017/08/17 by Nick.Shin HTML5 emscripten 1.37.19 toolchain Epic edits as well as setting UE4 HTML c# scripts to use new toolchain #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 toolchain Epic edits Change 3592481 on 2017/08/17 by Nick.Shin HTML5 remove old emscripten toolchain #jira UE-47813 #rb none #rn HTML5 remove old emscripten toolchain Change 3592485 on 2017/08/17 by Nick.Shin HTML5 undo CanUseXGE - this might be breaking CIS for HTML5 builds... #jira UE-47813 #rb none #rnx Change 3592549 on 2017/08/17 by Dmitriy.Dyomin Added GetDiskTotalAndFreeSpace for IOS and Android #jira UE-46479 #codereview chris.babcock, peter.sauerbrei #rb none Change 3594045 on 2017/08/17 by Peter.Sauerbrei comment about potential failure case in the remote tool chain #rb none Change 3594342 on 2017/08/17 by Peter.Sauerbrei Merging //UE4/Main/... to //UE4/Dev-Mobile/... #rb none Change 3594920 on 2017/08/17 by Peter.Sauerbrei fix for non-unity builds (accidentally merged something incorrectly) #rb none Change 3595347 on 2017/08/17 by Chris.Babcock merge fixes for Android #ue4 #android #rb Peter.Sauerbrei #lockdown Peter.Sauerbrei Change 3595752 on 2017/08/17 by Chris.Babcock Update Facebook plugin to support Gradle #jira UE-48569 #ue4 #android #fyi Josh.Markiewicz #rb none #lockdown Peter.Sauerbrei Change 3595849 on 2017/08/17 by Chris.Babcock Fix issue with libovrplatformloader.so for non armv7 targets #jira UE-48533 #ue4 #android #rb none #lockdown Peter.Sauerbrei Change 3596419 on 2017/08/18 by Peter.Sauerbrei fix for Mac Editor build failure #rb none Change 3597023 on 2017/08/18 by Peter.Sauerbrei fix for game editor build failure #rb none Change 3597032 on 2017/08/18 by Peter.Sauerbrei fix for app bundle id in Info-Editor.plist #rb none Change 3597034 on 2017/08/18 by Peter.Sauerbrei put back the info.plist, found the real problem #rb none Change 3597197 on 2017/08/18 by Peter.Sauerbrei pull Info.plist from the build products #rb none [CL 3600450 by Chris Babcock in Main branch]
2017-08-21 15:05:19 -04:00
if (event.sensor.getType() == Sensor.TYPE_ACCELEROMETER)
{
System.arraycopy(event.values, 0, current_accelerometer, 0, 3);
bUpdate = true;
// We use a low-pass filter to synthesize the gravity vector.
if (!first_acceleration_sample)
{
filtered_gravity[0] = last_gravity[0] * SampleDecayRate + current_accelerometer[0]*(1.0f - SampleDecayRate);
filtered_gravity[1] = last_gravity[1] * SampleDecayRate + current_accelerometer[1]*(1.0f - SampleDecayRate);
filtered_gravity[2] = last_gravity[2] * SampleDecayRate + current_accelerometer[2]*(1.0f - SampleDecayRate);
}
first_acceleration_sample = false;
last_gravity = filtered_gravity;
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 3600060) #rb none #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3292215 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and wbegl2 support - emscripten toolchain #jira UEPLAT-1437 Switch [to] web assembly #rb none Change 3293994 on 2017/02/09 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - OSX toolchain #jira UEPLAT-1437 Switch [to] web assembly #rb none 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 #rb none 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 #rb none Change 3462146 on 2017/05/26 by Nick.Shin HTML5 - merge from Release-4.16 to Dev-Mobile #jira none #rb none #rnx Change 3504996 on 2017/06/22 by Cosmin.Sulea UEMOB-362 - Add per-texture and per-format compression quality override settings #rb Dmitriy.Dyomin #jira UEMOB-362 #codereview Dmitriy.Dyomin #codereview Jack.Porter Change 3505056 on 2017/06/22 by Cosmin.Sulea Back out changelist 3504996 - due to errors generated in xboxOne, PS4 and Switch versions #rb none Change 3508049 on 2017/06/23 by Nick.Shin HTML5 toolchain notes corrections #jira none #rb none #rnx Change 3508663 on 2017/06/24 by Nick.Shin HTML5LaunchHelper.exe on linux - redo - it seems that i need to also check-in the exe and pdb file instead of having CIS make and checking-in them itself... - modified c# program to output a version number to help track which version of HTML5LaunchHelper is running... #jira UE-45302 HTML5LaunchHelper.exe hosts the files in the current working directory on Linux #rnx #rb none Change 3509210 on 2017/06/26 by Dmitriy.Dyomin ExposureScale will be applied during tonemap pass when MobileHDR is on #rb jack.porter #codereview Allan.Bentham Change 3511058 on 2017/06/27 by Cosmin.Sulea UEMOB-362 - Add per-texture and per-format compression quality override settings - resubmitted #rb Dmitriy.Dyomin #jira UEMOB-362 #codereview Dmitriy.Dyomin Change 3511069 on 2017/06/27 by Jack.Porter PS4, XboxOne and Switch fixes for changes to ITextureFormat interface #rb Dmitriy.Dyomin #jira UEMOB-362 Change 3513028 on 2017/06/28 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) #rb None Change 3517409 on 2017/06/30 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) #rb None Change 3517730 on 2017/06/30 by Cosmin.Sulea UEMOB-328 - Improve handling of iOS signing key on remote Mac system keychain when using remote toolchain #rb Jack.Porter #jira UEMOB-328 #codereview: peter.sauerbrei Change 3517757 on 2017/06/30 by Cosmin.Sulea UE-46245 - Building with remote toolchain does not use Project Setting for iOS signing identity which can cause signing errors #rb Jack.Porter #jira UE-46245 #codereview: peter.sauerbrei Change 3518149 on 2017/06/30 by Adrian.Chelu UE-43035 Tilt axis for X and Z are not consistent between Android and iOS devices #rb Jack.Porter #jira UE-46245 #codereview: Chris Babcock <chris.babcock@epicgames.com> Change 3524242 on 2017/07/06 by Nick.Shin HTML5 - refraction shader note: this CL also contains fixes to webgl2 [float4 vs half2] and a [% vs Mod()] material custom function changes to some TM-ShaderModels shaders specifically: fixes to and similar with: DitherTemporalAA #jria UE-46434 No Refraction in QA Game TM-Shadermodels HTML5 #rb none #rn #codereview jack.porter dmitriy.dyomin Change 3535295 on 2017/07/13 by Allan.Bentham #jira UEMOB-390 Add Android cpu stats. add 'stat AndroidCPU' to android's console spinner UI. increase GetCPUState's core count support to 16. #jira UE-45888 Use cvar value to limit android cpu stat update rate. #rb none Change 3535306 on 2017/07/13 by Allan.Bentham Add missing pragma once #rb none Change 3537047 on 2017/07/13 by Ben.Marsh Fixing case of iOS directories, pt1 #rb none Change 3537051 on 2017/07/13 by Ben.Marsh Fixing case of iOS directories, pt2 #rb none Change 3537373 on 2017/07/14 by Allan.Bentham Add scope level android egl error verification. work around minor issue with invalid egl config property. #rb chris.babcock Change 3541735 on 2017/07/18 by Allan.Bentham Add 'sustained performance mode' support for API 24+ devices. #jira UEMOB-386 #rb chris.babcock Change 3543001 on 2017/07/18 by Sorin.Gradinaru #jira UE-45766 Improved Virtual Keyboard cannot receive non-English characters. - for Android, add an native EditBox above the virtual keyboard to receive the text and pass it to the object from the slate #rb Chris.Babcock Change 3554399 on 2017/07/25 by Nick.Shin STATS disabled for non multi-threaded platforms #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox #rnx #rb none Change 3554402 on 2017/07/25 by Nick.Shin STATS TaskGraph disabled for non multi-threaded platforms #jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test #rb none #rnx Change 3556957 on 2017/07/26 by Nick.Shin HTML5 - WASM enabled by default - part 1 -- commenting out asmjs stuff begin sunsetting ASM.JS note to self: CL#3462146 "backout" asmjs #jira UEMOB-416 WASM enabled by default #rnx #rb none Change 3557654 on 2017/07/26 by Nick.Shin HTML5 - WASM enabled by default - part 2 -- remove asmjs code sunsetting ASM.JS note to self: CL#3462146 "backout" asmjs #jira UEMOB-416 WASM enabled by default #rn #rb none Change 3557910 on 2017/07/27 by Jack.Porter Support Client configuration when packaging in the editor #jira UE-39973 #rb Dmitriy.Dyomin Change 3557917 on 2017/07/27 by Jack.Porter Missing file from CL 3557910 #rb trivial Change 3559642 on 2017/07/27 by Nick.Shin STATS TaskGraph disabled for non multi-threaded platforms - both "LockFree stress test" and "task graph benchmark" are disabled - no multi-threading for WASM exist yet (note: ASM.JS has been sunsetted) - stat command crash "fixed" - but, font size are totally broken - i can look at this (much) later... - new bug: physx will crash on "gc and level load stress test" -- please bug this as a new jira #jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test #rb none #rnx Change 3565656 on 2017/07/31 by Dmitriy.Dyomin Added a way to lock level position in Word Composition #jira UE-47713 #rb none Change 3565757 on 2017/08/01 by Dmitriy.Dyomin compile fix #rb none Change 3567446 on 2017/08/01 by Chris.Babcock Allow addElement and addElements to only insert once with once="true" attribute in UPL #jira UE-47951 #ue4 #android #rb Peter.Sauerbrei Change 3567592 on 2017/08/01 by Chris.Babcock Use absolute path for repositories for Gradle #jira UE-47952 #ue4 #android #rb Tim.Lincoln Change 3568690 on 2017/08/02 by Chris.Babcock Removed warnings for once attribute in UPL #ue4 #android #rb none Change 3569975 on 2017/08/02 by Chris.Babcock Add <baseBuildGradleAdditions> to UPL to allow additions to the root-level build.gradle #jira UE-47995 #ue4 #android #rb Tim.Lincoln Change 3570117 on 2017/08/02 by Chris.Babcock Add <setBoolFromPropertyContains> to UPL - sets bool to true if string list in ini matches contains attribute #jira UE-47996 #ue4 #android #rb Jack.Porter Change 3571552 on 2017/08/03 by Chris.Babcock Removed unneeded settings.gradle file (generated) #jira UE-48041 #ue4 #android #rb none Change 3572224 on 2017/08/04 by Dmitriy.Dyomin Better selection tracking in world composition #rb none Change 3573662 on 2017/08/04 by Nick.Shin HTML5 remove PreLoadMap "feature" (was only available/used with HTML5) - asyncronous loads are not allowed during UEngine::LoadMap() - the files/code will be repurposed for pakfile CHUNK support #jira UEMOB-425 HTML5 streaming content investigation (part 1 of 2) #rn #rb none Change 3574471 on 2017/08/07 by Dmitriy.Dyomin Export ULevelStreamingKismet::LoadLevelInstance function #rb none Change 3576262 on 2017/08/08 by Dmitriy.Dyomin Fixed: widget clipping issues in world composition #rb none Change 3576845 on 2017/08/08 by Nick.Shin set HTML5LaunchHelper application's icon to UE4.ico #jira UE-19225 HTML5LaunchHelper application does not have an unreal icon #rb none #rnx Change 3578313 on 2017/08/09 by Dmitriy.Dyomin Added: an RHI call to invalidate/clear cached state, RHIInvalidateCachedState #jira UEMOB-435 #rb jack.porter Change 3578364 on 2017/08/09 by Dmitriy.Dyomin Vertex Fog is disabled on mobile by default. If scene uses vertex fog - Mobile preview and device will show on screen message: PROJECT HAS VERTEX FOG ON MOBILE DISABLED This saves about 90 instructions in VS and a few in PS #jira UEMOB-166 #rb jack.porter Change 3578703 on 2017/08/09 by Nick.Shin set HTML5LaunchHelper application's icon to UE4.ico forgot to check in exe and pdb file #jira UE-19225 HTML5LaunchHelper application does not have an unreal icon #rb none #rnx Change 3578961 on 2017/08/09 by Peter.Sauerbrei deprecate IOS 8 as the minimum OS supported. #jira UEMOB-429 #rb chris.babcock Change 3579319 on 2017/08/09 by Peter.Sauerbrei fixes for compile errors with Xcode 9 beta 4 #rb none Change 3579356 on 2017/08/09 by Peter.Sauerbrei modified minimum IOS to build with #rb chris.babcock Change 3579687 on 2017/08/09 by Chris.Babcock Fix GoogleVR Gradle packaging #jira UE-48239 #ue4 #android #rb none Change 3579921 on 2017/08/10 by Dmitriy.Dyomin GitHub 3670 : More zoom levels for World Composition (300) #contributedby: user37337 #jira UE-45977 #3670 #rb none Change 3580576 on 2017/08/10 by Peter.Sauerbrei detection of iPad Pro 10.5 and IPad Pro 12.9 (2nd Gen) #rb chris.babcock Change 3580611 on 2017/08/10 by Chris.Babcock Set online provider back to GooglePlay and remove forcing IAP permission (contributed by umerov1999) #jira UE-48185 #PR #3876 #ue4 #android #rb Peter.Sauerbrei Change 3582166 on 2017/08/11 by Nick.Shin nuke PLATFORM_HTML5_WIN32 PLATFORM_HTML5_WIN32 code removal tested successfully with (force rebuild and repackaging): * Win64 server (WindowsServer) * Win64 client (WindowsNoEditor) * HTML5 client all playing together via websocket net driver (i've attached a screen shot of this in jira) code changes touches: physics, audio and main build files #jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code #rb ben.marsh #rnx #codereview josh.adams #fyi ori.cohen, aaron.mclera Change 3582474 on 2017/08/11 by Chris.Babcock Don't use V2 signing for Gear VR APKs #jira UE-48354 #ue4 #android #rb Peter.Sauerbrei Change 3582614 on 2017/08/11 by Chris.Babcock Filter out unneeded architectures from APK for Gradle builds #jira UE-48355 #ue4 #android #rb Peter.Sauerbrei Change 3582923 on 2017/08/11 by Nick.Shin backport release 4.17 to dev-mobile #jira none #rb none #rnx Change 3582924 on 2017/08/11 by Nick.Shin FNetworkFileServerHttp - error gracefully when port is already in use #jira UE-46409 [CrashReport] Assertion on Mac: Could not create a libwebsocket - FNetworkFileServerHttp::Init() #rnx #rb none Change 3582925 on 2017/08/11 by Nick.Shin HTML5 - turn off pak file compression in favor of gzip packages #jira UE-46729 HTML5 - on shipping builds - turn off pak file compression in favor of gzip packages #rn #rb none Change 3583943 on 2017/08/14 by Cosmin.Sulea UEMOB-363 - second iteration - Project wide texture quality control by texture group #rb Dmitriy Dyomin #jira UEMOB-363 Change 3583967 on 2017/08/14 by Cosmin.Sulea Back out changelist 3583943 #rb none Change 3584121 on 2017/08/14 by Peter.Sauerbrei fix for mac compile failure #rb none Change 3587877 on 2017/08/15 by Peter.Sauerbrei josh's suggested fix is not working for Xcode 8.3, so brute forcing for now #rb none Change 3588612 on 2017/08/15 by Peter.Sauerbrei Xcode 9 project compatbility updates #rb chris.babcock #codereview michael.trepka Change 3589223 on 2017/08/15 by Dmitriy.Dyomin Fixed: bNavigationAutoUpdateEnabled was not always working when reopeinig the map Fixed: Navigation Build was not clearing some mesh tiles when bNavigationAutoUpdateEnabled is enabled Fixed: Streaming out a level in editor was not always updating NavMesh debug draw #rb lukasz.furman Change 3589900 on 2017/08/16 by Dmitriy.Dyomin Support vulkan validation layers on Android, only in Debug and Development configuration (requires r.Vulkan.EnableValidation=1) #codereview chris.babcock, rolando.caloca #rb none Change 3590592 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 OSX #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 OSX Change 3590597 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 Linux #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 Linux Change 3590624 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 toolchain #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 toolchain Change 3591720 on 2017/08/16 by Chris.Babcock Enable Gradle by default and add button to accept Android SDK license to project settings #jira UE-48519 #ue4 #android #rb Tim.Lincoln #fyi Peter.Sauerbrei Change 3591998 on 2017/08/16 by Chris.Babcock Fix nonunity build #ue4 #android #rb none Change 3592407 on 2017/08/17 by Nick.Shin HTML5 emscripten 1.37.19 Win64 #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 Win64 Change 3592479 on 2017/08/17 by Nick.Shin HTML5 3rd Party Libs - compiled with emscripten 1.37.19 #jira UE-47813 #rb none #rn HTML5 3rd Party Libs - compiled with emscripten 1.37.19 toolchain Change 3592480 on 2017/08/17 by Nick.Shin HTML5 emscripten 1.37.19 toolchain Epic edits as well as setting UE4 HTML c# scripts to use new toolchain #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 toolchain Epic edits Change 3592481 on 2017/08/17 by Nick.Shin HTML5 remove old emscripten toolchain #jira UE-47813 #rb none #rn HTML5 remove old emscripten toolchain Change 3592485 on 2017/08/17 by Nick.Shin HTML5 undo CanUseXGE - this might be breaking CIS for HTML5 builds... #jira UE-47813 #rb none #rnx Change 3592549 on 2017/08/17 by Dmitriy.Dyomin Added GetDiskTotalAndFreeSpace for IOS and Android #jira UE-46479 #codereview chris.babcock, peter.sauerbrei #rb none Change 3594045 on 2017/08/17 by Peter.Sauerbrei comment about potential failure case in the remote tool chain #rb none Change 3594342 on 2017/08/17 by Peter.Sauerbrei Merging //UE4/Main/... to //UE4/Dev-Mobile/... #rb none Change 3594920 on 2017/08/17 by Peter.Sauerbrei fix for non-unity builds (accidentally merged something incorrectly) #rb none Change 3595347 on 2017/08/17 by Chris.Babcock merge fixes for Android #ue4 #android #rb Peter.Sauerbrei #lockdown Peter.Sauerbrei Change 3595752 on 2017/08/17 by Chris.Babcock Update Facebook plugin to support Gradle #jira UE-48569 #ue4 #android #fyi Josh.Markiewicz #rb none #lockdown Peter.Sauerbrei Change 3595849 on 2017/08/17 by Chris.Babcock Fix issue with libovrplatformloader.so for non armv7 targets #jira UE-48533 #ue4 #android #rb none #lockdown Peter.Sauerbrei Change 3596419 on 2017/08/18 by Peter.Sauerbrei fix for Mac Editor build failure #rb none Change 3597023 on 2017/08/18 by Peter.Sauerbrei fix for game editor build failure #rb none Change 3597032 on 2017/08/18 by Peter.Sauerbrei fix for app bundle id in Info-Editor.plist #rb none Change 3597034 on 2017/08/18 by Peter.Sauerbrei put back the info.plist, found the real problem #rb none Change 3597197 on 2017/08/18 by Peter.Sauerbrei pull Info.plist from the build products #rb none [CL 3600450 by Chris Babcock in Main branch]
2017-08-21 15:05:19 -04:00
}
else if (event.sensor.getType() == Sensor.TYPE_MAGNETIC_FIELD)
{
System.arraycopy(event.values, 0, current_magnetometer, 0, 3);
bUpdate = true;
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 3600060) #rb none #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3292215 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and wbegl2 support - emscripten toolchain #jira UEPLAT-1437 Switch [to] web assembly #rb none Change 3293994 on 2017/02/09 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - OSX toolchain #jira UEPLAT-1437 Switch [to] web assembly #rb none 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 #rb none 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 #rb none Change 3462146 on 2017/05/26 by Nick.Shin HTML5 - merge from Release-4.16 to Dev-Mobile #jira none #rb none #rnx Change 3504996 on 2017/06/22 by Cosmin.Sulea UEMOB-362 - Add per-texture and per-format compression quality override settings #rb Dmitriy.Dyomin #jira UEMOB-362 #codereview Dmitriy.Dyomin #codereview Jack.Porter Change 3505056 on 2017/06/22 by Cosmin.Sulea Back out changelist 3504996 - due to errors generated in xboxOne, PS4 and Switch versions #rb none Change 3508049 on 2017/06/23 by Nick.Shin HTML5 toolchain notes corrections #jira none #rb none #rnx Change 3508663 on 2017/06/24 by Nick.Shin HTML5LaunchHelper.exe on linux - redo - it seems that i need to also check-in the exe and pdb file instead of having CIS make and checking-in them itself... - modified c# program to output a version number to help track which version of HTML5LaunchHelper is running... #jira UE-45302 HTML5LaunchHelper.exe hosts the files in the current working directory on Linux #rnx #rb none Change 3509210 on 2017/06/26 by Dmitriy.Dyomin ExposureScale will be applied during tonemap pass when MobileHDR is on #rb jack.porter #codereview Allan.Bentham Change 3511058 on 2017/06/27 by Cosmin.Sulea UEMOB-362 - Add per-texture and per-format compression quality override settings - resubmitted #rb Dmitriy.Dyomin #jira UEMOB-362 #codereview Dmitriy.Dyomin Change 3511069 on 2017/06/27 by Jack.Porter PS4, XboxOne and Switch fixes for changes to ITextureFormat interface #rb Dmitriy.Dyomin #jira UEMOB-362 Change 3513028 on 2017/06/28 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) #rb None Change 3517409 on 2017/06/30 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) #rb None Change 3517730 on 2017/06/30 by Cosmin.Sulea UEMOB-328 - Improve handling of iOS signing key on remote Mac system keychain when using remote toolchain #rb Jack.Porter #jira UEMOB-328 #codereview: peter.sauerbrei Change 3517757 on 2017/06/30 by Cosmin.Sulea UE-46245 - Building with remote toolchain does not use Project Setting for iOS signing identity which can cause signing errors #rb Jack.Porter #jira UE-46245 #codereview: peter.sauerbrei Change 3518149 on 2017/06/30 by Adrian.Chelu UE-43035 Tilt axis for X and Z are not consistent between Android and iOS devices #rb Jack.Porter #jira UE-46245 #codereview: Chris Babcock <chris.babcock@epicgames.com> Change 3524242 on 2017/07/06 by Nick.Shin HTML5 - refraction shader note: this CL also contains fixes to webgl2 [float4 vs half2] and a [% vs Mod()] material custom function changes to some TM-ShaderModels shaders specifically: fixes to and similar with: DitherTemporalAA #jria UE-46434 No Refraction in QA Game TM-Shadermodels HTML5 #rb none #rn #codereview jack.porter dmitriy.dyomin Change 3535295 on 2017/07/13 by Allan.Bentham #jira UEMOB-390 Add Android cpu stats. add 'stat AndroidCPU' to android's console spinner UI. increase GetCPUState's core count support to 16. #jira UE-45888 Use cvar value to limit android cpu stat update rate. #rb none Change 3535306 on 2017/07/13 by Allan.Bentham Add missing pragma once #rb none Change 3537047 on 2017/07/13 by Ben.Marsh Fixing case of iOS directories, pt1 #rb none Change 3537051 on 2017/07/13 by Ben.Marsh Fixing case of iOS directories, pt2 #rb none Change 3537373 on 2017/07/14 by Allan.Bentham Add scope level android egl error verification. work around minor issue with invalid egl config property. #rb chris.babcock Change 3541735 on 2017/07/18 by Allan.Bentham Add 'sustained performance mode' support for API 24+ devices. #jira UEMOB-386 #rb chris.babcock Change 3543001 on 2017/07/18 by Sorin.Gradinaru #jira UE-45766 Improved Virtual Keyboard cannot receive non-English characters. - for Android, add an native EditBox above the virtual keyboard to receive the text and pass it to the object from the slate #rb Chris.Babcock Change 3554399 on 2017/07/25 by Nick.Shin STATS disabled for non multi-threaded platforms #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox #rnx #rb none Change 3554402 on 2017/07/25 by Nick.Shin STATS TaskGraph disabled for non multi-threaded platforms #jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test #rb none #rnx Change 3556957 on 2017/07/26 by Nick.Shin HTML5 - WASM enabled by default - part 1 -- commenting out asmjs stuff begin sunsetting ASM.JS note to self: CL#3462146 "backout" asmjs #jira UEMOB-416 WASM enabled by default #rnx #rb none Change 3557654 on 2017/07/26 by Nick.Shin HTML5 - WASM enabled by default - part 2 -- remove asmjs code sunsetting ASM.JS note to self: CL#3462146 "backout" asmjs #jira UEMOB-416 WASM enabled by default #rn #rb none Change 3557910 on 2017/07/27 by Jack.Porter Support Client configuration when packaging in the editor #jira UE-39973 #rb Dmitriy.Dyomin Change 3557917 on 2017/07/27 by Jack.Porter Missing file from CL 3557910 #rb trivial Change 3559642 on 2017/07/27 by Nick.Shin STATS TaskGraph disabled for non multi-threaded platforms - both "LockFree stress test" and "task graph benchmark" are disabled - no multi-threading for WASM exist yet (note: ASM.JS has been sunsetted) - stat command crash "fixed" - but, font size are totally broken - i can look at this (much) later... - new bug: physx will crash on "gc and level load stress test" -- please bug this as a new jira #jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test #rb none #rnx Change 3565656 on 2017/07/31 by Dmitriy.Dyomin Added a way to lock level position in Word Composition #jira UE-47713 #rb none Change 3565757 on 2017/08/01 by Dmitriy.Dyomin compile fix #rb none Change 3567446 on 2017/08/01 by Chris.Babcock Allow addElement and addElements to only insert once with once="true" attribute in UPL #jira UE-47951 #ue4 #android #rb Peter.Sauerbrei Change 3567592 on 2017/08/01 by Chris.Babcock Use absolute path for repositories for Gradle #jira UE-47952 #ue4 #android #rb Tim.Lincoln Change 3568690 on 2017/08/02 by Chris.Babcock Removed warnings for once attribute in UPL #ue4 #android #rb none Change 3569975 on 2017/08/02 by Chris.Babcock Add <baseBuildGradleAdditions> to UPL to allow additions to the root-level build.gradle #jira UE-47995 #ue4 #android #rb Tim.Lincoln Change 3570117 on 2017/08/02 by Chris.Babcock Add <setBoolFromPropertyContains> to UPL - sets bool to true if string list in ini matches contains attribute #jira UE-47996 #ue4 #android #rb Jack.Porter Change 3571552 on 2017/08/03 by Chris.Babcock Removed unneeded settings.gradle file (generated) #jira UE-48041 #ue4 #android #rb none Change 3572224 on 2017/08/04 by Dmitriy.Dyomin Better selection tracking in world composition #rb none Change 3573662 on 2017/08/04 by Nick.Shin HTML5 remove PreLoadMap "feature" (was only available/used with HTML5) - asyncronous loads are not allowed during UEngine::LoadMap() - the files/code will be repurposed for pakfile CHUNK support #jira UEMOB-425 HTML5 streaming content investigation (part 1 of 2) #rn #rb none Change 3574471 on 2017/08/07 by Dmitriy.Dyomin Export ULevelStreamingKismet::LoadLevelInstance function #rb none Change 3576262 on 2017/08/08 by Dmitriy.Dyomin Fixed: widget clipping issues in world composition #rb none Change 3576845 on 2017/08/08 by Nick.Shin set HTML5LaunchHelper application's icon to UE4.ico #jira UE-19225 HTML5LaunchHelper application does not have an unreal icon #rb none #rnx Change 3578313 on 2017/08/09 by Dmitriy.Dyomin Added: an RHI call to invalidate/clear cached state, RHIInvalidateCachedState #jira UEMOB-435 #rb jack.porter Change 3578364 on 2017/08/09 by Dmitriy.Dyomin Vertex Fog is disabled on mobile by default. If scene uses vertex fog - Mobile preview and device will show on screen message: PROJECT HAS VERTEX FOG ON MOBILE DISABLED This saves about 90 instructions in VS and a few in PS #jira UEMOB-166 #rb jack.porter Change 3578703 on 2017/08/09 by Nick.Shin set HTML5LaunchHelper application's icon to UE4.ico forgot to check in exe and pdb file #jira UE-19225 HTML5LaunchHelper application does not have an unreal icon #rb none #rnx Change 3578961 on 2017/08/09 by Peter.Sauerbrei deprecate IOS 8 as the minimum OS supported. #jira UEMOB-429 #rb chris.babcock Change 3579319 on 2017/08/09 by Peter.Sauerbrei fixes for compile errors with Xcode 9 beta 4 #rb none Change 3579356 on 2017/08/09 by Peter.Sauerbrei modified minimum IOS to build with #rb chris.babcock Change 3579687 on 2017/08/09 by Chris.Babcock Fix GoogleVR Gradle packaging #jira UE-48239 #ue4 #android #rb none Change 3579921 on 2017/08/10 by Dmitriy.Dyomin GitHub 3670 : More zoom levels for World Composition (300) #contributedby: user37337 #jira UE-45977 #3670 #rb none Change 3580576 on 2017/08/10 by Peter.Sauerbrei detection of iPad Pro 10.5 and IPad Pro 12.9 (2nd Gen) #rb chris.babcock Change 3580611 on 2017/08/10 by Chris.Babcock Set online provider back to GooglePlay and remove forcing IAP permission (contributed by umerov1999) #jira UE-48185 #PR #3876 #ue4 #android #rb Peter.Sauerbrei Change 3582166 on 2017/08/11 by Nick.Shin nuke PLATFORM_HTML5_WIN32 PLATFORM_HTML5_WIN32 code removal tested successfully with (force rebuild and repackaging): * Win64 server (WindowsServer) * Win64 client (WindowsNoEditor) * HTML5 client all playing together via websocket net driver (i've attached a screen shot of this in jira) code changes touches: physics, audio and main build files #jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code #rb ben.marsh #rnx #codereview josh.adams #fyi ori.cohen, aaron.mclera Change 3582474 on 2017/08/11 by Chris.Babcock Don't use V2 signing for Gear VR APKs #jira UE-48354 #ue4 #android #rb Peter.Sauerbrei Change 3582614 on 2017/08/11 by Chris.Babcock Filter out unneeded architectures from APK for Gradle builds #jira UE-48355 #ue4 #android #rb Peter.Sauerbrei Change 3582923 on 2017/08/11 by Nick.Shin backport release 4.17 to dev-mobile #jira none #rb none #rnx Change 3582924 on 2017/08/11 by Nick.Shin FNetworkFileServerHttp - error gracefully when port is already in use #jira UE-46409 [CrashReport] Assertion on Mac: Could not create a libwebsocket - FNetworkFileServerHttp::Init() #rnx #rb none Change 3582925 on 2017/08/11 by Nick.Shin HTML5 - turn off pak file compression in favor of gzip packages #jira UE-46729 HTML5 - on shipping builds - turn off pak file compression in favor of gzip packages #rn #rb none Change 3583943 on 2017/08/14 by Cosmin.Sulea UEMOB-363 - second iteration - Project wide texture quality control by texture group #rb Dmitriy Dyomin #jira UEMOB-363 Change 3583967 on 2017/08/14 by Cosmin.Sulea Back out changelist 3583943 #rb none Change 3584121 on 2017/08/14 by Peter.Sauerbrei fix for mac compile failure #rb none Change 3587877 on 2017/08/15 by Peter.Sauerbrei josh's suggested fix is not working for Xcode 8.3, so brute forcing for now #rb none Change 3588612 on 2017/08/15 by Peter.Sauerbrei Xcode 9 project compatbility updates #rb chris.babcock #codereview michael.trepka Change 3589223 on 2017/08/15 by Dmitriy.Dyomin Fixed: bNavigationAutoUpdateEnabled was not always working when reopeinig the map Fixed: Navigation Build was not clearing some mesh tiles when bNavigationAutoUpdateEnabled is enabled Fixed: Streaming out a level in editor was not always updating NavMesh debug draw #rb lukasz.furman Change 3589900 on 2017/08/16 by Dmitriy.Dyomin Support vulkan validation layers on Android, only in Debug and Development configuration (requires r.Vulkan.EnableValidation=1) #codereview chris.babcock, rolando.caloca #rb none Change 3590592 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 OSX #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 OSX Change 3590597 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 Linux #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 Linux Change 3590624 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 toolchain #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 toolchain Change 3591720 on 2017/08/16 by Chris.Babcock Enable Gradle by default and add button to accept Android SDK license to project settings #jira UE-48519 #ue4 #android #rb Tim.Lincoln #fyi Peter.Sauerbrei Change 3591998 on 2017/08/16 by Chris.Babcock Fix nonunity build #ue4 #android #rb none Change 3592407 on 2017/08/17 by Nick.Shin HTML5 emscripten 1.37.19 Win64 #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 Win64 Change 3592479 on 2017/08/17 by Nick.Shin HTML5 3rd Party Libs - compiled with emscripten 1.37.19 #jira UE-47813 #rb none #rn HTML5 3rd Party Libs - compiled with emscripten 1.37.19 toolchain Change 3592480 on 2017/08/17 by Nick.Shin HTML5 emscripten 1.37.19 toolchain Epic edits as well as setting UE4 HTML c# scripts to use new toolchain #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 toolchain Epic edits Change 3592481 on 2017/08/17 by Nick.Shin HTML5 remove old emscripten toolchain #jira UE-47813 #rb none #rn HTML5 remove old emscripten toolchain Change 3592485 on 2017/08/17 by Nick.Shin HTML5 undo CanUseXGE - this might be breaking CIS for HTML5 builds... #jira UE-47813 #rb none #rnx Change 3592549 on 2017/08/17 by Dmitriy.Dyomin Added GetDiskTotalAndFreeSpace for IOS and Android #jira UE-46479 #codereview chris.babcock, peter.sauerbrei #rb none Change 3594045 on 2017/08/17 by Peter.Sauerbrei comment about potential failure case in the remote tool chain #rb none Change 3594342 on 2017/08/17 by Peter.Sauerbrei Merging //UE4/Main/... to //UE4/Dev-Mobile/... #rb none Change 3594920 on 2017/08/17 by Peter.Sauerbrei fix for non-unity builds (accidentally merged something incorrectly) #rb none Change 3595347 on 2017/08/17 by Chris.Babcock merge fixes for Android #ue4 #android #rb Peter.Sauerbrei #lockdown Peter.Sauerbrei Change 3595752 on 2017/08/17 by Chris.Babcock Update Facebook plugin to support Gradle #jira UE-48569 #ue4 #android #fyi Josh.Markiewicz #rb none #lockdown Peter.Sauerbrei Change 3595849 on 2017/08/17 by Chris.Babcock Fix issue with libovrplatformloader.so for non armv7 targets #jira UE-48533 #ue4 #android #rb none #lockdown Peter.Sauerbrei Change 3596419 on 2017/08/18 by Peter.Sauerbrei fix for Mac Editor build failure #rb none Change 3597023 on 2017/08/18 by Peter.Sauerbrei fix for game editor build failure #rb none Change 3597032 on 2017/08/18 by Peter.Sauerbrei fix for app bundle id in Info-Editor.plist #rb none Change 3597034 on 2017/08/18 by Peter.Sauerbrei put back the info.plist, found the real problem #rb none Change 3597197 on 2017/08/18 by Peter.Sauerbrei pull Info.plist from the build products #rb none [CL 3600450 by Chris Babcock in Main branch]
2017-08-21 15:05:19 -04:00
}
else if (event.sensor.getType() == Sensor.TYPE_GYROSCOPE)
{
System.arraycopy(event.values, 0, current_gyroscope, 0, 3);
bUpdate = true;
bGyroUpdate = true;
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 3600060) #rb none #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3292215 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and wbegl2 support - emscripten toolchain #jira UEPLAT-1437 Switch [to] web assembly #rb none Change 3293994 on 2017/02/09 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - OSX toolchain #jira UEPLAT-1437 Switch [to] web assembly #rb none 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 #rb none 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 #rb none Change 3462146 on 2017/05/26 by Nick.Shin HTML5 - merge from Release-4.16 to Dev-Mobile #jira none #rb none #rnx Change 3504996 on 2017/06/22 by Cosmin.Sulea UEMOB-362 - Add per-texture and per-format compression quality override settings #rb Dmitriy.Dyomin #jira UEMOB-362 #codereview Dmitriy.Dyomin #codereview Jack.Porter Change 3505056 on 2017/06/22 by Cosmin.Sulea Back out changelist 3504996 - due to errors generated in xboxOne, PS4 and Switch versions #rb none Change 3508049 on 2017/06/23 by Nick.Shin HTML5 toolchain notes corrections #jira none #rb none #rnx Change 3508663 on 2017/06/24 by Nick.Shin HTML5LaunchHelper.exe on linux - redo - it seems that i need to also check-in the exe and pdb file instead of having CIS make and checking-in them itself... - modified c# program to output a version number to help track which version of HTML5LaunchHelper is running... #jira UE-45302 HTML5LaunchHelper.exe hosts the files in the current working directory on Linux #rnx #rb none Change 3509210 on 2017/06/26 by Dmitriy.Dyomin ExposureScale will be applied during tonemap pass when MobileHDR is on #rb jack.porter #codereview Allan.Bentham Change 3511058 on 2017/06/27 by Cosmin.Sulea UEMOB-362 - Add per-texture and per-format compression quality override settings - resubmitted #rb Dmitriy.Dyomin #jira UEMOB-362 #codereview Dmitriy.Dyomin Change 3511069 on 2017/06/27 by Jack.Porter PS4, XboxOne and Switch fixes for changes to ITextureFormat interface #rb Dmitriy.Dyomin #jira UEMOB-362 Change 3513028 on 2017/06/28 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) #rb None Change 3517409 on 2017/06/30 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) #rb None Change 3517730 on 2017/06/30 by Cosmin.Sulea UEMOB-328 - Improve handling of iOS signing key on remote Mac system keychain when using remote toolchain #rb Jack.Porter #jira UEMOB-328 #codereview: peter.sauerbrei Change 3517757 on 2017/06/30 by Cosmin.Sulea UE-46245 - Building with remote toolchain does not use Project Setting for iOS signing identity which can cause signing errors #rb Jack.Porter #jira UE-46245 #codereview: peter.sauerbrei Change 3518149 on 2017/06/30 by Adrian.Chelu UE-43035 Tilt axis for X and Z are not consistent between Android and iOS devices #rb Jack.Porter #jira UE-46245 #codereview: Chris Babcock <chris.babcock@epicgames.com> Change 3524242 on 2017/07/06 by Nick.Shin HTML5 - refraction shader note: this CL also contains fixes to webgl2 [float4 vs half2] and a [% vs Mod()] material custom function changes to some TM-ShaderModels shaders specifically: fixes to and similar with: DitherTemporalAA #jria UE-46434 No Refraction in QA Game TM-Shadermodels HTML5 #rb none #rn #codereview jack.porter dmitriy.dyomin Change 3535295 on 2017/07/13 by Allan.Bentham #jira UEMOB-390 Add Android cpu stats. add 'stat AndroidCPU' to android's console spinner UI. increase GetCPUState's core count support to 16. #jira UE-45888 Use cvar value to limit android cpu stat update rate. #rb none Change 3535306 on 2017/07/13 by Allan.Bentham Add missing pragma once #rb none Change 3537047 on 2017/07/13 by Ben.Marsh Fixing case of iOS directories, pt1 #rb none Change 3537051 on 2017/07/13 by Ben.Marsh Fixing case of iOS directories, pt2 #rb none Change 3537373 on 2017/07/14 by Allan.Bentham Add scope level android egl error verification. work around minor issue with invalid egl config property. #rb chris.babcock Change 3541735 on 2017/07/18 by Allan.Bentham Add 'sustained performance mode' support for API 24+ devices. #jira UEMOB-386 #rb chris.babcock Change 3543001 on 2017/07/18 by Sorin.Gradinaru #jira UE-45766 Improved Virtual Keyboard cannot receive non-English characters. - for Android, add an native EditBox above the virtual keyboard to receive the text and pass it to the object from the slate #rb Chris.Babcock Change 3554399 on 2017/07/25 by Nick.Shin STATS disabled for non multi-threaded platforms #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox #rnx #rb none Change 3554402 on 2017/07/25 by Nick.Shin STATS TaskGraph disabled for non multi-threaded platforms #jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test #rb none #rnx Change 3556957 on 2017/07/26 by Nick.Shin HTML5 - WASM enabled by default - part 1 -- commenting out asmjs stuff begin sunsetting ASM.JS note to self: CL#3462146 "backout" asmjs #jira UEMOB-416 WASM enabled by default #rnx #rb none Change 3557654 on 2017/07/26 by Nick.Shin HTML5 - WASM enabled by default - part 2 -- remove asmjs code sunsetting ASM.JS note to self: CL#3462146 "backout" asmjs #jira UEMOB-416 WASM enabled by default #rn #rb none Change 3557910 on 2017/07/27 by Jack.Porter Support Client configuration when packaging in the editor #jira UE-39973 #rb Dmitriy.Dyomin Change 3557917 on 2017/07/27 by Jack.Porter Missing file from CL 3557910 #rb trivial Change 3559642 on 2017/07/27 by Nick.Shin STATS TaskGraph disabled for non multi-threaded platforms - both "LockFree stress test" and "task graph benchmark" are disabled - no multi-threading for WASM exist yet (note: ASM.JS has been sunsetted) - stat command crash "fixed" - but, font size are totally broken - i can look at this (much) later... - new bug: physx will crash on "gc and level load stress test" -- please bug this as a new jira #jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test #rb none #rnx Change 3565656 on 2017/07/31 by Dmitriy.Dyomin Added a way to lock level position in Word Composition #jira UE-47713 #rb none Change 3565757 on 2017/08/01 by Dmitriy.Dyomin compile fix #rb none Change 3567446 on 2017/08/01 by Chris.Babcock Allow addElement and addElements to only insert once with once="true" attribute in UPL #jira UE-47951 #ue4 #android #rb Peter.Sauerbrei Change 3567592 on 2017/08/01 by Chris.Babcock Use absolute path for repositories for Gradle #jira UE-47952 #ue4 #android #rb Tim.Lincoln Change 3568690 on 2017/08/02 by Chris.Babcock Removed warnings for once attribute in UPL #ue4 #android #rb none Change 3569975 on 2017/08/02 by Chris.Babcock Add <baseBuildGradleAdditions> to UPL to allow additions to the root-level build.gradle #jira UE-47995 #ue4 #android #rb Tim.Lincoln Change 3570117 on 2017/08/02 by Chris.Babcock Add <setBoolFromPropertyContains> to UPL - sets bool to true if string list in ini matches contains attribute #jira UE-47996 #ue4 #android #rb Jack.Porter Change 3571552 on 2017/08/03 by Chris.Babcock Removed unneeded settings.gradle file (generated) #jira UE-48041 #ue4 #android #rb none Change 3572224 on 2017/08/04 by Dmitriy.Dyomin Better selection tracking in world composition #rb none Change 3573662 on 2017/08/04 by Nick.Shin HTML5 remove PreLoadMap "feature" (was only available/used with HTML5) - asyncronous loads are not allowed during UEngine::LoadMap() - the files/code will be repurposed for pakfile CHUNK support #jira UEMOB-425 HTML5 streaming content investigation (part 1 of 2) #rn #rb none Change 3574471 on 2017/08/07 by Dmitriy.Dyomin Export ULevelStreamingKismet::LoadLevelInstance function #rb none Change 3576262 on 2017/08/08 by Dmitriy.Dyomin Fixed: widget clipping issues in world composition #rb none Change 3576845 on 2017/08/08 by Nick.Shin set HTML5LaunchHelper application's icon to UE4.ico #jira UE-19225 HTML5LaunchHelper application does not have an unreal icon #rb none #rnx Change 3578313 on 2017/08/09 by Dmitriy.Dyomin Added: an RHI call to invalidate/clear cached state, RHIInvalidateCachedState #jira UEMOB-435 #rb jack.porter Change 3578364 on 2017/08/09 by Dmitriy.Dyomin Vertex Fog is disabled on mobile by default. If scene uses vertex fog - Mobile preview and device will show on screen message: PROJECT HAS VERTEX FOG ON MOBILE DISABLED This saves about 90 instructions in VS and a few in PS #jira UEMOB-166 #rb jack.porter Change 3578703 on 2017/08/09 by Nick.Shin set HTML5LaunchHelper application's icon to UE4.ico forgot to check in exe and pdb file #jira UE-19225 HTML5LaunchHelper application does not have an unreal icon #rb none #rnx Change 3578961 on 2017/08/09 by Peter.Sauerbrei deprecate IOS 8 as the minimum OS supported. #jira UEMOB-429 #rb chris.babcock Change 3579319 on 2017/08/09 by Peter.Sauerbrei fixes for compile errors with Xcode 9 beta 4 #rb none Change 3579356 on 2017/08/09 by Peter.Sauerbrei modified minimum IOS to build with #rb chris.babcock Change 3579687 on 2017/08/09 by Chris.Babcock Fix GoogleVR Gradle packaging #jira UE-48239 #ue4 #android #rb none Change 3579921 on 2017/08/10 by Dmitriy.Dyomin GitHub 3670 : More zoom levels for World Composition (300) #contributedby: user37337 #jira UE-45977 #3670 #rb none Change 3580576 on 2017/08/10 by Peter.Sauerbrei detection of iPad Pro 10.5 and IPad Pro 12.9 (2nd Gen) #rb chris.babcock Change 3580611 on 2017/08/10 by Chris.Babcock Set online provider back to GooglePlay and remove forcing IAP permission (contributed by umerov1999) #jira UE-48185 #PR #3876 #ue4 #android #rb Peter.Sauerbrei Change 3582166 on 2017/08/11 by Nick.Shin nuke PLATFORM_HTML5_WIN32 PLATFORM_HTML5_WIN32 code removal tested successfully with (force rebuild and repackaging): * Win64 server (WindowsServer) * Win64 client (WindowsNoEditor) * HTML5 client all playing together via websocket net driver (i've attached a screen shot of this in jira) code changes touches: physics, audio and main build files #jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code #rb ben.marsh #rnx #codereview josh.adams #fyi ori.cohen, aaron.mclera Change 3582474 on 2017/08/11 by Chris.Babcock Don't use V2 signing for Gear VR APKs #jira UE-48354 #ue4 #android #rb Peter.Sauerbrei Change 3582614 on 2017/08/11 by Chris.Babcock Filter out unneeded architectures from APK for Gradle builds #jira UE-48355 #ue4 #android #rb Peter.Sauerbrei Change 3582923 on 2017/08/11 by Nick.Shin backport release 4.17 to dev-mobile #jira none #rb none #rnx Change 3582924 on 2017/08/11 by Nick.Shin FNetworkFileServerHttp - error gracefully when port is already in use #jira UE-46409 [CrashReport] Assertion on Mac: Could not create a libwebsocket - FNetworkFileServerHttp::Init() #rnx #rb none Change 3582925 on 2017/08/11 by Nick.Shin HTML5 - turn off pak file compression in favor of gzip packages #jira UE-46729 HTML5 - on shipping builds - turn off pak file compression in favor of gzip packages #rn #rb none Change 3583943 on 2017/08/14 by Cosmin.Sulea UEMOB-363 - second iteration - Project wide texture quality control by texture group #rb Dmitriy Dyomin #jira UEMOB-363 Change 3583967 on 2017/08/14 by Cosmin.Sulea Back out changelist 3583943 #rb none Change 3584121 on 2017/08/14 by Peter.Sauerbrei fix for mac compile failure #rb none Change 3587877 on 2017/08/15 by Peter.Sauerbrei josh's suggested fix is not working for Xcode 8.3, so brute forcing for now #rb none Change 3588612 on 2017/08/15 by Peter.Sauerbrei Xcode 9 project compatbility updates #rb chris.babcock #codereview michael.trepka Change 3589223 on 2017/08/15 by Dmitriy.Dyomin Fixed: bNavigationAutoUpdateEnabled was not always working when reopeinig the map Fixed: Navigation Build was not clearing some mesh tiles when bNavigationAutoUpdateEnabled is enabled Fixed: Streaming out a level in editor was not always updating NavMesh debug draw #rb lukasz.furman Change 3589900 on 2017/08/16 by Dmitriy.Dyomin Support vulkan validation layers on Android, only in Debug and Development configuration (requires r.Vulkan.EnableValidation=1) #codereview chris.babcock, rolando.caloca #rb none Change 3590592 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 OSX #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 OSX Change 3590597 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 Linux #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 Linux Change 3590624 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 toolchain #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 toolchain Change 3591720 on 2017/08/16 by Chris.Babcock Enable Gradle by default and add button to accept Android SDK license to project settings #jira UE-48519 #ue4 #android #rb Tim.Lincoln #fyi Peter.Sauerbrei Change 3591998 on 2017/08/16 by Chris.Babcock Fix nonunity build #ue4 #android #rb none Change 3592407 on 2017/08/17 by Nick.Shin HTML5 emscripten 1.37.19 Win64 #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 Win64 Change 3592479 on 2017/08/17 by Nick.Shin HTML5 3rd Party Libs - compiled with emscripten 1.37.19 #jira UE-47813 #rb none #rn HTML5 3rd Party Libs - compiled with emscripten 1.37.19 toolchain Change 3592480 on 2017/08/17 by Nick.Shin HTML5 emscripten 1.37.19 toolchain Epic edits as well as setting UE4 HTML c# scripts to use new toolchain #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 toolchain Epic edits Change 3592481 on 2017/08/17 by Nick.Shin HTML5 remove old emscripten toolchain #jira UE-47813 #rb none #rn HTML5 remove old emscripten toolchain Change 3592485 on 2017/08/17 by Nick.Shin HTML5 undo CanUseXGE - this might be breaking CIS for HTML5 builds... #jira UE-47813 #rb none #rnx Change 3592549 on 2017/08/17 by Dmitriy.Dyomin Added GetDiskTotalAndFreeSpace for IOS and Android #jira UE-46479 #codereview chris.babcock, peter.sauerbrei #rb none Change 3594045 on 2017/08/17 by Peter.Sauerbrei comment about potential failure case in the remote tool chain #rb none Change 3594342 on 2017/08/17 by Peter.Sauerbrei Merging //UE4/Main/... to //UE4/Dev-Mobile/... #rb none Change 3594920 on 2017/08/17 by Peter.Sauerbrei fix for non-unity builds (accidentally merged something incorrectly) #rb none Change 3595347 on 2017/08/17 by Chris.Babcock merge fixes for Android #ue4 #android #rb Peter.Sauerbrei #lockdown Peter.Sauerbrei Change 3595752 on 2017/08/17 by Chris.Babcock Update Facebook plugin to support Gradle #jira UE-48569 #ue4 #android #fyi Josh.Markiewicz #rb none #lockdown Peter.Sauerbrei Change 3595849 on 2017/08/17 by Chris.Babcock Fix issue with libovrplatformloader.so for non armv7 targets #jira UE-48533 #ue4 #android #rb none #lockdown Peter.Sauerbrei Change 3596419 on 2017/08/18 by Peter.Sauerbrei fix for Mac Editor build failure #rb none Change 3597023 on 2017/08/18 by Peter.Sauerbrei fix for game editor build failure #rb none Change 3597032 on 2017/08/18 by Peter.Sauerbrei fix for app bundle id in Info-Editor.plist #rb none Change 3597034 on 2017/08/18 by Peter.Sauerbrei put back the info.plist, found the real problem #rb none Change 3597197 on 2017/08/18 by Peter.Sauerbrei pull Info.plist from the build products #rb none [CL 3600450 by Chris Babcock in Main branch]
2017-08-21 15:05:19 -04:00
}
// If we have motion samples we generate the single event.
if (bUpdate)
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 3600060) #rb none #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3292215 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and wbegl2 support - emscripten toolchain #jira UEPLAT-1437 Switch [to] web assembly #rb none Change 3293994 on 2017/02/09 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - OSX toolchain #jira UEPLAT-1437 Switch [to] web assembly #rb none 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 #rb none 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 #rb none Change 3462146 on 2017/05/26 by Nick.Shin HTML5 - merge from Release-4.16 to Dev-Mobile #jira none #rb none #rnx Change 3504996 on 2017/06/22 by Cosmin.Sulea UEMOB-362 - Add per-texture and per-format compression quality override settings #rb Dmitriy.Dyomin #jira UEMOB-362 #codereview Dmitriy.Dyomin #codereview Jack.Porter Change 3505056 on 2017/06/22 by Cosmin.Sulea Back out changelist 3504996 - due to errors generated in xboxOne, PS4 and Switch versions #rb none Change 3508049 on 2017/06/23 by Nick.Shin HTML5 toolchain notes corrections #jira none #rb none #rnx Change 3508663 on 2017/06/24 by Nick.Shin HTML5LaunchHelper.exe on linux - redo - it seems that i need to also check-in the exe and pdb file instead of having CIS make and checking-in them itself... - modified c# program to output a version number to help track which version of HTML5LaunchHelper is running... #jira UE-45302 HTML5LaunchHelper.exe hosts the files in the current working directory on Linux #rnx #rb none Change 3509210 on 2017/06/26 by Dmitriy.Dyomin ExposureScale will be applied during tonemap pass when MobileHDR is on #rb jack.porter #codereview Allan.Bentham Change 3511058 on 2017/06/27 by Cosmin.Sulea UEMOB-362 - Add per-texture and per-format compression quality override settings - resubmitted #rb Dmitriy.Dyomin #jira UEMOB-362 #codereview Dmitriy.Dyomin Change 3511069 on 2017/06/27 by Jack.Porter PS4, XboxOne and Switch fixes for changes to ITextureFormat interface #rb Dmitriy.Dyomin #jira UEMOB-362 Change 3513028 on 2017/06/28 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) #rb None Change 3517409 on 2017/06/30 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) #rb None Change 3517730 on 2017/06/30 by Cosmin.Sulea UEMOB-328 - Improve handling of iOS signing key on remote Mac system keychain when using remote toolchain #rb Jack.Porter #jira UEMOB-328 #codereview: peter.sauerbrei Change 3517757 on 2017/06/30 by Cosmin.Sulea UE-46245 - Building with remote toolchain does not use Project Setting for iOS signing identity which can cause signing errors #rb Jack.Porter #jira UE-46245 #codereview: peter.sauerbrei Change 3518149 on 2017/06/30 by Adrian.Chelu UE-43035 Tilt axis for X and Z are not consistent between Android and iOS devices #rb Jack.Porter #jira UE-46245 #codereview: Chris Babcock <chris.babcock@epicgames.com> Change 3524242 on 2017/07/06 by Nick.Shin HTML5 - refraction shader note: this CL also contains fixes to webgl2 [float4 vs half2] and a [% vs Mod()] material custom function changes to some TM-ShaderModels shaders specifically: fixes to and similar with: DitherTemporalAA #jria UE-46434 No Refraction in QA Game TM-Shadermodels HTML5 #rb none #rn #codereview jack.porter dmitriy.dyomin Change 3535295 on 2017/07/13 by Allan.Bentham #jira UEMOB-390 Add Android cpu stats. add 'stat AndroidCPU' to android's console spinner UI. increase GetCPUState's core count support to 16. #jira UE-45888 Use cvar value to limit android cpu stat update rate. #rb none Change 3535306 on 2017/07/13 by Allan.Bentham Add missing pragma once #rb none Change 3537047 on 2017/07/13 by Ben.Marsh Fixing case of iOS directories, pt1 #rb none Change 3537051 on 2017/07/13 by Ben.Marsh Fixing case of iOS directories, pt2 #rb none Change 3537373 on 2017/07/14 by Allan.Bentham Add scope level android egl error verification. work around minor issue with invalid egl config property. #rb chris.babcock Change 3541735 on 2017/07/18 by Allan.Bentham Add 'sustained performance mode' support for API 24+ devices. #jira UEMOB-386 #rb chris.babcock Change 3543001 on 2017/07/18 by Sorin.Gradinaru #jira UE-45766 Improved Virtual Keyboard cannot receive non-English characters. - for Android, add an native EditBox above the virtual keyboard to receive the text and pass it to the object from the slate #rb Chris.Babcock Change 3554399 on 2017/07/25 by Nick.Shin STATS disabled for non multi-threaded platforms #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox #rnx #rb none Change 3554402 on 2017/07/25 by Nick.Shin STATS TaskGraph disabled for non multi-threaded platforms #jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test #rb none #rnx Change 3556957 on 2017/07/26 by Nick.Shin HTML5 - WASM enabled by default - part 1 -- commenting out asmjs stuff begin sunsetting ASM.JS note to self: CL#3462146 "backout" asmjs #jira UEMOB-416 WASM enabled by default #rnx #rb none Change 3557654 on 2017/07/26 by Nick.Shin HTML5 - WASM enabled by default - part 2 -- remove asmjs code sunsetting ASM.JS note to self: CL#3462146 "backout" asmjs #jira UEMOB-416 WASM enabled by default #rn #rb none Change 3557910 on 2017/07/27 by Jack.Porter Support Client configuration when packaging in the editor #jira UE-39973 #rb Dmitriy.Dyomin Change 3557917 on 2017/07/27 by Jack.Porter Missing file from CL 3557910 #rb trivial Change 3559642 on 2017/07/27 by Nick.Shin STATS TaskGraph disabled for non multi-threaded platforms - both "LockFree stress test" and "task graph benchmark" are disabled - no multi-threading for WASM exist yet (note: ASM.JS has been sunsetted) - stat command crash "fixed" - but, font size are totally broken - i can look at this (much) later... - new bug: physx will crash on "gc and level load stress test" -- please bug this as a new jira #jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test #rb none #rnx Change 3565656 on 2017/07/31 by Dmitriy.Dyomin Added a way to lock level position in Word Composition #jira UE-47713 #rb none Change 3565757 on 2017/08/01 by Dmitriy.Dyomin compile fix #rb none Change 3567446 on 2017/08/01 by Chris.Babcock Allow addElement and addElements to only insert once with once="true" attribute in UPL #jira UE-47951 #ue4 #android #rb Peter.Sauerbrei Change 3567592 on 2017/08/01 by Chris.Babcock Use absolute path for repositories for Gradle #jira UE-47952 #ue4 #android #rb Tim.Lincoln Change 3568690 on 2017/08/02 by Chris.Babcock Removed warnings for once attribute in UPL #ue4 #android #rb none Change 3569975 on 2017/08/02 by Chris.Babcock Add <baseBuildGradleAdditions> to UPL to allow additions to the root-level build.gradle #jira UE-47995 #ue4 #android #rb Tim.Lincoln Change 3570117 on 2017/08/02 by Chris.Babcock Add <setBoolFromPropertyContains> to UPL - sets bool to true if string list in ini matches contains attribute #jira UE-47996 #ue4 #android #rb Jack.Porter Change 3571552 on 2017/08/03 by Chris.Babcock Removed unneeded settings.gradle file (generated) #jira UE-48041 #ue4 #android #rb none Change 3572224 on 2017/08/04 by Dmitriy.Dyomin Better selection tracking in world composition #rb none Change 3573662 on 2017/08/04 by Nick.Shin HTML5 remove PreLoadMap "feature" (was only available/used with HTML5) - asyncronous loads are not allowed during UEngine::LoadMap() - the files/code will be repurposed for pakfile CHUNK support #jira UEMOB-425 HTML5 streaming content investigation (part 1 of 2) #rn #rb none Change 3574471 on 2017/08/07 by Dmitriy.Dyomin Export ULevelStreamingKismet::LoadLevelInstance function #rb none Change 3576262 on 2017/08/08 by Dmitriy.Dyomin Fixed: widget clipping issues in world composition #rb none Change 3576845 on 2017/08/08 by Nick.Shin set HTML5LaunchHelper application's icon to UE4.ico #jira UE-19225 HTML5LaunchHelper application does not have an unreal icon #rb none #rnx Change 3578313 on 2017/08/09 by Dmitriy.Dyomin Added: an RHI call to invalidate/clear cached state, RHIInvalidateCachedState #jira UEMOB-435 #rb jack.porter Change 3578364 on 2017/08/09 by Dmitriy.Dyomin Vertex Fog is disabled on mobile by default. If scene uses vertex fog - Mobile preview and device will show on screen message: PROJECT HAS VERTEX FOG ON MOBILE DISABLED This saves about 90 instructions in VS and a few in PS #jira UEMOB-166 #rb jack.porter Change 3578703 on 2017/08/09 by Nick.Shin set HTML5LaunchHelper application's icon to UE4.ico forgot to check in exe and pdb file #jira UE-19225 HTML5LaunchHelper application does not have an unreal icon #rb none #rnx Change 3578961 on 2017/08/09 by Peter.Sauerbrei deprecate IOS 8 as the minimum OS supported. #jira UEMOB-429 #rb chris.babcock Change 3579319 on 2017/08/09 by Peter.Sauerbrei fixes for compile errors with Xcode 9 beta 4 #rb none Change 3579356 on 2017/08/09 by Peter.Sauerbrei modified minimum IOS to build with #rb chris.babcock Change 3579687 on 2017/08/09 by Chris.Babcock Fix GoogleVR Gradle packaging #jira UE-48239 #ue4 #android #rb none Change 3579921 on 2017/08/10 by Dmitriy.Dyomin GitHub 3670 : More zoom levels for World Composition (300) #contributedby: user37337 #jira UE-45977 #3670 #rb none Change 3580576 on 2017/08/10 by Peter.Sauerbrei detection of iPad Pro 10.5 and IPad Pro 12.9 (2nd Gen) #rb chris.babcock Change 3580611 on 2017/08/10 by Chris.Babcock Set online provider back to GooglePlay and remove forcing IAP permission (contributed by umerov1999) #jira UE-48185 #PR #3876 #ue4 #android #rb Peter.Sauerbrei Change 3582166 on 2017/08/11 by Nick.Shin nuke PLATFORM_HTML5_WIN32 PLATFORM_HTML5_WIN32 code removal tested successfully with (force rebuild and repackaging): * Win64 server (WindowsServer) * Win64 client (WindowsNoEditor) * HTML5 client all playing together via websocket net driver (i've attached a screen shot of this in jira) code changes touches: physics, audio and main build files #jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code #rb ben.marsh #rnx #codereview josh.adams #fyi ori.cohen, aaron.mclera Change 3582474 on 2017/08/11 by Chris.Babcock Don't use V2 signing for Gear VR APKs #jira UE-48354 #ue4 #android #rb Peter.Sauerbrei Change 3582614 on 2017/08/11 by Chris.Babcock Filter out unneeded architectures from APK for Gradle builds #jira UE-48355 #ue4 #android #rb Peter.Sauerbrei Change 3582923 on 2017/08/11 by Nick.Shin backport release 4.17 to dev-mobile #jira none #rb none #rnx Change 3582924 on 2017/08/11 by Nick.Shin FNetworkFileServerHttp - error gracefully when port is already in use #jira UE-46409 [CrashReport] Assertion on Mac: Could not create a libwebsocket - FNetworkFileServerHttp::Init() #rnx #rb none Change 3582925 on 2017/08/11 by Nick.Shin HTML5 - turn off pak file compression in favor of gzip packages #jira UE-46729 HTML5 - on shipping builds - turn off pak file compression in favor of gzip packages #rn #rb none Change 3583943 on 2017/08/14 by Cosmin.Sulea UEMOB-363 - second iteration - Project wide texture quality control by texture group #rb Dmitriy Dyomin #jira UEMOB-363 Change 3583967 on 2017/08/14 by Cosmin.Sulea Back out changelist 3583943 #rb none Change 3584121 on 2017/08/14 by Peter.Sauerbrei fix for mac compile failure #rb none Change 3587877 on 2017/08/15 by Peter.Sauerbrei josh's suggested fix is not working for Xcode 8.3, so brute forcing for now #rb none Change 3588612 on 2017/08/15 by Peter.Sauerbrei Xcode 9 project compatbility updates #rb chris.babcock #codereview michael.trepka Change 3589223 on 2017/08/15 by Dmitriy.Dyomin Fixed: bNavigationAutoUpdateEnabled was not always working when reopeinig the map Fixed: Navigation Build was not clearing some mesh tiles when bNavigationAutoUpdateEnabled is enabled Fixed: Streaming out a level in editor was not always updating NavMesh debug draw #rb lukasz.furman Change 3589900 on 2017/08/16 by Dmitriy.Dyomin Support vulkan validation layers on Android, only in Debug and Development configuration (requires r.Vulkan.EnableValidation=1) #codereview chris.babcock, rolando.caloca #rb none Change 3590592 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 OSX #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 OSX Change 3590597 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 Linux #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 Linux Change 3590624 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 toolchain #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 toolchain Change 3591720 on 2017/08/16 by Chris.Babcock Enable Gradle by default and add button to accept Android SDK license to project settings #jira UE-48519 #ue4 #android #rb Tim.Lincoln #fyi Peter.Sauerbrei Change 3591998 on 2017/08/16 by Chris.Babcock Fix nonunity build #ue4 #android #rb none Change 3592407 on 2017/08/17 by Nick.Shin HTML5 emscripten 1.37.19 Win64 #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 Win64 Change 3592479 on 2017/08/17 by Nick.Shin HTML5 3rd Party Libs - compiled with emscripten 1.37.19 #jira UE-47813 #rb none #rn HTML5 3rd Party Libs - compiled with emscripten 1.37.19 toolchain Change 3592480 on 2017/08/17 by Nick.Shin HTML5 emscripten 1.37.19 toolchain Epic edits as well as setting UE4 HTML c# scripts to use new toolchain #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 toolchain Epic edits Change 3592481 on 2017/08/17 by Nick.Shin HTML5 remove old emscripten toolchain #jira UE-47813 #rb none #rn HTML5 remove old emscripten toolchain Change 3592485 on 2017/08/17 by Nick.Shin HTML5 undo CanUseXGE - this might be breaking CIS for HTML5 builds... #jira UE-47813 #rb none #rnx Change 3592549 on 2017/08/17 by Dmitriy.Dyomin Added GetDiskTotalAndFreeSpace for IOS and Android #jira UE-46479 #codereview chris.babcock, peter.sauerbrei #rb none Change 3594045 on 2017/08/17 by Peter.Sauerbrei comment about potential failure case in the remote tool chain #rb none Change 3594342 on 2017/08/17 by Peter.Sauerbrei Merging //UE4/Main/... to //UE4/Dev-Mobile/... #rb none Change 3594920 on 2017/08/17 by Peter.Sauerbrei fix for non-unity builds (accidentally merged something incorrectly) #rb none Change 3595347 on 2017/08/17 by Chris.Babcock merge fixes for Android #ue4 #android #rb Peter.Sauerbrei #lockdown Peter.Sauerbrei Change 3595752 on 2017/08/17 by Chris.Babcock Update Facebook plugin to support Gradle #jira UE-48569 #ue4 #android #fyi Josh.Markiewicz #rb none #lockdown Peter.Sauerbrei Change 3595849 on 2017/08/17 by Chris.Babcock Fix issue with libovrplatformloader.so for non armv7 targets #jira UE-48533 #ue4 #android #rb none #lockdown Peter.Sauerbrei Change 3596419 on 2017/08/18 by Peter.Sauerbrei fix for Mac Editor build failure #rb none Change 3597023 on 2017/08/18 by Peter.Sauerbrei fix for game editor build failure #rb none Change 3597032 on 2017/08/18 by Peter.Sauerbrei fix for app bundle id in Info-Editor.plist #rb none Change 3597034 on 2017/08/18 by Peter.Sauerbrei put back the info.plist, found the real problem #rb none Change 3597197 on 2017/08/18 by Peter.Sauerbrei pull Info.plist from the build products #rb none [CL 3600450 by Chris Babcock in Main branch]
2017-08-21 15:05:19 -04:00
{
// get the rotation matrix value, the convert those to Euler angle rotation values
sensorManager.getRotationMatrix(rotationMatrix, null, current_accelerometer, current_magnetometer);
sensorManager.getOrientation(rotationMatrix, orientationAngles);
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 3600060) #rb none #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3292215 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and wbegl2 support - emscripten toolchain #jira UEPLAT-1437 Switch [to] web assembly #rb none Change 3293994 on 2017/02/09 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - OSX toolchain #jira UEPLAT-1437 Switch [to] web assembly #rb none 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 #rb none 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 #rb none Change 3462146 on 2017/05/26 by Nick.Shin HTML5 - merge from Release-4.16 to Dev-Mobile #jira none #rb none #rnx Change 3504996 on 2017/06/22 by Cosmin.Sulea UEMOB-362 - Add per-texture and per-format compression quality override settings #rb Dmitriy.Dyomin #jira UEMOB-362 #codereview Dmitriy.Dyomin #codereview Jack.Porter Change 3505056 on 2017/06/22 by Cosmin.Sulea Back out changelist 3504996 - due to errors generated in xboxOne, PS4 and Switch versions #rb none Change 3508049 on 2017/06/23 by Nick.Shin HTML5 toolchain notes corrections #jira none #rb none #rnx Change 3508663 on 2017/06/24 by Nick.Shin HTML5LaunchHelper.exe on linux - redo - it seems that i need to also check-in the exe and pdb file instead of having CIS make and checking-in them itself... - modified c# program to output a version number to help track which version of HTML5LaunchHelper is running... #jira UE-45302 HTML5LaunchHelper.exe hosts the files in the current working directory on Linux #rnx #rb none Change 3509210 on 2017/06/26 by Dmitriy.Dyomin ExposureScale will be applied during tonemap pass when MobileHDR is on #rb jack.porter #codereview Allan.Bentham Change 3511058 on 2017/06/27 by Cosmin.Sulea UEMOB-362 - Add per-texture and per-format compression quality override settings - resubmitted #rb Dmitriy.Dyomin #jira UEMOB-362 #codereview Dmitriy.Dyomin Change 3511069 on 2017/06/27 by Jack.Porter PS4, XboxOne and Switch fixes for changes to ITextureFormat interface #rb Dmitriy.Dyomin #jira UEMOB-362 Change 3513028 on 2017/06/28 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) #rb None Change 3517409 on 2017/06/30 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) #rb None Change 3517730 on 2017/06/30 by Cosmin.Sulea UEMOB-328 - Improve handling of iOS signing key on remote Mac system keychain when using remote toolchain #rb Jack.Porter #jira UEMOB-328 #codereview: peter.sauerbrei Change 3517757 on 2017/06/30 by Cosmin.Sulea UE-46245 - Building with remote toolchain does not use Project Setting for iOS signing identity which can cause signing errors #rb Jack.Porter #jira UE-46245 #codereview: peter.sauerbrei Change 3518149 on 2017/06/30 by Adrian.Chelu UE-43035 Tilt axis for X and Z are not consistent between Android and iOS devices #rb Jack.Porter #jira UE-46245 #codereview: Chris Babcock <chris.babcock@epicgames.com> Change 3524242 on 2017/07/06 by Nick.Shin HTML5 - refraction shader note: this CL also contains fixes to webgl2 [float4 vs half2] and a [% vs Mod()] material custom function changes to some TM-ShaderModels shaders specifically: fixes to and similar with: DitherTemporalAA #jria UE-46434 No Refraction in QA Game TM-Shadermodels HTML5 #rb none #rn #codereview jack.porter dmitriy.dyomin Change 3535295 on 2017/07/13 by Allan.Bentham #jira UEMOB-390 Add Android cpu stats. add 'stat AndroidCPU' to android's console spinner UI. increase GetCPUState's core count support to 16. #jira UE-45888 Use cvar value to limit android cpu stat update rate. #rb none Change 3535306 on 2017/07/13 by Allan.Bentham Add missing pragma once #rb none Change 3537047 on 2017/07/13 by Ben.Marsh Fixing case of iOS directories, pt1 #rb none Change 3537051 on 2017/07/13 by Ben.Marsh Fixing case of iOS directories, pt2 #rb none Change 3537373 on 2017/07/14 by Allan.Bentham Add scope level android egl error verification. work around minor issue with invalid egl config property. #rb chris.babcock Change 3541735 on 2017/07/18 by Allan.Bentham Add 'sustained performance mode' support for API 24+ devices. #jira UEMOB-386 #rb chris.babcock Change 3543001 on 2017/07/18 by Sorin.Gradinaru #jira UE-45766 Improved Virtual Keyboard cannot receive non-English characters. - for Android, add an native EditBox above the virtual keyboard to receive the text and pass it to the object from the slate #rb Chris.Babcock Change 3554399 on 2017/07/25 by Nick.Shin STATS disabled for non multi-threaded platforms #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox #rnx #rb none Change 3554402 on 2017/07/25 by Nick.Shin STATS TaskGraph disabled for non multi-threaded platforms #jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test #rb none #rnx Change 3556957 on 2017/07/26 by Nick.Shin HTML5 - WASM enabled by default - part 1 -- commenting out asmjs stuff begin sunsetting ASM.JS note to self: CL#3462146 "backout" asmjs #jira UEMOB-416 WASM enabled by default #rnx #rb none Change 3557654 on 2017/07/26 by Nick.Shin HTML5 - WASM enabled by default - part 2 -- remove asmjs code sunsetting ASM.JS note to self: CL#3462146 "backout" asmjs #jira UEMOB-416 WASM enabled by default #rn #rb none Change 3557910 on 2017/07/27 by Jack.Porter Support Client configuration when packaging in the editor #jira UE-39973 #rb Dmitriy.Dyomin Change 3557917 on 2017/07/27 by Jack.Porter Missing file from CL 3557910 #rb trivial Change 3559642 on 2017/07/27 by Nick.Shin STATS TaskGraph disabled for non multi-threaded platforms - both "LockFree stress test" and "task graph benchmark" are disabled - no multi-threading for WASM exist yet (note: ASM.JS has been sunsetted) - stat command crash "fixed" - but, font size are totally broken - i can look at this (much) later... - new bug: physx will crash on "gc and level load stress test" -- please bug this as a new jira #jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test #rb none #rnx Change 3565656 on 2017/07/31 by Dmitriy.Dyomin Added a way to lock level position in Word Composition #jira UE-47713 #rb none Change 3565757 on 2017/08/01 by Dmitriy.Dyomin compile fix #rb none Change 3567446 on 2017/08/01 by Chris.Babcock Allow addElement and addElements to only insert once with once="true" attribute in UPL #jira UE-47951 #ue4 #android #rb Peter.Sauerbrei Change 3567592 on 2017/08/01 by Chris.Babcock Use absolute path for repositories for Gradle #jira UE-47952 #ue4 #android #rb Tim.Lincoln Change 3568690 on 2017/08/02 by Chris.Babcock Removed warnings for once attribute in UPL #ue4 #android #rb none Change 3569975 on 2017/08/02 by Chris.Babcock Add <baseBuildGradleAdditions> to UPL to allow additions to the root-level build.gradle #jira UE-47995 #ue4 #android #rb Tim.Lincoln Change 3570117 on 2017/08/02 by Chris.Babcock Add <setBoolFromPropertyContains> to UPL - sets bool to true if string list in ini matches contains attribute #jira UE-47996 #ue4 #android #rb Jack.Porter Change 3571552 on 2017/08/03 by Chris.Babcock Removed unneeded settings.gradle file (generated) #jira UE-48041 #ue4 #android #rb none Change 3572224 on 2017/08/04 by Dmitriy.Dyomin Better selection tracking in world composition #rb none Change 3573662 on 2017/08/04 by Nick.Shin HTML5 remove PreLoadMap "feature" (was only available/used with HTML5) - asyncronous loads are not allowed during UEngine::LoadMap() - the files/code will be repurposed for pakfile CHUNK support #jira UEMOB-425 HTML5 streaming content investigation (part 1 of 2) #rn #rb none Change 3574471 on 2017/08/07 by Dmitriy.Dyomin Export ULevelStreamingKismet::LoadLevelInstance function #rb none Change 3576262 on 2017/08/08 by Dmitriy.Dyomin Fixed: widget clipping issues in world composition #rb none Change 3576845 on 2017/08/08 by Nick.Shin set HTML5LaunchHelper application's icon to UE4.ico #jira UE-19225 HTML5LaunchHelper application does not have an unreal icon #rb none #rnx Change 3578313 on 2017/08/09 by Dmitriy.Dyomin Added: an RHI call to invalidate/clear cached state, RHIInvalidateCachedState #jira UEMOB-435 #rb jack.porter Change 3578364 on 2017/08/09 by Dmitriy.Dyomin Vertex Fog is disabled on mobile by default. If scene uses vertex fog - Mobile preview and device will show on screen message: PROJECT HAS VERTEX FOG ON MOBILE DISABLED This saves about 90 instructions in VS and a few in PS #jira UEMOB-166 #rb jack.porter Change 3578703 on 2017/08/09 by Nick.Shin set HTML5LaunchHelper application's icon to UE4.ico forgot to check in exe and pdb file #jira UE-19225 HTML5LaunchHelper application does not have an unreal icon #rb none #rnx Change 3578961 on 2017/08/09 by Peter.Sauerbrei deprecate IOS 8 as the minimum OS supported. #jira UEMOB-429 #rb chris.babcock Change 3579319 on 2017/08/09 by Peter.Sauerbrei fixes for compile errors with Xcode 9 beta 4 #rb none Change 3579356 on 2017/08/09 by Peter.Sauerbrei modified minimum IOS to build with #rb chris.babcock Change 3579687 on 2017/08/09 by Chris.Babcock Fix GoogleVR Gradle packaging #jira UE-48239 #ue4 #android #rb none Change 3579921 on 2017/08/10 by Dmitriy.Dyomin GitHub 3670 : More zoom levels for World Composition (300) #contributedby: user37337 #jira UE-45977 #3670 #rb none Change 3580576 on 2017/08/10 by Peter.Sauerbrei detection of iPad Pro 10.5 and IPad Pro 12.9 (2nd Gen) #rb chris.babcock Change 3580611 on 2017/08/10 by Chris.Babcock Set online provider back to GooglePlay and remove forcing IAP permission (contributed by umerov1999) #jira UE-48185 #PR #3876 #ue4 #android #rb Peter.Sauerbrei Change 3582166 on 2017/08/11 by Nick.Shin nuke PLATFORM_HTML5_WIN32 PLATFORM_HTML5_WIN32 code removal tested successfully with (force rebuild and repackaging): * Win64 server (WindowsServer) * Win64 client (WindowsNoEditor) * HTML5 client all playing together via websocket net driver (i've attached a screen shot of this in jira) code changes touches: physics, audio and main build files #jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code #rb ben.marsh #rnx #codereview josh.adams #fyi ori.cohen, aaron.mclera Change 3582474 on 2017/08/11 by Chris.Babcock Don't use V2 signing for Gear VR APKs #jira UE-48354 #ue4 #android #rb Peter.Sauerbrei Change 3582614 on 2017/08/11 by Chris.Babcock Filter out unneeded architectures from APK for Gradle builds #jira UE-48355 #ue4 #android #rb Peter.Sauerbrei Change 3582923 on 2017/08/11 by Nick.Shin backport release 4.17 to dev-mobile #jira none #rb none #rnx Change 3582924 on 2017/08/11 by Nick.Shin FNetworkFileServerHttp - error gracefully when port is already in use #jira UE-46409 [CrashReport] Assertion on Mac: Could not create a libwebsocket - FNetworkFileServerHttp::Init() #rnx #rb none Change 3582925 on 2017/08/11 by Nick.Shin HTML5 - turn off pak file compression in favor of gzip packages #jira UE-46729 HTML5 - on shipping builds - turn off pak file compression in favor of gzip packages #rn #rb none Change 3583943 on 2017/08/14 by Cosmin.Sulea UEMOB-363 - second iteration - Project wide texture quality control by texture group #rb Dmitriy Dyomin #jira UEMOB-363 Change 3583967 on 2017/08/14 by Cosmin.Sulea Back out changelist 3583943 #rb none Change 3584121 on 2017/08/14 by Peter.Sauerbrei fix for mac compile failure #rb none Change 3587877 on 2017/08/15 by Peter.Sauerbrei josh's suggested fix is not working for Xcode 8.3, so brute forcing for now #rb none Change 3588612 on 2017/08/15 by Peter.Sauerbrei Xcode 9 project compatbility updates #rb chris.babcock #codereview michael.trepka Change 3589223 on 2017/08/15 by Dmitriy.Dyomin Fixed: bNavigationAutoUpdateEnabled was not always working when reopeinig the map Fixed: Navigation Build was not clearing some mesh tiles when bNavigationAutoUpdateEnabled is enabled Fixed: Streaming out a level in editor was not always updating NavMesh debug draw #rb lukasz.furman Change 3589900 on 2017/08/16 by Dmitriy.Dyomin Support vulkan validation layers on Android, only in Debug and Development configuration (requires r.Vulkan.EnableValidation=1) #codereview chris.babcock, rolando.caloca #rb none Change 3590592 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 OSX #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 OSX Change 3590597 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 Linux #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 Linux Change 3590624 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 toolchain #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 toolchain Change 3591720 on 2017/08/16 by Chris.Babcock Enable Gradle by default and add button to accept Android SDK license to project settings #jira UE-48519 #ue4 #android #rb Tim.Lincoln #fyi Peter.Sauerbrei Change 3591998 on 2017/08/16 by Chris.Babcock Fix nonunity build #ue4 #android #rb none Change 3592407 on 2017/08/17 by Nick.Shin HTML5 emscripten 1.37.19 Win64 #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 Win64 Change 3592479 on 2017/08/17 by Nick.Shin HTML5 3rd Party Libs - compiled with emscripten 1.37.19 #jira UE-47813 #rb none #rn HTML5 3rd Party Libs - compiled with emscripten 1.37.19 toolchain Change 3592480 on 2017/08/17 by Nick.Shin HTML5 emscripten 1.37.19 toolchain Epic edits as well as setting UE4 HTML c# scripts to use new toolchain #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 toolchain Epic edits Change 3592481 on 2017/08/17 by Nick.Shin HTML5 remove old emscripten toolchain #jira UE-47813 #rb none #rn HTML5 remove old emscripten toolchain Change 3592485 on 2017/08/17 by Nick.Shin HTML5 undo CanUseXGE - this might be breaking CIS for HTML5 builds... #jira UE-47813 #rb none #rnx Change 3592549 on 2017/08/17 by Dmitriy.Dyomin Added GetDiskTotalAndFreeSpace for IOS and Android #jira UE-46479 #codereview chris.babcock, peter.sauerbrei #rb none Change 3594045 on 2017/08/17 by Peter.Sauerbrei comment about potential failure case in the remote tool chain #rb none Change 3594342 on 2017/08/17 by Peter.Sauerbrei Merging //UE4/Main/... to //UE4/Dev-Mobile/... #rb none Change 3594920 on 2017/08/17 by Peter.Sauerbrei fix for non-unity builds (accidentally merged something incorrectly) #rb none Change 3595347 on 2017/08/17 by Chris.Babcock merge fixes for Android #ue4 #android #rb Peter.Sauerbrei #lockdown Peter.Sauerbrei Change 3595752 on 2017/08/17 by Chris.Babcock Update Facebook plugin to support Gradle #jira UE-48569 #ue4 #android #fyi Josh.Markiewicz #rb none #lockdown Peter.Sauerbrei Change 3595849 on 2017/08/17 by Chris.Babcock Fix issue with libovrplatformloader.so for non armv7 targets #jira UE-48533 #ue4 #android #rb none #lockdown Peter.Sauerbrei Change 3596419 on 2017/08/18 by Peter.Sauerbrei fix for Mac Editor build failure #rb none Change 3597023 on 2017/08/18 by Peter.Sauerbrei fix for game editor build failure #rb none Change 3597032 on 2017/08/18 by Peter.Sauerbrei fix for app bundle id in Info-Editor.plist #rb none Change 3597034 on 2017/08/18 by Peter.Sauerbrei put back the info.plist, found the real problem #rb none Change 3597197 on 2017/08/18 by Peter.Sauerbrei pull Info.plist from the build products #rb none [CL 3600450 by Chris Babcock in Main branch]
2017-08-21 15:05:19 -04:00
// protect against request from other thread
synchronized(this)
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 3600060) #rb none #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3292215 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and wbegl2 support - emscripten toolchain #jira UEPLAT-1437 Switch [to] web assembly #rb none Change 3293994 on 2017/02/09 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - OSX toolchain #jira UEPLAT-1437 Switch [to] web assembly #rb none 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 #rb none 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 #rb none Change 3462146 on 2017/05/26 by Nick.Shin HTML5 - merge from Release-4.16 to Dev-Mobile #jira none #rb none #rnx Change 3504996 on 2017/06/22 by Cosmin.Sulea UEMOB-362 - Add per-texture and per-format compression quality override settings #rb Dmitriy.Dyomin #jira UEMOB-362 #codereview Dmitriy.Dyomin #codereview Jack.Porter Change 3505056 on 2017/06/22 by Cosmin.Sulea Back out changelist 3504996 - due to errors generated in xboxOne, PS4 and Switch versions #rb none Change 3508049 on 2017/06/23 by Nick.Shin HTML5 toolchain notes corrections #jira none #rb none #rnx Change 3508663 on 2017/06/24 by Nick.Shin HTML5LaunchHelper.exe on linux - redo - it seems that i need to also check-in the exe and pdb file instead of having CIS make and checking-in them itself... - modified c# program to output a version number to help track which version of HTML5LaunchHelper is running... #jira UE-45302 HTML5LaunchHelper.exe hosts the files in the current working directory on Linux #rnx #rb none Change 3509210 on 2017/06/26 by Dmitriy.Dyomin ExposureScale will be applied during tonemap pass when MobileHDR is on #rb jack.porter #codereview Allan.Bentham Change 3511058 on 2017/06/27 by Cosmin.Sulea UEMOB-362 - Add per-texture and per-format compression quality override settings - resubmitted #rb Dmitriy.Dyomin #jira UEMOB-362 #codereview Dmitriy.Dyomin Change 3511069 on 2017/06/27 by Jack.Porter PS4, XboxOne and Switch fixes for changes to ITextureFormat interface #rb Dmitriy.Dyomin #jira UEMOB-362 Change 3513028 on 2017/06/28 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) #rb None Change 3517409 on 2017/06/30 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) #rb None Change 3517730 on 2017/06/30 by Cosmin.Sulea UEMOB-328 - Improve handling of iOS signing key on remote Mac system keychain when using remote toolchain #rb Jack.Porter #jira UEMOB-328 #codereview: peter.sauerbrei Change 3517757 on 2017/06/30 by Cosmin.Sulea UE-46245 - Building with remote toolchain does not use Project Setting for iOS signing identity which can cause signing errors #rb Jack.Porter #jira UE-46245 #codereview: peter.sauerbrei Change 3518149 on 2017/06/30 by Adrian.Chelu UE-43035 Tilt axis for X and Z are not consistent between Android and iOS devices #rb Jack.Porter #jira UE-46245 #codereview: Chris Babcock <chris.babcock@epicgames.com> Change 3524242 on 2017/07/06 by Nick.Shin HTML5 - refraction shader note: this CL also contains fixes to webgl2 [float4 vs half2] and a [% vs Mod()] material custom function changes to some TM-ShaderModels shaders specifically: fixes to and similar with: DitherTemporalAA #jria UE-46434 No Refraction in QA Game TM-Shadermodels HTML5 #rb none #rn #codereview jack.porter dmitriy.dyomin Change 3535295 on 2017/07/13 by Allan.Bentham #jira UEMOB-390 Add Android cpu stats. add 'stat AndroidCPU' to android's console spinner UI. increase GetCPUState's core count support to 16. #jira UE-45888 Use cvar value to limit android cpu stat update rate. #rb none Change 3535306 on 2017/07/13 by Allan.Bentham Add missing pragma once #rb none Change 3537047 on 2017/07/13 by Ben.Marsh Fixing case of iOS directories, pt1 #rb none Change 3537051 on 2017/07/13 by Ben.Marsh Fixing case of iOS directories, pt2 #rb none Change 3537373 on 2017/07/14 by Allan.Bentham Add scope level android egl error verification. work around minor issue with invalid egl config property. #rb chris.babcock Change 3541735 on 2017/07/18 by Allan.Bentham Add 'sustained performance mode' support for API 24+ devices. #jira UEMOB-386 #rb chris.babcock Change 3543001 on 2017/07/18 by Sorin.Gradinaru #jira UE-45766 Improved Virtual Keyboard cannot receive non-English characters. - for Android, add an native EditBox above the virtual keyboard to receive the text and pass it to the object from the slate #rb Chris.Babcock Change 3554399 on 2017/07/25 by Nick.Shin STATS disabled for non multi-threaded platforms #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox #rnx #rb none Change 3554402 on 2017/07/25 by Nick.Shin STATS TaskGraph disabled for non multi-threaded platforms #jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test #rb none #rnx Change 3556957 on 2017/07/26 by Nick.Shin HTML5 - WASM enabled by default - part 1 -- commenting out asmjs stuff begin sunsetting ASM.JS note to self: CL#3462146 "backout" asmjs #jira UEMOB-416 WASM enabled by default #rnx #rb none Change 3557654 on 2017/07/26 by Nick.Shin HTML5 - WASM enabled by default - part 2 -- remove asmjs code sunsetting ASM.JS note to self: CL#3462146 "backout" asmjs #jira UEMOB-416 WASM enabled by default #rn #rb none Change 3557910 on 2017/07/27 by Jack.Porter Support Client configuration when packaging in the editor #jira UE-39973 #rb Dmitriy.Dyomin Change 3557917 on 2017/07/27 by Jack.Porter Missing file from CL 3557910 #rb trivial Change 3559642 on 2017/07/27 by Nick.Shin STATS TaskGraph disabled for non multi-threaded platforms - both "LockFree stress test" and "task graph benchmark" are disabled - no multi-threading for WASM exist yet (note: ASM.JS has been sunsetted) - stat command crash "fixed" - but, font size are totally broken - i can look at this (much) later... - new bug: physx will crash on "gc and level load stress test" -- please bug this as a new jira #jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test #rb none #rnx Change 3565656 on 2017/07/31 by Dmitriy.Dyomin Added a way to lock level position in Word Composition #jira UE-47713 #rb none Change 3565757 on 2017/08/01 by Dmitriy.Dyomin compile fix #rb none Change 3567446 on 2017/08/01 by Chris.Babcock Allow addElement and addElements to only insert once with once="true" attribute in UPL #jira UE-47951 #ue4 #android #rb Peter.Sauerbrei Change 3567592 on 2017/08/01 by Chris.Babcock Use absolute path for repositories for Gradle #jira UE-47952 #ue4 #android #rb Tim.Lincoln Change 3568690 on 2017/08/02 by Chris.Babcock Removed warnings for once attribute in UPL #ue4 #android #rb none Change 3569975 on 2017/08/02 by Chris.Babcock Add <baseBuildGradleAdditions> to UPL to allow additions to the root-level build.gradle #jira UE-47995 #ue4 #android #rb Tim.Lincoln Change 3570117 on 2017/08/02 by Chris.Babcock Add <setBoolFromPropertyContains> to UPL - sets bool to true if string list in ini matches contains attribute #jira UE-47996 #ue4 #android #rb Jack.Porter Change 3571552 on 2017/08/03 by Chris.Babcock Removed unneeded settings.gradle file (generated) #jira UE-48041 #ue4 #android #rb none Change 3572224 on 2017/08/04 by Dmitriy.Dyomin Better selection tracking in world composition #rb none Change 3573662 on 2017/08/04 by Nick.Shin HTML5 remove PreLoadMap "feature" (was only available/used with HTML5) - asyncronous loads are not allowed during UEngine::LoadMap() - the files/code will be repurposed for pakfile CHUNK support #jira UEMOB-425 HTML5 streaming content investigation (part 1 of 2) #rn #rb none Change 3574471 on 2017/08/07 by Dmitriy.Dyomin Export ULevelStreamingKismet::LoadLevelInstance function #rb none Change 3576262 on 2017/08/08 by Dmitriy.Dyomin Fixed: widget clipping issues in world composition #rb none Change 3576845 on 2017/08/08 by Nick.Shin set HTML5LaunchHelper application's icon to UE4.ico #jira UE-19225 HTML5LaunchHelper application does not have an unreal icon #rb none #rnx Change 3578313 on 2017/08/09 by Dmitriy.Dyomin Added: an RHI call to invalidate/clear cached state, RHIInvalidateCachedState #jira UEMOB-435 #rb jack.porter Change 3578364 on 2017/08/09 by Dmitriy.Dyomin Vertex Fog is disabled on mobile by default. If scene uses vertex fog - Mobile preview and device will show on screen message: PROJECT HAS VERTEX FOG ON MOBILE DISABLED This saves about 90 instructions in VS and a few in PS #jira UEMOB-166 #rb jack.porter Change 3578703 on 2017/08/09 by Nick.Shin set HTML5LaunchHelper application's icon to UE4.ico forgot to check in exe and pdb file #jira UE-19225 HTML5LaunchHelper application does not have an unreal icon #rb none #rnx Change 3578961 on 2017/08/09 by Peter.Sauerbrei deprecate IOS 8 as the minimum OS supported. #jira UEMOB-429 #rb chris.babcock Change 3579319 on 2017/08/09 by Peter.Sauerbrei fixes for compile errors with Xcode 9 beta 4 #rb none Change 3579356 on 2017/08/09 by Peter.Sauerbrei modified minimum IOS to build with #rb chris.babcock Change 3579687 on 2017/08/09 by Chris.Babcock Fix GoogleVR Gradle packaging #jira UE-48239 #ue4 #android #rb none Change 3579921 on 2017/08/10 by Dmitriy.Dyomin GitHub 3670 : More zoom levels for World Composition (300) #contributedby: user37337 #jira UE-45977 #3670 #rb none Change 3580576 on 2017/08/10 by Peter.Sauerbrei detection of iPad Pro 10.5 and IPad Pro 12.9 (2nd Gen) #rb chris.babcock Change 3580611 on 2017/08/10 by Chris.Babcock Set online provider back to GooglePlay and remove forcing IAP permission (contributed by umerov1999) #jira UE-48185 #PR #3876 #ue4 #android #rb Peter.Sauerbrei Change 3582166 on 2017/08/11 by Nick.Shin nuke PLATFORM_HTML5_WIN32 PLATFORM_HTML5_WIN32 code removal tested successfully with (force rebuild and repackaging): * Win64 server (WindowsServer) * Win64 client (WindowsNoEditor) * HTML5 client all playing together via websocket net driver (i've attached a screen shot of this in jira) code changes touches: physics, audio and main build files #jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code #rb ben.marsh #rnx #codereview josh.adams #fyi ori.cohen, aaron.mclera Change 3582474 on 2017/08/11 by Chris.Babcock Don't use V2 signing for Gear VR APKs #jira UE-48354 #ue4 #android #rb Peter.Sauerbrei Change 3582614 on 2017/08/11 by Chris.Babcock Filter out unneeded architectures from APK for Gradle builds #jira UE-48355 #ue4 #android #rb Peter.Sauerbrei Change 3582923 on 2017/08/11 by Nick.Shin backport release 4.17 to dev-mobile #jira none #rb none #rnx Change 3582924 on 2017/08/11 by Nick.Shin FNetworkFileServerHttp - error gracefully when port is already in use #jira UE-46409 [CrashReport] Assertion on Mac: Could not create a libwebsocket - FNetworkFileServerHttp::Init() #rnx #rb none Change 3582925 on 2017/08/11 by Nick.Shin HTML5 - turn off pak file compression in favor of gzip packages #jira UE-46729 HTML5 - on shipping builds - turn off pak file compression in favor of gzip packages #rn #rb none Change 3583943 on 2017/08/14 by Cosmin.Sulea UEMOB-363 - second iteration - Project wide texture quality control by texture group #rb Dmitriy Dyomin #jira UEMOB-363 Change 3583967 on 2017/08/14 by Cosmin.Sulea Back out changelist 3583943 #rb none Change 3584121 on 2017/08/14 by Peter.Sauerbrei fix for mac compile failure #rb none Change 3587877 on 2017/08/15 by Peter.Sauerbrei josh's suggested fix is not working for Xcode 8.3, so brute forcing for now #rb none Change 3588612 on 2017/08/15 by Peter.Sauerbrei Xcode 9 project compatbility updates #rb chris.babcock #codereview michael.trepka Change 3589223 on 2017/08/15 by Dmitriy.Dyomin Fixed: bNavigationAutoUpdateEnabled was not always working when reopeinig the map Fixed: Navigation Build was not clearing some mesh tiles when bNavigationAutoUpdateEnabled is enabled Fixed: Streaming out a level in editor was not always updating NavMesh debug draw #rb lukasz.furman Change 3589900 on 2017/08/16 by Dmitriy.Dyomin Support vulkan validation layers on Android, only in Debug and Development configuration (requires r.Vulkan.EnableValidation=1) #codereview chris.babcock, rolando.caloca #rb none Change 3590592 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 OSX #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 OSX Change 3590597 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 Linux #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 Linux Change 3590624 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 toolchain #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 toolchain Change 3591720 on 2017/08/16 by Chris.Babcock Enable Gradle by default and add button to accept Android SDK license to project settings #jira UE-48519 #ue4 #android #rb Tim.Lincoln #fyi Peter.Sauerbrei Change 3591998 on 2017/08/16 by Chris.Babcock Fix nonunity build #ue4 #android #rb none Change 3592407 on 2017/08/17 by Nick.Shin HTML5 emscripten 1.37.19 Win64 #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 Win64 Change 3592479 on 2017/08/17 by Nick.Shin HTML5 3rd Party Libs - compiled with emscripten 1.37.19 #jira UE-47813 #rb none #rn HTML5 3rd Party Libs - compiled with emscripten 1.37.19 toolchain Change 3592480 on 2017/08/17 by Nick.Shin HTML5 emscripten 1.37.19 toolchain Epic edits as well as setting UE4 HTML c# scripts to use new toolchain #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 toolchain Epic edits Change 3592481 on 2017/08/17 by Nick.Shin HTML5 remove old emscripten toolchain #jira UE-47813 #rb none #rn HTML5 remove old emscripten toolchain Change 3592485 on 2017/08/17 by Nick.Shin HTML5 undo CanUseXGE - this might be breaking CIS for HTML5 builds... #jira UE-47813 #rb none #rnx Change 3592549 on 2017/08/17 by Dmitriy.Dyomin Added GetDiskTotalAndFreeSpace for IOS and Android #jira UE-46479 #codereview chris.babcock, peter.sauerbrei #rb none Change 3594045 on 2017/08/17 by Peter.Sauerbrei comment about potential failure case in the remote tool chain #rb none Change 3594342 on 2017/08/17 by Peter.Sauerbrei Merging //UE4/Main/... to //UE4/Dev-Mobile/... #rb none Change 3594920 on 2017/08/17 by Peter.Sauerbrei fix for non-unity builds (accidentally merged something incorrectly) #rb none Change 3595347 on 2017/08/17 by Chris.Babcock merge fixes for Android #ue4 #android #rb Peter.Sauerbrei #lockdown Peter.Sauerbrei Change 3595752 on 2017/08/17 by Chris.Babcock Update Facebook plugin to support Gradle #jira UE-48569 #ue4 #android #fyi Josh.Markiewicz #rb none #lockdown Peter.Sauerbrei Change 3595849 on 2017/08/17 by Chris.Babcock Fix issue with libovrplatformloader.so for non armv7 targets #jira UE-48533 #ue4 #android #rb none #lockdown Peter.Sauerbrei Change 3596419 on 2017/08/18 by Peter.Sauerbrei fix for Mac Editor build failure #rb none Change 3597023 on 2017/08/18 by Peter.Sauerbrei fix for game editor build failure #rb none Change 3597032 on 2017/08/18 by Peter.Sauerbrei fix for app bundle id in Info-Editor.plist #rb none Change 3597034 on 2017/08/18 by Peter.Sauerbrei put back the info.plist, found the real problem #rb none Change 3597197 on 2017/08/18 by Peter.Sauerbrei pull Info.plist from the build products #rb none [CL 3600450 by Chris Babcock in Main branch]
2017-08-21 15:05:19 -04:00
{
// remember gravity
current_gravity = filtered_gravity;
// fix up the tilt mapping to proper coordinate frame
current_tilt[0] = orientationAngles[1];
current_tilt[1] = orientationAngles[2];
current_tilt[2] = orientationAngles[0];
// And take out the gravity from the accel to get the linear acceleration.
current_acceleration[0] = current_accelerometer[0] - current_gravity[0];
current_acceleration[1] = current_accelerometer[1] - current_gravity[1];
current_acceleration[2] = current_accelerometer[2] - current_gravity[2];
// Figure out the rotation rate
if (bGyroUpdate)
{
// The rotation rate is the what the gyroscope gives us.
current_rotation_rate = current_gyroscope;
}
else if (null == gyroscope)
{
// If we don't have a gyroscope at all we need to calc a rotation rate from delta from previous tilt.
current_rotation_rate[0] = current_tilt[0] - last_tilt[0];
current_rotation_rate[1] = current_tilt[1] - last_tilt[1];
current_rotation_rate[2] = current_tilt[2] - last_tilt[2];
}
last_tilt = current_tilt;
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 3600060) #rb none #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3292215 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and wbegl2 support - emscripten toolchain #jira UEPLAT-1437 Switch [to] web assembly #rb none Change 3293994 on 2017/02/09 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - OSX toolchain #jira UEPLAT-1437 Switch [to] web assembly #rb none 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 #rb none 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 #rb none Change 3462146 on 2017/05/26 by Nick.Shin HTML5 - merge from Release-4.16 to Dev-Mobile #jira none #rb none #rnx Change 3504996 on 2017/06/22 by Cosmin.Sulea UEMOB-362 - Add per-texture and per-format compression quality override settings #rb Dmitriy.Dyomin #jira UEMOB-362 #codereview Dmitriy.Dyomin #codereview Jack.Porter Change 3505056 on 2017/06/22 by Cosmin.Sulea Back out changelist 3504996 - due to errors generated in xboxOne, PS4 and Switch versions #rb none Change 3508049 on 2017/06/23 by Nick.Shin HTML5 toolchain notes corrections #jira none #rb none #rnx Change 3508663 on 2017/06/24 by Nick.Shin HTML5LaunchHelper.exe on linux - redo - it seems that i need to also check-in the exe and pdb file instead of having CIS make and checking-in them itself... - modified c# program to output a version number to help track which version of HTML5LaunchHelper is running... #jira UE-45302 HTML5LaunchHelper.exe hosts the files in the current working directory on Linux #rnx #rb none Change 3509210 on 2017/06/26 by Dmitriy.Dyomin ExposureScale will be applied during tonemap pass when MobileHDR is on #rb jack.porter #codereview Allan.Bentham Change 3511058 on 2017/06/27 by Cosmin.Sulea UEMOB-362 - Add per-texture and per-format compression quality override settings - resubmitted #rb Dmitriy.Dyomin #jira UEMOB-362 #codereview Dmitriy.Dyomin Change 3511069 on 2017/06/27 by Jack.Porter PS4, XboxOne and Switch fixes for changes to ITextureFormat interface #rb Dmitriy.Dyomin #jira UEMOB-362 Change 3513028 on 2017/06/28 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) #rb None Change 3517409 on 2017/06/30 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) #rb None Change 3517730 on 2017/06/30 by Cosmin.Sulea UEMOB-328 - Improve handling of iOS signing key on remote Mac system keychain when using remote toolchain #rb Jack.Porter #jira UEMOB-328 #codereview: peter.sauerbrei Change 3517757 on 2017/06/30 by Cosmin.Sulea UE-46245 - Building with remote toolchain does not use Project Setting for iOS signing identity which can cause signing errors #rb Jack.Porter #jira UE-46245 #codereview: peter.sauerbrei Change 3518149 on 2017/06/30 by Adrian.Chelu UE-43035 Tilt axis for X and Z are not consistent between Android and iOS devices #rb Jack.Porter #jira UE-46245 #codereview: Chris Babcock <chris.babcock@epicgames.com> Change 3524242 on 2017/07/06 by Nick.Shin HTML5 - refraction shader note: this CL also contains fixes to webgl2 [float4 vs half2] and a [% vs Mod()] material custom function changes to some TM-ShaderModels shaders specifically: fixes to and similar with: DitherTemporalAA #jria UE-46434 No Refraction in QA Game TM-Shadermodels HTML5 #rb none #rn #codereview jack.porter dmitriy.dyomin Change 3535295 on 2017/07/13 by Allan.Bentham #jira UEMOB-390 Add Android cpu stats. add 'stat AndroidCPU' to android's console spinner UI. increase GetCPUState's core count support to 16. #jira UE-45888 Use cvar value to limit android cpu stat update rate. #rb none Change 3535306 on 2017/07/13 by Allan.Bentham Add missing pragma once #rb none Change 3537047 on 2017/07/13 by Ben.Marsh Fixing case of iOS directories, pt1 #rb none Change 3537051 on 2017/07/13 by Ben.Marsh Fixing case of iOS directories, pt2 #rb none Change 3537373 on 2017/07/14 by Allan.Bentham Add scope level android egl error verification. work around minor issue with invalid egl config property. #rb chris.babcock Change 3541735 on 2017/07/18 by Allan.Bentham Add 'sustained performance mode' support for API 24+ devices. #jira UEMOB-386 #rb chris.babcock Change 3543001 on 2017/07/18 by Sorin.Gradinaru #jira UE-45766 Improved Virtual Keyboard cannot receive non-English characters. - for Android, add an native EditBox above the virtual keyboard to receive the text and pass it to the object from the slate #rb Chris.Babcock Change 3554399 on 2017/07/25 by Nick.Shin STATS disabled for non multi-threaded platforms #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox #rnx #rb none Change 3554402 on 2017/07/25 by Nick.Shin STATS TaskGraph disabled for non multi-threaded platforms #jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test #rb none #rnx Change 3556957 on 2017/07/26 by Nick.Shin HTML5 - WASM enabled by default - part 1 -- commenting out asmjs stuff begin sunsetting ASM.JS note to self: CL#3462146 "backout" asmjs #jira UEMOB-416 WASM enabled by default #rnx #rb none Change 3557654 on 2017/07/26 by Nick.Shin HTML5 - WASM enabled by default - part 2 -- remove asmjs code sunsetting ASM.JS note to self: CL#3462146 "backout" asmjs #jira UEMOB-416 WASM enabled by default #rn #rb none Change 3557910 on 2017/07/27 by Jack.Porter Support Client configuration when packaging in the editor #jira UE-39973 #rb Dmitriy.Dyomin Change 3557917 on 2017/07/27 by Jack.Porter Missing file from CL 3557910 #rb trivial Change 3559642 on 2017/07/27 by Nick.Shin STATS TaskGraph disabled for non multi-threaded platforms - both "LockFree stress test" and "task graph benchmark" are disabled - no multi-threading for WASM exist yet (note: ASM.JS has been sunsetted) - stat command crash "fixed" - but, font size are totally broken - i can look at this (much) later... - new bug: physx will crash on "gc and level load stress test" -- please bug this as a new jira #jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test #rb none #rnx Change 3565656 on 2017/07/31 by Dmitriy.Dyomin Added a way to lock level position in Word Composition #jira UE-47713 #rb none Change 3565757 on 2017/08/01 by Dmitriy.Dyomin compile fix #rb none Change 3567446 on 2017/08/01 by Chris.Babcock Allow addElement and addElements to only insert once with once="true" attribute in UPL #jira UE-47951 #ue4 #android #rb Peter.Sauerbrei Change 3567592 on 2017/08/01 by Chris.Babcock Use absolute path for repositories for Gradle #jira UE-47952 #ue4 #android #rb Tim.Lincoln Change 3568690 on 2017/08/02 by Chris.Babcock Removed warnings for once attribute in UPL #ue4 #android #rb none Change 3569975 on 2017/08/02 by Chris.Babcock Add <baseBuildGradleAdditions> to UPL to allow additions to the root-level build.gradle #jira UE-47995 #ue4 #android #rb Tim.Lincoln Change 3570117 on 2017/08/02 by Chris.Babcock Add <setBoolFromPropertyContains> to UPL - sets bool to true if string list in ini matches contains attribute #jira UE-47996 #ue4 #android #rb Jack.Porter Change 3571552 on 2017/08/03 by Chris.Babcock Removed unneeded settings.gradle file (generated) #jira UE-48041 #ue4 #android #rb none Change 3572224 on 2017/08/04 by Dmitriy.Dyomin Better selection tracking in world composition #rb none Change 3573662 on 2017/08/04 by Nick.Shin HTML5 remove PreLoadMap "feature" (was only available/used with HTML5) - asyncronous loads are not allowed during UEngine::LoadMap() - the files/code will be repurposed for pakfile CHUNK support #jira UEMOB-425 HTML5 streaming content investigation (part 1 of 2) #rn #rb none Change 3574471 on 2017/08/07 by Dmitriy.Dyomin Export ULevelStreamingKismet::LoadLevelInstance function #rb none Change 3576262 on 2017/08/08 by Dmitriy.Dyomin Fixed: widget clipping issues in world composition #rb none Change 3576845 on 2017/08/08 by Nick.Shin set HTML5LaunchHelper application's icon to UE4.ico #jira UE-19225 HTML5LaunchHelper application does not have an unreal icon #rb none #rnx Change 3578313 on 2017/08/09 by Dmitriy.Dyomin Added: an RHI call to invalidate/clear cached state, RHIInvalidateCachedState #jira UEMOB-435 #rb jack.porter Change 3578364 on 2017/08/09 by Dmitriy.Dyomin Vertex Fog is disabled on mobile by default. If scene uses vertex fog - Mobile preview and device will show on screen message: PROJECT HAS VERTEX FOG ON MOBILE DISABLED This saves about 90 instructions in VS and a few in PS #jira UEMOB-166 #rb jack.porter Change 3578703 on 2017/08/09 by Nick.Shin set HTML5LaunchHelper application's icon to UE4.ico forgot to check in exe and pdb file #jira UE-19225 HTML5LaunchHelper application does not have an unreal icon #rb none #rnx Change 3578961 on 2017/08/09 by Peter.Sauerbrei deprecate IOS 8 as the minimum OS supported. #jira UEMOB-429 #rb chris.babcock Change 3579319 on 2017/08/09 by Peter.Sauerbrei fixes for compile errors with Xcode 9 beta 4 #rb none Change 3579356 on 2017/08/09 by Peter.Sauerbrei modified minimum IOS to build with #rb chris.babcock Change 3579687 on 2017/08/09 by Chris.Babcock Fix GoogleVR Gradle packaging #jira UE-48239 #ue4 #android #rb none Change 3579921 on 2017/08/10 by Dmitriy.Dyomin GitHub 3670 : More zoom levels for World Composition (300) #contributedby: user37337 #jira UE-45977 #3670 #rb none Change 3580576 on 2017/08/10 by Peter.Sauerbrei detection of iPad Pro 10.5 and IPad Pro 12.9 (2nd Gen) #rb chris.babcock Change 3580611 on 2017/08/10 by Chris.Babcock Set online provider back to GooglePlay and remove forcing IAP permission (contributed by umerov1999) #jira UE-48185 #PR #3876 #ue4 #android #rb Peter.Sauerbrei Change 3582166 on 2017/08/11 by Nick.Shin nuke PLATFORM_HTML5_WIN32 PLATFORM_HTML5_WIN32 code removal tested successfully with (force rebuild and repackaging): * Win64 server (WindowsServer) * Win64 client (WindowsNoEditor) * HTML5 client all playing together via websocket net driver (i've attached a screen shot of this in jira) code changes touches: physics, audio and main build files #jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code #rb ben.marsh #rnx #codereview josh.adams #fyi ori.cohen, aaron.mclera Change 3582474 on 2017/08/11 by Chris.Babcock Don't use V2 signing for Gear VR APKs #jira UE-48354 #ue4 #android #rb Peter.Sauerbrei Change 3582614 on 2017/08/11 by Chris.Babcock Filter out unneeded architectures from APK for Gradle builds #jira UE-48355 #ue4 #android #rb Peter.Sauerbrei Change 3582923 on 2017/08/11 by Nick.Shin backport release 4.17 to dev-mobile #jira none #rb none #rnx Change 3582924 on 2017/08/11 by Nick.Shin FNetworkFileServerHttp - error gracefully when port is already in use #jira UE-46409 [CrashReport] Assertion on Mac: Could not create a libwebsocket - FNetworkFileServerHttp::Init() #rnx #rb none Change 3582925 on 2017/08/11 by Nick.Shin HTML5 - turn off pak file compression in favor of gzip packages #jira UE-46729 HTML5 - on shipping builds - turn off pak file compression in favor of gzip packages #rn #rb none Change 3583943 on 2017/08/14 by Cosmin.Sulea UEMOB-363 - second iteration - Project wide texture quality control by texture group #rb Dmitriy Dyomin #jira UEMOB-363 Change 3583967 on 2017/08/14 by Cosmin.Sulea Back out changelist 3583943 #rb none Change 3584121 on 2017/08/14 by Peter.Sauerbrei fix for mac compile failure #rb none Change 3587877 on 2017/08/15 by Peter.Sauerbrei josh's suggested fix is not working for Xcode 8.3, so brute forcing for now #rb none Change 3588612 on 2017/08/15 by Peter.Sauerbrei Xcode 9 project compatbility updates #rb chris.babcock #codereview michael.trepka Change 3589223 on 2017/08/15 by Dmitriy.Dyomin Fixed: bNavigationAutoUpdateEnabled was not always working when reopeinig the map Fixed: Navigation Build was not clearing some mesh tiles when bNavigationAutoUpdateEnabled is enabled Fixed: Streaming out a level in editor was not always updating NavMesh debug draw #rb lukasz.furman Change 3589900 on 2017/08/16 by Dmitriy.Dyomin Support vulkan validation layers on Android, only in Debug and Development configuration (requires r.Vulkan.EnableValidation=1) #codereview chris.babcock, rolando.caloca #rb none Change 3590592 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 OSX #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 OSX Change 3590597 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 Linux #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 Linux Change 3590624 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 toolchain #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 toolchain Change 3591720 on 2017/08/16 by Chris.Babcock Enable Gradle by default and add button to accept Android SDK license to project settings #jira UE-48519 #ue4 #android #rb Tim.Lincoln #fyi Peter.Sauerbrei Change 3591998 on 2017/08/16 by Chris.Babcock Fix nonunity build #ue4 #android #rb none Change 3592407 on 2017/08/17 by Nick.Shin HTML5 emscripten 1.37.19 Win64 #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 Win64 Change 3592479 on 2017/08/17 by Nick.Shin HTML5 3rd Party Libs - compiled with emscripten 1.37.19 #jira UE-47813 #rb none #rn HTML5 3rd Party Libs - compiled with emscripten 1.37.19 toolchain Change 3592480 on 2017/08/17 by Nick.Shin HTML5 emscripten 1.37.19 toolchain Epic edits as well as setting UE4 HTML c# scripts to use new toolchain #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 toolchain Epic edits Change 3592481 on 2017/08/17 by Nick.Shin HTML5 remove old emscripten toolchain #jira UE-47813 #rb none #rn HTML5 remove old emscripten toolchain Change 3592485 on 2017/08/17 by Nick.Shin HTML5 undo CanUseXGE - this might be breaking CIS for HTML5 builds... #jira UE-47813 #rb none #rnx Change 3592549 on 2017/08/17 by Dmitriy.Dyomin Added GetDiskTotalAndFreeSpace for IOS and Android #jira UE-46479 #codereview chris.babcock, peter.sauerbrei #rb none Change 3594045 on 2017/08/17 by Peter.Sauerbrei comment about potential failure case in the remote tool chain #rb none Change 3594342 on 2017/08/17 by Peter.Sauerbrei Merging //UE4/Main/... to //UE4/Dev-Mobile/... #rb none Change 3594920 on 2017/08/17 by Peter.Sauerbrei fix for non-unity builds (accidentally merged something incorrectly) #rb none Change 3595347 on 2017/08/17 by Chris.Babcock merge fixes for Android #ue4 #android #rb Peter.Sauerbrei #lockdown Peter.Sauerbrei Change 3595752 on 2017/08/17 by Chris.Babcock Update Facebook plugin to support Gradle #jira UE-48569 #ue4 #android #fyi Josh.Markiewicz #rb none #lockdown Peter.Sauerbrei Change 3595849 on 2017/08/17 by Chris.Babcock Fix issue with libovrplatformloader.so for non armv7 targets #jira UE-48533 #ue4 #android #rb none #lockdown Peter.Sauerbrei Change 3596419 on 2017/08/18 by Peter.Sauerbrei fix for Mac Editor build failure #rb none Change 3597023 on 2017/08/18 by Peter.Sauerbrei fix for game editor build failure #rb none Change 3597032 on 2017/08/18 by Peter.Sauerbrei fix for app bundle id in Info-Editor.plist #rb none Change 3597034 on 2017/08/18 by Peter.Sauerbrei put back the info.plist, found the real problem #rb none Change 3597197 on 2017/08/18 by Peter.Sauerbrei pull Info.plist from the build products #rb none [CL 3600450 by Chris Babcock in Main branch]
2017-08-21 15:05:19 -04:00
}
// flag new sensor data ready
bSensorDataUpdated = true;
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 3600060) #rb none #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3292215 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and wbegl2 support - emscripten toolchain #jira UEPLAT-1437 Switch [to] web assembly #rb none Change 3293994 on 2017/02/09 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - OSX toolchain #jira UEPLAT-1437 Switch [to] web assembly #rb none 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 #rb none 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 #rb none Change 3462146 on 2017/05/26 by Nick.Shin HTML5 - merge from Release-4.16 to Dev-Mobile #jira none #rb none #rnx Change 3504996 on 2017/06/22 by Cosmin.Sulea UEMOB-362 - Add per-texture and per-format compression quality override settings #rb Dmitriy.Dyomin #jira UEMOB-362 #codereview Dmitriy.Dyomin #codereview Jack.Porter Change 3505056 on 2017/06/22 by Cosmin.Sulea Back out changelist 3504996 - due to errors generated in xboxOne, PS4 and Switch versions #rb none Change 3508049 on 2017/06/23 by Nick.Shin HTML5 toolchain notes corrections #jira none #rb none #rnx Change 3508663 on 2017/06/24 by Nick.Shin HTML5LaunchHelper.exe on linux - redo - it seems that i need to also check-in the exe and pdb file instead of having CIS make and checking-in them itself... - modified c# program to output a version number to help track which version of HTML5LaunchHelper is running... #jira UE-45302 HTML5LaunchHelper.exe hosts the files in the current working directory on Linux #rnx #rb none Change 3509210 on 2017/06/26 by Dmitriy.Dyomin ExposureScale will be applied during tonemap pass when MobileHDR is on #rb jack.porter #codereview Allan.Bentham Change 3511058 on 2017/06/27 by Cosmin.Sulea UEMOB-362 - Add per-texture and per-format compression quality override settings - resubmitted #rb Dmitriy.Dyomin #jira UEMOB-362 #codereview Dmitriy.Dyomin Change 3511069 on 2017/06/27 by Jack.Porter PS4, XboxOne and Switch fixes for changes to ITextureFormat interface #rb Dmitriy.Dyomin #jira UEMOB-362 Change 3513028 on 2017/06/28 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) #rb None Change 3517409 on 2017/06/30 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) #rb None Change 3517730 on 2017/06/30 by Cosmin.Sulea UEMOB-328 - Improve handling of iOS signing key on remote Mac system keychain when using remote toolchain #rb Jack.Porter #jira UEMOB-328 #codereview: peter.sauerbrei Change 3517757 on 2017/06/30 by Cosmin.Sulea UE-46245 - Building with remote toolchain does not use Project Setting for iOS signing identity which can cause signing errors #rb Jack.Porter #jira UE-46245 #codereview: peter.sauerbrei Change 3518149 on 2017/06/30 by Adrian.Chelu UE-43035 Tilt axis for X and Z are not consistent between Android and iOS devices #rb Jack.Porter #jira UE-46245 #codereview: Chris Babcock <chris.babcock@epicgames.com> Change 3524242 on 2017/07/06 by Nick.Shin HTML5 - refraction shader note: this CL also contains fixes to webgl2 [float4 vs half2] and a [% vs Mod()] material custom function changes to some TM-ShaderModels shaders specifically: fixes to and similar with: DitherTemporalAA #jria UE-46434 No Refraction in QA Game TM-Shadermodels HTML5 #rb none #rn #codereview jack.porter dmitriy.dyomin Change 3535295 on 2017/07/13 by Allan.Bentham #jira UEMOB-390 Add Android cpu stats. add 'stat AndroidCPU' to android's console spinner UI. increase GetCPUState's core count support to 16. #jira UE-45888 Use cvar value to limit android cpu stat update rate. #rb none Change 3535306 on 2017/07/13 by Allan.Bentham Add missing pragma once #rb none Change 3537047 on 2017/07/13 by Ben.Marsh Fixing case of iOS directories, pt1 #rb none Change 3537051 on 2017/07/13 by Ben.Marsh Fixing case of iOS directories, pt2 #rb none Change 3537373 on 2017/07/14 by Allan.Bentham Add scope level android egl error verification. work around minor issue with invalid egl config property. #rb chris.babcock Change 3541735 on 2017/07/18 by Allan.Bentham Add 'sustained performance mode' support for API 24+ devices. #jira UEMOB-386 #rb chris.babcock Change 3543001 on 2017/07/18 by Sorin.Gradinaru #jira UE-45766 Improved Virtual Keyboard cannot receive non-English characters. - for Android, add an native EditBox above the virtual keyboard to receive the text and pass it to the object from the slate #rb Chris.Babcock Change 3554399 on 2017/07/25 by Nick.Shin STATS disabled for non multi-threaded platforms #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox #rnx #rb none Change 3554402 on 2017/07/25 by Nick.Shin STATS TaskGraph disabled for non multi-threaded platforms #jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test #rb none #rnx Change 3556957 on 2017/07/26 by Nick.Shin HTML5 - WASM enabled by default - part 1 -- commenting out asmjs stuff begin sunsetting ASM.JS note to self: CL#3462146 "backout" asmjs #jira UEMOB-416 WASM enabled by default #rnx #rb none Change 3557654 on 2017/07/26 by Nick.Shin HTML5 - WASM enabled by default - part 2 -- remove asmjs code sunsetting ASM.JS note to self: CL#3462146 "backout" asmjs #jira UEMOB-416 WASM enabled by default #rn #rb none Change 3557910 on 2017/07/27 by Jack.Porter Support Client configuration when packaging in the editor #jira UE-39973 #rb Dmitriy.Dyomin Change 3557917 on 2017/07/27 by Jack.Porter Missing file from CL 3557910 #rb trivial Change 3559642 on 2017/07/27 by Nick.Shin STATS TaskGraph disabled for non multi-threaded platforms - both "LockFree stress test" and "task graph benchmark" are disabled - no multi-threading for WASM exist yet (note: ASM.JS has been sunsetted) - stat command crash "fixed" - but, font size are totally broken - i can look at this (much) later... - new bug: physx will crash on "gc and level load stress test" -- please bug this as a new jira #jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test #rb none #rnx Change 3565656 on 2017/07/31 by Dmitriy.Dyomin Added a way to lock level position in Word Composition #jira UE-47713 #rb none Change 3565757 on 2017/08/01 by Dmitriy.Dyomin compile fix #rb none Change 3567446 on 2017/08/01 by Chris.Babcock Allow addElement and addElements to only insert once with once="true" attribute in UPL #jira UE-47951 #ue4 #android #rb Peter.Sauerbrei Change 3567592 on 2017/08/01 by Chris.Babcock Use absolute path for repositories for Gradle #jira UE-47952 #ue4 #android #rb Tim.Lincoln Change 3568690 on 2017/08/02 by Chris.Babcock Removed warnings for once attribute in UPL #ue4 #android #rb none Change 3569975 on 2017/08/02 by Chris.Babcock Add <baseBuildGradleAdditions> to UPL to allow additions to the root-level build.gradle #jira UE-47995 #ue4 #android #rb Tim.Lincoln Change 3570117 on 2017/08/02 by Chris.Babcock Add <setBoolFromPropertyContains> to UPL - sets bool to true if string list in ini matches contains attribute #jira UE-47996 #ue4 #android #rb Jack.Porter Change 3571552 on 2017/08/03 by Chris.Babcock Removed unneeded settings.gradle file (generated) #jira UE-48041 #ue4 #android #rb none Change 3572224 on 2017/08/04 by Dmitriy.Dyomin Better selection tracking in world composition #rb none Change 3573662 on 2017/08/04 by Nick.Shin HTML5 remove PreLoadMap "feature" (was only available/used with HTML5) - asyncronous loads are not allowed during UEngine::LoadMap() - the files/code will be repurposed for pakfile CHUNK support #jira UEMOB-425 HTML5 streaming content investigation (part 1 of 2) #rn #rb none Change 3574471 on 2017/08/07 by Dmitriy.Dyomin Export ULevelStreamingKismet::LoadLevelInstance function #rb none Change 3576262 on 2017/08/08 by Dmitriy.Dyomin Fixed: widget clipping issues in world composition #rb none Change 3576845 on 2017/08/08 by Nick.Shin set HTML5LaunchHelper application's icon to UE4.ico #jira UE-19225 HTML5LaunchHelper application does not have an unreal icon #rb none #rnx Change 3578313 on 2017/08/09 by Dmitriy.Dyomin Added: an RHI call to invalidate/clear cached state, RHIInvalidateCachedState #jira UEMOB-435 #rb jack.porter Change 3578364 on 2017/08/09 by Dmitriy.Dyomin Vertex Fog is disabled on mobile by default. If scene uses vertex fog - Mobile preview and device will show on screen message: PROJECT HAS VERTEX FOG ON MOBILE DISABLED This saves about 90 instructions in VS and a few in PS #jira UEMOB-166 #rb jack.porter Change 3578703 on 2017/08/09 by Nick.Shin set HTML5LaunchHelper application's icon to UE4.ico forgot to check in exe and pdb file #jira UE-19225 HTML5LaunchHelper application does not have an unreal icon #rb none #rnx Change 3578961 on 2017/08/09 by Peter.Sauerbrei deprecate IOS 8 as the minimum OS supported. #jira UEMOB-429 #rb chris.babcock Change 3579319 on 2017/08/09 by Peter.Sauerbrei fixes for compile errors with Xcode 9 beta 4 #rb none Change 3579356 on 2017/08/09 by Peter.Sauerbrei modified minimum IOS to build with #rb chris.babcock Change 3579687 on 2017/08/09 by Chris.Babcock Fix GoogleVR Gradle packaging #jira UE-48239 #ue4 #android #rb none Change 3579921 on 2017/08/10 by Dmitriy.Dyomin GitHub 3670 : More zoom levels for World Composition (300) #contributedby: user37337 #jira UE-45977 #3670 #rb none Change 3580576 on 2017/08/10 by Peter.Sauerbrei detection of iPad Pro 10.5 and IPad Pro 12.9 (2nd Gen) #rb chris.babcock Change 3580611 on 2017/08/10 by Chris.Babcock Set online provider back to GooglePlay and remove forcing IAP permission (contributed by umerov1999) #jira UE-48185 #PR #3876 #ue4 #android #rb Peter.Sauerbrei Change 3582166 on 2017/08/11 by Nick.Shin nuke PLATFORM_HTML5_WIN32 PLATFORM_HTML5_WIN32 code removal tested successfully with (force rebuild and repackaging): * Win64 server (WindowsServer) * Win64 client (WindowsNoEditor) * HTML5 client all playing together via websocket net driver (i've attached a screen shot of this in jira) code changes touches: physics, audio and main build files #jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code #rb ben.marsh #rnx #codereview josh.adams #fyi ori.cohen, aaron.mclera Change 3582474 on 2017/08/11 by Chris.Babcock Don't use V2 signing for Gear VR APKs #jira UE-48354 #ue4 #android #rb Peter.Sauerbrei Change 3582614 on 2017/08/11 by Chris.Babcock Filter out unneeded architectures from APK for Gradle builds #jira UE-48355 #ue4 #android #rb Peter.Sauerbrei Change 3582923 on 2017/08/11 by Nick.Shin backport release 4.17 to dev-mobile #jira none #rb none #rnx Change 3582924 on 2017/08/11 by Nick.Shin FNetworkFileServerHttp - error gracefully when port is already in use #jira UE-46409 [CrashReport] Assertion on Mac: Could not create a libwebsocket - FNetworkFileServerHttp::Init() #rnx #rb none Change 3582925 on 2017/08/11 by Nick.Shin HTML5 - turn off pak file compression in favor of gzip packages #jira UE-46729 HTML5 - on shipping builds - turn off pak file compression in favor of gzip packages #rn #rb none Change 3583943 on 2017/08/14 by Cosmin.Sulea UEMOB-363 - second iteration - Project wide texture quality control by texture group #rb Dmitriy Dyomin #jira UEMOB-363 Change 3583967 on 2017/08/14 by Cosmin.Sulea Back out changelist 3583943 #rb none Change 3584121 on 2017/08/14 by Peter.Sauerbrei fix for mac compile failure #rb none Change 3587877 on 2017/08/15 by Peter.Sauerbrei josh's suggested fix is not working for Xcode 8.3, so brute forcing for now #rb none Change 3588612 on 2017/08/15 by Peter.Sauerbrei Xcode 9 project compatbility updates #rb chris.babcock #codereview michael.trepka Change 3589223 on 2017/08/15 by Dmitriy.Dyomin Fixed: bNavigationAutoUpdateEnabled was not always working when reopeinig the map Fixed: Navigation Build was not clearing some mesh tiles when bNavigationAutoUpdateEnabled is enabled Fixed: Streaming out a level in editor was not always updating NavMesh debug draw #rb lukasz.furman Change 3589900 on 2017/08/16 by Dmitriy.Dyomin Support vulkan validation layers on Android, only in Debug and Development configuration (requires r.Vulkan.EnableValidation=1) #codereview chris.babcock, rolando.caloca #rb none Change 3590592 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 OSX #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 OSX Change 3590597 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 Linux #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 Linux Change 3590624 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 toolchain #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 toolchain Change 3591720 on 2017/08/16 by Chris.Babcock Enable Gradle by default and add button to accept Android SDK license to project settings #jira UE-48519 #ue4 #android #rb Tim.Lincoln #fyi Peter.Sauerbrei Change 3591998 on 2017/08/16 by Chris.Babcock Fix nonunity build #ue4 #android #rb none Change 3592407 on 2017/08/17 by Nick.Shin HTML5 emscripten 1.37.19 Win64 #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 Win64 Change 3592479 on 2017/08/17 by Nick.Shin HTML5 3rd Party Libs - compiled with emscripten 1.37.19 #jira UE-47813 #rb none #rn HTML5 3rd Party Libs - compiled with emscripten 1.37.19 toolchain Change 3592480 on 2017/08/17 by Nick.Shin HTML5 emscripten 1.37.19 toolchain Epic edits as well as setting UE4 HTML c# scripts to use new toolchain #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 toolchain Epic edits Change 3592481 on 2017/08/17 by Nick.Shin HTML5 remove old emscripten toolchain #jira UE-47813 #rb none #rn HTML5 remove old emscripten toolchain Change 3592485 on 2017/08/17 by Nick.Shin HTML5 undo CanUseXGE - this might be breaking CIS for HTML5 builds... #jira UE-47813 #rb none #rnx Change 3592549 on 2017/08/17 by Dmitriy.Dyomin Added GetDiskTotalAndFreeSpace for IOS and Android #jira UE-46479 #codereview chris.babcock, peter.sauerbrei #rb none Change 3594045 on 2017/08/17 by Peter.Sauerbrei comment about potential failure case in the remote tool chain #rb none Change 3594342 on 2017/08/17 by Peter.Sauerbrei Merging //UE4/Main/... to //UE4/Dev-Mobile/... #rb none Change 3594920 on 2017/08/17 by Peter.Sauerbrei fix for non-unity builds (accidentally merged something incorrectly) #rb none Change 3595347 on 2017/08/17 by Chris.Babcock merge fixes for Android #ue4 #android #rb Peter.Sauerbrei #lockdown Peter.Sauerbrei Change 3595752 on 2017/08/17 by Chris.Babcock Update Facebook plugin to support Gradle #jira UE-48569 #ue4 #android #fyi Josh.Markiewicz #rb none #lockdown Peter.Sauerbrei Change 3595849 on 2017/08/17 by Chris.Babcock Fix issue with libovrplatformloader.so for non armv7 targets #jira UE-48533 #ue4 #android #rb none #lockdown Peter.Sauerbrei Change 3596419 on 2017/08/18 by Peter.Sauerbrei fix for Mac Editor build failure #rb none Change 3597023 on 2017/08/18 by Peter.Sauerbrei fix for game editor build failure #rb none Change 3597032 on 2017/08/18 by Peter.Sauerbrei fix for app bundle id in Info-Editor.plist #rb none Change 3597034 on 2017/08/18 by Peter.Sauerbrei put back the info.plist, found the real problem #rb none Change 3597197 on 2017/08/18 by Peter.Sauerbrei pull Info.plist from the build products #rb none [CL 3600450 by Chris Babcock in Main branch]
2017-08-21 15:05:19 -04:00
}
}
}
public void AndroidThunkJava_PushSensorEvents()
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 3600060) #rb none #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3292215 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and wbegl2 support - emscripten toolchain #jira UEPLAT-1437 Switch [to] web assembly #rb none Change 3293994 on 2017/02/09 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - OSX toolchain #jira UEPLAT-1437 Switch [to] web assembly #rb none 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 #rb none 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 #rb none Change 3462146 on 2017/05/26 by Nick.Shin HTML5 - merge from Release-4.16 to Dev-Mobile #jira none #rb none #rnx Change 3504996 on 2017/06/22 by Cosmin.Sulea UEMOB-362 - Add per-texture and per-format compression quality override settings #rb Dmitriy.Dyomin #jira UEMOB-362 #codereview Dmitriy.Dyomin #codereview Jack.Porter Change 3505056 on 2017/06/22 by Cosmin.Sulea Back out changelist 3504996 - due to errors generated in xboxOne, PS4 and Switch versions #rb none Change 3508049 on 2017/06/23 by Nick.Shin HTML5 toolchain notes corrections #jira none #rb none #rnx Change 3508663 on 2017/06/24 by Nick.Shin HTML5LaunchHelper.exe on linux - redo - it seems that i need to also check-in the exe and pdb file instead of having CIS make and checking-in them itself... - modified c# program to output a version number to help track which version of HTML5LaunchHelper is running... #jira UE-45302 HTML5LaunchHelper.exe hosts the files in the current working directory on Linux #rnx #rb none Change 3509210 on 2017/06/26 by Dmitriy.Dyomin ExposureScale will be applied during tonemap pass when MobileHDR is on #rb jack.porter #codereview Allan.Bentham Change 3511058 on 2017/06/27 by Cosmin.Sulea UEMOB-362 - Add per-texture and per-format compression quality override settings - resubmitted #rb Dmitriy.Dyomin #jira UEMOB-362 #codereview Dmitriy.Dyomin Change 3511069 on 2017/06/27 by Jack.Porter PS4, XboxOne and Switch fixes for changes to ITextureFormat interface #rb Dmitriy.Dyomin #jira UEMOB-362 Change 3513028 on 2017/06/28 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) #rb None Change 3517409 on 2017/06/30 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) #rb None Change 3517730 on 2017/06/30 by Cosmin.Sulea UEMOB-328 - Improve handling of iOS signing key on remote Mac system keychain when using remote toolchain #rb Jack.Porter #jira UEMOB-328 #codereview: peter.sauerbrei Change 3517757 on 2017/06/30 by Cosmin.Sulea UE-46245 - Building with remote toolchain does not use Project Setting for iOS signing identity which can cause signing errors #rb Jack.Porter #jira UE-46245 #codereview: peter.sauerbrei Change 3518149 on 2017/06/30 by Adrian.Chelu UE-43035 Tilt axis for X and Z are not consistent between Android and iOS devices #rb Jack.Porter #jira UE-46245 #codereview: Chris Babcock <chris.babcock@epicgames.com> Change 3524242 on 2017/07/06 by Nick.Shin HTML5 - refraction shader note: this CL also contains fixes to webgl2 [float4 vs half2] and a [% vs Mod()] material custom function changes to some TM-ShaderModels shaders specifically: fixes to and similar with: DitherTemporalAA #jria UE-46434 No Refraction in QA Game TM-Shadermodels HTML5 #rb none #rn #codereview jack.porter dmitriy.dyomin Change 3535295 on 2017/07/13 by Allan.Bentham #jira UEMOB-390 Add Android cpu stats. add 'stat AndroidCPU' to android's console spinner UI. increase GetCPUState's core count support to 16. #jira UE-45888 Use cvar value to limit android cpu stat update rate. #rb none Change 3535306 on 2017/07/13 by Allan.Bentham Add missing pragma once #rb none Change 3537047 on 2017/07/13 by Ben.Marsh Fixing case of iOS directories, pt1 #rb none Change 3537051 on 2017/07/13 by Ben.Marsh Fixing case of iOS directories, pt2 #rb none Change 3537373 on 2017/07/14 by Allan.Bentham Add scope level android egl error verification. work around minor issue with invalid egl config property. #rb chris.babcock Change 3541735 on 2017/07/18 by Allan.Bentham Add 'sustained performance mode' support for API 24+ devices. #jira UEMOB-386 #rb chris.babcock Change 3543001 on 2017/07/18 by Sorin.Gradinaru #jira UE-45766 Improved Virtual Keyboard cannot receive non-English characters. - for Android, add an native EditBox above the virtual keyboard to receive the text and pass it to the object from the slate #rb Chris.Babcock Change 3554399 on 2017/07/25 by Nick.Shin STATS disabled for non multi-threaded platforms #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox #rnx #rb none Change 3554402 on 2017/07/25 by Nick.Shin STATS TaskGraph disabled for non multi-threaded platforms #jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test #rb none #rnx Change 3556957 on 2017/07/26 by Nick.Shin HTML5 - WASM enabled by default - part 1 -- commenting out asmjs stuff begin sunsetting ASM.JS note to self: CL#3462146 "backout" asmjs #jira UEMOB-416 WASM enabled by default #rnx #rb none Change 3557654 on 2017/07/26 by Nick.Shin HTML5 - WASM enabled by default - part 2 -- remove asmjs code sunsetting ASM.JS note to self: CL#3462146 "backout" asmjs #jira UEMOB-416 WASM enabled by default #rn #rb none Change 3557910 on 2017/07/27 by Jack.Porter Support Client configuration when packaging in the editor #jira UE-39973 #rb Dmitriy.Dyomin Change 3557917 on 2017/07/27 by Jack.Porter Missing file from CL 3557910 #rb trivial Change 3559642 on 2017/07/27 by Nick.Shin STATS TaskGraph disabled for non multi-threaded platforms - both "LockFree stress test" and "task graph benchmark" are disabled - no multi-threading for WASM exist yet (note: ASM.JS has been sunsetted) - stat command crash "fixed" - but, font size are totally broken - i can look at this (much) later... - new bug: physx will crash on "gc and level load stress test" -- please bug this as a new jira #jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test #rb none #rnx Change 3565656 on 2017/07/31 by Dmitriy.Dyomin Added a way to lock level position in Word Composition #jira UE-47713 #rb none Change 3565757 on 2017/08/01 by Dmitriy.Dyomin compile fix #rb none Change 3567446 on 2017/08/01 by Chris.Babcock Allow addElement and addElements to only insert once with once="true" attribute in UPL #jira UE-47951 #ue4 #android #rb Peter.Sauerbrei Change 3567592 on 2017/08/01 by Chris.Babcock Use absolute path for repositories for Gradle #jira UE-47952 #ue4 #android #rb Tim.Lincoln Change 3568690 on 2017/08/02 by Chris.Babcock Removed warnings for once attribute in UPL #ue4 #android #rb none Change 3569975 on 2017/08/02 by Chris.Babcock Add <baseBuildGradleAdditions> to UPL to allow additions to the root-level build.gradle #jira UE-47995 #ue4 #android #rb Tim.Lincoln Change 3570117 on 2017/08/02 by Chris.Babcock Add <setBoolFromPropertyContains> to UPL - sets bool to true if string list in ini matches contains attribute #jira UE-47996 #ue4 #android #rb Jack.Porter Change 3571552 on 2017/08/03 by Chris.Babcock Removed unneeded settings.gradle file (generated) #jira UE-48041 #ue4 #android #rb none Change 3572224 on 2017/08/04 by Dmitriy.Dyomin Better selection tracking in world composition #rb none Change 3573662 on 2017/08/04 by Nick.Shin HTML5 remove PreLoadMap "feature" (was only available/used with HTML5) - asyncronous loads are not allowed during UEngine::LoadMap() - the files/code will be repurposed for pakfile CHUNK support #jira UEMOB-425 HTML5 streaming content investigation (part 1 of 2) #rn #rb none Change 3574471 on 2017/08/07 by Dmitriy.Dyomin Export ULevelStreamingKismet::LoadLevelInstance function #rb none Change 3576262 on 2017/08/08 by Dmitriy.Dyomin Fixed: widget clipping issues in world composition #rb none Change 3576845 on 2017/08/08 by Nick.Shin set HTML5LaunchHelper application's icon to UE4.ico #jira UE-19225 HTML5LaunchHelper application does not have an unreal icon #rb none #rnx Change 3578313 on 2017/08/09 by Dmitriy.Dyomin Added: an RHI call to invalidate/clear cached state, RHIInvalidateCachedState #jira UEMOB-435 #rb jack.porter Change 3578364 on 2017/08/09 by Dmitriy.Dyomin Vertex Fog is disabled on mobile by default. If scene uses vertex fog - Mobile preview and device will show on screen message: PROJECT HAS VERTEX FOG ON MOBILE DISABLED This saves about 90 instructions in VS and a few in PS #jira UEMOB-166 #rb jack.porter Change 3578703 on 2017/08/09 by Nick.Shin set HTML5LaunchHelper application's icon to UE4.ico forgot to check in exe and pdb file #jira UE-19225 HTML5LaunchHelper application does not have an unreal icon #rb none #rnx Change 3578961 on 2017/08/09 by Peter.Sauerbrei deprecate IOS 8 as the minimum OS supported. #jira UEMOB-429 #rb chris.babcock Change 3579319 on 2017/08/09 by Peter.Sauerbrei fixes for compile errors with Xcode 9 beta 4 #rb none Change 3579356 on 2017/08/09 by Peter.Sauerbrei modified minimum IOS to build with #rb chris.babcock Change 3579687 on 2017/08/09 by Chris.Babcock Fix GoogleVR Gradle packaging #jira UE-48239 #ue4 #android #rb none Change 3579921 on 2017/08/10 by Dmitriy.Dyomin GitHub 3670 : More zoom levels for World Composition (300) #contributedby: user37337 #jira UE-45977 #3670 #rb none Change 3580576 on 2017/08/10 by Peter.Sauerbrei detection of iPad Pro 10.5 and IPad Pro 12.9 (2nd Gen) #rb chris.babcock Change 3580611 on 2017/08/10 by Chris.Babcock Set online provider back to GooglePlay and remove forcing IAP permission (contributed by umerov1999) #jira UE-48185 #PR #3876 #ue4 #android #rb Peter.Sauerbrei Change 3582166 on 2017/08/11 by Nick.Shin nuke PLATFORM_HTML5_WIN32 PLATFORM_HTML5_WIN32 code removal tested successfully with (force rebuild and repackaging): * Win64 server (WindowsServer) * Win64 client (WindowsNoEditor) * HTML5 client all playing together via websocket net driver (i've attached a screen shot of this in jira) code changes touches: physics, audio and main build files #jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code #rb ben.marsh #rnx #codereview josh.adams #fyi ori.cohen, aaron.mclera Change 3582474 on 2017/08/11 by Chris.Babcock Don't use V2 signing for Gear VR APKs #jira UE-48354 #ue4 #android #rb Peter.Sauerbrei Change 3582614 on 2017/08/11 by Chris.Babcock Filter out unneeded architectures from APK for Gradle builds #jira UE-48355 #ue4 #android #rb Peter.Sauerbrei Change 3582923 on 2017/08/11 by Nick.Shin backport release 4.17 to dev-mobile #jira none #rb none #rnx Change 3582924 on 2017/08/11 by Nick.Shin FNetworkFileServerHttp - error gracefully when port is already in use #jira UE-46409 [CrashReport] Assertion on Mac: Could not create a libwebsocket - FNetworkFileServerHttp::Init() #rnx #rb none Change 3582925 on 2017/08/11 by Nick.Shin HTML5 - turn off pak file compression in favor of gzip packages #jira UE-46729 HTML5 - on shipping builds - turn off pak file compression in favor of gzip packages #rn #rb none Change 3583943 on 2017/08/14 by Cosmin.Sulea UEMOB-363 - second iteration - Project wide texture quality control by texture group #rb Dmitriy Dyomin #jira UEMOB-363 Change 3583967 on 2017/08/14 by Cosmin.Sulea Back out changelist 3583943 #rb none Change 3584121 on 2017/08/14 by Peter.Sauerbrei fix for mac compile failure #rb none Change 3587877 on 2017/08/15 by Peter.Sauerbrei josh's suggested fix is not working for Xcode 8.3, so brute forcing for now #rb none Change 3588612 on 2017/08/15 by Peter.Sauerbrei Xcode 9 project compatbility updates #rb chris.babcock #codereview michael.trepka Change 3589223 on 2017/08/15 by Dmitriy.Dyomin Fixed: bNavigationAutoUpdateEnabled was not always working when reopeinig the map Fixed: Navigation Build was not clearing some mesh tiles when bNavigationAutoUpdateEnabled is enabled Fixed: Streaming out a level in editor was not always updating NavMesh debug draw #rb lukasz.furman Change 3589900 on 2017/08/16 by Dmitriy.Dyomin Support vulkan validation layers on Android, only in Debug and Development configuration (requires r.Vulkan.EnableValidation=1) #codereview chris.babcock, rolando.caloca #rb none Change 3590592 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 OSX #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 OSX Change 3590597 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 Linux #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 Linux Change 3590624 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 toolchain #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 toolchain Change 3591720 on 2017/08/16 by Chris.Babcock Enable Gradle by default and add button to accept Android SDK license to project settings #jira UE-48519 #ue4 #android #rb Tim.Lincoln #fyi Peter.Sauerbrei Change 3591998 on 2017/08/16 by Chris.Babcock Fix nonunity build #ue4 #android #rb none Change 3592407 on 2017/08/17 by Nick.Shin HTML5 emscripten 1.37.19 Win64 #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 Win64 Change 3592479 on 2017/08/17 by Nick.Shin HTML5 3rd Party Libs - compiled with emscripten 1.37.19 #jira UE-47813 #rb none #rn HTML5 3rd Party Libs - compiled with emscripten 1.37.19 toolchain Change 3592480 on 2017/08/17 by Nick.Shin HTML5 emscripten 1.37.19 toolchain Epic edits as well as setting UE4 HTML c# scripts to use new toolchain #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 toolchain Epic edits Change 3592481 on 2017/08/17 by Nick.Shin HTML5 remove old emscripten toolchain #jira UE-47813 #rb none #rn HTML5 remove old emscripten toolchain Change 3592485 on 2017/08/17 by Nick.Shin HTML5 undo CanUseXGE - this might be breaking CIS for HTML5 builds... #jira UE-47813 #rb none #rnx Change 3592549 on 2017/08/17 by Dmitriy.Dyomin Added GetDiskTotalAndFreeSpace for IOS and Android #jira UE-46479 #codereview chris.babcock, peter.sauerbrei #rb none Change 3594045 on 2017/08/17 by Peter.Sauerbrei comment about potential failure case in the remote tool chain #rb none Change 3594342 on 2017/08/17 by Peter.Sauerbrei Merging //UE4/Main/... to //UE4/Dev-Mobile/... #rb none Change 3594920 on 2017/08/17 by Peter.Sauerbrei fix for non-unity builds (accidentally merged something incorrectly) #rb none Change 3595347 on 2017/08/17 by Chris.Babcock merge fixes for Android #ue4 #android #rb Peter.Sauerbrei #lockdown Peter.Sauerbrei Change 3595752 on 2017/08/17 by Chris.Babcock Update Facebook plugin to support Gradle #jira UE-48569 #ue4 #android #fyi Josh.Markiewicz #rb none #lockdown Peter.Sauerbrei Change 3595849 on 2017/08/17 by Chris.Babcock Fix issue with libovrplatformloader.so for non armv7 targets #jira UE-48533 #ue4 #android #rb none #lockdown Peter.Sauerbrei Change 3596419 on 2017/08/18 by Peter.Sauerbrei fix for Mac Editor build failure #rb none Change 3597023 on 2017/08/18 by Peter.Sauerbrei fix for game editor build failure #rb none Change 3597032 on 2017/08/18 by Peter.Sauerbrei fix for app bundle id in Info-Editor.plist #rb none Change 3597034 on 2017/08/18 by Peter.Sauerbrei put back the info.plist, found the real problem #rb none Change 3597197 on 2017/08/18 by Peter.Sauerbrei pull Info.plist from the build products #rb none [CL 3600450 by Chris Babcock in Main branch]
2017-08-21 15:05:19 -04:00
{
if (bAllowIMU)
{
// protect against other thread updating the values
synchronized(this)
{
if (bSensorDataUpdated)
{
nativeHandleSensorEvents(current_tilt, current_rotation_rate, current_gravity, current_acceleration);
bSensorDataUpdated = false;
}
}
}
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 3600060) #rb none #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3292215 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and wbegl2 support - emscripten toolchain #jira UEPLAT-1437 Switch [to] web assembly #rb none Change 3293994 on 2017/02/09 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - OSX toolchain #jira UEPLAT-1437 Switch [to] web assembly #rb none 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 #rb none 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 #rb none Change 3462146 on 2017/05/26 by Nick.Shin HTML5 - merge from Release-4.16 to Dev-Mobile #jira none #rb none #rnx Change 3504996 on 2017/06/22 by Cosmin.Sulea UEMOB-362 - Add per-texture and per-format compression quality override settings #rb Dmitriy.Dyomin #jira UEMOB-362 #codereview Dmitriy.Dyomin #codereview Jack.Porter Change 3505056 on 2017/06/22 by Cosmin.Sulea Back out changelist 3504996 - due to errors generated in xboxOne, PS4 and Switch versions #rb none Change 3508049 on 2017/06/23 by Nick.Shin HTML5 toolchain notes corrections #jira none #rb none #rnx Change 3508663 on 2017/06/24 by Nick.Shin HTML5LaunchHelper.exe on linux - redo - it seems that i need to also check-in the exe and pdb file instead of having CIS make and checking-in them itself... - modified c# program to output a version number to help track which version of HTML5LaunchHelper is running... #jira UE-45302 HTML5LaunchHelper.exe hosts the files in the current working directory on Linux #rnx #rb none Change 3509210 on 2017/06/26 by Dmitriy.Dyomin ExposureScale will be applied during tonemap pass when MobileHDR is on #rb jack.porter #codereview Allan.Bentham Change 3511058 on 2017/06/27 by Cosmin.Sulea UEMOB-362 - Add per-texture and per-format compression quality override settings - resubmitted #rb Dmitriy.Dyomin #jira UEMOB-362 #codereview Dmitriy.Dyomin Change 3511069 on 2017/06/27 by Jack.Porter PS4, XboxOne and Switch fixes for changes to ITextureFormat interface #rb Dmitriy.Dyomin #jira UEMOB-362 Change 3513028 on 2017/06/28 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) #rb None Change 3517409 on 2017/06/30 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) #rb None Change 3517730 on 2017/06/30 by Cosmin.Sulea UEMOB-328 - Improve handling of iOS signing key on remote Mac system keychain when using remote toolchain #rb Jack.Porter #jira UEMOB-328 #codereview: peter.sauerbrei Change 3517757 on 2017/06/30 by Cosmin.Sulea UE-46245 - Building with remote toolchain does not use Project Setting for iOS signing identity which can cause signing errors #rb Jack.Porter #jira UE-46245 #codereview: peter.sauerbrei Change 3518149 on 2017/06/30 by Adrian.Chelu UE-43035 Tilt axis for X and Z are not consistent between Android and iOS devices #rb Jack.Porter #jira UE-46245 #codereview: Chris Babcock <chris.babcock@epicgames.com> Change 3524242 on 2017/07/06 by Nick.Shin HTML5 - refraction shader note: this CL also contains fixes to webgl2 [float4 vs half2] and a [% vs Mod()] material custom function changes to some TM-ShaderModels shaders specifically: fixes to and similar with: DitherTemporalAA #jria UE-46434 No Refraction in QA Game TM-Shadermodels HTML5 #rb none #rn #codereview jack.porter dmitriy.dyomin Change 3535295 on 2017/07/13 by Allan.Bentham #jira UEMOB-390 Add Android cpu stats. add 'stat AndroidCPU' to android's console spinner UI. increase GetCPUState's core count support to 16. #jira UE-45888 Use cvar value to limit android cpu stat update rate. #rb none Change 3535306 on 2017/07/13 by Allan.Bentham Add missing pragma once #rb none Change 3537047 on 2017/07/13 by Ben.Marsh Fixing case of iOS directories, pt1 #rb none Change 3537051 on 2017/07/13 by Ben.Marsh Fixing case of iOS directories, pt2 #rb none Change 3537373 on 2017/07/14 by Allan.Bentham Add scope level android egl error verification. work around minor issue with invalid egl config property. #rb chris.babcock Change 3541735 on 2017/07/18 by Allan.Bentham Add 'sustained performance mode' support for API 24+ devices. #jira UEMOB-386 #rb chris.babcock Change 3543001 on 2017/07/18 by Sorin.Gradinaru #jira UE-45766 Improved Virtual Keyboard cannot receive non-English characters. - for Android, add an native EditBox above the virtual keyboard to receive the text and pass it to the object from the slate #rb Chris.Babcock Change 3554399 on 2017/07/25 by Nick.Shin STATS disabled for non multi-threaded platforms #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox #rnx #rb none Change 3554402 on 2017/07/25 by Nick.Shin STATS TaskGraph disabled for non multi-threaded platforms #jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test #rb none #rnx Change 3556957 on 2017/07/26 by Nick.Shin HTML5 - WASM enabled by default - part 1 -- commenting out asmjs stuff begin sunsetting ASM.JS note to self: CL#3462146 "backout" asmjs #jira UEMOB-416 WASM enabled by default #rnx #rb none Change 3557654 on 2017/07/26 by Nick.Shin HTML5 - WASM enabled by default - part 2 -- remove asmjs code sunsetting ASM.JS note to self: CL#3462146 "backout" asmjs #jira UEMOB-416 WASM enabled by default #rn #rb none Change 3557910 on 2017/07/27 by Jack.Porter Support Client configuration when packaging in the editor #jira UE-39973 #rb Dmitriy.Dyomin Change 3557917 on 2017/07/27 by Jack.Porter Missing file from CL 3557910 #rb trivial Change 3559642 on 2017/07/27 by Nick.Shin STATS TaskGraph disabled for non multi-threaded platforms - both "LockFree stress test" and "task graph benchmark" are disabled - no multi-threading for WASM exist yet (note: ASM.JS has been sunsetted) - stat command crash "fixed" - but, font size are totally broken - i can look at this (much) later... - new bug: physx will crash on "gc and level load stress test" -- please bug this as a new jira #jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test #rb none #rnx Change 3565656 on 2017/07/31 by Dmitriy.Dyomin Added a way to lock level position in Word Composition #jira UE-47713 #rb none Change 3565757 on 2017/08/01 by Dmitriy.Dyomin compile fix #rb none Change 3567446 on 2017/08/01 by Chris.Babcock Allow addElement and addElements to only insert once with once="true" attribute in UPL #jira UE-47951 #ue4 #android #rb Peter.Sauerbrei Change 3567592 on 2017/08/01 by Chris.Babcock Use absolute path for repositories for Gradle #jira UE-47952 #ue4 #android #rb Tim.Lincoln Change 3568690 on 2017/08/02 by Chris.Babcock Removed warnings for once attribute in UPL #ue4 #android #rb none Change 3569975 on 2017/08/02 by Chris.Babcock Add <baseBuildGradleAdditions> to UPL to allow additions to the root-level build.gradle #jira UE-47995 #ue4 #android #rb Tim.Lincoln Change 3570117 on 2017/08/02 by Chris.Babcock Add <setBoolFromPropertyContains> to UPL - sets bool to true if string list in ini matches contains attribute #jira UE-47996 #ue4 #android #rb Jack.Porter Change 3571552 on 2017/08/03 by Chris.Babcock Removed unneeded settings.gradle file (generated) #jira UE-48041 #ue4 #android #rb none Change 3572224 on 2017/08/04 by Dmitriy.Dyomin Better selection tracking in world composition #rb none Change 3573662 on 2017/08/04 by Nick.Shin HTML5 remove PreLoadMap "feature" (was only available/used with HTML5) - asyncronous loads are not allowed during UEngine::LoadMap() - the files/code will be repurposed for pakfile CHUNK support #jira UEMOB-425 HTML5 streaming content investigation (part 1 of 2) #rn #rb none Change 3574471 on 2017/08/07 by Dmitriy.Dyomin Export ULevelStreamingKismet::LoadLevelInstance function #rb none Change 3576262 on 2017/08/08 by Dmitriy.Dyomin Fixed: widget clipping issues in world composition #rb none Change 3576845 on 2017/08/08 by Nick.Shin set HTML5LaunchHelper application's icon to UE4.ico #jira UE-19225 HTML5LaunchHelper application does not have an unreal icon #rb none #rnx Change 3578313 on 2017/08/09 by Dmitriy.Dyomin Added: an RHI call to invalidate/clear cached state, RHIInvalidateCachedState #jira UEMOB-435 #rb jack.porter Change 3578364 on 2017/08/09 by Dmitriy.Dyomin Vertex Fog is disabled on mobile by default. If scene uses vertex fog - Mobile preview and device will show on screen message: PROJECT HAS VERTEX FOG ON MOBILE DISABLED This saves about 90 instructions in VS and a few in PS #jira UEMOB-166 #rb jack.porter Change 3578703 on 2017/08/09 by Nick.Shin set HTML5LaunchHelper application's icon to UE4.ico forgot to check in exe and pdb file #jira UE-19225 HTML5LaunchHelper application does not have an unreal icon #rb none #rnx Change 3578961 on 2017/08/09 by Peter.Sauerbrei deprecate IOS 8 as the minimum OS supported. #jira UEMOB-429 #rb chris.babcock Change 3579319 on 2017/08/09 by Peter.Sauerbrei fixes for compile errors with Xcode 9 beta 4 #rb none Change 3579356 on 2017/08/09 by Peter.Sauerbrei modified minimum IOS to build with #rb chris.babcock Change 3579687 on 2017/08/09 by Chris.Babcock Fix GoogleVR Gradle packaging #jira UE-48239 #ue4 #android #rb none Change 3579921 on 2017/08/10 by Dmitriy.Dyomin GitHub 3670 : More zoom levels for World Composition (300) #contributedby: user37337 #jira UE-45977 #3670 #rb none Change 3580576 on 2017/08/10 by Peter.Sauerbrei detection of iPad Pro 10.5 and IPad Pro 12.9 (2nd Gen) #rb chris.babcock Change 3580611 on 2017/08/10 by Chris.Babcock Set online provider back to GooglePlay and remove forcing IAP permission (contributed by umerov1999) #jira UE-48185 #PR #3876 #ue4 #android #rb Peter.Sauerbrei Change 3582166 on 2017/08/11 by Nick.Shin nuke PLATFORM_HTML5_WIN32 PLATFORM_HTML5_WIN32 code removal tested successfully with (force rebuild and repackaging): * Win64 server (WindowsServer) * Win64 client (WindowsNoEditor) * HTML5 client all playing together via websocket net driver (i've attached a screen shot of this in jira) code changes touches: physics, audio and main build files #jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code #rb ben.marsh #rnx #codereview josh.adams #fyi ori.cohen, aaron.mclera Change 3582474 on 2017/08/11 by Chris.Babcock Don't use V2 signing for Gear VR APKs #jira UE-48354 #ue4 #android #rb Peter.Sauerbrei Change 3582614 on 2017/08/11 by Chris.Babcock Filter out unneeded architectures from APK for Gradle builds #jira UE-48355 #ue4 #android #rb Peter.Sauerbrei Change 3582923 on 2017/08/11 by Nick.Shin backport release 4.17 to dev-mobile #jira none #rb none #rnx Change 3582924 on 2017/08/11 by Nick.Shin FNetworkFileServerHttp - error gracefully when port is already in use #jira UE-46409 [CrashReport] Assertion on Mac: Could not create a libwebsocket - FNetworkFileServerHttp::Init() #rnx #rb none Change 3582925 on 2017/08/11 by Nick.Shin HTML5 - turn off pak file compression in favor of gzip packages #jira UE-46729 HTML5 - on shipping builds - turn off pak file compression in favor of gzip packages #rn #rb none Change 3583943 on 2017/08/14 by Cosmin.Sulea UEMOB-363 - second iteration - Project wide texture quality control by texture group #rb Dmitriy Dyomin #jira UEMOB-363 Change 3583967 on 2017/08/14 by Cosmin.Sulea Back out changelist 3583943 #rb none Change 3584121 on 2017/08/14 by Peter.Sauerbrei fix for mac compile failure #rb none Change 3587877 on 2017/08/15 by Peter.Sauerbrei josh's suggested fix is not working for Xcode 8.3, so brute forcing for now #rb none Change 3588612 on 2017/08/15 by Peter.Sauerbrei Xcode 9 project compatbility updates #rb chris.babcock #codereview michael.trepka Change 3589223 on 2017/08/15 by Dmitriy.Dyomin Fixed: bNavigationAutoUpdateEnabled was not always working when reopeinig the map Fixed: Navigation Build was not clearing some mesh tiles when bNavigationAutoUpdateEnabled is enabled Fixed: Streaming out a level in editor was not always updating NavMesh debug draw #rb lukasz.furman Change 3589900 on 2017/08/16 by Dmitriy.Dyomin Support vulkan validation layers on Android, only in Debug and Development configuration (requires r.Vulkan.EnableValidation=1) #codereview chris.babcock, rolando.caloca #rb none Change 3590592 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 OSX #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 OSX Change 3590597 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 Linux #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 Linux Change 3590624 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 toolchain #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 toolchain Change 3591720 on 2017/08/16 by Chris.Babcock Enable Gradle by default and add button to accept Android SDK license to project settings #jira UE-48519 #ue4 #android #rb Tim.Lincoln #fyi Peter.Sauerbrei Change 3591998 on 2017/08/16 by Chris.Babcock Fix nonunity build #ue4 #android #rb none Change 3592407 on 2017/08/17 by Nick.Shin HTML5 emscripten 1.37.19 Win64 #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 Win64 Change 3592479 on 2017/08/17 by Nick.Shin HTML5 3rd Party Libs - compiled with emscripten 1.37.19 #jira UE-47813 #rb none #rn HTML5 3rd Party Libs - compiled with emscripten 1.37.19 toolchain Change 3592480 on 2017/08/17 by Nick.Shin HTML5 emscripten 1.37.19 toolchain Epic edits as well as setting UE4 HTML c# scripts to use new toolchain #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 toolchain Epic edits Change 3592481 on 2017/08/17 by Nick.Shin HTML5 remove old emscripten toolchain #jira UE-47813 #rb none #rn HTML5 remove old emscripten toolchain Change 3592485 on 2017/08/17 by Nick.Shin HTML5 undo CanUseXGE - this might be breaking CIS for HTML5 builds... #jira UE-47813 #rb none #rnx Change 3592549 on 2017/08/17 by Dmitriy.Dyomin Added GetDiskTotalAndFreeSpace for IOS and Android #jira UE-46479 #codereview chris.babcock, peter.sauerbrei #rb none Change 3594045 on 2017/08/17 by Peter.Sauerbrei comment about potential failure case in the remote tool chain #rb none Change 3594342 on 2017/08/17 by Peter.Sauerbrei Merging //UE4/Main/... to //UE4/Dev-Mobile/... #rb none Change 3594920 on 2017/08/17 by Peter.Sauerbrei fix for non-unity builds (accidentally merged something incorrectly) #rb none Change 3595347 on 2017/08/17 by Chris.Babcock merge fixes for Android #ue4 #android #rb Peter.Sauerbrei #lockdown Peter.Sauerbrei Change 3595752 on 2017/08/17 by Chris.Babcock Update Facebook plugin to support Gradle #jira UE-48569 #ue4 #android #fyi Josh.Markiewicz #rb none #lockdown Peter.Sauerbrei Change 3595849 on 2017/08/17 by Chris.Babcock Fix issue with libovrplatformloader.so for non armv7 targets #jira UE-48533 #ue4 #android #rb none #lockdown Peter.Sauerbrei Change 3596419 on 2017/08/18 by Peter.Sauerbrei fix for Mac Editor build failure #rb none Change 3597023 on 2017/08/18 by Peter.Sauerbrei fix for game editor build failure #rb none Change 3597032 on 2017/08/18 by Peter.Sauerbrei fix for app bundle id in Info-Editor.plist #rb none Change 3597034 on 2017/08/18 by Peter.Sauerbrei put back the info.plist, found the real problem #rb none Change 3597197 on 2017/08/18 by Peter.Sauerbrei pull Info.plist from the build products #rb none [CL 3600450 by Chris Babcock in Main branch]
2017-08-21 15:05:19 -04:00
}
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
@Override
public void onNewIntent(Intent newIntent)
{
super.onNewIntent(newIntent);
setIntent(newIntent);
//$${gameActivityOnNewIntentAdditions}$$
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
}
public void onTrimMemory(int level)
{
// Determine which lifecycle or system event was raised.
switch (level) {
// user interface is in background, release UI memory
case ComponentCallbacks2.TRIM_MEMORY_UI_HIDDEN:
Log.debug("==============> GameActive.onTrimMemory(TRIM_MEMORY_UI_HIDDEN) called!");
break;
// app is running but getting low on memory
case ComponentCallbacks2.TRIM_MEMORY_RUNNING_MODERATE:
Log.debug("==============> GameActive.onTrimMemory(TRIM_MEMORY_RUNNING_MODERATE) called!");
break;
case ComponentCallbacks2.TRIM_MEMORY_RUNNING_LOW:
Log.debug("==============> GameActive.onTrimMemory(TRIM_MEMORY_RUNNING_LOW) called!");
break;
case ComponentCallbacks2.TRIM_MEMORY_RUNNING_CRITICAL:
// system will begin killing background processes
Log.debug("==============> GameActive.onTrimMemory(TRIM_MEMORY_RUNNING_CRITICAL) called!");
break;
// app is on LRU list (background), release what you can
case ComponentCallbacks2.TRIM_MEMORY_BACKGROUND:
Log.debug("==============> GameActive.onTrimMemory(TRIM_MEMORY_BACKGROUND) called!");
break;
case ComponentCallbacks2.TRIM_MEMORY_MODERATE:
Log.debug("==============> GameActive.onTrimMemory(TRIM_MEMORY_MODERATE) called!");
break;
case ComponentCallbacks2.TRIM_MEMORY_COMPLETE:
// this process up first to kill for more memory!
Log.debug("==============> GameActive.onTrimMemory(TRIM_MEMORY_COMPLETE) called!");
break;
// unrecognized level; generic low memory situation
default:
Log.debug("==============> GameActive.onTrimMemory(" + level + ") called!");
break;
}
}
@Override
public void onStop()
{
if (consoleCmdReceiver != null)
{
unregisterReceiver(consoleCmdReceiver);
}
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2719147 on 2015/10/07 by Mark.Satterthwaite Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track. Change 2719182 on 2015/10/07 by Mark.Satterthwaite Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient. Change 2719185 on 2015/10/07 by Mark.Satterthwaite Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw. Change 2719434 on 2015/10/07 by Mark.Satterthwaite Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server. Change 2724764 on 2015/10/12 by Josh.Adams [Initial AppleTV support] Merging //depot/YakBranch/... to //UE4/Dev-Platform/... Change 2726266 on 2015/10/13 by Lee.Clark PS4 - Calc reserve size required for DMA copy when using unsafe command buffers Change 2726401 on 2015/10/13 by Mark.Satterthwaite Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected. #jira UE-15228 Change 2726421 on 2015/10/13 by Lee.Clark PS4 - Don't try to clear invalid targets Change 2727040 on 2015/10/13 by Michael.Trepka Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72 Change 2729783 on 2015/10/15 by Keith.Judge Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty. Change 2729847 on 2015/10/15 by Mark.Satterthwaite Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff. #jira UE-21992 Change 2729865 on 2015/10/15 by Keith.Judge Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition. Change 2729897 on 2015/10/15 by Keith.Judge Fast Semantics - Make sure all GetData() calls are made safe with GPU fences. Change 2729972 on 2015/10/15 by Keith.Judge Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly. This should be marginally quicker as it stops a double call to ClearState(). Change 2731503 on 2015/10/16 by Keith.Judge Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict). Change 2731596 on 2015/10/16 by Keith.Judge Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step. Change 2731928 on 2015/10/16 by Michael.Trepka PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl) Change 2731934 on 2015/10/16 by Michael.Trepka PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura) Change 2732018 on 2015/10/16 by Mark.Satterthwaite Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached. - The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders. - Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this. - Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL. Change 2732365 on 2015/10/16 by Josh.Adams - Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On) Change 2733170 on 2015/10/18 by Terence.Burns Fix for Android IAP query not returning entire inventory. Change 2733174 on 2015/10/18 by Terence.Burns Fix Movie player issue where wait for movie to finish isnt being respected. Seems a stray bUserCanceled event flag was causing this not to be observed. Added some verbose logging to apple movie player. Change 2733488 on 2015/10/19 by Mark.Satterthwaite Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information. - Fixed a bug that would cause invalid shader membership and draw state information to be logged. - Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too. Change 2735226 on 2015/10/20 by Mark.Satterthwaite Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently. #jira UE-21214 #jira UE-19913 Change 2736722 on 2015/10/21 by Daniel.Lamb Improved performance of cooking stats system. Change 2737172 on 2015/10/21 by Daniel.Lamb Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00
//$${gameActivityOnStopAdditions}$$
super.onStop();
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2719147 on 2015/10/07 by Mark.Satterthwaite Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track. Change 2719182 on 2015/10/07 by Mark.Satterthwaite Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient. Change 2719185 on 2015/10/07 by Mark.Satterthwaite Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw. Change 2719434 on 2015/10/07 by Mark.Satterthwaite Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server. Change 2724764 on 2015/10/12 by Josh.Adams [Initial AppleTV support] Merging //depot/YakBranch/... to //UE4/Dev-Platform/... Change 2726266 on 2015/10/13 by Lee.Clark PS4 - Calc reserve size required for DMA copy when using unsafe command buffers Change 2726401 on 2015/10/13 by Mark.Satterthwaite Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected. #jira UE-15228 Change 2726421 on 2015/10/13 by Lee.Clark PS4 - Don't try to clear invalid targets Change 2727040 on 2015/10/13 by Michael.Trepka Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72 Change 2729783 on 2015/10/15 by Keith.Judge Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty. Change 2729847 on 2015/10/15 by Mark.Satterthwaite Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff. #jira UE-21992 Change 2729865 on 2015/10/15 by Keith.Judge Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition. Change 2729897 on 2015/10/15 by Keith.Judge Fast Semantics - Make sure all GetData() calls are made safe with GPU fences. Change 2729972 on 2015/10/15 by Keith.Judge Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly. This should be marginally quicker as it stops a double call to ClearState(). Change 2731503 on 2015/10/16 by Keith.Judge Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict). Change 2731596 on 2015/10/16 by Keith.Judge Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step. Change 2731928 on 2015/10/16 by Michael.Trepka PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl) Change 2731934 on 2015/10/16 by Michael.Trepka PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura) Change 2732018 on 2015/10/16 by Mark.Satterthwaite Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached. - The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders. - Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this. - Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL. Change 2732365 on 2015/10/16 by Josh.Adams - Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On) Change 2733170 on 2015/10/18 by Terence.Burns Fix for Android IAP query not returning entire inventory. Change 2733174 on 2015/10/18 by Terence.Burns Fix Movie player issue where wait for movie to finish isnt being respected. Seems a stray bUserCanceled event flag was causing this not to be observed. Added some verbose logging to apple movie player. Change 2733488 on 2015/10/19 by Mark.Satterthwaite Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information. - Fixed a bug that would cause invalid shader membership and draw state information to be logged. - Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too. Change 2735226 on 2015/10/20 by Mark.Satterthwaite Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently. #jira UE-21214 #jira UE-19913 Change 2736722 on 2015/10/21 by Daniel.Lamb Improved performance of cooking stats system. Change 2737172 on 2015/10/21 by Daniel.Lamb Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00
Log.debug("==============> GameActive.onStop complete!");
}
@Override
public void onDestroy()
{
synchronized(this)
{
if (memoryHandler != null)
{
Log.debug("onDestroy: destroy memoryHandler");
memoryHandler.removeCallbacks(memoryRunnable);
memoryHandler = null;
}
if (memoryHandlerThread != null)
{
Log.debug("onDestroy: destroy memoryHandlerThread");
memoryHandlerThread.quit();
memoryHandlerThread = null;
}
}
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2719147 on 2015/10/07 by Mark.Satterthwaite Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track. Change 2719182 on 2015/10/07 by Mark.Satterthwaite Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient. Change 2719185 on 2015/10/07 by Mark.Satterthwaite Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw. Change 2719434 on 2015/10/07 by Mark.Satterthwaite Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server. Change 2724764 on 2015/10/12 by Josh.Adams [Initial AppleTV support] Merging //depot/YakBranch/... to //UE4/Dev-Platform/... Change 2726266 on 2015/10/13 by Lee.Clark PS4 - Calc reserve size required for DMA copy when using unsafe command buffers Change 2726401 on 2015/10/13 by Mark.Satterthwaite Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected. #jira UE-15228 Change 2726421 on 2015/10/13 by Lee.Clark PS4 - Don't try to clear invalid targets Change 2727040 on 2015/10/13 by Michael.Trepka Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72 Change 2729783 on 2015/10/15 by Keith.Judge Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty. Change 2729847 on 2015/10/15 by Mark.Satterthwaite Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff. #jira UE-21992 Change 2729865 on 2015/10/15 by Keith.Judge Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition. Change 2729897 on 2015/10/15 by Keith.Judge Fast Semantics - Make sure all GetData() calls are made safe with GPU fences. Change 2729972 on 2015/10/15 by Keith.Judge Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly. This should be marginally quicker as it stops a double call to ClearState(). Change 2731503 on 2015/10/16 by Keith.Judge Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict). Change 2731596 on 2015/10/16 by Keith.Judge Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step. Change 2731928 on 2015/10/16 by Michael.Trepka PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl) Change 2731934 on 2015/10/16 by Michael.Trepka PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura) Change 2732018 on 2015/10/16 by Mark.Satterthwaite Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached. - The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders. - Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this. - Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL. Change 2732365 on 2015/10/16 by Josh.Adams - Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On) Change 2733170 on 2015/10/18 by Terence.Burns Fix for Android IAP query not returning entire inventory. Change 2733174 on 2015/10/18 by Terence.Burns Fix Movie player issue where wait for movie to finish isnt being respected. Seems a stray bUserCanceled event flag was causing this not to be observed. Added some verbose logging to apple movie player. Change 2733488 on 2015/10/19 by Mark.Satterthwaite Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information. - Fixed a bug that would cause invalid shader membership and draw state information to be logged. - Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too. Change 2735226 on 2015/10/20 by Mark.Satterthwaite Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently. #jira UE-21214 #jira UE-19913 Change 2736722 on 2015/10/21 by Daniel.Lamb Improved performance of cooking stats system. Change 2737172 on 2015/10/21 by Daniel.Lamb Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00
if( IapStoreHelper != null )
{
IapStoreHelper.onDestroy();
}
//$${gameActivityOnDestroyAdditions}$$
super.onDestroy();
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2719147 on 2015/10/07 by Mark.Satterthwaite Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track. Change 2719182 on 2015/10/07 by Mark.Satterthwaite Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient. Change 2719185 on 2015/10/07 by Mark.Satterthwaite Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw. Change 2719434 on 2015/10/07 by Mark.Satterthwaite Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server. Change 2724764 on 2015/10/12 by Josh.Adams [Initial AppleTV support] Merging //depot/YakBranch/... to //UE4/Dev-Platform/... Change 2726266 on 2015/10/13 by Lee.Clark PS4 - Calc reserve size required for DMA copy when using unsafe command buffers Change 2726401 on 2015/10/13 by Mark.Satterthwaite Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected. #jira UE-15228 Change 2726421 on 2015/10/13 by Lee.Clark PS4 - Don't try to clear invalid targets Change 2727040 on 2015/10/13 by Michael.Trepka Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72 Change 2729783 on 2015/10/15 by Keith.Judge Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty. Change 2729847 on 2015/10/15 by Mark.Satterthwaite Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff. #jira UE-21992 Change 2729865 on 2015/10/15 by Keith.Judge Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition. Change 2729897 on 2015/10/15 by Keith.Judge Fast Semantics - Make sure all GetData() calls are made safe with GPU fences. Change 2729972 on 2015/10/15 by Keith.Judge Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly. This should be marginally quicker as it stops a double call to ClearState(). Change 2731503 on 2015/10/16 by Keith.Judge Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict). Change 2731596 on 2015/10/16 by Keith.Judge Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step. Change 2731928 on 2015/10/16 by Michael.Trepka PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl) Change 2731934 on 2015/10/16 by Michael.Trepka PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura) Change 2732018 on 2015/10/16 by Mark.Satterthwaite Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached. - The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders. - Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this. - Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL. Change 2732365 on 2015/10/16 by Josh.Adams - Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On) Change 2733170 on 2015/10/18 by Terence.Burns Fix for Android IAP query not returning entire inventory. Change 2733174 on 2015/10/18 by Terence.Burns Fix Movie player issue where wait for movie to finish isnt being respected. Seems a stray bUserCanceled event flag was causing this not to be observed. Added some verbose logging to apple movie player. Change 2733488 on 2015/10/19 by Mark.Satterthwaite Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information. - Fixed a bug that would cause invalid shader membership and draw state information to be logged. - Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too. Change 2735226 on 2015/10/20 by Mark.Satterthwaite Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently. #jira UE-21214 #jira UE-19913 Change 2736722 on 2015/10/21 by Daniel.Lamb Improved performance of cooking stats system. Change 2737172 on 2015/10/21 by Daniel.Lamb Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00
Log.debug("==============> GameActive.onDestroy complete!");
}
@Override
public void onConfigurationChanged(Configuration newConfig)
{
super.onConfigurationChanged(newConfig);
// forward the orientation
boolean bPortrait = newConfig.orientation == Configuration.ORIENTATION_PORTRAIT;
nativeOnConfigurationChanged(bPortrait);
}
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2719147 on 2015/10/07 by Mark.Satterthwaite Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track. Change 2719182 on 2015/10/07 by Mark.Satterthwaite Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient. Change 2719185 on 2015/10/07 by Mark.Satterthwaite Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw. Change 2719434 on 2015/10/07 by Mark.Satterthwaite Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server. Change 2724764 on 2015/10/12 by Josh.Adams [Initial AppleTV support] Merging //depot/YakBranch/... to //UE4/Dev-Platform/... Change 2726266 on 2015/10/13 by Lee.Clark PS4 - Calc reserve size required for DMA copy when using unsafe command buffers Change 2726401 on 2015/10/13 by Mark.Satterthwaite Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected. #jira UE-15228 Change 2726421 on 2015/10/13 by Lee.Clark PS4 - Don't try to clear invalid targets Change 2727040 on 2015/10/13 by Michael.Trepka Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72 Change 2729783 on 2015/10/15 by Keith.Judge Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty. Change 2729847 on 2015/10/15 by Mark.Satterthwaite Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff. #jira UE-21992 Change 2729865 on 2015/10/15 by Keith.Judge Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition. Change 2729897 on 2015/10/15 by Keith.Judge Fast Semantics - Make sure all GetData() calls are made safe with GPU fences. Change 2729972 on 2015/10/15 by Keith.Judge Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly. This should be marginally quicker as it stops a double call to ClearState(). Change 2731503 on 2015/10/16 by Keith.Judge Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict). Change 2731596 on 2015/10/16 by Keith.Judge Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step. Change 2731928 on 2015/10/16 by Michael.Trepka PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl) Change 2731934 on 2015/10/16 by Michael.Trepka PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura) Change 2732018 on 2015/10/16 by Mark.Satterthwaite Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached. - The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders. - Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this. - Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL. Change 2732365 on 2015/10/16 by Josh.Adams - Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On) Change 2733170 on 2015/10/18 by Terence.Burns Fix for Android IAP query not returning entire inventory. Change 2733174 on 2015/10/18 by Terence.Burns Fix Movie player issue where wait for movie to finish isnt being respected. Seems a stray bUserCanceled event flag was causing this not to be observed. Added some verbose logging to apple movie player. Change 2733488 on 2015/10/19 by Mark.Satterthwaite Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information. - Fixed a bug that would cause invalid shader membership and draw state information to be logged. - Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too. Change 2735226 on 2015/10/20 by Mark.Satterthwaite Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently. #jira UE-21214 #jira UE-19913 Change 2736722 on 2015/10/21 by Daniel.Lamb Improved performance of cooking stats system. Change 2737172 on 2015/10/21 by Daniel.Lamb Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00
public void surfaceChanged(SurfaceHolder holder, int format, int width, int height)
{
if(bUseSurfaceView)
{
int newWidth = (DesiredHolderWidth > 0) ? DesiredHolderWidth : width;
int newHeight = (DesiredHolderHeight > 0) ? DesiredHolderHeight : height;
super.surfaceChanged(holder, format, newWidth, newHeight);
holder.setFixedSize(newWidth, newHeight);
nativeSetSurfaceViewInfo(holder.getSurfaceFrame().width(), holder.getSurfaceFrame().height());
}
else
{
super.surfaceChanged(holder, format, width, height);
}
}
Copying //UE4/Dev-Platform to Dev-Main (//UE4/Dev-Main) (Source: //UE4/Dev-Platform @ 3061622) #rb none #lockdown nick.penwarden Change 3046743 on 2016/07/12 by Mark.Satterthwaite Revert Metal workaround for AtmosphericFog rendering on Intel & AMD from 2897082 and instead change the MetalBackend to emit a precise::sqrt(max(0.0, value)) instruction instead of sqrt(value) to avoid the NaN from -ve values. This may still be technically incorrect versus D3D, but it matches the existing OpenGL appearance. #rb ben.woodhouse #jira UE-33028 Change 3046820 on 2016/07/12 by Peter.Sauerbrei PR#2594 - fix for analog input, courtesy of CleanCut #rb daniel.lamb Change 3046826 on 2016/07/12 by Peter.Sauerbrei PR#2561 - addition of code to limit architecture in required caps for IOS, courtesy of derekvanvliet #rb daniel.lamb Change 3046835 on 2016/07/12 by Peter.Sauerbrei PR#2559 - Increase the stack size on IOS and Mac, courtesy of derekvanvliet PR#2552 - Addition for Apple ReplayKit Framework, courtesy of JoshuaKaiser #rb daniel.lamb Change 3046838 on 2016/07/12 by Peter.Sauerbrei PR#2548 - Adding Log information when an unsupported audio type is used, courtesy of derekvanvliet #rb daniel.lamb Change 3046854 on 2016/07/12 by Peter.Sauerbrei PR#2547 - fix for unrecognize selector crash on iOS, couretesy of derekvanvliet PR#2384 - prevent crashes when initializing push notifications on IOS 7, courtesy of alk3ovation #rb daniel.lamb Change 3046858 on 2016/07/12 by Peter.Sauerbrei PR#2475, #1868 - fix for mapping of iOS device name, courtesy of wingedrobin, derekvanvliet PR#2567 - fix name of IPhoneSE in names array, courtesy of rohanliston #rb daniel.lamb Change 3046862 on 2016/07/12 by Peter.Sauerbrei fix for type in tooltip #jira UE-27123 #rb daniel.lamb Change 3046919 on 2016/07/12 by Daniel.Lamb Stop texture derived data from loading it's bulk data when the linker is destoryed. #rb Peter.Sauerbrei Change 3046922 on 2016/07/12 by Daniel.Lamb Updated the default cooker gc settings so that it can have more resources. Added support for cooker markup package and objects as (new flag) disregard for gc if it's still in use by the cooker. Changed the way reentry data is stored in the cooker. Cook only editor content flag in project settings now works again. #rb Josh.Adams #test cook Paragon Change 3046924 on 2016/07/12 by Daniel.Lamb Added support for encrypting ini files. Added new project setting in the editor and setting in ufe. Also added ForDistribution flag to ufe. #rb Peter.Sauerbrei Change 3046936 on 2016/07/12 by Mark.Satterthwaite Fix compute shader TLV clear for async. compute on Mac. #rb chris.babcock Change 3047207 on 2016/07/12 by Mark.Satterthwaite It is illegal to use a reference to an element within a TMap to initialise a new value that is to be added to the TMap as it causes heap-use-after-free. #rb chris.babcock Change 3047208 on 2016/07/12 by Mark.Satterthwaite When removing a vertex don't attempt to copy from one element beyond the end of the array to fill the last element - that's a heap-buffer-overflow and is unnecessary because that element will no longer be used. #rb chris.babcock Change 3047209 on 2016/07/12 by Mark.Satterthwaite Don't attempt to update Metal class counts if the MetalRHI is uninitalised - it will attempt to double-free the TMap. #rb chris.babcock Change 3047641 on 2016/07/13 by Lee.Clark PS4 - Improve SDK Version checking messages #rb none Change 3047663 on 2016/07/13 by Keith.Judge Orion - Various minor PS4-only things activated for XB1. #rb none Change 3047664 on 2016/07/13 by Keith.Judge XB1 - Fix analysis warning of shadowing a member variable. #rb none Change 3047784 on 2016/07/13 by Keith.Judge Xbox One - Memory and perf saving in query handling. Store 8 queries per allocation, rather than 1 so we're making the maximum use of the 256byte allocation granularity. #rb None Change 3047834 on 2016/07/13 by Keith.Judge XB1 - Release underlying memory of 3D textures when destroying them. Oops! #rb none Change 3048190 on 2016/07/13 by Josh.Adams - Now leave around the ASTC encoder input file on error, for reproing outside of the engine #rb none Change 3048256 on 2016/07/13 by Daniel.Lamb Removed warning about missing file when using cook on the fly. #rb Peter.Sauerbrei Change 3048409 on 2016/07/13 by Daniel.Lamb Improved output for saving packages in unattended builds. #rb Jonathan.Fitzpatrick Change 3048763 on 2016/07/13 by Peter.Sauerbrei switch AppleTV to tvOS in the editor #jira UE-30532 #rb michael.trepka Change 3049608 on 2016/07/14 by Keith.Judge XB1 - Optimize vertex/index buffer dynamic memory usage. #rb none Change 3049609 on 2016/07/14 by Keith.Judge Xbox One CPU Perf - Add _RenderThread versions of Lock/Unlock Texture 2D to stop more RHI thread stalls. #rb None Change 3049610 on 2016/07/14 by Keith.Judge Xbox One - Reduce latency of deferred deletions to two frames. #rb None Change 3049730 on 2016/07/14 by Keith.Judge Xbox One - Disable _RenderThread versions of Lock/Unlock Texture 2D for now as they're causing hangs. #rb None Change 3049732 on 2016/07/14 by Keith.Judge Xbox One - Add critical section to the query slot incrementing code as this wa causing a hang after running for a while as it can be done on any of the parallel rendering threads (not just the RHI thread. Also remove optimization pragmas accidentally left in. #rb none Change 3049791 on 2016/07/14 by Keith.Judge Xbox One - Made the occlusion query multithreading even more robust. Can play for ages now in a large level without a crash. #rb None Change 3049968 on 2016/07/14 by Jeremiah.Waldron Adding AndroidDisableThreadedRendering CVar and device profiles for 4 specific devices that need to have threaded rendering disabled on them due to swap buffer issues. Leaving previous checks in FAndroidMisc::AllowRenderThread as they are, but any new devices that need threaded rendering disabled should use the CVar #jira UE-24954, UE-27685, UE-20067 #rb chris.babcock Change 3050428 on 2016/07/14 by Jeremiah.Waldron Fix for application window being terminated if an AlertDialog is showing onPause Repro'd and fix tested on Samsung Galaxy Note 3 #android #jira UE-32998 #rb chris.babcock Change 3050642 on 2016/07/14 by Peter.Sauerbrei fix for invalid generated plist #rb daniel.lamb Change 3050718 on 2016/07/14 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) #rb none Change 3051327 on 2016/07/15 by Keith.Judge Xbox One - Save memory when locking 2D textures by only allocating a linear copy of the mip/array slice we're locking, rather than the entire mip chain. I'll do the same for 3D textures next. #rb None Change 3051346 on 2016/07/15 by Keith.Judge Xbox One - Same memory savings for UpdateTexture2D/3D. Only allocate for the mip/slice that we're updating, not the entire texture. #rb None. Change 3051530 on 2016/07/15 by Nick.Shin github: minor typo fixes #jira UE-32129 - GitHub 2513 : Update default output of HTML5 packaging #rb none Change 3053631 on 2016/07/18 by Mark.Satterthwaite Don't attempt to bind a 2D texture to the FOnePassPointShadowProjectionShaderParameters because it just won't work on Metal - instead bind the black-cube. This fixes validation errors that prevent running projects under the debugger. #codereview daniel.wright #rb josh.adams #jira UE-33350 Change 3053816 on 2016/07/18 by Mark.Satterthwaite Fixes for iOS Metal: - Depth-clip mode was erroneously exported on iOS SDK 9, it wasn't ever actually available. - Stencil texture views are only required on Mac. - State cache shouldn't suggest a render target change is required if the current state is clear and the new state is load/don't care as this breaks iOS rendering with MSAA. - Instead the debug submissions should just directly invoke submit and switch to rendering so that its SetRenderTarget call always succeeds. #rb michael.trepka Change 3053818 on 2016/07/18 by Mark.Satterthwaite Explicit casts for Metal precise::sqrt required for iOS to work with ffast-math workaround. #rb michael.trepka Change 3054426 on 2016/07/18 by Dmitry.Rekman Fix case-sensitive compilation problems (UE-33420). #codereview Olaf.Piesche #rb none Change 3054434 on 2016/07/18 by Mark.Satterthwaite Silence delete-non-virtual-dtor warnings on iOS as we do on Mac. #rb none Change 3054719 on 2016/07/18 by Jeremiah.Waldron Adding ShowHiddenAlertDialog JNI function to be called from native code after the render thread is resumed after pausing. Tested locally on Galaxy Note 3. Tested on LG G4 by nick.shin. Tested on Galaxy S6 by chris.babcock #jira UE-32998 #android #rb chris.babcock Change 3054742 on 2016/07/18 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) #rb none Change 3054850 on 2016/07/18 by Dmitry.Rekman Replace Fatal->Error so messagebox can be shown (UE-22818). - Incorporates PR #1714 by zaps166. #rb none #tests Tried to create an invalid context, made sure messagebox is popping up. Change 3055317 on 2016/07/19 by Lee.Clark PS4 - Fix render target memory allocation #jira UE-32988 #rb Marcus.Wassmer Change 3055682 on 2016/07/19 by Brent.Pease + Fix Debug builds by removing force inline attribute only on debug builds to prevent a warning that is treated as an error #rb michael.trepka Change 3056065 on 2016/07/19 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) #rb none Change 3056256 on 2016/07/19 by Chris.Babcock Add optional log spew filtering callback to Run #jira UE-33468 #ue4 #android #rb Ben.Marsh #codereview Jack.Porter Change 3056727 on 2016/07/19 by Chris.Babcock Added addition scope (plus.login) to Google Play Games builder #jira UE-33480 #ue4 #android #rb none #codereview ryan.gerleve Change 3056811 on 2016/07/19 by Jeff.Campeau Xbox One now accepts client configs. #rb none Change 3057152 on 2016/07/20 by Dmitry.Rekman Linux: use libc++ instead of libstdc++. - Needed to solve problems with third-party C++ libraries (e.g. WebRTC). - Bundled libc++ 3.8.1 (TPS cleared). - Turned off ICU compilation (needs recompile against libc++). - Some libraries (e.g. FBX sdk) still need libstdc++, so in practice it is going to be a mix. #rb none #tests Built and ran a number of Linux targets. Change 3057362 on 2016/07/20 by Keith.Judge XB1 - Fix busted merge from yesterday #rb None Change 3057647 on 2016/07/20 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) #rb none Change 3057655 on 2016/07/20 by Daniel.Lamb Added test cooking flag. #rb Peter.Sauerbrei #test Cook paragon. Change 3058779 on 2016/07/20 by Dmitry.Rekman Fix crash on cooker exit (UE-33583). - Global/static tickable objects could outlive the collection and trigger asserts when removing themselves from it. #rb Josh.Adams #codereview Josh.Adams, Jamie.Dale #tests Compiled and ran Linux editor. #lockdown Josh.Adams Change 3058835 on 2016/07/20 by Chris.Babcock Enable GooglePlay and GameCenter plugins by default #jira UE-33605 #ue4 #android #ios #rb mark.satterthwaite #codereview Peter.Sauerbrei #lockdown Josh.Adams Change 3058847 on 2016/07/20 by Chris.Babcock Fix Android device rule for AlcatelPixi3 #jira UE-33606 #ue4 #android #rb none #codereview Jeremiah.Walron #lockdown Josh.Adams Change 3059693 on 2016/07/21 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) #rb none #lockdown nick.penwarden Change 3060139 on 2016/07/21 by Chris.Babcock Fix proguard entry for Android mediaplayer tracks #jira UE-33644 #ue4 #android #rb Josh.Adams #lockdown Josh.Adams Change 3061151 on 2016/07/22 by Niklas.Smedberg Fast ASTC texture compression, using ISPC. #jira UE-32308 #rb chris.babcock #lockdown josh.adams Change 3061428 on 2016/07/22 by Peter.Sauerbrei Back out changelist 3061151 as it wasn't approved for submission #rb none #lockdown josh.adams Change 3061436 on 2016/07/22 by Lee.Clark PS4 - Back out render target mem allocation changes and put in a temp hack #jira UE-33657 #codereview Marcus.Wassmer #lockdown josh.adams #rb none [CL 3061637 by Josh Adams in Main branch]
2016-07-22 11:36:47 -04:00
public void AndroidThunkJava_ShowHiddenAlertDialog()
{
if(CurrentDialogType != EAlertDialogType.None)
{
Log.debug("==============> [JAVA] AndroidThunkJava_ShowHiddenAlertDialog() - Showing " + CurrentDialogType);
// If an AlertDialog was showing onPause and we hid it, show it again
_activity.runOnUiThread(new Runnable()
{
public void run()
{
switch(CurrentDialogType)
{
case Keyboard:
virtualKeyboardAlert.show();
break;
case Console:
consoleAlert.show();
break;
default:
Log.debug("ERROR: Unknown EAlertDialogType!");
break;
}
}
});
}
}
public boolean AndroidThunkJava_IsScreensaverEnabled()
{
return !bKeepScreenOn;
}
public void AndroidThunkJava_KeepScreenOn(boolean Enable)
{
bKeepScreenOn = Enable;
if (Enable)
{
_activity.runOnUiThread(new Runnable()
{
@Override
public void run()
{
Log.debug("==============> [JAVA] AndroidThunkJava_KeepScreenOn(true) - Disabled screen saver");
_activity.getWindow().addFlags(WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON);
}
});
}
else
{
_activity.runOnUiThread(new Runnable()
{
@Override
public void run()
{
Log.debug("==============> [JAVA] AndroidThunkJava_KeepScreenOn(false) - Enabled screen saver");
_activity.getWindow().clearFlags(WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON);
}
});
}
}
private class VibrateRunnable implements Runnable {
private int duration;
private Vibrator vibrator;
VibrateRunnable(final int Duration, final Vibrator vibrator)
{
this.duration = Duration;
this.vibrator = vibrator;
}
public void run ()
{
if (duration < 1)
{
vibrator.cancel();
} else {
vibrator.vibrate(duration);
}
}
}
public void AndroidThunkJava_Vibrate(int Duration)
{
Vibrator vibrator = (Vibrator)getSystemService(VIBRATOR_SERVICE);
if (vibrator != null)
{
_activity.runOnUiThread(new VibrateRunnable(Duration, vibrator));
}
}
// Called from event thread in NativeActivity
public void AndroidThunkJava_ShowConsoleWindow(String Formats)
{
if (consoleAlert.isShowing() == true)
{
Log.debug("Console already showing.");
return;
}
// start at end of console history
consoleHistoryIndex = consoleHistoryList.size();
consoleAlert.setMessage("[Available texture formats: " + Formats + "]");
_activity.runOnUiThread(new Runnable()
{
public void run()
{
if (consoleAlert.isShowing() == false)
{
Log.debug("Console not showing yet");
consoleAlert.show();
Copying //UE4/Dev-Platform to Dev-Main (//UE4/Dev-Main) (Source: //UE4/Dev-Platform @ 3061622) #rb none #lockdown nick.penwarden Change 3046743 on 2016/07/12 by Mark.Satterthwaite Revert Metal workaround for AtmosphericFog rendering on Intel & AMD from 2897082 and instead change the MetalBackend to emit a precise::sqrt(max(0.0, value)) instruction instead of sqrt(value) to avoid the NaN from -ve values. This may still be technically incorrect versus D3D, but it matches the existing OpenGL appearance. #rb ben.woodhouse #jira UE-33028 Change 3046820 on 2016/07/12 by Peter.Sauerbrei PR#2594 - fix for analog input, courtesy of CleanCut #rb daniel.lamb Change 3046826 on 2016/07/12 by Peter.Sauerbrei PR#2561 - addition of code to limit architecture in required caps for IOS, courtesy of derekvanvliet #rb daniel.lamb Change 3046835 on 2016/07/12 by Peter.Sauerbrei PR#2559 - Increase the stack size on IOS and Mac, courtesy of derekvanvliet PR#2552 - Addition for Apple ReplayKit Framework, courtesy of JoshuaKaiser #rb daniel.lamb Change 3046838 on 2016/07/12 by Peter.Sauerbrei PR#2548 - Adding Log information when an unsupported audio type is used, courtesy of derekvanvliet #rb daniel.lamb Change 3046854 on 2016/07/12 by Peter.Sauerbrei PR#2547 - fix for unrecognize selector crash on iOS, couretesy of derekvanvliet PR#2384 - prevent crashes when initializing push notifications on IOS 7, courtesy of alk3ovation #rb daniel.lamb Change 3046858 on 2016/07/12 by Peter.Sauerbrei PR#2475, #1868 - fix for mapping of iOS device name, courtesy of wingedrobin, derekvanvliet PR#2567 - fix name of IPhoneSE in names array, courtesy of rohanliston #rb daniel.lamb Change 3046862 on 2016/07/12 by Peter.Sauerbrei fix for type in tooltip #jira UE-27123 #rb daniel.lamb Change 3046919 on 2016/07/12 by Daniel.Lamb Stop texture derived data from loading it's bulk data when the linker is destoryed. #rb Peter.Sauerbrei Change 3046922 on 2016/07/12 by Daniel.Lamb Updated the default cooker gc settings so that it can have more resources. Added support for cooker markup package and objects as (new flag) disregard for gc if it's still in use by the cooker. Changed the way reentry data is stored in the cooker. Cook only editor content flag in project settings now works again. #rb Josh.Adams #test cook Paragon Change 3046924 on 2016/07/12 by Daniel.Lamb Added support for encrypting ini files. Added new project setting in the editor and setting in ufe. Also added ForDistribution flag to ufe. #rb Peter.Sauerbrei Change 3046936 on 2016/07/12 by Mark.Satterthwaite Fix compute shader TLV clear for async. compute on Mac. #rb chris.babcock Change 3047207 on 2016/07/12 by Mark.Satterthwaite It is illegal to use a reference to an element within a TMap to initialise a new value that is to be added to the TMap as it causes heap-use-after-free. #rb chris.babcock Change 3047208 on 2016/07/12 by Mark.Satterthwaite When removing a vertex don't attempt to copy from one element beyond the end of the array to fill the last element - that's a heap-buffer-overflow and is unnecessary because that element will no longer be used. #rb chris.babcock Change 3047209 on 2016/07/12 by Mark.Satterthwaite Don't attempt to update Metal class counts if the MetalRHI is uninitalised - it will attempt to double-free the TMap. #rb chris.babcock Change 3047641 on 2016/07/13 by Lee.Clark PS4 - Improve SDK Version checking messages #rb none Change 3047663 on 2016/07/13 by Keith.Judge Orion - Various minor PS4-only things activated for XB1. #rb none Change 3047664 on 2016/07/13 by Keith.Judge XB1 - Fix analysis warning of shadowing a member variable. #rb none Change 3047784 on 2016/07/13 by Keith.Judge Xbox One - Memory and perf saving in query handling. Store 8 queries per allocation, rather than 1 so we're making the maximum use of the 256byte allocation granularity. #rb None Change 3047834 on 2016/07/13 by Keith.Judge XB1 - Release underlying memory of 3D textures when destroying them. Oops! #rb none Change 3048190 on 2016/07/13 by Josh.Adams - Now leave around the ASTC encoder input file on error, for reproing outside of the engine #rb none Change 3048256 on 2016/07/13 by Daniel.Lamb Removed warning about missing file when using cook on the fly. #rb Peter.Sauerbrei Change 3048409 on 2016/07/13 by Daniel.Lamb Improved output for saving packages in unattended builds. #rb Jonathan.Fitzpatrick Change 3048763 on 2016/07/13 by Peter.Sauerbrei switch AppleTV to tvOS in the editor #jira UE-30532 #rb michael.trepka Change 3049608 on 2016/07/14 by Keith.Judge XB1 - Optimize vertex/index buffer dynamic memory usage. #rb none Change 3049609 on 2016/07/14 by Keith.Judge Xbox One CPU Perf - Add _RenderThread versions of Lock/Unlock Texture 2D to stop more RHI thread stalls. #rb None Change 3049610 on 2016/07/14 by Keith.Judge Xbox One - Reduce latency of deferred deletions to two frames. #rb None Change 3049730 on 2016/07/14 by Keith.Judge Xbox One - Disable _RenderThread versions of Lock/Unlock Texture 2D for now as they're causing hangs. #rb None Change 3049732 on 2016/07/14 by Keith.Judge Xbox One - Add critical section to the query slot incrementing code as this wa causing a hang after running for a while as it can be done on any of the parallel rendering threads (not just the RHI thread. Also remove optimization pragmas accidentally left in. #rb none Change 3049791 on 2016/07/14 by Keith.Judge Xbox One - Made the occlusion query multithreading even more robust. Can play for ages now in a large level without a crash. #rb None Change 3049968 on 2016/07/14 by Jeremiah.Waldron Adding AndroidDisableThreadedRendering CVar and device profiles for 4 specific devices that need to have threaded rendering disabled on them due to swap buffer issues. Leaving previous checks in FAndroidMisc::AllowRenderThread as they are, but any new devices that need threaded rendering disabled should use the CVar #jira UE-24954, UE-27685, UE-20067 #rb chris.babcock Change 3050428 on 2016/07/14 by Jeremiah.Waldron Fix for application window being terminated if an AlertDialog is showing onPause Repro'd and fix tested on Samsung Galaxy Note 3 #android #jira UE-32998 #rb chris.babcock Change 3050642 on 2016/07/14 by Peter.Sauerbrei fix for invalid generated plist #rb daniel.lamb Change 3050718 on 2016/07/14 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) #rb none Change 3051327 on 2016/07/15 by Keith.Judge Xbox One - Save memory when locking 2D textures by only allocating a linear copy of the mip/array slice we're locking, rather than the entire mip chain. I'll do the same for 3D textures next. #rb None Change 3051346 on 2016/07/15 by Keith.Judge Xbox One - Same memory savings for UpdateTexture2D/3D. Only allocate for the mip/slice that we're updating, not the entire texture. #rb None. Change 3051530 on 2016/07/15 by Nick.Shin github: minor typo fixes #jira UE-32129 - GitHub 2513 : Update default output of HTML5 packaging #rb none Change 3053631 on 2016/07/18 by Mark.Satterthwaite Don't attempt to bind a 2D texture to the FOnePassPointShadowProjectionShaderParameters because it just won't work on Metal - instead bind the black-cube. This fixes validation errors that prevent running projects under the debugger. #codereview daniel.wright #rb josh.adams #jira UE-33350 Change 3053816 on 2016/07/18 by Mark.Satterthwaite Fixes for iOS Metal: - Depth-clip mode was erroneously exported on iOS SDK 9, it wasn't ever actually available. - Stencil texture views are only required on Mac. - State cache shouldn't suggest a render target change is required if the current state is clear and the new state is load/don't care as this breaks iOS rendering with MSAA. - Instead the debug submissions should just directly invoke submit and switch to rendering so that its SetRenderTarget call always succeeds. #rb michael.trepka Change 3053818 on 2016/07/18 by Mark.Satterthwaite Explicit casts for Metal precise::sqrt required for iOS to work with ffast-math workaround. #rb michael.trepka Change 3054426 on 2016/07/18 by Dmitry.Rekman Fix case-sensitive compilation problems (UE-33420). #codereview Olaf.Piesche #rb none Change 3054434 on 2016/07/18 by Mark.Satterthwaite Silence delete-non-virtual-dtor warnings on iOS as we do on Mac. #rb none Change 3054719 on 2016/07/18 by Jeremiah.Waldron Adding ShowHiddenAlertDialog JNI function to be called from native code after the render thread is resumed after pausing. Tested locally on Galaxy Note 3. Tested on LG G4 by nick.shin. Tested on Galaxy S6 by chris.babcock #jira UE-32998 #android #rb chris.babcock Change 3054742 on 2016/07/18 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) #rb none Change 3054850 on 2016/07/18 by Dmitry.Rekman Replace Fatal->Error so messagebox can be shown (UE-22818). - Incorporates PR #1714 by zaps166. #rb none #tests Tried to create an invalid context, made sure messagebox is popping up. Change 3055317 on 2016/07/19 by Lee.Clark PS4 - Fix render target memory allocation #jira UE-32988 #rb Marcus.Wassmer Change 3055682 on 2016/07/19 by Brent.Pease + Fix Debug builds by removing force inline attribute only on debug builds to prevent a warning that is treated as an error #rb michael.trepka Change 3056065 on 2016/07/19 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) #rb none Change 3056256 on 2016/07/19 by Chris.Babcock Add optional log spew filtering callback to Run #jira UE-33468 #ue4 #android #rb Ben.Marsh #codereview Jack.Porter Change 3056727 on 2016/07/19 by Chris.Babcock Added addition scope (plus.login) to Google Play Games builder #jira UE-33480 #ue4 #android #rb none #codereview ryan.gerleve Change 3056811 on 2016/07/19 by Jeff.Campeau Xbox One now accepts client configs. #rb none Change 3057152 on 2016/07/20 by Dmitry.Rekman Linux: use libc++ instead of libstdc++. - Needed to solve problems with third-party C++ libraries (e.g. WebRTC). - Bundled libc++ 3.8.1 (TPS cleared). - Turned off ICU compilation (needs recompile against libc++). - Some libraries (e.g. FBX sdk) still need libstdc++, so in practice it is going to be a mix. #rb none #tests Built and ran a number of Linux targets. Change 3057362 on 2016/07/20 by Keith.Judge XB1 - Fix busted merge from yesterday #rb None Change 3057647 on 2016/07/20 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) #rb none Change 3057655 on 2016/07/20 by Daniel.Lamb Added test cooking flag. #rb Peter.Sauerbrei #test Cook paragon. Change 3058779 on 2016/07/20 by Dmitry.Rekman Fix crash on cooker exit (UE-33583). - Global/static tickable objects could outlive the collection and trigger asserts when removing themselves from it. #rb Josh.Adams #codereview Josh.Adams, Jamie.Dale #tests Compiled and ran Linux editor. #lockdown Josh.Adams Change 3058835 on 2016/07/20 by Chris.Babcock Enable GooglePlay and GameCenter plugins by default #jira UE-33605 #ue4 #android #ios #rb mark.satterthwaite #codereview Peter.Sauerbrei #lockdown Josh.Adams Change 3058847 on 2016/07/20 by Chris.Babcock Fix Android device rule for AlcatelPixi3 #jira UE-33606 #ue4 #android #rb none #codereview Jeremiah.Walron #lockdown Josh.Adams Change 3059693 on 2016/07/21 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) #rb none #lockdown nick.penwarden Change 3060139 on 2016/07/21 by Chris.Babcock Fix proguard entry for Android mediaplayer tracks #jira UE-33644 #ue4 #android #rb Josh.Adams #lockdown Josh.Adams Change 3061151 on 2016/07/22 by Niklas.Smedberg Fast ASTC texture compression, using ISPC. #jira UE-32308 #rb chris.babcock #lockdown josh.adams Change 3061428 on 2016/07/22 by Peter.Sauerbrei Back out changelist 3061151 as it wasn't approved for submission #rb none #lockdown josh.adams Change 3061436 on 2016/07/22 by Lee.Clark PS4 - Back out render target mem allocation changes and put in a temp hack #jira UE-33657 #codereview Marcus.Wassmer #lockdown josh.adams #rb none [CL 3061637 by Josh Adams in Main branch]
2016-07-22 11:36:47 -04:00
CurrentDialogType = EAlertDialogType.Console;
}
}
});
}
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3233741) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== [NOTE: Switch changes have been removed from this list, and will be in a comment in //UE4/Main/Engine/Build/Switch/SwitchChanges.txt] Change 3207431 on 2016/11/22 by Keith.Judge Make VectorSign on XB1 match (incorrect) SSE implementation rather than the reference FPU implementation. Too many things seem to rely on this to change the default behaviour now. #jira UE-36921 #jira UE-38560 Change 3208206 on 2016/11/22 by Josh.Adams - Changed plugins upgrading a content-only project to code-based, even if the modules inside aren't compiled for the current platform. There are issues with runtime not knowing the plugin isn't needed. The proper way is to non-whitelist the platform in the project, not in the modules, if you don't want it to upgrade the project. See the comments in this change for more info. #jira UE-38929 Change 3209137 on 2016/11/23 by Alicia.Cano Add a check to iOS tool chain for exception flag #jira UE-36528 #ios Change 3209296 on 2016/11/23 by Ben.Marsh Always send build failure notifications in Dev-Platform to Will.Fissler@epicgames.com and Owen.Stupka@epicgames.com Change 3211316 on 2016/11/28 by Joe.Barnes Fix some typos Change 3211318 on 2016/11/28 by Joe.Barnes Fix wrong function name in header file. Didn't match actual function name in RenderingThread.cpp Change 3213227 on 2016/11/29 by Dmitry.Rekman Add -fPIC to libwebsockets on Linux. Change 3213463 on 2016/11/29 by Nick.Shin helper build scripts for CentOS 7 Linux (via Docker) LINUX: pull source and compile: zlib openssl libcurl & libwebsockets using [ glibc 2.17 ] & [ gcc 4.8.5 ] Docker creates an image (that is essentially a CentOS box) and runs the build script within that environment (called a container). think of this as a VM -- but waaaaaaay better -- nothing is virtualized -- it's all on the metal. #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1203 - Add Linux library for libwebsockets #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 3213939 on 2016/11/29 by Michael.Trepka Ignore parent widget's geometry scale when showing a popup menu in a separate window #jira UE-38706 Change 3215583 on 2016/11/30 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3216345 on 2016/11/30 by Josh.Adams Better fix for poison proxy fix Change 3217106 on 2016/12/01 by Michael.Trepka Fixed a crash caused by an attempt to use FPlayWorldCommands::GlobalPlayWorldActions before it's initialized when showing suppressable warning dialogs in UEditorEngine::UpdateAutoLoadProject() #jira UE-38816 Change 3217223 on 2016/12/01 by Josh.Adams - Fixed some TEXT macro warnings that crept in from IWYU changes Change 3217253 on 2016/12/01 by Dmitry.Rekman Linux: fix GL crash (UE-17649). - Making sure all streams are set up. Fix by Cengiz. Change 3217473 on 2016/12/01 by Daniel.Lamb Fixed a case when we load a map it might not have it's sublevels loaded because it's not treated like a map. #test cook run QAGame Change 3217588 on 2016/12/01 by Peter.Sauerbrei Pull in IPv6 fix Change 3217654 on 2016/12/01 by Michael.Trepka Changed the Mac-specific high DPI code to use system backingScaleFactor only if NSHighResolutionCapable in Info.plist is set to true. This solves the problem with macOS Sierra giving us actual backingScaleFactor values even in low DPI modes. Change 3217873 on 2016/12/01 by Josh.Adams - Added some logging to a tvOS assert, since debugging it right away is tricky Change 3218097 on 2016/12/01 by Josh.Adams - Fixed up the Switch MediaFramework, making editor better, etc - ALso changed PS4 and Xbox plugins to be enabled by default by having two entries in the plugin module for the Factory modules (an editor only entry, and a platform specific runtime entry... this will make it so that UE4Game.exe won't ahve it compiled in, even with it enabled by default) Change 3218133 on 2016/12/01 by Dmitry.Rekman Linux: report server hangs by crashing the hung thread (UE-39164). Change 3218512 on 2016/12/01 by Josh.Adams - Made the MfMedia plugin to be distributable in public builds, since it's for Windows and Xbox Change 3219804 on 2016/12/02 by Dmitry.Rekman Linux: fix project settings crash (UE-38800). - Also submitted as a pull request #2945. Change 3220027 on 2016/12/02 by Nick.Shin plow all physx libs into build NOTE: most browsers will not function - chrome and firefox nightly only works checking this in as per email #jira UE-38323 VehicleTemplate Vehicle does not move in HTML5 Change 3221620 on 2016/12/05 by Joe.Barnes UE-37275 - Temporary workaround for log lines losing carriage returns. Add's a \n when outputting lines if there isn't one at the end. Change 3221689 on 2016/12/05 by Dmitry.Rekman Attempt to change/rename. Change 3221700 on 2016/12/05 by Dmitry.Rekman Another attempt to change renamed file (from Linux). Change 3221731 on 2016/12/05 by Michael.Trepka Added missing initialization for FAvfVideoSampler::MetalTextureCache #jira UE-38689 Change 3221792 on 2016/12/05 by Michael.Trepka Fixed a crash in FMetalDynamicRHI::RHIAsyncReallocateTexture2D for PVRTC2 textures Change 3222675 on 2016/12/05 by Josh.Adams - Removed some resolution setting junk that was recently added to PlatformerGame - settings resolution on AppleTV is bad, it doesn't need to change resolution on non-desktop platforms #jira UE-39188 Change 3223546 on 2016/12/06 by Brent.Pease + Properly set and use the realtime compression for ios. + Reduce unused memory on ios from the precached first buffer + Fix a resource tracking issue that was causing a double free on the sound buffer Change 3223785 on 2016/12/06 by Brent.Pease + Add support for iPhone7 (implemented by peter.sauerbrei, merged in from WEX) #jira ue-38701 Change 3224314 on 2016/12/06 by Chris.Babcock Send OnTargetPlatformChangedSupportedFormats when format changed in Android project settings in editor #jira UE-38361 #ue4 #android Change 3225367 on 2016/12/07 by Josh.Adams - Added FKey::Virtual_Accept and Virtual_Back, which will map to FaceButton Right/Down appropriately based on platform (Switch swaps them) - Made changes to ShooterGame and VehicleGame for Virtual_Accept and Back - Added some icons for ShooterGame, and changed some text blocks to SRichTextBlock to insert the icons Change 3225426 on 2016/12/07 by Chris.Babcock Add missing Android UPL file for binary builds #jira UE-39420 #ue4 #android Change 3225471 on 2016/12/07 by Dmitry.Rekman Update all platforms to C++14. Change 3225525 on 2016/12/07 by Nick.Shin Cook-On-The-Fly for HTML5 - re-enabled: ENetworkFileServerProtocol::NFSP_Http - cleaned up port numbers used with cook-on-the-fly situations - fixed null_ptr in NetworkFileServerHttp.cpp - fix CORS issue with HTML5LaunchHelper (not really needed -- but doesn't hurt to have it in the test server) - finally, the core of the jira issue: o fix serialization bug: do not append zero sized data o fix de-serialization bug: removed double insertion of packet "Marker and Size" header #jira UE-38281 Quicklaunch UFE HTML5 fails to get COTF Header Size Change 3225690 on 2016/12/07 by Dmitry.Rekman Linux: improvements in touch support. - Multiple fingers. - Filtering out "moved" events from the same location. - Consistent logging. (Edigrating 3225194 from Wombat to Dev-Platform) Change 3225868 on 2016/12/07 by Josh.Stoddard Gracefully handle delete without matching new on iOS & Mac #jira UE-39395 Change 3226159 on 2016/12/07 by Omar.Rodriguez UEPLAT-1423 WEX: Improved virtual keyboard for Android * Renamed old virtual keyboard functions by adding "Dialog" suffix to the name * Added new virtual keyboard functions that use InputMethodManager to show/hide keyboard * Hide the virtual keyboard, if shown, onPause * Slate edit box decides which functions to call for showing/hiding keyboard - eventually will be based on command line parameter like in IOS #jira UEPLAT-1423 Change 3226167 on 2016/12/07 by Dmitry.Rekman Allow running as root on ARM. (Edigrating 3204974 to Dev-Platform) Change 3226168 on 2016/12/07 by Dmitry.Rekman Print current CVar value when denying an override. (Based on CL 3205476). Change 3226169 on 2016/12/07 by Dmitry.Rekman Allow enabling sound (if disabled by default). (Based on CL 3205505) Change 3226171 on 2016/12/07 by Dmitry.Rekman Allow running from symlinks. (Edigrating 3205518 to Dev-Platform). Change 3226174 on 2016/12/07 by Dmitry.Rekman Linux: do not init SDL audio (we do not use it anyway). (Based on CL 3205505). Change 3226327 on 2016/12/07 by Nick.Shin fix CIS warning #jira UE-38281 Quicklaunch UFE HTML5 fails to get COTF Header Size Change 3226506 on 2016/12/08 by Dmitry.Rekman Fix one more case-sensitive misspelling (UE-39030). - Submitted as part of PR #2976. Change 3226542 on 2016/12/08 by Dmitry.Rekman Linux: fix weirdness with tesselation in GL4 (UE-32865). - Workaround by CengizT. Proper fix tracked as UE-39489. Change 3226570 on 2016/12/08 by Dmitry.Rekman Fix for ar failing due to too long command line (UE-39009). - Based on PR #2973. Change 3226575 on 2016/12/08 by Dmitry.Rekman Add build-essential to dependencies (UE-39053). - PR #2981 contributed by cpyarger. Change 3227129 on 2016/12/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Fixed up a deferred GL error as well Fixed some copyrights of files not in main Change 3227260 on 2016/12/08 by Omar.Rodriguez UE-39140 Projects with iCloud are failing provisioning check when code signing. * Set default value of bEnableCloudKitSupport to False * Set value of get-task-allow to true only on non-distribution builds * Only write out the entitlements file if changes have been made #jira UE-39140 Change 3229312 on 2016/12/09 by Dmitry.Rekman Fix missing responses (UE-39572). - Proper implementation of UE-39009. Change 3230849 on 2016/12/12 by Dmitry.Rekman Linux: fixed Android packaging (UE-39635). - Misspelled case; fixed by JohnHenry Carawon. #jira UE-39635 Change 3231591 on 2016/12/12 by Peter.Sauerbrei fix for splash screen not being turned off by default #jira UE-39591 Change 3231880 on 2016/12/12 by Josh.Adams - Fixing StaticAnalysis warnings, but -enablecodeanalysis stopped working for some reason, and the /Zm thing has hit me really hard, so this is a hopeful checkin for static analysis issues #jira UE-39680 Change 3232816 on 2016/12/13 by Dmitry.Rekman Linux: fix for CEF (UE-39682) - Fix by Cengiz.Terzibas. Change 3232873 on 2016/12/13 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3232933 on 2016/12/13 by Josh.Adams - Missed the files that were needed to fix up after merge from main, but didn';t come from main Change 3233066 on 2016/12/13 by Ben.Marsh UBT: Ignore exception if PATH variable contains invalid characters when looking for XGE. Change 3233512 on 2016/12/13 by Ben.Marsh Fix static analysis warnings. [CL 3233813 by Josh Adams in Main branch]
2016-12-13 19:47:16 -05:00
// old virtual keyboard show/hide functions input dialog
public void AndroidThunkJava_HideVirtualKeyboardInputDialog()
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
{
if (virtualKeyboardAlert.isShowing() == false)
{
Log.debug("Virtual keyboard already hidden.");
return;
}
_activity.runOnUiThread(new Runnable()
{
public void run()
{
if (virtualKeyboardAlert.isShowing() == true)
{
Log.debug("Virtual keyboard hiding");
virtualKeyboardInputBox.setText(" ");
virtualKeyboardAlert.dismiss();
CurrentDialogType = EAlertDialogType.None;
}
}
});
}
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3627362) #lockdown Nick.Penwarden #rb None ============================ MAJOR FEATURES & CHANGES ============================ Change 3600639 by Nick.Shin HTML5 remove old emscripten toolchain forgot to remove this (was checked out in another changelist) #jira UE-47813 Change 3600641 by Nick.Shin HTML5 TM-Core crash fixes new PhysX HTML5 libs #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600644 by Nick.Shin HTML5 TM-Core crash fixes emscripten doesn't seem to know how to look at <PxRigidActor> from the PxActor class... #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600647 by Nick.Shin HTML5 UInterpTrackInst::GetGroupActor() pre-null check #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3601439 by Dmitriy.Dyomin Fixed: Protostar leads to device reboot in Galaxy S7 Adreno device. (SM-G930V) #jira UE-48323 Change 3601440 by Dmitriy.Dyomin Fixed: Texture streaming after world origin was rebased Change 3601456 by Dmitriy.Dyomin Added: Async loading bytecode from shader library - Shader library will be packed into single file - Shader library will be created only when packaging project by the book #jira UEMOB-381 Change 3601624 by Jack.Porter Fix landscape crash on HTML5 Exception !IsInRenderingThread() failed. #jira UE-48527 Change 3603890 by Dmitriy.Dyomin GitHub 3905 : Engine crash in LandscapeComponent when streaming levels #3905 #jira UE-48422 Change 3603933 by Dmitriy.Dyomin Fixed: Crash after Splash Screen on Android (ETC2) when Adding r.UseShaderCaching and r.UseShaderPredraw - Added r.SaveShaderCache command to save current cache on demand - Removed support for caching multiple platfroms at the same time, each platform now uses separate cache/file - Significantly reduced size of draw log on disk - Mobile platfroms support only basic caching, logging shaders and bound shader states without full gfx state #jira UE-47553 Change 3604050 by Sorin.Gradinaru #jira UE-47428 Android virtual keyboard polishing Done: Multiline should be disabled when not needed Hide suggestions and autocorrect "Done" / back button behavior to make it feel natural - Done/Enter and the Back key event sent to the engine If the keyboard is up and you click on the same control you're currently inputting into, it will hide the keyboard. Look into animation - not critical. S6 with Swiftkey. The numbers don't show up in our textedit but the string is updated (we see dots in the Slate control) with the password entry Could not reproduce/test: Make sure we don't use negative coords for the input box if the keyboard is at the top of the screen Change 3604081 by Allan.Bentham Reduce redundant log spam from SustainedPerformanceMode on android. Change 3604152 by Allan.Bentham Improved vulkanRHI availability and selection reporting. Change 3604186 by Dmitriy.Dyomin Vulkan: Write to buffers directly on UMA devices (no staging) Change 3604396 by Nick.Shin HTML5 - stats and multi-threading checks more null & multi-threading - and some functions flat out disabled for HTML5 platform the big "don't use on HTML5" is TLockFreeFixedSizeAllocator_TLSCacheBase's manual TLS.PartialBundle memory handler... i'm not sure it's working properly... switched on USE_NIEVE_TLockFreeFixedSizeAllocator_TLSCacheBase sections of code (i.e. basic malloc and free) for PLATFORM_HTML5 - it seems only the stats function was exacerbating the memory bug ... but, shutting this completely out for HTML5... don't know if it's an emscripten compiler/corruption that's causing this... - will send this to emscripten makers as another test case for them to help see what's going on... #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3604752 by Allan.Bentham Reduce battery status log spam. Change 3604825 by Nick.Shin HTML5 emscripten 1.37.19 updated license file #jira UE-47813 Change 3606486 by Jack.Porter Enabled refraction on tvOS #jira UE-47229 Change 3606546 by Dmitriy.Dyomin Vulkan: Missed null check from CL# 3601439 Change 3606654 by Allan.Bentham mobile post process shaders will not attempt depth buffer fetch, instead they will always read from the depth texture. #jira UE-41919 Change 3606672 by Dmitriy.Dyomin Fixed: Vulkan mode crashes without error on Tegra K1 Nvidia Shield due to OOM - fixed r.MobileReduceLoadedMips has no effect - added r.MobileMaxLoadedMips to set a limit to a number of mips - reduced size of vulkan allocation pages on android #jira UE-42838 Change 3607204 by Allan.Bentham Do not attempt getprocaddress for GL_EXT_DEBUG_LABEL functions when the extension is not declared. Change 3607214 by Nick.Shin HTML5 - stats font crash fix #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3609164 by Chris.Babcock More informative Android SDK license requirements and errors #jra UE-48837 #ue4 #android Change 3609175 by Chris.Babcock Linux build fix #jira none Change 3609516 by Dmitriy.Dyomin Fixed: Decals in TM-ShaderModels appearing and disappearing when viewed at certain angles on Android #jira UE-45342 Change 3609618 by Dmitriy.Dyomin Back out changelist 3603933, to help merge from main Change 3610979 by Peter.Sauerbrei addition of asset catalogs for icons on Xcode 9 for iOS 11 Change 3612145 by Dmitriy.Dyomin Resubmitting CL #3603933 (shader cache fixes) Change 3613981 by Chris.Babcock Fix issue with Android password keyboard input #jira WEX-7343 #ue4 #android Change 3614375 by Sorin.Gradinaru #jira UE-44656 StrategyGame Crashes on launch on KindleFire 5th Gen. Kindle Fire HD7 5th (CPU Mali 450) seems to have problems with thread rendering, crashing when returning to the main thread. Added new device profile [Android_Mali_4xx_KindleFire] with a new cvar r.AndroidDisableThreadedRenderingFirstLoad=1, disabling movie player rendering on the intial screen. For subsequent loading screens, the (same) code apparently runs Ok. A warning "Initial loading screen disabled from BaseDeviceProfiles.ini: r.AndroidDisableThreadedRenderingFirstLoad=1" should appear when the thread rendering is disabled Change 3614971 by Cosmin.Sulea UE-46769 - GitHub 3745 : bForcePVRTC4 was ignored. #jira UE-46769 Change 3616431 by Peter.Sauerbrei PR3657,3658 - fixes for InApp purchase bugs courtesy of nverenik Change 3617306 by Jack.Porter Fix issue where undocked tabs had no way to be made visible again when hidden #jira UE-12044 Change 3617312 by Jack.Porter Find a new best MobileDirectionalLights[channel] when then current one is removed from the world (eg by a level streaming operation) #jira UE-47135 #3785 Change 3617383 by Dmitriy.Dyomin Vk - only dynamic buffers in HostVisible on UMA devices Change 3617437 by Dmitriy.Dyomin Vk - SRV allocates one BufferView for each buffer in FVulkanResourceMultiBuffer, so they can be reused (contributed by Samsung) Change 3617474 by Dmitriy.Dyomin Vk - Don't use fences on image acquire on Android Change 3617483 by Dmitriy.Dyomin Vk - Remove redundant dynamic state setup (viewport, scissor, stencilref) (contributed by Samsung) Change 3617521 by Dmitriy.Dyomin Fix CIS warnings Change 3617574 by Dmitriy.Dyomin Vk - Optimized RenderPass pool and Framebuffer pool (reduced vkObject count) (contributed by Samsung) ProtoStar: Framebuffer count : 133 -> 108, Renderpass count : 21 -> 18 Change 3617585 by Dmitriy.Dyomin compile fix for CL# 3617574 Change 3617849 by Allan.Bentham Log UnsatisfiedLinkError's content when loadlibrary fails. Change 3617945 by Chris.Babcock Allow UPL variable expansion in addPermission, addFeature, and addLibrary #jira UE-47421 #ue4 #android Change 3618097 by Allan.Bentham Fix Y axis switch with android GLES when rendering triangles to canvas. #jira UE-44510 Change 3618733 by Peter.Sauerbrei fix from Dev-Rendering for tvOS shader compilation Change 3618761 by Peter.Sauerbrei fix for shader crash on startup on iOS Change 3618769 by Peter.Sauerbrei bump metal shader guid to force a rebuild of shaders Change 3620061 by Peter.Sauerbrei fix for resource directory on Asset catalogs #jira UE-49074 Change 3620520 by Peter.Sauerbrei remove the texture warning, the logic was incorrect and in the end we don't need the warning #jira UE-49057 Change 3621811 by Allan.Bentham Add mipindex and array slice index to framebuffer hashing code. #jira UE-49171 Change 3624410 by Jack.Porter Fix issue where the Shared Material Native Libraries checkbox causes packaging for Android to fail #jira UE-49105 Change 3627361 by Jack.Porter Fixing case on iOS files #jira None Change 3627362 by Jack.Porter Fixed case on IOS files #jira None [CL 3627373 by Jack Porter in Main branch]
2017-09-06 01:04:25 -04:00
public void AndroidThunkJava_ShowVirtualKeyboardInputDialog(int inInputType, String inLabel, String inContents)
{
if (virtualKeyboardAlert.isShowing() == true)
{
Log.debug("Virtual keyboard already showing.");
return;
}
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3627362) #lockdown Nick.Penwarden #rb None ============================ MAJOR FEATURES & CHANGES ============================ Change 3600639 by Nick.Shin HTML5 remove old emscripten toolchain forgot to remove this (was checked out in another changelist) #jira UE-47813 Change 3600641 by Nick.Shin HTML5 TM-Core crash fixes new PhysX HTML5 libs #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600644 by Nick.Shin HTML5 TM-Core crash fixes emscripten doesn't seem to know how to look at <PxRigidActor> from the PxActor class... #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600647 by Nick.Shin HTML5 UInterpTrackInst::GetGroupActor() pre-null check #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3601439 by Dmitriy.Dyomin Fixed: Protostar leads to device reboot in Galaxy S7 Adreno device. (SM-G930V) #jira UE-48323 Change 3601440 by Dmitriy.Dyomin Fixed: Texture streaming after world origin was rebased Change 3601456 by Dmitriy.Dyomin Added: Async loading bytecode from shader library - Shader library will be packed into single file - Shader library will be created only when packaging project by the book #jira UEMOB-381 Change 3601624 by Jack.Porter Fix landscape crash on HTML5 Exception !IsInRenderingThread() failed. #jira UE-48527 Change 3603890 by Dmitriy.Dyomin GitHub 3905 : Engine crash in LandscapeComponent when streaming levels #3905 #jira UE-48422 Change 3603933 by Dmitriy.Dyomin Fixed: Crash after Splash Screen on Android (ETC2) when Adding r.UseShaderCaching and r.UseShaderPredraw - Added r.SaveShaderCache command to save current cache on demand - Removed support for caching multiple platfroms at the same time, each platform now uses separate cache/file - Significantly reduced size of draw log on disk - Mobile platfroms support only basic caching, logging shaders and bound shader states without full gfx state #jira UE-47553 Change 3604050 by Sorin.Gradinaru #jira UE-47428 Android virtual keyboard polishing Done: Multiline should be disabled when not needed Hide suggestions and autocorrect "Done" / back button behavior to make it feel natural - Done/Enter and the Back key event sent to the engine If the keyboard is up and you click on the same control you're currently inputting into, it will hide the keyboard. Look into animation - not critical. S6 with Swiftkey. The numbers don't show up in our textedit but the string is updated (we see dots in the Slate control) with the password entry Could not reproduce/test: Make sure we don't use negative coords for the input box if the keyboard is at the top of the screen Change 3604081 by Allan.Bentham Reduce redundant log spam from SustainedPerformanceMode on android. Change 3604152 by Allan.Bentham Improved vulkanRHI availability and selection reporting. Change 3604186 by Dmitriy.Dyomin Vulkan: Write to buffers directly on UMA devices (no staging) Change 3604396 by Nick.Shin HTML5 - stats and multi-threading checks more null & multi-threading - and some functions flat out disabled for HTML5 platform the big "don't use on HTML5" is TLockFreeFixedSizeAllocator_TLSCacheBase's manual TLS.PartialBundle memory handler... i'm not sure it's working properly... switched on USE_NIEVE_TLockFreeFixedSizeAllocator_TLSCacheBase sections of code (i.e. basic malloc and free) for PLATFORM_HTML5 - it seems only the stats function was exacerbating the memory bug ... but, shutting this completely out for HTML5... don't know if it's an emscripten compiler/corruption that's causing this... - will send this to emscripten makers as another test case for them to help see what's going on... #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3604752 by Allan.Bentham Reduce battery status log spam. Change 3604825 by Nick.Shin HTML5 emscripten 1.37.19 updated license file #jira UE-47813 Change 3606486 by Jack.Porter Enabled refraction on tvOS #jira UE-47229 Change 3606546 by Dmitriy.Dyomin Vulkan: Missed null check from CL# 3601439 Change 3606654 by Allan.Bentham mobile post process shaders will not attempt depth buffer fetch, instead they will always read from the depth texture. #jira UE-41919 Change 3606672 by Dmitriy.Dyomin Fixed: Vulkan mode crashes without error on Tegra K1 Nvidia Shield due to OOM - fixed r.MobileReduceLoadedMips has no effect - added r.MobileMaxLoadedMips to set a limit to a number of mips - reduced size of vulkan allocation pages on android #jira UE-42838 Change 3607204 by Allan.Bentham Do not attempt getprocaddress for GL_EXT_DEBUG_LABEL functions when the extension is not declared. Change 3607214 by Nick.Shin HTML5 - stats font crash fix #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3609164 by Chris.Babcock More informative Android SDK license requirements and errors #jra UE-48837 #ue4 #android Change 3609175 by Chris.Babcock Linux build fix #jira none Change 3609516 by Dmitriy.Dyomin Fixed: Decals in TM-ShaderModels appearing and disappearing when viewed at certain angles on Android #jira UE-45342 Change 3609618 by Dmitriy.Dyomin Back out changelist 3603933, to help merge from main Change 3610979 by Peter.Sauerbrei addition of asset catalogs for icons on Xcode 9 for iOS 11 Change 3612145 by Dmitriy.Dyomin Resubmitting CL #3603933 (shader cache fixes) Change 3613981 by Chris.Babcock Fix issue with Android password keyboard input #jira WEX-7343 #ue4 #android Change 3614375 by Sorin.Gradinaru #jira UE-44656 StrategyGame Crashes on launch on KindleFire 5th Gen. Kindle Fire HD7 5th (CPU Mali 450) seems to have problems with thread rendering, crashing when returning to the main thread. Added new device profile [Android_Mali_4xx_KindleFire] with a new cvar r.AndroidDisableThreadedRenderingFirstLoad=1, disabling movie player rendering on the intial screen. For subsequent loading screens, the (same) code apparently runs Ok. A warning "Initial loading screen disabled from BaseDeviceProfiles.ini: r.AndroidDisableThreadedRenderingFirstLoad=1" should appear when the thread rendering is disabled Change 3614971 by Cosmin.Sulea UE-46769 - GitHub 3745 : bForcePVRTC4 was ignored. #jira UE-46769 Change 3616431 by Peter.Sauerbrei PR3657,3658 - fixes for InApp purchase bugs courtesy of nverenik Change 3617306 by Jack.Porter Fix issue where undocked tabs had no way to be made visible again when hidden #jira UE-12044 Change 3617312 by Jack.Porter Find a new best MobileDirectionalLights[channel] when then current one is removed from the world (eg by a level streaming operation) #jira UE-47135 #3785 Change 3617383 by Dmitriy.Dyomin Vk - only dynamic buffers in HostVisible on UMA devices Change 3617437 by Dmitriy.Dyomin Vk - SRV allocates one BufferView for each buffer in FVulkanResourceMultiBuffer, so they can be reused (contributed by Samsung) Change 3617474 by Dmitriy.Dyomin Vk - Don't use fences on image acquire on Android Change 3617483 by Dmitriy.Dyomin Vk - Remove redundant dynamic state setup (viewport, scissor, stencilref) (contributed by Samsung) Change 3617521 by Dmitriy.Dyomin Fix CIS warnings Change 3617574 by Dmitriy.Dyomin Vk - Optimized RenderPass pool and Framebuffer pool (reduced vkObject count) (contributed by Samsung) ProtoStar: Framebuffer count : 133 -> 108, Renderpass count : 21 -> 18 Change 3617585 by Dmitriy.Dyomin compile fix for CL# 3617574 Change 3617849 by Allan.Bentham Log UnsatisfiedLinkError's content when loadlibrary fails. Change 3617945 by Chris.Babcock Allow UPL variable expansion in addPermission, addFeature, and addLibrary #jira UE-47421 #ue4 #android Change 3618097 by Allan.Bentham Fix Y axis switch with android GLES when rendering triangles to canvas. #jira UE-44510 Change 3618733 by Peter.Sauerbrei fix from Dev-Rendering for tvOS shader compilation Change 3618761 by Peter.Sauerbrei fix for shader crash on startup on iOS Change 3618769 by Peter.Sauerbrei bump metal shader guid to force a rebuild of shaders Change 3620061 by Peter.Sauerbrei fix for resource directory on Asset catalogs #jira UE-49074 Change 3620520 by Peter.Sauerbrei remove the texture warning, the logic was incorrect and in the end we don't need the warning #jira UE-49057 Change 3621811 by Allan.Bentham Add mipindex and array slice index to framebuffer hashing code. #jira UE-49171 Change 3624410 by Jack.Porter Fix issue where the Shared Material Native Libraries checkbox causes packaging for Android to fail #jira UE-49105 Change 3627361 by Jack.Porter Fixing case on iOS files #jira None Change 3627362 by Jack.Porter Fixed case on IOS files #jira None [CL 3627373 by Jack Porter in Main branch]
2017-09-06 01:04:25 -04:00
// Capture to pass into ui thread
final int uiInputType = inInputType;
final String uiLabel = inLabel;
final String uiContents = inContents;
_activity.runOnUiThread(new Runnable()
{
public void run()
{
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3627362) #lockdown Nick.Penwarden #rb None ============================ MAJOR FEATURES & CHANGES ============================ Change 3600639 by Nick.Shin HTML5 remove old emscripten toolchain forgot to remove this (was checked out in another changelist) #jira UE-47813 Change 3600641 by Nick.Shin HTML5 TM-Core crash fixes new PhysX HTML5 libs #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600644 by Nick.Shin HTML5 TM-Core crash fixes emscripten doesn't seem to know how to look at <PxRigidActor> from the PxActor class... #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600647 by Nick.Shin HTML5 UInterpTrackInst::GetGroupActor() pre-null check #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3601439 by Dmitriy.Dyomin Fixed: Protostar leads to device reboot in Galaxy S7 Adreno device. (SM-G930V) #jira UE-48323 Change 3601440 by Dmitriy.Dyomin Fixed: Texture streaming after world origin was rebased Change 3601456 by Dmitriy.Dyomin Added: Async loading bytecode from shader library - Shader library will be packed into single file - Shader library will be created only when packaging project by the book #jira UEMOB-381 Change 3601624 by Jack.Porter Fix landscape crash on HTML5 Exception !IsInRenderingThread() failed. #jira UE-48527 Change 3603890 by Dmitriy.Dyomin GitHub 3905 : Engine crash in LandscapeComponent when streaming levels #3905 #jira UE-48422 Change 3603933 by Dmitriy.Dyomin Fixed: Crash after Splash Screen on Android (ETC2) when Adding r.UseShaderCaching and r.UseShaderPredraw - Added r.SaveShaderCache command to save current cache on demand - Removed support for caching multiple platfroms at the same time, each platform now uses separate cache/file - Significantly reduced size of draw log on disk - Mobile platfroms support only basic caching, logging shaders and bound shader states without full gfx state #jira UE-47553 Change 3604050 by Sorin.Gradinaru #jira UE-47428 Android virtual keyboard polishing Done: Multiline should be disabled when not needed Hide suggestions and autocorrect "Done" / back button behavior to make it feel natural - Done/Enter and the Back key event sent to the engine If the keyboard is up and you click on the same control you're currently inputting into, it will hide the keyboard. Look into animation - not critical. S6 with Swiftkey. The numbers don't show up in our textedit but the string is updated (we see dots in the Slate control) with the password entry Could not reproduce/test: Make sure we don't use negative coords for the input box if the keyboard is at the top of the screen Change 3604081 by Allan.Bentham Reduce redundant log spam from SustainedPerformanceMode on android. Change 3604152 by Allan.Bentham Improved vulkanRHI availability and selection reporting. Change 3604186 by Dmitriy.Dyomin Vulkan: Write to buffers directly on UMA devices (no staging) Change 3604396 by Nick.Shin HTML5 - stats and multi-threading checks more null & multi-threading - and some functions flat out disabled for HTML5 platform the big "don't use on HTML5" is TLockFreeFixedSizeAllocator_TLSCacheBase's manual TLS.PartialBundle memory handler... i'm not sure it's working properly... switched on USE_NIEVE_TLockFreeFixedSizeAllocator_TLSCacheBase sections of code (i.e. basic malloc and free) for PLATFORM_HTML5 - it seems only the stats function was exacerbating the memory bug ... but, shutting this completely out for HTML5... don't know if it's an emscripten compiler/corruption that's causing this... - will send this to emscripten makers as another test case for them to help see what's going on... #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3604752 by Allan.Bentham Reduce battery status log spam. Change 3604825 by Nick.Shin HTML5 emscripten 1.37.19 updated license file #jira UE-47813 Change 3606486 by Jack.Porter Enabled refraction on tvOS #jira UE-47229 Change 3606546 by Dmitriy.Dyomin Vulkan: Missed null check from CL# 3601439 Change 3606654 by Allan.Bentham mobile post process shaders will not attempt depth buffer fetch, instead they will always read from the depth texture. #jira UE-41919 Change 3606672 by Dmitriy.Dyomin Fixed: Vulkan mode crashes without error on Tegra K1 Nvidia Shield due to OOM - fixed r.MobileReduceLoadedMips has no effect - added r.MobileMaxLoadedMips to set a limit to a number of mips - reduced size of vulkan allocation pages on android #jira UE-42838 Change 3607204 by Allan.Bentham Do not attempt getprocaddress for GL_EXT_DEBUG_LABEL functions when the extension is not declared. Change 3607214 by Nick.Shin HTML5 - stats font crash fix #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3609164 by Chris.Babcock More informative Android SDK license requirements and errors #jra UE-48837 #ue4 #android Change 3609175 by Chris.Babcock Linux build fix #jira none Change 3609516 by Dmitriy.Dyomin Fixed: Decals in TM-ShaderModels appearing and disappearing when viewed at certain angles on Android #jira UE-45342 Change 3609618 by Dmitriy.Dyomin Back out changelist 3603933, to help merge from main Change 3610979 by Peter.Sauerbrei addition of asset catalogs for icons on Xcode 9 for iOS 11 Change 3612145 by Dmitriy.Dyomin Resubmitting CL #3603933 (shader cache fixes) Change 3613981 by Chris.Babcock Fix issue with Android password keyboard input #jira WEX-7343 #ue4 #android Change 3614375 by Sorin.Gradinaru #jira UE-44656 StrategyGame Crashes on launch on KindleFire 5th Gen. Kindle Fire HD7 5th (CPU Mali 450) seems to have problems with thread rendering, crashing when returning to the main thread. Added new device profile [Android_Mali_4xx_KindleFire] with a new cvar r.AndroidDisableThreadedRenderingFirstLoad=1, disabling movie player rendering on the intial screen. For subsequent loading screens, the (same) code apparently runs Ok. A warning "Initial loading screen disabled from BaseDeviceProfiles.ini: r.AndroidDisableThreadedRenderingFirstLoad=1" should appear when the thread rendering is disabled Change 3614971 by Cosmin.Sulea UE-46769 - GitHub 3745 : bForcePVRTC4 was ignored. #jira UE-46769 Change 3616431 by Peter.Sauerbrei PR3657,3658 - fixes for InApp purchase bugs courtesy of nverenik Change 3617306 by Jack.Porter Fix issue where undocked tabs had no way to be made visible again when hidden #jira UE-12044 Change 3617312 by Jack.Porter Find a new best MobileDirectionalLights[channel] when then current one is removed from the world (eg by a level streaming operation) #jira UE-47135 #3785 Change 3617383 by Dmitriy.Dyomin Vk - only dynamic buffers in HostVisible on UMA devices Change 3617437 by Dmitriy.Dyomin Vk - SRV allocates one BufferView for each buffer in FVulkanResourceMultiBuffer, so they can be reused (contributed by Samsung) Change 3617474 by Dmitriy.Dyomin Vk - Don't use fences on image acquire on Android Change 3617483 by Dmitriy.Dyomin Vk - Remove redundant dynamic state setup (viewport, scissor, stencilref) (contributed by Samsung) Change 3617521 by Dmitriy.Dyomin Fix CIS warnings Change 3617574 by Dmitriy.Dyomin Vk - Optimized RenderPass pool and Framebuffer pool (reduced vkObject count) (contributed by Samsung) ProtoStar: Framebuffer count : 133 -> 108, Renderpass count : 21 -> 18 Change 3617585 by Dmitriy.Dyomin compile fix for CL# 3617574 Change 3617849 by Allan.Bentham Log UnsatisfiedLinkError's content when loadlibrary fails. Change 3617945 by Chris.Babcock Allow UPL variable expansion in addPermission, addFeature, and addLibrary #jira UE-47421 #ue4 #android Change 3618097 by Allan.Bentham Fix Y axis switch with android GLES when rendering triangles to canvas. #jira UE-44510 Change 3618733 by Peter.Sauerbrei fix from Dev-Rendering for tvOS shader compilation Change 3618761 by Peter.Sauerbrei fix for shader crash on startup on iOS Change 3618769 by Peter.Sauerbrei bump metal shader guid to force a rebuild of shaders Change 3620061 by Peter.Sauerbrei fix for resource directory on Asset catalogs #jira UE-49074 Change 3620520 by Peter.Sauerbrei remove the texture warning, the logic was incorrect and in the end we don't need the warning #jira UE-49057 Change 3621811 by Allan.Bentham Add mipindex and array slice index to framebuffer hashing code. #jira UE-49171 Change 3624410 by Jack.Porter Fix issue where the Shared Material Native Libraries checkbox causes packaging for Android to fail #jira UE-49105 Change 3627361 by Jack.Porter Fixing case on iOS files #jira None Change 3627362 by Jack.Porter Fixed case on IOS files #jira None [CL 3627373 by Jack Porter in Main branch]
2017-09-06 01:04:25 -04:00
// Set label and starting contents
virtualKeyboardAlert.setTitle(uiLabel);
// Ensure the input mode of the text box is set before setting the contents.
// configure for type of input
virtualKeyboardInputBox.setRawInputType(uiInputType);
virtualKeyboardInputBox.setTransformationMethod((uiInputType & InputType.TYPE_TEXT_VARIATION_PASSWORD) == 0 ? null : PasswordTransformationMethod.getInstance());
virtualKeyboardInputBox.setText("");
virtualKeyboardInputBox.append(uiContents);
virtualKeyboardPreviousContents = uiContents;
if (virtualKeyboardAlert.isShowing() == false)
{
Log.debug("Virtual keyboard not showing yet");
virtualKeyboardAlert.show();
Copying //UE4/Dev-Platform to Dev-Main (//UE4/Dev-Main) (Source: //UE4/Dev-Platform @ 3061622) #rb none #lockdown nick.penwarden Change 3046743 on 2016/07/12 by Mark.Satterthwaite Revert Metal workaround for AtmosphericFog rendering on Intel & AMD from 2897082 and instead change the MetalBackend to emit a precise::sqrt(max(0.0, value)) instruction instead of sqrt(value) to avoid the NaN from -ve values. This may still be technically incorrect versus D3D, but it matches the existing OpenGL appearance. #rb ben.woodhouse #jira UE-33028 Change 3046820 on 2016/07/12 by Peter.Sauerbrei PR#2594 - fix for analog input, courtesy of CleanCut #rb daniel.lamb Change 3046826 on 2016/07/12 by Peter.Sauerbrei PR#2561 - addition of code to limit architecture in required caps for IOS, courtesy of derekvanvliet #rb daniel.lamb Change 3046835 on 2016/07/12 by Peter.Sauerbrei PR#2559 - Increase the stack size on IOS and Mac, courtesy of derekvanvliet PR#2552 - Addition for Apple ReplayKit Framework, courtesy of JoshuaKaiser #rb daniel.lamb Change 3046838 on 2016/07/12 by Peter.Sauerbrei PR#2548 - Adding Log information when an unsupported audio type is used, courtesy of derekvanvliet #rb daniel.lamb Change 3046854 on 2016/07/12 by Peter.Sauerbrei PR#2547 - fix for unrecognize selector crash on iOS, couretesy of derekvanvliet PR#2384 - prevent crashes when initializing push notifications on IOS 7, courtesy of alk3ovation #rb daniel.lamb Change 3046858 on 2016/07/12 by Peter.Sauerbrei PR#2475, #1868 - fix for mapping of iOS device name, courtesy of wingedrobin, derekvanvliet PR#2567 - fix name of IPhoneSE in names array, courtesy of rohanliston #rb daniel.lamb Change 3046862 on 2016/07/12 by Peter.Sauerbrei fix for type in tooltip #jira UE-27123 #rb daniel.lamb Change 3046919 on 2016/07/12 by Daniel.Lamb Stop texture derived data from loading it's bulk data when the linker is destoryed. #rb Peter.Sauerbrei Change 3046922 on 2016/07/12 by Daniel.Lamb Updated the default cooker gc settings so that it can have more resources. Added support for cooker markup package and objects as (new flag) disregard for gc if it's still in use by the cooker. Changed the way reentry data is stored in the cooker. Cook only editor content flag in project settings now works again. #rb Josh.Adams #test cook Paragon Change 3046924 on 2016/07/12 by Daniel.Lamb Added support for encrypting ini files. Added new project setting in the editor and setting in ufe. Also added ForDistribution flag to ufe. #rb Peter.Sauerbrei Change 3046936 on 2016/07/12 by Mark.Satterthwaite Fix compute shader TLV clear for async. compute on Mac. #rb chris.babcock Change 3047207 on 2016/07/12 by Mark.Satterthwaite It is illegal to use a reference to an element within a TMap to initialise a new value that is to be added to the TMap as it causes heap-use-after-free. #rb chris.babcock Change 3047208 on 2016/07/12 by Mark.Satterthwaite When removing a vertex don't attempt to copy from one element beyond the end of the array to fill the last element - that's a heap-buffer-overflow and is unnecessary because that element will no longer be used. #rb chris.babcock Change 3047209 on 2016/07/12 by Mark.Satterthwaite Don't attempt to update Metal class counts if the MetalRHI is uninitalised - it will attempt to double-free the TMap. #rb chris.babcock Change 3047641 on 2016/07/13 by Lee.Clark PS4 - Improve SDK Version checking messages #rb none Change 3047663 on 2016/07/13 by Keith.Judge Orion - Various minor PS4-only things activated for XB1. #rb none Change 3047664 on 2016/07/13 by Keith.Judge XB1 - Fix analysis warning of shadowing a member variable. #rb none Change 3047784 on 2016/07/13 by Keith.Judge Xbox One - Memory and perf saving in query handling. Store 8 queries per allocation, rather than 1 so we're making the maximum use of the 256byte allocation granularity. #rb None Change 3047834 on 2016/07/13 by Keith.Judge XB1 - Release underlying memory of 3D textures when destroying them. Oops! #rb none Change 3048190 on 2016/07/13 by Josh.Adams - Now leave around the ASTC encoder input file on error, for reproing outside of the engine #rb none Change 3048256 on 2016/07/13 by Daniel.Lamb Removed warning about missing file when using cook on the fly. #rb Peter.Sauerbrei Change 3048409 on 2016/07/13 by Daniel.Lamb Improved output for saving packages in unattended builds. #rb Jonathan.Fitzpatrick Change 3048763 on 2016/07/13 by Peter.Sauerbrei switch AppleTV to tvOS in the editor #jira UE-30532 #rb michael.trepka Change 3049608 on 2016/07/14 by Keith.Judge XB1 - Optimize vertex/index buffer dynamic memory usage. #rb none Change 3049609 on 2016/07/14 by Keith.Judge Xbox One CPU Perf - Add _RenderThread versions of Lock/Unlock Texture 2D to stop more RHI thread stalls. #rb None Change 3049610 on 2016/07/14 by Keith.Judge Xbox One - Reduce latency of deferred deletions to two frames. #rb None Change 3049730 on 2016/07/14 by Keith.Judge Xbox One - Disable _RenderThread versions of Lock/Unlock Texture 2D for now as they're causing hangs. #rb None Change 3049732 on 2016/07/14 by Keith.Judge Xbox One - Add critical section to the query slot incrementing code as this wa causing a hang after running for a while as it can be done on any of the parallel rendering threads (not just the RHI thread. Also remove optimization pragmas accidentally left in. #rb none Change 3049791 on 2016/07/14 by Keith.Judge Xbox One - Made the occlusion query multithreading even more robust. Can play for ages now in a large level without a crash. #rb None Change 3049968 on 2016/07/14 by Jeremiah.Waldron Adding AndroidDisableThreadedRendering CVar and device profiles for 4 specific devices that need to have threaded rendering disabled on them due to swap buffer issues. Leaving previous checks in FAndroidMisc::AllowRenderThread as they are, but any new devices that need threaded rendering disabled should use the CVar #jira UE-24954, UE-27685, UE-20067 #rb chris.babcock Change 3050428 on 2016/07/14 by Jeremiah.Waldron Fix for application window being terminated if an AlertDialog is showing onPause Repro'd and fix tested on Samsung Galaxy Note 3 #android #jira UE-32998 #rb chris.babcock Change 3050642 on 2016/07/14 by Peter.Sauerbrei fix for invalid generated plist #rb daniel.lamb Change 3050718 on 2016/07/14 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) #rb none Change 3051327 on 2016/07/15 by Keith.Judge Xbox One - Save memory when locking 2D textures by only allocating a linear copy of the mip/array slice we're locking, rather than the entire mip chain. I'll do the same for 3D textures next. #rb None Change 3051346 on 2016/07/15 by Keith.Judge Xbox One - Same memory savings for UpdateTexture2D/3D. Only allocate for the mip/slice that we're updating, not the entire texture. #rb None. Change 3051530 on 2016/07/15 by Nick.Shin github: minor typo fixes #jira UE-32129 - GitHub 2513 : Update default output of HTML5 packaging #rb none Change 3053631 on 2016/07/18 by Mark.Satterthwaite Don't attempt to bind a 2D texture to the FOnePassPointShadowProjectionShaderParameters because it just won't work on Metal - instead bind the black-cube. This fixes validation errors that prevent running projects under the debugger. #codereview daniel.wright #rb josh.adams #jira UE-33350 Change 3053816 on 2016/07/18 by Mark.Satterthwaite Fixes for iOS Metal: - Depth-clip mode was erroneously exported on iOS SDK 9, it wasn't ever actually available. - Stencil texture views are only required on Mac. - State cache shouldn't suggest a render target change is required if the current state is clear and the new state is load/don't care as this breaks iOS rendering with MSAA. - Instead the debug submissions should just directly invoke submit and switch to rendering so that its SetRenderTarget call always succeeds. #rb michael.trepka Change 3053818 on 2016/07/18 by Mark.Satterthwaite Explicit casts for Metal precise::sqrt required for iOS to work with ffast-math workaround. #rb michael.trepka Change 3054426 on 2016/07/18 by Dmitry.Rekman Fix case-sensitive compilation problems (UE-33420). #codereview Olaf.Piesche #rb none Change 3054434 on 2016/07/18 by Mark.Satterthwaite Silence delete-non-virtual-dtor warnings on iOS as we do on Mac. #rb none Change 3054719 on 2016/07/18 by Jeremiah.Waldron Adding ShowHiddenAlertDialog JNI function to be called from native code after the render thread is resumed after pausing. Tested locally on Galaxy Note 3. Tested on LG G4 by nick.shin. Tested on Galaxy S6 by chris.babcock #jira UE-32998 #android #rb chris.babcock Change 3054742 on 2016/07/18 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) #rb none Change 3054850 on 2016/07/18 by Dmitry.Rekman Replace Fatal->Error so messagebox can be shown (UE-22818). - Incorporates PR #1714 by zaps166. #rb none #tests Tried to create an invalid context, made sure messagebox is popping up. Change 3055317 on 2016/07/19 by Lee.Clark PS4 - Fix render target memory allocation #jira UE-32988 #rb Marcus.Wassmer Change 3055682 on 2016/07/19 by Brent.Pease + Fix Debug builds by removing force inline attribute only on debug builds to prevent a warning that is treated as an error #rb michael.trepka Change 3056065 on 2016/07/19 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) #rb none Change 3056256 on 2016/07/19 by Chris.Babcock Add optional log spew filtering callback to Run #jira UE-33468 #ue4 #android #rb Ben.Marsh #codereview Jack.Porter Change 3056727 on 2016/07/19 by Chris.Babcock Added addition scope (plus.login) to Google Play Games builder #jira UE-33480 #ue4 #android #rb none #codereview ryan.gerleve Change 3056811 on 2016/07/19 by Jeff.Campeau Xbox One now accepts client configs. #rb none Change 3057152 on 2016/07/20 by Dmitry.Rekman Linux: use libc++ instead of libstdc++. - Needed to solve problems with third-party C++ libraries (e.g. WebRTC). - Bundled libc++ 3.8.1 (TPS cleared). - Turned off ICU compilation (needs recompile against libc++). - Some libraries (e.g. FBX sdk) still need libstdc++, so in practice it is going to be a mix. #rb none #tests Built and ran a number of Linux targets. Change 3057362 on 2016/07/20 by Keith.Judge XB1 - Fix busted merge from yesterday #rb None Change 3057647 on 2016/07/20 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) #rb none Change 3057655 on 2016/07/20 by Daniel.Lamb Added test cooking flag. #rb Peter.Sauerbrei #test Cook paragon. Change 3058779 on 2016/07/20 by Dmitry.Rekman Fix crash on cooker exit (UE-33583). - Global/static tickable objects could outlive the collection and trigger asserts when removing themselves from it. #rb Josh.Adams #codereview Josh.Adams, Jamie.Dale #tests Compiled and ran Linux editor. #lockdown Josh.Adams Change 3058835 on 2016/07/20 by Chris.Babcock Enable GooglePlay and GameCenter plugins by default #jira UE-33605 #ue4 #android #ios #rb mark.satterthwaite #codereview Peter.Sauerbrei #lockdown Josh.Adams Change 3058847 on 2016/07/20 by Chris.Babcock Fix Android device rule for AlcatelPixi3 #jira UE-33606 #ue4 #android #rb none #codereview Jeremiah.Walron #lockdown Josh.Adams Change 3059693 on 2016/07/21 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) #rb none #lockdown nick.penwarden Change 3060139 on 2016/07/21 by Chris.Babcock Fix proguard entry for Android mediaplayer tracks #jira UE-33644 #ue4 #android #rb Josh.Adams #lockdown Josh.Adams Change 3061151 on 2016/07/22 by Niklas.Smedberg Fast ASTC texture compression, using ISPC. #jira UE-32308 #rb chris.babcock #lockdown josh.adams Change 3061428 on 2016/07/22 by Peter.Sauerbrei Back out changelist 3061151 as it wasn't approved for submission #rb none #lockdown josh.adams Change 3061436 on 2016/07/22 by Lee.Clark PS4 - Back out render target mem allocation changes and put in a temp hack #jira UE-33657 #codereview Marcus.Wassmer #lockdown josh.adams #rb none [CL 3061637 by Josh Adams in Main branch]
2016-07-22 11:36:47 -04:00
CurrentDialogType = EAlertDialogType.Keyboard;
}
}
});
}
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3233741) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== [NOTE: Switch changes have been removed from this list, and will be in a comment in //UE4/Main/Engine/Build/Switch/SwitchChanges.txt] Change 3207431 on 2016/11/22 by Keith.Judge Make VectorSign on XB1 match (incorrect) SSE implementation rather than the reference FPU implementation. Too many things seem to rely on this to change the default behaviour now. #jira UE-36921 #jira UE-38560 Change 3208206 on 2016/11/22 by Josh.Adams - Changed plugins upgrading a content-only project to code-based, even if the modules inside aren't compiled for the current platform. There are issues with runtime not knowing the plugin isn't needed. The proper way is to non-whitelist the platform in the project, not in the modules, if you don't want it to upgrade the project. See the comments in this change for more info. #jira UE-38929 Change 3209137 on 2016/11/23 by Alicia.Cano Add a check to iOS tool chain for exception flag #jira UE-36528 #ios Change 3209296 on 2016/11/23 by Ben.Marsh Always send build failure notifications in Dev-Platform to Will.Fissler@epicgames.com and Owen.Stupka@epicgames.com Change 3211316 on 2016/11/28 by Joe.Barnes Fix some typos Change 3211318 on 2016/11/28 by Joe.Barnes Fix wrong function name in header file. Didn't match actual function name in RenderingThread.cpp Change 3213227 on 2016/11/29 by Dmitry.Rekman Add -fPIC to libwebsockets on Linux. Change 3213463 on 2016/11/29 by Nick.Shin helper build scripts for CentOS 7 Linux (via Docker) LINUX: pull source and compile: zlib openssl libcurl & libwebsockets using [ glibc 2.17 ] & [ gcc 4.8.5 ] Docker creates an image (that is essentially a CentOS box) and runs the build script within that environment (called a container). think of this as a VM -- but waaaaaaay better -- nothing is virtualized -- it's all on the metal. #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1203 - Add Linux library for libwebsockets #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 3213939 on 2016/11/29 by Michael.Trepka Ignore parent widget's geometry scale when showing a popup menu in a separate window #jira UE-38706 Change 3215583 on 2016/11/30 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3216345 on 2016/11/30 by Josh.Adams Better fix for poison proxy fix Change 3217106 on 2016/12/01 by Michael.Trepka Fixed a crash caused by an attempt to use FPlayWorldCommands::GlobalPlayWorldActions before it's initialized when showing suppressable warning dialogs in UEditorEngine::UpdateAutoLoadProject() #jira UE-38816 Change 3217223 on 2016/12/01 by Josh.Adams - Fixed some TEXT macro warnings that crept in from IWYU changes Change 3217253 on 2016/12/01 by Dmitry.Rekman Linux: fix GL crash (UE-17649). - Making sure all streams are set up. Fix by Cengiz. Change 3217473 on 2016/12/01 by Daniel.Lamb Fixed a case when we load a map it might not have it's sublevels loaded because it's not treated like a map. #test cook run QAGame Change 3217588 on 2016/12/01 by Peter.Sauerbrei Pull in IPv6 fix Change 3217654 on 2016/12/01 by Michael.Trepka Changed the Mac-specific high DPI code to use system backingScaleFactor only if NSHighResolutionCapable in Info.plist is set to true. This solves the problem with macOS Sierra giving us actual backingScaleFactor values even in low DPI modes. Change 3217873 on 2016/12/01 by Josh.Adams - Added some logging to a tvOS assert, since debugging it right away is tricky Change 3218097 on 2016/12/01 by Josh.Adams - Fixed up the Switch MediaFramework, making editor better, etc - ALso changed PS4 and Xbox plugins to be enabled by default by having two entries in the plugin module for the Factory modules (an editor only entry, and a platform specific runtime entry... this will make it so that UE4Game.exe won't ahve it compiled in, even with it enabled by default) Change 3218133 on 2016/12/01 by Dmitry.Rekman Linux: report server hangs by crashing the hung thread (UE-39164). Change 3218512 on 2016/12/01 by Josh.Adams - Made the MfMedia plugin to be distributable in public builds, since it's for Windows and Xbox Change 3219804 on 2016/12/02 by Dmitry.Rekman Linux: fix project settings crash (UE-38800). - Also submitted as a pull request #2945. Change 3220027 on 2016/12/02 by Nick.Shin plow all physx libs into build NOTE: most browsers will not function - chrome and firefox nightly only works checking this in as per email #jira UE-38323 VehicleTemplate Vehicle does not move in HTML5 Change 3221620 on 2016/12/05 by Joe.Barnes UE-37275 - Temporary workaround for log lines losing carriage returns. Add's a \n when outputting lines if there isn't one at the end. Change 3221689 on 2016/12/05 by Dmitry.Rekman Attempt to change/rename. Change 3221700 on 2016/12/05 by Dmitry.Rekman Another attempt to change renamed file (from Linux). Change 3221731 on 2016/12/05 by Michael.Trepka Added missing initialization for FAvfVideoSampler::MetalTextureCache #jira UE-38689 Change 3221792 on 2016/12/05 by Michael.Trepka Fixed a crash in FMetalDynamicRHI::RHIAsyncReallocateTexture2D for PVRTC2 textures Change 3222675 on 2016/12/05 by Josh.Adams - Removed some resolution setting junk that was recently added to PlatformerGame - settings resolution on AppleTV is bad, it doesn't need to change resolution on non-desktop platforms #jira UE-39188 Change 3223546 on 2016/12/06 by Brent.Pease + Properly set and use the realtime compression for ios. + Reduce unused memory on ios from the precached first buffer + Fix a resource tracking issue that was causing a double free on the sound buffer Change 3223785 on 2016/12/06 by Brent.Pease + Add support for iPhone7 (implemented by peter.sauerbrei, merged in from WEX) #jira ue-38701 Change 3224314 on 2016/12/06 by Chris.Babcock Send OnTargetPlatformChangedSupportedFormats when format changed in Android project settings in editor #jira UE-38361 #ue4 #android Change 3225367 on 2016/12/07 by Josh.Adams - Added FKey::Virtual_Accept and Virtual_Back, which will map to FaceButton Right/Down appropriately based on platform (Switch swaps them) - Made changes to ShooterGame and VehicleGame for Virtual_Accept and Back - Added some icons for ShooterGame, and changed some text blocks to SRichTextBlock to insert the icons Change 3225426 on 2016/12/07 by Chris.Babcock Add missing Android UPL file for binary builds #jira UE-39420 #ue4 #android Change 3225471 on 2016/12/07 by Dmitry.Rekman Update all platforms to C++14. Change 3225525 on 2016/12/07 by Nick.Shin Cook-On-The-Fly for HTML5 - re-enabled: ENetworkFileServerProtocol::NFSP_Http - cleaned up port numbers used with cook-on-the-fly situations - fixed null_ptr in NetworkFileServerHttp.cpp - fix CORS issue with HTML5LaunchHelper (not really needed -- but doesn't hurt to have it in the test server) - finally, the core of the jira issue: o fix serialization bug: do not append zero sized data o fix de-serialization bug: removed double insertion of packet "Marker and Size" header #jira UE-38281 Quicklaunch UFE HTML5 fails to get COTF Header Size Change 3225690 on 2016/12/07 by Dmitry.Rekman Linux: improvements in touch support. - Multiple fingers. - Filtering out "moved" events from the same location. - Consistent logging. (Edigrating 3225194 from Wombat to Dev-Platform) Change 3225868 on 2016/12/07 by Josh.Stoddard Gracefully handle delete without matching new on iOS & Mac #jira UE-39395 Change 3226159 on 2016/12/07 by Omar.Rodriguez UEPLAT-1423 WEX: Improved virtual keyboard for Android * Renamed old virtual keyboard functions by adding "Dialog" suffix to the name * Added new virtual keyboard functions that use InputMethodManager to show/hide keyboard * Hide the virtual keyboard, if shown, onPause * Slate edit box decides which functions to call for showing/hiding keyboard - eventually will be based on command line parameter like in IOS #jira UEPLAT-1423 Change 3226167 on 2016/12/07 by Dmitry.Rekman Allow running as root on ARM. (Edigrating 3204974 to Dev-Platform) Change 3226168 on 2016/12/07 by Dmitry.Rekman Print current CVar value when denying an override. (Based on CL 3205476). Change 3226169 on 2016/12/07 by Dmitry.Rekman Allow enabling sound (if disabled by default). (Based on CL 3205505) Change 3226171 on 2016/12/07 by Dmitry.Rekman Allow running from symlinks. (Edigrating 3205518 to Dev-Platform). Change 3226174 on 2016/12/07 by Dmitry.Rekman Linux: do not init SDL audio (we do not use it anyway). (Based on CL 3205505). Change 3226327 on 2016/12/07 by Nick.Shin fix CIS warning #jira UE-38281 Quicklaunch UFE HTML5 fails to get COTF Header Size Change 3226506 on 2016/12/08 by Dmitry.Rekman Fix one more case-sensitive misspelling (UE-39030). - Submitted as part of PR #2976. Change 3226542 on 2016/12/08 by Dmitry.Rekman Linux: fix weirdness with tesselation in GL4 (UE-32865). - Workaround by CengizT. Proper fix tracked as UE-39489. Change 3226570 on 2016/12/08 by Dmitry.Rekman Fix for ar failing due to too long command line (UE-39009). - Based on PR #2973. Change 3226575 on 2016/12/08 by Dmitry.Rekman Add build-essential to dependencies (UE-39053). - PR #2981 contributed by cpyarger. Change 3227129 on 2016/12/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Fixed up a deferred GL error as well Fixed some copyrights of files not in main Change 3227260 on 2016/12/08 by Omar.Rodriguez UE-39140 Projects with iCloud are failing provisioning check when code signing. * Set default value of bEnableCloudKitSupport to False * Set value of get-task-allow to true only on non-distribution builds * Only write out the entitlements file if changes have been made #jira UE-39140 Change 3229312 on 2016/12/09 by Dmitry.Rekman Fix missing responses (UE-39572). - Proper implementation of UE-39009. Change 3230849 on 2016/12/12 by Dmitry.Rekman Linux: fixed Android packaging (UE-39635). - Misspelled case; fixed by JohnHenry Carawon. #jira UE-39635 Change 3231591 on 2016/12/12 by Peter.Sauerbrei fix for splash screen not being turned off by default #jira UE-39591 Change 3231880 on 2016/12/12 by Josh.Adams - Fixing StaticAnalysis warnings, but -enablecodeanalysis stopped working for some reason, and the /Zm thing has hit me really hard, so this is a hopeful checkin for static analysis issues #jira UE-39680 Change 3232816 on 2016/12/13 by Dmitry.Rekman Linux: fix for CEF (UE-39682) - Fix by Cengiz.Terzibas. Change 3232873 on 2016/12/13 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3232933 on 2016/12/13 by Josh.Adams - Missed the files that were needed to fix up after merge from main, but didn';t come from main Change 3233066 on 2016/12/13 by Ben.Marsh UBT: Ignore exception if PATH variable contains invalid characters when looking for XGE. Change 3233512 on 2016/12/13 by Ben.Marsh Fix static analysis warnings. [CL 3233813 by Josh Adams in Main branch]
2016-12-13 19:47:16 -05:00
// new functions to show/hide virtual keyboard
public void AndroidThunkJava_HideVirtualKeyboardInput()
{
//Log.debug("VK: AndroidThunkJava_HideVirtualKeyboardInput");
//#jira UE-49143 Inconsistent virtual keyboard behavior tapping between controls
lastVirtualKeyboardCommand = VirtualKeyboardCommand.VK_CMD_HIDE;
virtualKeyboardHandler.removeCallbacksAndMessages(null) ;
virtualKeyboardHandler.postDelayed(new Runnable()
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3233741) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== [NOTE: Switch changes have been removed from this list, and will be in a comment in //UE4/Main/Engine/Build/Switch/SwitchChanges.txt] Change 3207431 on 2016/11/22 by Keith.Judge Make VectorSign on XB1 match (incorrect) SSE implementation rather than the reference FPU implementation. Too many things seem to rely on this to change the default behaviour now. #jira UE-36921 #jira UE-38560 Change 3208206 on 2016/11/22 by Josh.Adams - Changed plugins upgrading a content-only project to code-based, even if the modules inside aren't compiled for the current platform. There are issues with runtime not knowing the plugin isn't needed. The proper way is to non-whitelist the platform in the project, not in the modules, if you don't want it to upgrade the project. See the comments in this change for more info. #jira UE-38929 Change 3209137 on 2016/11/23 by Alicia.Cano Add a check to iOS tool chain for exception flag #jira UE-36528 #ios Change 3209296 on 2016/11/23 by Ben.Marsh Always send build failure notifications in Dev-Platform to Will.Fissler@epicgames.com and Owen.Stupka@epicgames.com Change 3211316 on 2016/11/28 by Joe.Barnes Fix some typos Change 3211318 on 2016/11/28 by Joe.Barnes Fix wrong function name in header file. Didn't match actual function name in RenderingThread.cpp Change 3213227 on 2016/11/29 by Dmitry.Rekman Add -fPIC to libwebsockets on Linux. Change 3213463 on 2016/11/29 by Nick.Shin helper build scripts for CentOS 7 Linux (via Docker) LINUX: pull source and compile: zlib openssl libcurl & libwebsockets using [ glibc 2.17 ] & [ gcc 4.8.5 ] Docker creates an image (that is essentially a CentOS box) and runs the build script within that environment (called a container). think of this as a VM -- but waaaaaaay better -- nothing is virtualized -- it's all on the metal. #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1203 - Add Linux library for libwebsockets #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 3213939 on 2016/11/29 by Michael.Trepka Ignore parent widget's geometry scale when showing a popup menu in a separate window #jira UE-38706 Change 3215583 on 2016/11/30 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3216345 on 2016/11/30 by Josh.Adams Better fix for poison proxy fix Change 3217106 on 2016/12/01 by Michael.Trepka Fixed a crash caused by an attempt to use FPlayWorldCommands::GlobalPlayWorldActions before it's initialized when showing suppressable warning dialogs in UEditorEngine::UpdateAutoLoadProject() #jira UE-38816 Change 3217223 on 2016/12/01 by Josh.Adams - Fixed some TEXT macro warnings that crept in from IWYU changes Change 3217253 on 2016/12/01 by Dmitry.Rekman Linux: fix GL crash (UE-17649). - Making sure all streams are set up. Fix by Cengiz. Change 3217473 on 2016/12/01 by Daniel.Lamb Fixed a case when we load a map it might not have it's sublevels loaded because it's not treated like a map. #test cook run QAGame Change 3217588 on 2016/12/01 by Peter.Sauerbrei Pull in IPv6 fix Change 3217654 on 2016/12/01 by Michael.Trepka Changed the Mac-specific high DPI code to use system backingScaleFactor only if NSHighResolutionCapable in Info.plist is set to true. This solves the problem with macOS Sierra giving us actual backingScaleFactor values even in low DPI modes. Change 3217873 on 2016/12/01 by Josh.Adams - Added some logging to a tvOS assert, since debugging it right away is tricky Change 3218097 on 2016/12/01 by Josh.Adams - Fixed up the Switch MediaFramework, making editor better, etc - ALso changed PS4 and Xbox plugins to be enabled by default by having two entries in the plugin module for the Factory modules (an editor only entry, and a platform specific runtime entry... this will make it so that UE4Game.exe won't ahve it compiled in, even with it enabled by default) Change 3218133 on 2016/12/01 by Dmitry.Rekman Linux: report server hangs by crashing the hung thread (UE-39164). Change 3218512 on 2016/12/01 by Josh.Adams - Made the MfMedia plugin to be distributable in public builds, since it's for Windows and Xbox Change 3219804 on 2016/12/02 by Dmitry.Rekman Linux: fix project settings crash (UE-38800). - Also submitted as a pull request #2945. Change 3220027 on 2016/12/02 by Nick.Shin plow all physx libs into build NOTE: most browsers will not function - chrome and firefox nightly only works checking this in as per email #jira UE-38323 VehicleTemplate Vehicle does not move in HTML5 Change 3221620 on 2016/12/05 by Joe.Barnes UE-37275 - Temporary workaround for log lines losing carriage returns. Add's a \n when outputting lines if there isn't one at the end. Change 3221689 on 2016/12/05 by Dmitry.Rekman Attempt to change/rename. Change 3221700 on 2016/12/05 by Dmitry.Rekman Another attempt to change renamed file (from Linux). Change 3221731 on 2016/12/05 by Michael.Trepka Added missing initialization for FAvfVideoSampler::MetalTextureCache #jira UE-38689 Change 3221792 on 2016/12/05 by Michael.Trepka Fixed a crash in FMetalDynamicRHI::RHIAsyncReallocateTexture2D for PVRTC2 textures Change 3222675 on 2016/12/05 by Josh.Adams - Removed some resolution setting junk that was recently added to PlatformerGame - settings resolution on AppleTV is bad, it doesn't need to change resolution on non-desktop platforms #jira UE-39188 Change 3223546 on 2016/12/06 by Brent.Pease + Properly set and use the realtime compression for ios. + Reduce unused memory on ios from the precached first buffer + Fix a resource tracking issue that was causing a double free on the sound buffer Change 3223785 on 2016/12/06 by Brent.Pease + Add support for iPhone7 (implemented by peter.sauerbrei, merged in from WEX) #jira ue-38701 Change 3224314 on 2016/12/06 by Chris.Babcock Send OnTargetPlatformChangedSupportedFormats when format changed in Android project settings in editor #jira UE-38361 #ue4 #android Change 3225367 on 2016/12/07 by Josh.Adams - Added FKey::Virtual_Accept and Virtual_Back, which will map to FaceButton Right/Down appropriately based on platform (Switch swaps them) - Made changes to ShooterGame and VehicleGame for Virtual_Accept and Back - Added some icons for ShooterGame, and changed some text blocks to SRichTextBlock to insert the icons Change 3225426 on 2016/12/07 by Chris.Babcock Add missing Android UPL file for binary builds #jira UE-39420 #ue4 #android Change 3225471 on 2016/12/07 by Dmitry.Rekman Update all platforms to C++14. Change 3225525 on 2016/12/07 by Nick.Shin Cook-On-The-Fly for HTML5 - re-enabled: ENetworkFileServerProtocol::NFSP_Http - cleaned up port numbers used with cook-on-the-fly situations - fixed null_ptr in NetworkFileServerHttp.cpp - fix CORS issue with HTML5LaunchHelper (not really needed -- but doesn't hurt to have it in the test server) - finally, the core of the jira issue: o fix serialization bug: do not append zero sized data o fix de-serialization bug: removed double insertion of packet "Marker and Size" header #jira UE-38281 Quicklaunch UFE HTML5 fails to get COTF Header Size Change 3225690 on 2016/12/07 by Dmitry.Rekman Linux: improvements in touch support. - Multiple fingers. - Filtering out "moved" events from the same location. - Consistent logging. (Edigrating 3225194 from Wombat to Dev-Platform) Change 3225868 on 2016/12/07 by Josh.Stoddard Gracefully handle delete without matching new on iOS & Mac #jira UE-39395 Change 3226159 on 2016/12/07 by Omar.Rodriguez UEPLAT-1423 WEX: Improved virtual keyboard for Android * Renamed old virtual keyboard functions by adding "Dialog" suffix to the name * Added new virtual keyboard functions that use InputMethodManager to show/hide keyboard * Hide the virtual keyboard, if shown, onPause * Slate edit box decides which functions to call for showing/hiding keyboard - eventually will be based on command line parameter like in IOS #jira UEPLAT-1423 Change 3226167 on 2016/12/07 by Dmitry.Rekman Allow running as root on ARM. (Edigrating 3204974 to Dev-Platform) Change 3226168 on 2016/12/07 by Dmitry.Rekman Print current CVar value when denying an override. (Based on CL 3205476). Change 3226169 on 2016/12/07 by Dmitry.Rekman Allow enabling sound (if disabled by default). (Based on CL 3205505) Change 3226171 on 2016/12/07 by Dmitry.Rekman Allow running from symlinks. (Edigrating 3205518 to Dev-Platform). Change 3226174 on 2016/12/07 by Dmitry.Rekman Linux: do not init SDL audio (we do not use it anyway). (Based on CL 3205505). Change 3226327 on 2016/12/07 by Nick.Shin fix CIS warning #jira UE-38281 Quicklaunch UFE HTML5 fails to get COTF Header Size Change 3226506 on 2016/12/08 by Dmitry.Rekman Fix one more case-sensitive misspelling (UE-39030). - Submitted as part of PR #2976. Change 3226542 on 2016/12/08 by Dmitry.Rekman Linux: fix weirdness with tesselation in GL4 (UE-32865). - Workaround by CengizT. Proper fix tracked as UE-39489. Change 3226570 on 2016/12/08 by Dmitry.Rekman Fix for ar failing due to too long command line (UE-39009). - Based on PR #2973. Change 3226575 on 2016/12/08 by Dmitry.Rekman Add build-essential to dependencies (UE-39053). - PR #2981 contributed by cpyarger. Change 3227129 on 2016/12/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Fixed up a deferred GL error as well Fixed some copyrights of files not in main Change 3227260 on 2016/12/08 by Omar.Rodriguez UE-39140 Projects with iCloud are failing provisioning check when code signing. * Set default value of bEnableCloudKitSupport to False * Set value of get-task-allow to true only on non-distribution builds * Only write out the entitlements file if changes have been made #jira UE-39140 Change 3229312 on 2016/12/09 by Dmitry.Rekman Fix missing responses (UE-39572). - Proper implementation of UE-39009. Change 3230849 on 2016/12/12 by Dmitry.Rekman Linux: fixed Android packaging (UE-39635). - Misspelled case; fixed by JohnHenry Carawon. #jira UE-39635 Change 3231591 on 2016/12/12 by Peter.Sauerbrei fix for splash screen not being turned off by default #jira UE-39591 Change 3231880 on 2016/12/12 by Josh.Adams - Fixing StaticAnalysis warnings, but -enablecodeanalysis stopped working for some reason, and the /Zm thing has hit me really hard, so this is a hopeful checkin for static analysis issues #jira UE-39680 Change 3232816 on 2016/12/13 by Dmitry.Rekman Linux: fix for CEF (UE-39682) - Fix by Cengiz.Terzibas. Change 3232873 on 2016/12/13 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3232933 on 2016/12/13 by Josh.Adams - Missed the files that were needed to fix up after merge from main, but didn';t come from main Change 3233066 on 2016/12/13 by Ben.Marsh UBT: Ignore exception if PATH variable contains invalid characters when looking for XGE. Change 3233512 on 2016/12/13 by Ben.Marsh Fix static analysis warnings. [CL 3233813 by Josh Adams in Main branch]
2016-12-13 19:47:16 -05:00
{
public void run()
{
if(lastVirtualKeyboardCommand == VirtualKeyboardCommand.VK_CMD_HIDE)
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3627362) #lockdown Nick.Penwarden #rb None ============================ MAJOR FEATURES & CHANGES ============================ Change 3600639 by Nick.Shin HTML5 remove old emscripten toolchain forgot to remove this (was checked out in another changelist) #jira UE-47813 Change 3600641 by Nick.Shin HTML5 TM-Core crash fixes new PhysX HTML5 libs #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600644 by Nick.Shin HTML5 TM-Core crash fixes emscripten doesn't seem to know how to look at <PxRigidActor> from the PxActor class... #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600647 by Nick.Shin HTML5 UInterpTrackInst::GetGroupActor() pre-null check #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3601439 by Dmitriy.Dyomin Fixed: Protostar leads to device reboot in Galaxy S7 Adreno device. (SM-G930V) #jira UE-48323 Change 3601440 by Dmitriy.Dyomin Fixed: Texture streaming after world origin was rebased Change 3601456 by Dmitriy.Dyomin Added: Async loading bytecode from shader library - Shader library will be packed into single file - Shader library will be created only when packaging project by the book #jira UEMOB-381 Change 3601624 by Jack.Porter Fix landscape crash on HTML5 Exception !IsInRenderingThread() failed. #jira UE-48527 Change 3603890 by Dmitriy.Dyomin GitHub 3905 : Engine crash in LandscapeComponent when streaming levels #3905 #jira UE-48422 Change 3603933 by Dmitriy.Dyomin Fixed: Crash after Splash Screen on Android (ETC2) when Adding r.UseShaderCaching and r.UseShaderPredraw - Added r.SaveShaderCache command to save current cache on demand - Removed support for caching multiple platfroms at the same time, each platform now uses separate cache/file - Significantly reduced size of draw log on disk - Mobile platfroms support only basic caching, logging shaders and bound shader states without full gfx state #jira UE-47553 Change 3604050 by Sorin.Gradinaru #jira UE-47428 Android virtual keyboard polishing Done: Multiline should be disabled when not needed Hide suggestions and autocorrect "Done" / back button behavior to make it feel natural - Done/Enter and the Back key event sent to the engine If the keyboard is up and you click on the same control you're currently inputting into, it will hide the keyboard. Look into animation - not critical. S6 with Swiftkey. The numbers don't show up in our textedit but the string is updated (we see dots in the Slate control) with the password entry Could not reproduce/test: Make sure we don't use negative coords for the input box if the keyboard is at the top of the screen Change 3604081 by Allan.Bentham Reduce redundant log spam from SustainedPerformanceMode on android. Change 3604152 by Allan.Bentham Improved vulkanRHI availability and selection reporting. Change 3604186 by Dmitriy.Dyomin Vulkan: Write to buffers directly on UMA devices (no staging) Change 3604396 by Nick.Shin HTML5 - stats and multi-threading checks more null & multi-threading - and some functions flat out disabled for HTML5 platform the big "don't use on HTML5" is TLockFreeFixedSizeAllocator_TLSCacheBase's manual TLS.PartialBundle memory handler... i'm not sure it's working properly... switched on USE_NIEVE_TLockFreeFixedSizeAllocator_TLSCacheBase sections of code (i.e. basic malloc and free) for PLATFORM_HTML5 - it seems only the stats function was exacerbating the memory bug ... but, shutting this completely out for HTML5... don't know if it's an emscripten compiler/corruption that's causing this... - will send this to emscripten makers as another test case for them to help see what's going on... #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3604752 by Allan.Bentham Reduce battery status log spam. Change 3604825 by Nick.Shin HTML5 emscripten 1.37.19 updated license file #jira UE-47813 Change 3606486 by Jack.Porter Enabled refraction on tvOS #jira UE-47229 Change 3606546 by Dmitriy.Dyomin Vulkan: Missed null check from CL# 3601439 Change 3606654 by Allan.Bentham mobile post process shaders will not attempt depth buffer fetch, instead they will always read from the depth texture. #jira UE-41919 Change 3606672 by Dmitriy.Dyomin Fixed: Vulkan mode crashes without error on Tegra K1 Nvidia Shield due to OOM - fixed r.MobileReduceLoadedMips has no effect - added r.MobileMaxLoadedMips to set a limit to a number of mips - reduced size of vulkan allocation pages on android #jira UE-42838 Change 3607204 by Allan.Bentham Do not attempt getprocaddress for GL_EXT_DEBUG_LABEL functions when the extension is not declared. Change 3607214 by Nick.Shin HTML5 - stats font crash fix #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3609164 by Chris.Babcock More informative Android SDK license requirements and errors #jra UE-48837 #ue4 #android Change 3609175 by Chris.Babcock Linux build fix #jira none Change 3609516 by Dmitriy.Dyomin Fixed: Decals in TM-ShaderModels appearing and disappearing when viewed at certain angles on Android #jira UE-45342 Change 3609618 by Dmitriy.Dyomin Back out changelist 3603933, to help merge from main Change 3610979 by Peter.Sauerbrei addition of asset catalogs for icons on Xcode 9 for iOS 11 Change 3612145 by Dmitriy.Dyomin Resubmitting CL #3603933 (shader cache fixes) Change 3613981 by Chris.Babcock Fix issue with Android password keyboard input #jira WEX-7343 #ue4 #android Change 3614375 by Sorin.Gradinaru #jira UE-44656 StrategyGame Crashes on launch on KindleFire 5th Gen. Kindle Fire HD7 5th (CPU Mali 450) seems to have problems with thread rendering, crashing when returning to the main thread. Added new device profile [Android_Mali_4xx_KindleFire] with a new cvar r.AndroidDisableThreadedRenderingFirstLoad=1, disabling movie player rendering on the intial screen. For subsequent loading screens, the (same) code apparently runs Ok. A warning "Initial loading screen disabled from BaseDeviceProfiles.ini: r.AndroidDisableThreadedRenderingFirstLoad=1" should appear when the thread rendering is disabled Change 3614971 by Cosmin.Sulea UE-46769 - GitHub 3745 : bForcePVRTC4 was ignored. #jira UE-46769 Change 3616431 by Peter.Sauerbrei PR3657,3658 - fixes for InApp purchase bugs courtesy of nverenik Change 3617306 by Jack.Porter Fix issue where undocked tabs had no way to be made visible again when hidden #jira UE-12044 Change 3617312 by Jack.Porter Find a new best MobileDirectionalLights[channel] when then current one is removed from the world (eg by a level streaming operation) #jira UE-47135 #3785 Change 3617383 by Dmitriy.Dyomin Vk - only dynamic buffers in HostVisible on UMA devices Change 3617437 by Dmitriy.Dyomin Vk - SRV allocates one BufferView for each buffer in FVulkanResourceMultiBuffer, so they can be reused (contributed by Samsung) Change 3617474 by Dmitriy.Dyomin Vk - Don't use fences on image acquire on Android Change 3617483 by Dmitriy.Dyomin Vk - Remove redundant dynamic state setup (viewport, scissor, stencilref) (contributed by Samsung) Change 3617521 by Dmitriy.Dyomin Fix CIS warnings Change 3617574 by Dmitriy.Dyomin Vk - Optimized RenderPass pool and Framebuffer pool (reduced vkObject count) (contributed by Samsung) ProtoStar: Framebuffer count : 133 -> 108, Renderpass count : 21 -> 18 Change 3617585 by Dmitriy.Dyomin compile fix for CL# 3617574 Change 3617849 by Allan.Bentham Log UnsatisfiedLinkError's content when loadlibrary fails. Change 3617945 by Chris.Babcock Allow UPL variable expansion in addPermission, addFeature, and addLibrary #jira UE-47421 #ue4 #android Change 3618097 by Allan.Bentham Fix Y axis switch with android GLES when rendering triangles to canvas. #jira UE-44510 Change 3618733 by Peter.Sauerbrei fix from Dev-Rendering for tvOS shader compilation Change 3618761 by Peter.Sauerbrei fix for shader crash on startup on iOS Change 3618769 by Peter.Sauerbrei bump metal shader guid to force a rebuild of shaders Change 3620061 by Peter.Sauerbrei fix for resource directory on Asset catalogs #jira UE-49074 Change 3620520 by Peter.Sauerbrei remove the texture warning, the logic was incorrect and in the end we don't need the warning #jira UE-49057 Change 3621811 by Allan.Bentham Add mipindex and array slice index to framebuffer hashing code. #jira UE-49171 Change 3624410 by Jack.Porter Fix issue where the Shared Material Native Libraries checkbox causes packaging for Android to fail #jira UE-49105 Change 3627361 by Jack.Porter Fixing case on iOS files #jira None Change 3627362 by Jack.Porter Fixed case on IOS files #jira None [CL 3627373 by Jack Porter in Main branch]
2017-09-06 01:04:25 -04:00
{
processLastVirtualKeyboardCommand();
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3627362) #lockdown Nick.Penwarden #rb None ============================ MAJOR FEATURES & CHANGES ============================ Change 3600639 by Nick.Shin HTML5 remove old emscripten toolchain forgot to remove this (was checked out in another changelist) #jira UE-47813 Change 3600641 by Nick.Shin HTML5 TM-Core crash fixes new PhysX HTML5 libs #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600644 by Nick.Shin HTML5 TM-Core crash fixes emscripten doesn't seem to know how to look at <PxRigidActor> from the PxActor class... #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600647 by Nick.Shin HTML5 UInterpTrackInst::GetGroupActor() pre-null check #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3601439 by Dmitriy.Dyomin Fixed: Protostar leads to device reboot in Galaxy S7 Adreno device. (SM-G930V) #jira UE-48323 Change 3601440 by Dmitriy.Dyomin Fixed: Texture streaming after world origin was rebased Change 3601456 by Dmitriy.Dyomin Added: Async loading bytecode from shader library - Shader library will be packed into single file - Shader library will be created only when packaging project by the book #jira UEMOB-381 Change 3601624 by Jack.Porter Fix landscape crash on HTML5 Exception !IsInRenderingThread() failed. #jira UE-48527 Change 3603890 by Dmitriy.Dyomin GitHub 3905 : Engine crash in LandscapeComponent when streaming levels #3905 #jira UE-48422 Change 3603933 by Dmitriy.Dyomin Fixed: Crash after Splash Screen on Android (ETC2) when Adding r.UseShaderCaching and r.UseShaderPredraw - Added r.SaveShaderCache command to save current cache on demand - Removed support for caching multiple platfroms at the same time, each platform now uses separate cache/file - Significantly reduced size of draw log on disk - Mobile platfroms support only basic caching, logging shaders and bound shader states without full gfx state #jira UE-47553 Change 3604050 by Sorin.Gradinaru #jira UE-47428 Android virtual keyboard polishing Done: Multiline should be disabled when not needed Hide suggestions and autocorrect "Done" / back button behavior to make it feel natural - Done/Enter and the Back key event sent to the engine If the keyboard is up and you click on the same control you're currently inputting into, it will hide the keyboard. Look into animation - not critical. S6 with Swiftkey. The numbers don't show up in our textedit but the string is updated (we see dots in the Slate control) with the password entry Could not reproduce/test: Make sure we don't use negative coords for the input box if the keyboard is at the top of the screen Change 3604081 by Allan.Bentham Reduce redundant log spam from SustainedPerformanceMode on android. Change 3604152 by Allan.Bentham Improved vulkanRHI availability and selection reporting. Change 3604186 by Dmitriy.Dyomin Vulkan: Write to buffers directly on UMA devices (no staging) Change 3604396 by Nick.Shin HTML5 - stats and multi-threading checks more null & multi-threading - and some functions flat out disabled for HTML5 platform the big "don't use on HTML5" is TLockFreeFixedSizeAllocator_TLSCacheBase's manual TLS.PartialBundle memory handler... i'm not sure it's working properly... switched on USE_NIEVE_TLockFreeFixedSizeAllocator_TLSCacheBase sections of code (i.e. basic malloc and free) for PLATFORM_HTML5 - it seems only the stats function was exacerbating the memory bug ... but, shutting this completely out for HTML5... don't know if it's an emscripten compiler/corruption that's causing this... - will send this to emscripten makers as another test case for them to help see what's going on... #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3604752 by Allan.Bentham Reduce battery status log spam. Change 3604825 by Nick.Shin HTML5 emscripten 1.37.19 updated license file #jira UE-47813 Change 3606486 by Jack.Porter Enabled refraction on tvOS #jira UE-47229 Change 3606546 by Dmitriy.Dyomin Vulkan: Missed null check from CL# 3601439 Change 3606654 by Allan.Bentham mobile post process shaders will not attempt depth buffer fetch, instead they will always read from the depth texture. #jira UE-41919 Change 3606672 by Dmitriy.Dyomin Fixed: Vulkan mode crashes without error on Tegra K1 Nvidia Shield due to OOM - fixed r.MobileReduceLoadedMips has no effect - added r.MobileMaxLoadedMips to set a limit to a number of mips - reduced size of vulkan allocation pages on android #jira UE-42838 Change 3607204 by Allan.Bentham Do not attempt getprocaddress for GL_EXT_DEBUG_LABEL functions when the extension is not declared. Change 3607214 by Nick.Shin HTML5 - stats font crash fix #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3609164 by Chris.Babcock More informative Android SDK license requirements and errors #jra UE-48837 #ue4 #android Change 3609175 by Chris.Babcock Linux build fix #jira none Change 3609516 by Dmitriy.Dyomin Fixed: Decals in TM-ShaderModels appearing and disappearing when viewed at certain angles on Android #jira UE-45342 Change 3609618 by Dmitriy.Dyomin Back out changelist 3603933, to help merge from main Change 3610979 by Peter.Sauerbrei addition of asset catalogs for icons on Xcode 9 for iOS 11 Change 3612145 by Dmitriy.Dyomin Resubmitting CL #3603933 (shader cache fixes) Change 3613981 by Chris.Babcock Fix issue with Android password keyboard input #jira WEX-7343 #ue4 #android Change 3614375 by Sorin.Gradinaru #jira UE-44656 StrategyGame Crashes on launch on KindleFire 5th Gen. Kindle Fire HD7 5th (CPU Mali 450) seems to have problems with thread rendering, crashing when returning to the main thread. Added new device profile [Android_Mali_4xx_KindleFire] with a new cvar r.AndroidDisableThreadedRenderingFirstLoad=1, disabling movie player rendering on the intial screen. For subsequent loading screens, the (same) code apparently runs Ok. A warning "Initial loading screen disabled from BaseDeviceProfiles.ini: r.AndroidDisableThreadedRenderingFirstLoad=1" should appear when the thread rendering is disabled Change 3614971 by Cosmin.Sulea UE-46769 - GitHub 3745 : bForcePVRTC4 was ignored. #jira UE-46769 Change 3616431 by Peter.Sauerbrei PR3657,3658 - fixes for InApp purchase bugs courtesy of nverenik Change 3617306 by Jack.Porter Fix issue where undocked tabs had no way to be made visible again when hidden #jira UE-12044 Change 3617312 by Jack.Porter Find a new best MobileDirectionalLights[channel] when then current one is removed from the world (eg by a level streaming operation) #jira UE-47135 #3785 Change 3617383 by Dmitriy.Dyomin Vk - only dynamic buffers in HostVisible on UMA devices Change 3617437 by Dmitriy.Dyomin Vk - SRV allocates one BufferView for each buffer in FVulkanResourceMultiBuffer, so they can be reused (contributed by Samsung) Change 3617474 by Dmitriy.Dyomin Vk - Don't use fences on image acquire on Android Change 3617483 by Dmitriy.Dyomin Vk - Remove redundant dynamic state setup (viewport, scissor, stencilref) (contributed by Samsung) Change 3617521 by Dmitriy.Dyomin Fix CIS warnings Change 3617574 by Dmitriy.Dyomin Vk - Optimized RenderPass pool and Framebuffer pool (reduced vkObject count) (contributed by Samsung) ProtoStar: Framebuffer count : 133 -> 108, Renderpass count : 21 -> 18 Change 3617585 by Dmitriy.Dyomin compile fix for CL# 3617574 Change 3617849 by Allan.Bentham Log UnsatisfiedLinkError's content when loadlibrary fails. Change 3617945 by Chris.Babcock Allow UPL variable expansion in addPermission, addFeature, and addLibrary #jira UE-47421 #ue4 #android Change 3618097 by Allan.Bentham Fix Y axis switch with android GLES when rendering triangles to canvas. #jira UE-44510 Change 3618733 by Peter.Sauerbrei fix from Dev-Rendering for tvOS shader compilation Change 3618761 by Peter.Sauerbrei fix for shader crash on startup on iOS Change 3618769 by Peter.Sauerbrei bump metal shader guid to force a rebuild of shaders Change 3620061 by Peter.Sauerbrei fix for resource directory on Asset catalogs #jira UE-49074 Change 3620520 by Peter.Sauerbrei remove the texture warning, the logic was incorrect and in the end we don't need the warning #jira UE-49057 Change 3621811 by Allan.Bentham Add mipindex and array slice index to framebuffer hashing code. #jira UE-49171 Change 3624410 by Jack.Porter Fix issue where the Shared Material Native Libraries checkbox causes packaging for Android to fail #jira UE-49105 Change 3627361 by Jack.Porter Fixing case on iOS files #jira None Change 3627362 by Jack.Porter Fixed case on IOS files #jira None [CL 3627373 by Jack Porter in Main branch]
2017-09-06 01:04:25 -04:00
}
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3233741) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== [NOTE: Switch changes have been removed from this list, and will be in a comment in //UE4/Main/Engine/Build/Switch/SwitchChanges.txt] Change 3207431 on 2016/11/22 by Keith.Judge Make VectorSign on XB1 match (incorrect) SSE implementation rather than the reference FPU implementation. Too many things seem to rely on this to change the default behaviour now. #jira UE-36921 #jira UE-38560 Change 3208206 on 2016/11/22 by Josh.Adams - Changed plugins upgrading a content-only project to code-based, even if the modules inside aren't compiled for the current platform. There are issues with runtime not knowing the plugin isn't needed. The proper way is to non-whitelist the platform in the project, not in the modules, if you don't want it to upgrade the project. See the comments in this change for more info. #jira UE-38929 Change 3209137 on 2016/11/23 by Alicia.Cano Add a check to iOS tool chain for exception flag #jira UE-36528 #ios Change 3209296 on 2016/11/23 by Ben.Marsh Always send build failure notifications in Dev-Platform to Will.Fissler@epicgames.com and Owen.Stupka@epicgames.com Change 3211316 on 2016/11/28 by Joe.Barnes Fix some typos Change 3211318 on 2016/11/28 by Joe.Barnes Fix wrong function name in header file. Didn't match actual function name in RenderingThread.cpp Change 3213227 on 2016/11/29 by Dmitry.Rekman Add -fPIC to libwebsockets on Linux. Change 3213463 on 2016/11/29 by Nick.Shin helper build scripts for CentOS 7 Linux (via Docker) LINUX: pull source and compile: zlib openssl libcurl & libwebsockets using [ glibc 2.17 ] & [ gcc 4.8.5 ] Docker creates an image (that is essentially a CentOS box) and runs the build script within that environment (called a container). think of this as a VM -- but waaaaaaay better -- nothing is virtualized -- it's all on the metal. #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1203 - Add Linux library for libwebsockets #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 3213939 on 2016/11/29 by Michael.Trepka Ignore parent widget's geometry scale when showing a popup menu in a separate window #jira UE-38706 Change 3215583 on 2016/11/30 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3216345 on 2016/11/30 by Josh.Adams Better fix for poison proxy fix Change 3217106 on 2016/12/01 by Michael.Trepka Fixed a crash caused by an attempt to use FPlayWorldCommands::GlobalPlayWorldActions before it's initialized when showing suppressable warning dialogs in UEditorEngine::UpdateAutoLoadProject() #jira UE-38816 Change 3217223 on 2016/12/01 by Josh.Adams - Fixed some TEXT macro warnings that crept in from IWYU changes Change 3217253 on 2016/12/01 by Dmitry.Rekman Linux: fix GL crash (UE-17649). - Making sure all streams are set up. Fix by Cengiz. Change 3217473 on 2016/12/01 by Daniel.Lamb Fixed a case when we load a map it might not have it's sublevels loaded because it's not treated like a map. #test cook run QAGame Change 3217588 on 2016/12/01 by Peter.Sauerbrei Pull in IPv6 fix Change 3217654 on 2016/12/01 by Michael.Trepka Changed the Mac-specific high DPI code to use system backingScaleFactor only if NSHighResolutionCapable in Info.plist is set to true. This solves the problem with macOS Sierra giving us actual backingScaleFactor values even in low DPI modes. Change 3217873 on 2016/12/01 by Josh.Adams - Added some logging to a tvOS assert, since debugging it right away is tricky Change 3218097 on 2016/12/01 by Josh.Adams - Fixed up the Switch MediaFramework, making editor better, etc - ALso changed PS4 and Xbox plugins to be enabled by default by having two entries in the plugin module for the Factory modules (an editor only entry, and a platform specific runtime entry... this will make it so that UE4Game.exe won't ahve it compiled in, even with it enabled by default) Change 3218133 on 2016/12/01 by Dmitry.Rekman Linux: report server hangs by crashing the hung thread (UE-39164). Change 3218512 on 2016/12/01 by Josh.Adams - Made the MfMedia plugin to be distributable in public builds, since it's for Windows and Xbox Change 3219804 on 2016/12/02 by Dmitry.Rekman Linux: fix project settings crash (UE-38800). - Also submitted as a pull request #2945. Change 3220027 on 2016/12/02 by Nick.Shin plow all physx libs into build NOTE: most browsers will not function - chrome and firefox nightly only works checking this in as per email #jira UE-38323 VehicleTemplate Vehicle does not move in HTML5 Change 3221620 on 2016/12/05 by Joe.Barnes UE-37275 - Temporary workaround for log lines losing carriage returns. Add's a \n when outputting lines if there isn't one at the end. Change 3221689 on 2016/12/05 by Dmitry.Rekman Attempt to change/rename. Change 3221700 on 2016/12/05 by Dmitry.Rekman Another attempt to change renamed file (from Linux). Change 3221731 on 2016/12/05 by Michael.Trepka Added missing initialization for FAvfVideoSampler::MetalTextureCache #jira UE-38689 Change 3221792 on 2016/12/05 by Michael.Trepka Fixed a crash in FMetalDynamicRHI::RHIAsyncReallocateTexture2D for PVRTC2 textures Change 3222675 on 2016/12/05 by Josh.Adams - Removed some resolution setting junk that was recently added to PlatformerGame - settings resolution on AppleTV is bad, it doesn't need to change resolution on non-desktop platforms #jira UE-39188 Change 3223546 on 2016/12/06 by Brent.Pease + Properly set and use the realtime compression for ios. + Reduce unused memory on ios from the precached first buffer + Fix a resource tracking issue that was causing a double free on the sound buffer Change 3223785 on 2016/12/06 by Brent.Pease + Add support for iPhone7 (implemented by peter.sauerbrei, merged in from WEX) #jira ue-38701 Change 3224314 on 2016/12/06 by Chris.Babcock Send OnTargetPlatformChangedSupportedFormats when format changed in Android project settings in editor #jira UE-38361 #ue4 #android Change 3225367 on 2016/12/07 by Josh.Adams - Added FKey::Virtual_Accept and Virtual_Back, which will map to FaceButton Right/Down appropriately based on platform (Switch swaps them) - Made changes to ShooterGame and VehicleGame for Virtual_Accept and Back - Added some icons for ShooterGame, and changed some text blocks to SRichTextBlock to insert the icons Change 3225426 on 2016/12/07 by Chris.Babcock Add missing Android UPL file for binary builds #jira UE-39420 #ue4 #android Change 3225471 on 2016/12/07 by Dmitry.Rekman Update all platforms to C++14. Change 3225525 on 2016/12/07 by Nick.Shin Cook-On-The-Fly for HTML5 - re-enabled: ENetworkFileServerProtocol::NFSP_Http - cleaned up port numbers used with cook-on-the-fly situations - fixed null_ptr in NetworkFileServerHttp.cpp - fix CORS issue with HTML5LaunchHelper (not really needed -- but doesn't hurt to have it in the test server) - finally, the core of the jira issue: o fix serialization bug: do not append zero sized data o fix de-serialization bug: removed double insertion of packet "Marker and Size" header #jira UE-38281 Quicklaunch UFE HTML5 fails to get COTF Header Size Change 3225690 on 2016/12/07 by Dmitry.Rekman Linux: improvements in touch support. - Multiple fingers. - Filtering out "moved" events from the same location. - Consistent logging. (Edigrating 3225194 from Wombat to Dev-Platform) Change 3225868 on 2016/12/07 by Josh.Stoddard Gracefully handle delete without matching new on iOS & Mac #jira UE-39395 Change 3226159 on 2016/12/07 by Omar.Rodriguez UEPLAT-1423 WEX: Improved virtual keyboard for Android * Renamed old virtual keyboard functions by adding "Dialog" suffix to the name * Added new virtual keyboard functions that use InputMethodManager to show/hide keyboard * Hide the virtual keyboard, if shown, onPause * Slate edit box decides which functions to call for showing/hiding keyboard - eventually will be based on command line parameter like in IOS #jira UEPLAT-1423 Change 3226167 on 2016/12/07 by Dmitry.Rekman Allow running as root on ARM. (Edigrating 3204974 to Dev-Platform) Change 3226168 on 2016/12/07 by Dmitry.Rekman Print current CVar value when denying an override. (Based on CL 3205476). Change 3226169 on 2016/12/07 by Dmitry.Rekman Allow enabling sound (if disabled by default). (Based on CL 3205505) Change 3226171 on 2016/12/07 by Dmitry.Rekman Allow running from symlinks. (Edigrating 3205518 to Dev-Platform). Change 3226174 on 2016/12/07 by Dmitry.Rekman Linux: do not init SDL audio (we do not use it anyway). (Based on CL 3205505). Change 3226327 on 2016/12/07 by Nick.Shin fix CIS warning #jira UE-38281 Quicklaunch UFE HTML5 fails to get COTF Header Size Change 3226506 on 2016/12/08 by Dmitry.Rekman Fix one more case-sensitive misspelling (UE-39030). - Submitted as part of PR #2976. Change 3226542 on 2016/12/08 by Dmitry.Rekman Linux: fix weirdness with tesselation in GL4 (UE-32865). - Workaround by CengizT. Proper fix tracked as UE-39489. Change 3226570 on 2016/12/08 by Dmitry.Rekman Fix for ar failing due to too long command line (UE-39009). - Based on PR #2973. Change 3226575 on 2016/12/08 by Dmitry.Rekman Add build-essential to dependencies (UE-39053). - PR #2981 contributed by cpyarger. Change 3227129 on 2016/12/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Fixed up a deferred GL error as well Fixed some copyrights of files not in main Change 3227260 on 2016/12/08 by Omar.Rodriguez UE-39140 Projects with iCloud are failing provisioning check when code signing. * Set default value of bEnableCloudKitSupport to False * Set value of get-task-allow to true only on non-distribution builds * Only write out the entitlements file if changes have been made #jira UE-39140 Change 3229312 on 2016/12/09 by Dmitry.Rekman Fix missing responses (UE-39572). - Proper implementation of UE-39009. Change 3230849 on 2016/12/12 by Dmitry.Rekman Linux: fixed Android packaging (UE-39635). - Misspelled case; fixed by JohnHenry Carawon. #jira UE-39635 Change 3231591 on 2016/12/12 by Peter.Sauerbrei fix for splash screen not being turned off by default #jira UE-39591 Change 3231880 on 2016/12/12 by Josh.Adams - Fixing StaticAnalysis warnings, but -enablecodeanalysis stopped working for some reason, and the /Zm thing has hit me really hard, so this is a hopeful checkin for static analysis issues #jira UE-39680 Change 3232816 on 2016/12/13 by Dmitry.Rekman Linux: fix for CEF (UE-39682) - Fix by Cengiz.Terzibas. Change 3232873 on 2016/12/13 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3232933 on 2016/12/13 by Josh.Adams - Missed the files that were needed to fix up after merge from main, but didn';t come from main Change 3233066 on 2016/12/13 by Ben.Marsh UBT: Ignore exception if PATH variable contains invalid characters when looking for XGE. Change 3233512 on 2016/12/13 by Ben.Marsh Fix static analysis warnings. [CL 3233813 by Josh Adams in Main branch]
2016-12-13 19:47:16 -05:00
}
}, lastVirtualKeyboardCommandDelay);
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3233741) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== [NOTE: Switch changes have been removed from this list, and will be in a comment in //UE4/Main/Engine/Build/Switch/SwitchChanges.txt] Change 3207431 on 2016/11/22 by Keith.Judge Make VectorSign on XB1 match (incorrect) SSE implementation rather than the reference FPU implementation. Too many things seem to rely on this to change the default behaviour now. #jira UE-36921 #jira UE-38560 Change 3208206 on 2016/11/22 by Josh.Adams - Changed plugins upgrading a content-only project to code-based, even if the modules inside aren't compiled for the current platform. There are issues with runtime not knowing the plugin isn't needed. The proper way is to non-whitelist the platform in the project, not in the modules, if you don't want it to upgrade the project. See the comments in this change for more info. #jira UE-38929 Change 3209137 on 2016/11/23 by Alicia.Cano Add a check to iOS tool chain for exception flag #jira UE-36528 #ios Change 3209296 on 2016/11/23 by Ben.Marsh Always send build failure notifications in Dev-Platform to Will.Fissler@epicgames.com and Owen.Stupka@epicgames.com Change 3211316 on 2016/11/28 by Joe.Barnes Fix some typos Change 3211318 on 2016/11/28 by Joe.Barnes Fix wrong function name in header file. Didn't match actual function name in RenderingThread.cpp Change 3213227 on 2016/11/29 by Dmitry.Rekman Add -fPIC to libwebsockets on Linux. Change 3213463 on 2016/11/29 by Nick.Shin helper build scripts for CentOS 7 Linux (via Docker) LINUX: pull source and compile: zlib openssl libcurl & libwebsockets using [ glibc 2.17 ] & [ gcc 4.8.5 ] Docker creates an image (that is essentially a CentOS box) and runs the build script within that environment (called a container). think of this as a VM -- but waaaaaaay better -- nothing is virtualized -- it's all on the metal. #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1203 - Add Linux library for libwebsockets #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 3213939 on 2016/11/29 by Michael.Trepka Ignore parent widget's geometry scale when showing a popup menu in a separate window #jira UE-38706 Change 3215583 on 2016/11/30 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3216345 on 2016/11/30 by Josh.Adams Better fix for poison proxy fix Change 3217106 on 2016/12/01 by Michael.Trepka Fixed a crash caused by an attempt to use FPlayWorldCommands::GlobalPlayWorldActions before it's initialized when showing suppressable warning dialogs in UEditorEngine::UpdateAutoLoadProject() #jira UE-38816 Change 3217223 on 2016/12/01 by Josh.Adams - Fixed some TEXT macro warnings that crept in from IWYU changes Change 3217253 on 2016/12/01 by Dmitry.Rekman Linux: fix GL crash (UE-17649). - Making sure all streams are set up. Fix by Cengiz. Change 3217473 on 2016/12/01 by Daniel.Lamb Fixed a case when we load a map it might not have it's sublevels loaded because it's not treated like a map. #test cook run QAGame Change 3217588 on 2016/12/01 by Peter.Sauerbrei Pull in IPv6 fix Change 3217654 on 2016/12/01 by Michael.Trepka Changed the Mac-specific high DPI code to use system backingScaleFactor only if NSHighResolutionCapable in Info.plist is set to true. This solves the problem with macOS Sierra giving us actual backingScaleFactor values even in low DPI modes. Change 3217873 on 2016/12/01 by Josh.Adams - Added some logging to a tvOS assert, since debugging it right away is tricky Change 3218097 on 2016/12/01 by Josh.Adams - Fixed up the Switch MediaFramework, making editor better, etc - ALso changed PS4 and Xbox plugins to be enabled by default by having two entries in the plugin module for the Factory modules (an editor only entry, and a platform specific runtime entry... this will make it so that UE4Game.exe won't ahve it compiled in, even with it enabled by default) Change 3218133 on 2016/12/01 by Dmitry.Rekman Linux: report server hangs by crashing the hung thread (UE-39164). Change 3218512 on 2016/12/01 by Josh.Adams - Made the MfMedia plugin to be distributable in public builds, since it's for Windows and Xbox Change 3219804 on 2016/12/02 by Dmitry.Rekman Linux: fix project settings crash (UE-38800). - Also submitted as a pull request #2945. Change 3220027 on 2016/12/02 by Nick.Shin plow all physx libs into build NOTE: most browsers will not function - chrome and firefox nightly only works checking this in as per email #jira UE-38323 VehicleTemplate Vehicle does not move in HTML5 Change 3221620 on 2016/12/05 by Joe.Barnes UE-37275 - Temporary workaround for log lines losing carriage returns. Add's a \n when outputting lines if there isn't one at the end. Change 3221689 on 2016/12/05 by Dmitry.Rekman Attempt to change/rename. Change 3221700 on 2016/12/05 by Dmitry.Rekman Another attempt to change renamed file (from Linux). Change 3221731 on 2016/12/05 by Michael.Trepka Added missing initialization for FAvfVideoSampler::MetalTextureCache #jira UE-38689 Change 3221792 on 2016/12/05 by Michael.Trepka Fixed a crash in FMetalDynamicRHI::RHIAsyncReallocateTexture2D for PVRTC2 textures Change 3222675 on 2016/12/05 by Josh.Adams - Removed some resolution setting junk that was recently added to PlatformerGame - settings resolution on AppleTV is bad, it doesn't need to change resolution on non-desktop platforms #jira UE-39188 Change 3223546 on 2016/12/06 by Brent.Pease + Properly set and use the realtime compression for ios. + Reduce unused memory on ios from the precached first buffer + Fix a resource tracking issue that was causing a double free on the sound buffer Change 3223785 on 2016/12/06 by Brent.Pease + Add support for iPhone7 (implemented by peter.sauerbrei, merged in from WEX) #jira ue-38701 Change 3224314 on 2016/12/06 by Chris.Babcock Send OnTargetPlatformChangedSupportedFormats when format changed in Android project settings in editor #jira UE-38361 #ue4 #android Change 3225367 on 2016/12/07 by Josh.Adams - Added FKey::Virtual_Accept and Virtual_Back, which will map to FaceButton Right/Down appropriately based on platform (Switch swaps them) - Made changes to ShooterGame and VehicleGame for Virtual_Accept and Back - Added some icons for ShooterGame, and changed some text blocks to SRichTextBlock to insert the icons Change 3225426 on 2016/12/07 by Chris.Babcock Add missing Android UPL file for binary builds #jira UE-39420 #ue4 #android Change 3225471 on 2016/12/07 by Dmitry.Rekman Update all platforms to C++14. Change 3225525 on 2016/12/07 by Nick.Shin Cook-On-The-Fly for HTML5 - re-enabled: ENetworkFileServerProtocol::NFSP_Http - cleaned up port numbers used with cook-on-the-fly situations - fixed null_ptr in NetworkFileServerHttp.cpp - fix CORS issue with HTML5LaunchHelper (not really needed -- but doesn't hurt to have it in the test server) - finally, the core of the jira issue: o fix serialization bug: do not append zero sized data o fix de-serialization bug: removed double insertion of packet "Marker and Size" header #jira UE-38281 Quicklaunch UFE HTML5 fails to get COTF Header Size Change 3225690 on 2016/12/07 by Dmitry.Rekman Linux: improvements in touch support. - Multiple fingers. - Filtering out "moved" events from the same location. - Consistent logging. (Edigrating 3225194 from Wombat to Dev-Platform) Change 3225868 on 2016/12/07 by Josh.Stoddard Gracefully handle delete without matching new on iOS & Mac #jira UE-39395 Change 3226159 on 2016/12/07 by Omar.Rodriguez UEPLAT-1423 WEX: Improved virtual keyboard for Android * Renamed old virtual keyboard functions by adding "Dialog" suffix to the name * Added new virtual keyboard functions that use InputMethodManager to show/hide keyboard * Hide the virtual keyboard, if shown, onPause * Slate edit box decides which functions to call for showing/hiding keyboard - eventually will be based on command line parameter like in IOS #jira UEPLAT-1423 Change 3226167 on 2016/12/07 by Dmitry.Rekman Allow running as root on ARM. (Edigrating 3204974 to Dev-Platform) Change 3226168 on 2016/12/07 by Dmitry.Rekman Print current CVar value when denying an override. (Based on CL 3205476). Change 3226169 on 2016/12/07 by Dmitry.Rekman Allow enabling sound (if disabled by default). (Based on CL 3205505) Change 3226171 on 2016/12/07 by Dmitry.Rekman Allow running from symlinks. (Edigrating 3205518 to Dev-Platform). Change 3226174 on 2016/12/07 by Dmitry.Rekman Linux: do not init SDL audio (we do not use it anyway). (Based on CL 3205505). Change 3226327 on 2016/12/07 by Nick.Shin fix CIS warning #jira UE-38281 Quicklaunch UFE HTML5 fails to get COTF Header Size Change 3226506 on 2016/12/08 by Dmitry.Rekman Fix one more case-sensitive misspelling (UE-39030). - Submitted as part of PR #2976. Change 3226542 on 2016/12/08 by Dmitry.Rekman Linux: fix weirdness with tesselation in GL4 (UE-32865). - Workaround by CengizT. Proper fix tracked as UE-39489. Change 3226570 on 2016/12/08 by Dmitry.Rekman Fix for ar failing due to too long command line (UE-39009). - Based on PR #2973. Change 3226575 on 2016/12/08 by Dmitry.Rekman Add build-essential to dependencies (UE-39053). - PR #2981 contributed by cpyarger. Change 3227129 on 2016/12/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Fixed up a deferred GL error as well Fixed some copyrights of files not in main Change 3227260 on 2016/12/08 by Omar.Rodriguez UE-39140 Projects with iCloud are failing provisioning check when code signing. * Set default value of bEnableCloudKitSupport to False * Set value of get-task-allow to true only on non-distribution builds * Only write out the entitlements file if changes have been made #jira UE-39140 Change 3229312 on 2016/12/09 by Dmitry.Rekman Fix missing responses (UE-39572). - Proper implementation of UE-39009. Change 3230849 on 2016/12/12 by Dmitry.Rekman Linux: fixed Android packaging (UE-39635). - Misspelled case; fixed by JohnHenry Carawon. #jira UE-39635 Change 3231591 on 2016/12/12 by Peter.Sauerbrei fix for splash screen not being turned off by default #jira UE-39591 Change 3231880 on 2016/12/12 by Josh.Adams - Fixing StaticAnalysis warnings, but -enablecodeanalysis stopped working for some reason, and the /Zm thing has hit me really hard, so this is a hopeful checkin for static analysis issues #jira UE-39680 Change 3232816 on 2016/12/13 by Dmitry.Rekman Linux: fix for CEF (UE-39682) - Fix by Cengiz.Terzibas. Change 3232873 on 2016/12/13 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3232933 on 2016/12/13 by Josh.Adams - Missed the files that were needed to fix up after merge from main, but didn';t come from main Change 3233066 on 2016/12/13 by Ben.Marsh UBT: Ignore exception if PATH variable contains invalid characters when looking for XGE. Change 3233512 on 2016/12/13 by Ben.Marsh Fix static analysis warnings. [CL 3233813 by Josh Adams in Main branch]
2016-12-13 19:47:16 -05:00
}
Copying //UE4/WEX-Staging/... to //UE4/Main (Source: //WEX/Main @ 3580612) #rb none #lockdown nick.penwarden ================================================================================================= MAJOR FEATURES + CHANGES ================================================================================================= Change 3526838 by David.Nikdel #WEX: make map elements support TitleProperty on their values in the editor #JIRA: none Change 3517937 by Ben.Zeigler #jira UE-46574 Deprecate IPlatformChunkInstall::SetChunkInstallDelgate as it was spelled wrong, was only half implemented, and did not support success vs failure Replace with AddChunkInstallDelegate, which supports a bool error code and is bound once instead of separately for each chunk. All implementations support this delegate at a basic level, although several could be improved to call the failure delegate in more cases Change 3498765 by David.Nikdel #WEX: Added a way to bind a delegate that fires whenever an analytics event is queued. - Bind this delegate and use it to log analytics events (for now) #JIRA: none Change 3495796 by Josh.May #WEX #JIRA: None - Reworked the LoadTimes.DumpReport console command to accept command arguments and added options for alphanumeric sorting (-alphasort), tweakable asset time cutoff (lowtime=X), and file output to the Saved/Profiling directory (file). - Added hooks for automatically generating load time reports for every map load (enabled using the DUMP_LOAD_REPORT_PER_MAP #define). Change 3489241 by Josh.Markiewicz #UE4 - First unfinished pass to GoogleIOS - SDK auth token data needs to copy auth into TMap properly #jira none Change 3487767 by David.Nikdel #Analytics: Make FAnalyticsEventAttribute support typed values - This makes sure the value types in the resultant JSON reflect the code. - Added support for Number (double), Boolean, Null, and JsonFragment types - This should make it so we don't have to whitelist everything to be converted to number on the Grafana processing side. - Made all attributes on FAnalyticsEventAttribute immutable #JIRA: WEX-6696, WEX-6706 Change 3478818 by Chris.Babcock Add detection of Houdini (running on Intel Android CPU) #jira WEX-5009 #ue4 #android #robomerge R1.2 Change 3475449 by Allan.Bentham Add disable force inline option for iOS build, enabled for WEX. #jira UEMOB-167 [CL 3588553 by Peter Sauerbrei in Main branch]
2017-08-15 16:16:21 -04:00
//initial settings for the virtual input
String virtualKeyboardInputContent;
int virtualKeyboardInputType;
public void AndroidThunkJava_ShowVirtualKeyboardInput(int inInputType, String Label, String Contents)
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3233741) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== [NOTE: Switch changes have been removed from this list, and will be in a comment in //UE4/Main/Engine/Build/Switch/SwitchChanges.txt] Change 3207431 on 2016/11/22 by Keith.Judge Make VectorSign on XB1 match (incorrect) SSE implementation rather than the reference FPU implementation. Too many things seem to rely on this to change the default behaviour now. #jira UE-36921 #jira UE-38560 Change 3208206 on 2016/11/22 by Josh.Adams - Changed plugins upgrading a content-only project to code-based, even if the modules inside aren't compiled for the current platform. There are issues with runtime not knowing the plugin isn't needed. The proper way is to non-whitelist the platform in the project, not in the modules, if you don't want it to upgrade the project. See the comments in this change for more info. #jira UE-38929 Change 3209137 on 2016/11/23 by Alicia.Cano Add a check to iOS tool chain for exception flag #jira UE-36528 #ios Change 3209296 on 2016/11/23 by Ben.Marsh Always send build failure notifications in Dev-Platform to Will.Fissler@epicgames.com and Owen.Stupka@epicgames.com Change 3211316 on 2016/11/28 by Joe.Barnes Fix some typos Change 3211318 on 2016/11/28 by Joe.Barnes Fix wrong function name in header file. Didn't match actual function name in RenderingThread.cpp Change 3213227 on 2016/11/29 by Dmitry.Rekman Add -fPIC to libwebsockets on Linux. Change 3213463 on 2016/11/29 by Nick.Shin helper build scripts for CentOS 7 Linux (via Docker) LINUX: pull source and compile: zlib openssl libcurl & libwebsockets using [ glibc 2.17 ] & [ gcc 4.8.5 ] Docker creates an image (that is essentially a CentOS box) and runs the build script within that environment (called a container). think of this as a VM -- but waaaaaaay better -- nothing is virtualized -- it's all on the metal. #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1203 - Add Linux library for libwebsockets #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 3213939 on 2016/11/29 by Michael.Trepka Ignore parent widget's geometry scale when showing a popup menu in a separate window #jira UE-38706 Change 3215583 on 2016/11/30 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3216345 on 2016/11/30 by Josh.Adams Better fix for poison proxy fix Change 3217106 on 2016/12/01 by Michael.Trepka Fixed a crash caused by an attempt to use FPlayWorldCommands::GlobalPlayWorldActions before it's initialized when showing suppressable warning dialogs in UEditorEngine::UpdateAutoLoadProject() #jira UE-38816 Change 3217223 on 2016/12/01 by Josh.Adams - Fixed some TEXT macro warnings that crept in from IWYU changes Change 3217253 on 2016/12/01 by Dmitry.Rekman Linux: fix GL crash (UE-17649). - Making sure all streams are set up. Fix by Cengiz. Change 3217473 on 2016/12/01 by Daniel.Lamb Fixed a case when we load a map it might not have it's sublevels loaded because it's not treated like a map. #test cook run QAGame Change 3217588 on 2016/12/01 by Peter.Sauerbrei Pull in IPv6 fix Change 3217654 on 2016/12/01 by Michael.Trepka Changed the Mac-specific high DPI code to use system backingScaleFactor only if NSHighResolutionCapable in Info.plist is set to true. This solves the problem with macOS Sierra giving us actual backingScaleFactor values even in low DPI modes. Change 3217873 on 2016/12/01 by Josh.Adams - Added some logging to a tvOS assert, since debugging it right away is tricky Change 3218097 on 2016/12/01 by Josh.Adams - Fixed up the Switch MediaFramework, making editor better, etc - ALso changed PS4 and Xbox plugins to be enabled by default by having two entries in the plugin module for the Factory modules (an editor only entry, and a platform specific runtime entry... this will make it so that UE4Game.exe won't ahve it compiled in, even with it enabled by default) Change 3218133 on 2016/12/01 by Dmitry.Rekman Linux: report server hangs by crashing the hung thread (UE-39164). Change 3218512 on 2016/12/01 by Josh.Adams - Made the MfMedia plugin to be distributable in public builds, since it's for Windows and Xbox Change 3219804 on 2016/12/02 by Dmitry.Rekman Linux: fix project settings crash (UE-38800). - Also submitted as a pull request #2945. Change 3220027 on 2016/12/02 by Nick.Shin plow all physx libs into build NOTE: most browsers will not function - chrome and firefox nightly only works checking this in as per email #jira UE-38323 VehicleTemplate Vehicle does not move in HTML5 Change 3221620 on 2016/12/05 by Joe.Barnes UE-37275 - Temporary workaround for log lines losing carriage returns. Add's a \n when outputting lines if there isn't one at the end. Change 3221689 on 2016/12/05 by Dmitry.Rekman Attempt to change/rename. Change 3221700 on 2016/12/05 by Dmitry.Rekman Another attempt to change renamed file (from Linux). Change 3221731 on 2016/12/05 by Michael.Trepka Added missing initialization for FAvfVideoSampler::MetalTextureCache #jira UE-38689 Change 3221792 on 2016/12/05 by Michael.Trepka Fixed a crash in FMetalDynamicRHI::RHIAsyncReallocateTexture2D for PVRTC2 textures Change 3222675 on 2016/12/05 by Josh.Adams - Removed some resolution setting junk that was recently added to PlatformerGame - settings resolution on AppleTV is bad, it doesn't need to change resolution on non-desktop platforms #jira UE-39188 Change 3223546 on 2016/12/06 by Brent.Pease + Properly set and use the realtime compression for ios. + Reduce unused memory on ios from the precached first buffer + Fix a resource tracking issue that was causing a double free on the sound buffer Change 3223785 on 2016/12/06 by Brent.Pease + Add support for iPhone7 (implemented by peter.sauerbrei, merged in from WEX) #jira ue-38701 Change 3224314 on 2016/12/06 by Chris.Babcock Send OnTargetPlatformChangedSupportedFormats when format changed in Android project settings in editor #jira UE-38361 #ue4 #android Change 3225367 on 2016/12/07 by Josh.Adams - Added FKey::Virtual_Accept and Virtual_Back, which will map to FaceButton Right/Down appropriately based on platform (Switch swaps them) - Made changes to ShooterGame and VehicleGame for Virtual_Accept and Back - Added some icons for ShooterGame, and changed some text blocks to SRichTextBlock to insert the icons Change 3225426 on 2016/12/07 by Chris.Babcock Add missing Android UPL file for binary builds #jira UE-39420 #ue4 #android Change 3225471 on 2016/12/07 by Dmitry.Rekman Update all platforms to C++14. Change 3225525 on 2016/12/07 by Nick.Shin Cook-On-The-Fly for HTML5 - re-enabled: ENetworkFileServerProtocol::NFSP_Http - cleaned up port numbers used with cook-on-the-fly situations - fixed null_ptr in NetworkFileServerHttp.cpp - fix CORS issue with HTML5LaunchHelper (not really needed -- but doesn't hurt to have it in the test server) - finally, the core of the jira issue: o fix serialization bug: do not append zero sized data o fix de-serialization bug: removed double insertion of packet "Marker and Size" header #jira UE-38281 Quicklaunch UFE HTML5 fails to get COTF Header Size Change 3225690 on 2016/12/07 by Dmitry.Rekman Linux: improvements in touch support. - Multiple fingers. - Filtering out "moved" events from the same location. - Consistent logging. (Edigrating 3225194 from Wombat to Dev-Platform) Change 3225868 on 2016/12/07 by Josh.Stoddard Gracefully handle delete without matching new on iOS & Mac #jira UE-39395 Change 3226159 on 2016/12/07 by Omar.Rodriguez UEPLAT-1423 WEX: Improved virtual keyboard for Android * Renamed old virtual keyboard functions by adding "Dialog" suffix to the name * Added new virtual keyboard functions that use InputMethodManager to show/hide keyboard * Hide the virtual keyboard, if shown, onPause * Slate edit box decides which functions to call for showing/hiding keyboard - eventually will be based on command line parameter like in IOS #jira UEPLAT-1423 Change 3226167 on 2016/12/07 by Dmitry.Rekman Allow running as root on ARM. (Edigrating 3204974 to Dev-Platform) Change 3226168 on 2016/12/07 by Dmitry.Rekman Print current CVar value when denying an override. (Based on CL 3205476). Change 3226169 on 2016/12/07 by Dmitry.Rekman Allow enabling sound (if disabled by default). (Based on CL 3205505) Change 3226171 on 2016/12/07 by Dmitry.Rekman Allow running from symlinks. (Edigrating 3205518 to Dev-Platform). Change 3226174 on 2016/12/07 by Dmitry.Rekman Linux: do not init SDL audio (we do not use it anyway). (Based on CL 3205505). Change 3226327 on 2016/12/07 by Nick.Shin fix CIS warning #jira UE-38281 Quicklaunch UFE HTML5 fails to get COTF Header Size Change 3226506 on 2016/12/08 by Dmitry.Rekman Fix one more case-sensitive misspelling (UE-39030). - Submitted as part of PR #2976. Change 3226542 on 2016/12/08 by Dmitry.Rekman Linux: fix weirdness with tesselation in GL4 (UE-32865). - Workaround by CengizT. Proper fix tracked as UE-39489. Change 3226570 on 2016/12/08 by Dmitry.Rekman Fix for ar failing due to too long command line (UE-39009). - Based on PR #2973. Change 3226575 on 2016/12/08 by Dmitry.Rekman Add build-essential to dependencies (UE-39053). - PR #2981 contributed by cpyarger. Change 3227129 on 2016/12/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Fixed up a deferred GL error as well Fixed some copyrights of files not in main Change 3227260 on 2016/12/08 by Omar.Rodriguez UE-39140 Projects with iCloud are failing provisioning check when code signing. * Set default value of bEnableCloudKitSupport to False * Set value of get-task-allow to true only on non-distribution builds * Only write out the entitlements file if changes have been made #jira UE-39140 Change 3229312 on 2016/12/09 by Dmitry.Rekman Fix missing responses (UE-39572). - Proper implementation of UE-39009. Change 3230849 on 2016/12/12 by Dmitry.Rekman Linux: fixed Android packaging (UE-39635). - Misspelled case; fixed by JohnHenry Carawon. #jira UE-39635 Change 3231591 on 2016/12/12 by Peter.Sauerbrei fix for splash screen not being turned off by default #jira UE-39591 Change 3231880 on 2016/12/12 by Josh.Adams - Fixing StaticAnalysis warnings, but -enablecodeanalysis stopped working for some reason, and the /Zm thing has hit me really hard, so this is a hopeful checkin for static analysis issues #jira UE-39680 Change 3232816 on 2016/12/13 by Dmitry.Rekman Linux: fix for CEF (UE-39682) - Fix by Cengiz.Terzibas. Change 3232873 on 2016/12/13 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3232933 on 2016/12/13 by Josh.Adams - Missed the files that were needed to fix up after merge from main, but didn';t come from main Change 3233066 on 2016/12/13 by Ben.Marsh UBT: Ignore exception if PATH variable contains invalid characters when looking for XGE. Change 3233512 on 2016/12/13 by Ben.Marsh Fix static analysis warnings. [CL 3233813 by Josh Adams in Main branch]
2016-12-13 19:47:16 -05:00
{
//Log.debug("VK: AndroidThunkJava_ShowVirtualKeyboardInput");
Copying //UE4/WEX-Staging/... to //UE4/Main (Source: //WEX/Main @ 3580612) #rb none #lockdown nick.penwarden ================================================================================================= MAJOR FEATURES + CHANGES ================================================================================================= Change 3526838 by David.Nikdel #WEX: make map elements support TitleProperty on their values in the editor #JIRA: none Change 3517937 by Ben.Zeigler #jira UE-46574 Deprecate IPlatformChunkInstall::SetChunkInstallDelgate as it was spelled wrong, was only half implemented, and did not support success vs failure Replace with AddChunkInstallDelegate, which supports a bool error code and is bound once instead of separately for each chunk. All implementations support this delegate at a basic level, although several could be improved to call the failure delegate in more cases Change 3498765 by David.Nikdel #WEX: Added a way to bind a delegate that fires whenever an analytics event is queued. - Bind this delegate and use it to log analytics events (for now) #JIRA: none Change 3495796 by Josh.May #WEX #JIRA: None - Reworked the LoadTimes.DumpReport console command to accept command arguments and added options for alphanumeric sorting (-alphasort), tweakable asset time cutoff (lowtime=X), and file output to the Saved/Profiling directory (file). - Added hooks for automatically generating load time reports for every map load (enabled using the DUMP_LOAD_REPORT_PER_MAP #define). Change 3489241 by Josh.Markiewicz #UE4 - First unfinished pass to GoogleIOS - SDK auth token data needs to copy auth into TMap properly #jira none Change 3487767 by David.Nikdel #Analytics: Make FAnalyticsEventAttribute support typed values - This makes sure the value types in the resultant JSON reflect the code. - Added support for Number (double), Boolean, Null, and JsonFragment types - This should make it so we don't have to whitelist everything to be converted to number on the Grafana processing side. - Made all attributes on FAnalyticsEventAttribute immutable #JIRA: WEX-6696, WEX-6706 Change 3478818 by Chris.Babcock Add detection of Houdini (running on Intel Android CPU) #jira WEX-5009 #ue4 #android #robomerge R1.2 Change 3475449 by Allan.Bentham Add disable force inline option for iOS build, enabled for WEX. #jira UEMOB-167 [CL 3588553 by Peter Sauerbrei in Main branch]
2017-08-15 16:16:21 -04:00
virtualKeyboardInputContent = Contents;
virtualKeyboardInputType = inInputType;
lastVirtualKeyboardCommand = VirtualKeyboardCommand.VK_CMD_SHOW;
//#jira UE-49143 Inconsistent virtual keyboard behavior tapping between controls
virtualKeyboardHandler.removeCallbacksAndMessages(null) ;
virtualKeyboardHandler.postDelayed(new Runnable()
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3233741) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== [NOTE: Switch changes have been removed from this list, and will be in a comment in //UE4/Main/Engine/Build/Switch/SwitchChanges.txt] Change 3207431 on 2016/11/22 by Keith.Judge Make VectorSign on XB1 match (incorrect) SSE implementation rather than the reference FPU implementation. Too many things seem to rely on this to change the default behaviour now. #jira UE-36921 #jira UE-38560 Change 3208206 on 2016/11/22 by Josh.Adams - Changed plugins upgrading a content-only project to code-based, even if the modules inside aren't compiled for the current platform. There are issues with runtime not knowing the plugin isn't needed. The proper way is to non-whitelist the platform in the project, not in the modules, if you don't want it to upgrade the project. See the comments in this change for more info. #jira UE-38929 Change 3209137 on 2016/11/23 by Alicia.Cano Add a check to iOS tool chain for exception flag #jira UE-36528 #ios Change 3209296 on 2016/11/23 by Ben.Marsh Always send build failure notifications in Dev-Platform to Will.Fissler@epicgames.com and Owen.Stupka@epicgames.com Change 3211316 on 2016/11/28 by Joe.Barnes Fix some typos Change 3211318 on 2016/11/28 by Joe.Barnes Fix wrong function name in header file. Didn't match actual function name in RenderingThread.cpp Change 3213227 on 2016/11/29 by Dmitry.Rekman Add -fPIC to libwebsockets on Linux. Change 3213463 on 2016/11/29 by Nick.Shin helper build scripts for CentOS 7 Linux (via Docker) LINUX: pull source and compile: zlib openssl libcurl & libwebsockets using [ glibc 2.17 ] & [ gcc 4.8.5 ] Docker creates an image (that is essentially a CentOS box) and runs the build script within that environment (called a container). think of this as a VM -- but waaaaaaay better -- nothing is virtualized -- it's all on the metal. #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1203 - Add Linux library for libwebsockets #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 3213939 on 2016/11/29 by Michael.Trepka Ignore parent widget's geometry scale when showing a popup menu in a separate window #jira UE-38706 Change 3215583 on 2016/11/30 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3216345 on 2016/11/30 by Josh.Adams Better fix for poison proxy fix Change 3217106 on 2016/12/01 by Michael.Trepka Fixed a crash caused by an attempt to use FPlayWorldCommands::GlobalPlayWorldActions before it's initialized when showing suppressable warning dialogs in UEditorEngine::UpdateAutoLoadProject() #jira UE-38816 Change 3217223 on 2016/12/01 by Josh.Adams - Fixed some TEXT macro warnings that crept in from IWYU changes Change 3217253 on 2016/12/01 by Dmitry.Rekman Linux: fix GL crash (UE-17649). - Making sure all streams are set up. Fix by Cengiz. Change 3217473 on 2016/12/01 by Daniel.Lamb Fixed a case when we load a map it might not have it's sublevels loaded because it's not treated like a map. #test cook run QAGame Change 3217588 on 2016/12/01 by Peter.Sauerbrei Pull in IPv6 fix Change 3217654 on 2016/12/01 by Michael.Trepka Changed the Mac-specific high DPI code to use system backingScaleFactor only if NSHighResolutionCapable in Info.plist is set to true. This solves the problem with macOS Sierra giving us actual backingScaleFactor values even in low DPI modes. Change 3217873 on 2016/12/01 by Josh.Adams - Added some logging to a tvOS assert, since debugging it right away is tricky Change 3218097 on 2016/12/01 by Josh.Adams - Fixed up the Switch MediaFramework, making editor better, etc - ALso changed PS4 and Xbox plugins to be enabled by default by having two entries in the plugin module for the Factory modules (an editor only entry, and a platform specific runtime entry... this will make it so that UE4Game.exe won't ahve it compiled in, even with it enabled by default) Change 3218133 on 2016/12/01 by Dmitry.Rekman Linux: report server hangs by crashing the hung thread (UE-39164). Change 3218512 on 2016/12/01 by Josh.Adams - Made the MfMedia plugin to be distributable in public builds, since it's for Windows and Xbox Change 3219804 on 2016/12/02 by Dmitry.Rekman Linux: fix project settings crash (UE-38800). - Also submitted as a pull request #2945. Change 3220027 on 2016/12/02 by Nick.Shin plow all physx libs into build NOTE: most browsers will not function - chrome and firefox nightly only works checking this in as per email #jira UE-38323 VehicleTemplate Vehicle does not move in HTML5 Change 3221620 on 2016/12/05 by Joe.Barnes UE-37275 - Temporary workaround for log lines losing carriage returns. Add's a \n when outputting lines if there isn't one at the end. Change 3221689 on 2016/12/05 by Dmitry.Rekman Attempt to change/rename. Change 3221700 on 2016/12/05 by Dmitry.Rekman Another attempt to change renamed file (from Linux). Change 3221731 on 2016/12/05 by Michael.Trepka Added missing initialization for FAvfVideoSampler::MetalTextureCache #jira UE-38689 Change 3221792 on 2016/12/05 by Michael.Trepka Fixed a crash in FMetalDynamicRHI::RHIAsyncReallocateTexture2D for PVRTC2 textures Change 3222675 on 2016/12/05 by Josh.Adams - Removed some resolution setting junk that was recently added to PlatformerGame - settings resolution on AppleTV is bad, it doesn't need to change resolution on non-desktop platforms #jira UE-39188 Change 3223546 on 2016/12/06 by Brent.Pease + Properly set and use the realtime compression for ios. + Reduce unused memory on ios from the precached first buffer + Fix a resource tracking issue that was causing a double free on the sound buffer Change 3223785 on 2016/12/06 by Brent.Pease + Add support for iPhone7 (implemented by peter.sauerbrei, merged in from WEX) #jira ue-38701 Change 3224314 on 2016/12/06 by Chris.Babcock Send OnTargetPlatformChangedSupportedFormats when format changed in Android project settings in editor #jira UE-38361 #ue4 #android Change 3225367 on 2016/12/07 by Josh.Adams - Added FKey::Virtual_Accept and Virtual_Back, which will map to FaceButton Right/Down appropriately based on platform (Switch swaps them) - Made changes to ShooterGame and VehicleGame for Virtual_Accept and Back - Added some icons for ShooterGame, and changed some text blocks to SRichTextBlock to insert the icons Change 3225426 on 2016/12/07 by Chris.Babcock Add missing Android UPL file for binary builds #jira UE-39420 #ue4 #android Change 3225471 on 2016/12/07 by Dmitry.Rekman Update all platforms to C++14. Change 3225525 on 2016/12/07 by Nick.Shin Cook-On-The-Fly for HTML5 - re-enabled: ENetworkFileServerProtocol::NFSP_Http - cleaned up port numbers used with cook-on-the-fly situations - fixed null_ptr in NetworkFileServerHttp.cpp - fix CORS issue with HTML5LaunchHelper (not really needed -- but doesn't hurt to have it in the test server) - finally, the core of the jira issue: o fix serialization bug: do not append zero sized data o fix de-serialization bug: removed double insertion of packet "Marker and Size" header #jira UE-38281 Quicklaunch UFE HTML5 fails to get COTF Header Size Change 3225690 on 2016/12/07 by Dmitry.Rekman Linux: improvements in touch support. - Multiple fingers. - Filtering out "moved" events from the same location. - Consistent logging. (Edigrating 3225194 from Wombat to Dev-Platform) Change 3225868 on 2016/12/07 by Josh.Stoddard Gracefully handle delete without matching new on iOS & Mac #jira UE-39395 Change 3226159 on 2016/12/07 by Omar.Rodriguez UEPLAT-1423 WEX: Improved virtual keyboard for Android * Renamed old virtual keyboard functions by adding "Dialog" suffix to the name * Added new virtual keyboard functions that use InputMethodManager to show/hide keyboard * Hide the virtual keyboard, if shown, onPause * Slate edit box decides which functions to call for showing/hiding keyboard - eventually will be based on command line parameter like in IOS #jira UEPLAT-1423 Change 3226167 on 2016/12/07 by Dmitry.Rekman Allow running as root on ARM. (Edigrating 3204974 to Dev-Platform) Change 3226168 on 2016/12/07 by Dmitry.Rekman Print current CVar value when denying an override. (Based on CL 3205476). Change 3226169 on 2016/12/07 by Dmitry.Rekman Allow enabling sound (if disabled by default). (Based on CL 3205505) Change 3226171 on 2016/12/07 by Dmitry.Rekman Allow running from symlinks. (Edigrating 3205518 to Dev-Platform). Change 3226174 on 2016/12/07 by Dmitry.Rekman Linux: do not init SDL audio (we do not use it anyway). (Based on CL 3205505). Change 3226327 on 2016/12/07 by Nick.Shin fix CIS warning #jira UE-38281 Quicklaunch UFE HTML5 fails to get COTF Header Size Change 3226506 on 2016/12/08 by Dmitry.Rekman Fix one more case-sensitive misspelling (UE-39030). - Submitted as part of PR #2976. Change 3226542 on 2016/12/08 by Dmitry.Rekman Linux: fix weirdness with tesselation in GL4 (UE-32865). - Workaround by CengizT. Proper fix tracked as UE-39489. Change 3226570 on 2016/12/08 by Dmitry.Rekman Fix for ar failing due to too long command line (UE-39009). - Based on PR #2973. Change 3226575 on 2016/12/08 by Dmitry.Rekman Add build-essential to dependencies (UE-39053). - PR #2981 contributed by cpyarger. Change 3227129 on 2016/12/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Fixed up a deferred GL error as well Fixed some copyrights of files not in main Change 3227260 on 2016/12/08 by Omar.Rodriguez UE-39140 Projects with iCloud are failing provisioning check when code signing. * Set default value of bEnableCloudKitSupport to False * Set value of get-task-allow to true only on non-distribution builds * Only write out the entitlements file if changes have been made #jira UE-39140 Change 3229312 on 2016/12/09 by Dmitry.Rekman Fix missing responses (UE-39572). - Proper implementation of UE-39009. Change 3230849 on 2016/12/12 by Dmitry.Rekman Linux: fixed Android packaging (UE-39635). - Misspelled case; fixed by JohnHenry Carawon. #jira UE-39635 Change 3231591 on 2016/12/12 by Peter.Sauerbrei fix for splash screen not being turned off by default #jira UE-39591 Change 3231880 on 2016/12/12 by Josh.Adams - Fixing StaticAnalysis warnings, but -enablecodeanalysis stopped working for some reason, and the /Zm thing has hit me really hard, so this is a hopeful checkin for static analysis issues #jira UE-39680 Change 3232816 on 2016/12/13 by Dmitry.Rekman Linux: fix for CEF (UE-39682) - Fix by Cengiz.Terzibas. Change 3232873 on 2016/12/13 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3232933 on 2016/12/13 by Josh.Adams - Missed the files that were needed to fix up after merge from main, but didn';t come from main Change 3233066 on 2016/12/13 by Ben.Marsh UBT: Ignore exception if PATH variable contains invalid characters when looking for XGE. Change 3233512 on 2016/12/13 by Ben.Marsh Fix static analysis warnings. [CL 3233813 by Josh Adams in Main branch]
2016-12-13 19:47:16 -05:00
{
public void run()
{
if(lastVirtualKeyboardCommand == VirtualKeyboardCommand.VK_CMD_SHOW)
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3627362) #lockdown Nick.Penwarden #rb None ============================ MAJOR FEATURES & CHANGES ============================ Change 3600639 by Nick.Shin HTML5 remove old emscripten toolchain forgot to remove this (was checked out in another changelist) #jira UE-47813 Change 3600641 by Nick.Shin HTML5 TM-Core crash fixes new PhysX HTML5 libs #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600644 by Nick.Shin HTML5 TM-Core crash fixes emscripten doesn't seem to know how to look at <PxRigidActor> from the PxActor class... #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600647 by Nick.Shin HTML5 UInterpTrackInst::GetGroupActor() pre-null check #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3601439 by Dmitriy.Dyomin Fixed: Protostar leads to device reboot in Galaxy S7 Adreno device. (SM-G930V) #jira UE-48323 Change 3601440 by Dmitriy.Dyomin Fixed: Texture streaming after world origin was rebased Change 3601456 by Dmitriy.Dyomin Added: Async loading bytecode from shader library - Shader library will be packed into single file - Shader library will be created only when packaging project by the book #jira UEMOB-381 Change 3601624 by Jack.Porter Fix landscape crash on HTML5 Exception !IsInRenderingThread() failed. #jira UE-48527 Change 3603890 by Dmitriy.Dyomin GitHub 3905 : Engine crash in LandscapeComponent when streaming levels #3905 #jira UE-48422 Change 3603933 by Dmitriy.Dyomin Fixed: Crash after Splash Screen on Android (ETC2) when Adding r.UseShaderCaching and r.UseShaderPredraw - Added r.SaveShaderCache command to save current cache on demand - Removed support for caching multiple platfroms at the same time, each platform now uses separate cache/file - Significantly reduced size of draw log on disk - Mobile platfroms support only basic caching, logging shaders and bound shader states without full gfx state #jira UE-47553 Change 3604050 by Sorin.Gradinaru #jira UE-47428 Android virtual keyboard polishing Done: Multiline should be disabled when not needed Hide suggestions and autocorrect "Done" / back button behavior to make it feel natural - Done/Enter and the Back key event sent to the engine If the keyboard is up and you click on the same control you're currently inputting into, it will hide the keyboard. Look into animation - not critical. S6 with Swiftkey. The numbers don't show up in our textedit but the string is updated (we see dots in the Slate control) with the password entry Could not reproduce/test: Make sure we don't use negative coords for the input box if the keyboard is at the top of the screen Change 3604081 by Allan.Bentham Reduce redundant log spam from SustainedPerformanceMode on android. Change 3604152 by Allan.Bentham Improved vulkanRHI availability and selection reporting. Change 3604186 by Dmitriy.Dyomin Vulkan: Write to buffers directly on UMA devices (no staging) Change 3604396 by Nick.Shin HTML5 - stats and multi-threading checks more null & multi-threading - and some functions flat out disabled for HTML5 platform the big "don't use on HTML5" is TLockFreeFixedSizeAllocator_TLSCacheBase's manual TLS.PartialBundle memory handler... i'm not sure it's working properly... switched on USE_NIEVE_TLockFreeFixedSizeAllocator_TLSCacheBase sections of code (i.e. basic malloc and free) for PLATFORM_HTML5 - it seems only the stats function was exacerbating the memory bug ... but, shutting this completely out for HTML5... don't know if it's an emscripten compiler/corruption that's causing this... - will send this to emscripten makers as another test case for them to help see what's going on... #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3604752 by Allan.Bentham Reduce battery status log spam. Change 3604825 by Nick.Shin HTML5 emscripten 1.37.19 updated license file #jira UE-47813 Change 3606486 by Jack.Porter Enabled refraction on tvOS #jira UE-47229 Change 3606546 by Dmitriy.Dyomin Vulkan: Missed null check from CL# 3601439 Change 3606654 by Allan.Bentham mobile post process shaders will not attempt depth buffer fetch, instead they will always read from the depth texture. #jira UE-41919 Change 3606672 by Dmitriy.Dyomin Fixed: Vulkan mode crashes without error on Tegra K1 Nvidia Shield due to OOM - fixed r.MobileReduceLoadedMips has no effect - added r.MobileMaxLoadedMips to set a limit to a number of mips - reduced size of vulkan allocation pages on android #jira UE-42838 Change 3607204 by Allan.Bentham Do not attempt getprocaddress for GL_EXT_DEBUG_LABEL functions when the extension is not declared. Change 3607214 by Nick.Shin HTML5 - stats font crash fix #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3609164 by Chris.Babcock More informative Android SDK license requirements and errors #jra UE-48837 #ue4 #android Change 3609175 by Chris.Babcock Linux build fix #jira none Change 3609516 by Dmitriy.Dyomin Fixed: Decals in TM-ShaderModels appearing and disappearing when viewed at certain angles on Android #jira UE-45342 Change 3609618 by Dmitriy.Dyomin Back out changelist 3603933, to help merge from main Change 3610979 by Peter.Sauerbrei addition of asset catalogs for icons on Xcode 9 for iOS 11 Change 3612145 by Dmitriy.Dyomin Resubmitting CL #3603933 (shader cache fixes) Change 3613981 by Chris.Babcock Fix issue with Android password keyboard input #jira WEX-7343 #ue4 #android Change 3614375 by Sorin.Gradinaru #jira UE-44656 StrategyGame Crashes on launch on KindleFire 5th Gen. Kindle Fire HD7 5th (CPU Mali 450) seems to have problems with thread rendering, crashing when returning to the main thread. Added new device profile [Android_Mali_4xx_KindleFire] with a new cvar r.AndroidDisableThreadedRenderingFirstLoad=1, disabling movie player rendering on the intial screen. For subsequent loading screens, the (same) code apparently runs Ok. A warning "Initial loading screen disabled from BaseDeviceProfiles.ini: r.AndroidDisableThreadedRenderingFirstLoad=1" should appear when the thread rendering is disabled Change 3614971 by Cosmin.Sulea UE-46769 - GitHub 3745 : bForcePVRTC4 was ignored. #jira UE-46769 Change 3616431 by Peter.Sauerbrei PR3657,3658 - fixes for InApp purchase bugs courtesy of nverenik Change 3617306 by Jack.Porter Fix issue where undocked tabs had no way to be made visible again when hidden #jira UE-12044 Change 3617312 by Jack.Porter Find a new best MobileDirectionalLights[channel] when then current one is removed from the world (eg by a level streaming operation) #jira UE-47135 #3785 Change 3617383 by Dmitriy.Dyomin Vk - only dynamic buffers in HostVisible on UMA devices Change 3617437 by Dmitriy.Dyomin Vk - SRV allocates one BufferView for each buffer in FVulkanResourceMultiBuffer, so they can be reused (contributed by Samsung) Change 3617474 by Dmitriy.Dyomin Vk - Don't use fences on image acquire on Android Change 3617483 by Dmitriy.Dyomin Vk - Remove redundant dynamic state setup (viewport, scissor, stencilref) (contributed by Samsung) Change 3617521 by Dmitriy.Dyomin Fix CIS warnings Change 3617574 by Dmitriy.Dyomin Vk - Optimized RenderPass pool and Framebuffer pool (reduced vkObject count) (contributed by Samsung) ProtoStar: Framebuffer count : 133 -> 108, Renderpass count : 21 -> 18 Change 3617585 by Dmitriy.Dyomin compile fix for CL# 3617574 Change 3617849 by Allan.Bentham Log UnsatisfiedLinkError's content when loadlibrary fails. Change 3617945 by Chris.Babcock Allow UPL variable expansion in addPermission, addFeature, and addLibrary #jira UE-47421 #ue4 #android Change 3618097 by Allan.Bentham Fix Y axis switch with android GLES when rendering triangles to canvas. #jira UE-44510 Change 3618733 by Peter.Sauerbrei fix from Dev-Rendering for tvOS shader compilation Change 3618761 by Peter.Sauerbrei fix for shader crash on startup on iOS Change 3618769 by Peter.Sauerbrei bump metal shader guid to force a rebuild of shaders Change 3620061 by Peter.Sauerbrei fix for resource directory on Asset catalogs #jira UE-49074 Change 3620520 by Peter.Sauerbrei remove the texture warning, the logic was incorrect and in the end we don't need the warning #jira UE-49057 Change 3621811 by Allan.Bentham Add mipindex and array slice index to framebuffer hashing code. #jira UE-49171 Change 3624410 by Jack.Porter Fix issue where the Shared Material Native Libraries checkbox causes packaging for Android to fail #jira UE-49105 Change 3627361 by Jack.Porter Fixing case on iOS files #jira None Change 3627362 by Jack.Porter Fixed case on IOS files #jira None [CL 3627373 by Jack Porter in Main branch]
2017-09-06 01:04:25 -04:00
{
processLastVirtualKeyboardCommand();
Copying //UE4/WEX-Staging/... to //UE4/Main (Source: //WEX/Main @ 3580612) #rb none #lockdown nick.penwarden ================================================================================================= MAJOR FEATURES + CHANGES ================================================================================================= Change 3526838 by David.Nikdel #WEX: make map elements support TitleProperty on their values in the editor #JIRA: none Change 3517937 by Ben.Zeigler #jira UE-46574 Deprecate IPlatformChunkInstall::SetChunkInstallDelgate as it was spelled wrong, was only half implemented, and did not support success vs failure Replace with AddChunkInstallDelegate, which supports a bool error code and is bound once instead of separately for each chunk. All implementations support this delegate at a basic level, although several could be improved to call the failure delegate in more cases Change 3498765 by David.Nikdel #WEX: Added a way to bind a delegate that fires whenever an analytics event is queued. - Bind this delegate and use it to log analytics events (for now) #JIRA: none Change 3495796 by Josh.May #WEX #JIRA: None - Reworked the LoadTimes.DumpReport console command to accept command arguments and added options for alphanumeric sorting (-alphasort), tweakable asset time cutoff (lowtime=X), and file output to the Saved/Profiling directory (file). - Added hooks for automatically generating load time reports for every map load (enabled using the DUMP_LOAD_REPORT_PER_MAP #define). Change 3489241 by Josh.Markiewicz #UE4 - First unfinished pass to GoogleIOS - SDK auth token data needs to copy auth into TMap properly #jira none Change 3487767 by David.Nikdel #Analytics: Make FAnalyticsEventAttribute support typed values - This makes sure the value types in the resultant JSON reflect the code. - Added support for Number (double), Boolean, Null, and JsonFragment types - This should make it so we don't have to whitelist everything to be converted to number on the Grafana processing side. - Made all attributes on FAnalyticsEventAttribute immutable #JIRA: WEX-6696, WEX-6706 Change 3478818 by Chris.Babcock Add detection of Houdini (running on Intel Android CPU) #jira WEX-5009 #ue4 #android #robomerge R1.2 Change 3475449 by Allan.Bentham Add disable force inline option for iOS build, enabled for WEX. #jira UEMOB-167 [CL 3588553 by Peter Sauerbrei in Main branch]
2017-08-15 16:16:21 -04:00
}
}
}, lastVirtualKeyboardCommandDelay);
Copying //UE4/WEX-Staging/... to //UE4/Main (Source: //WEX/Main @ 3580612) #rb none #lockdown nick.penwarden ================================================================================================= MAJOR FEATURES + CHANGES ================================================================================================= Change 3526838 by David.Nikdel #WEX: make map elements support TitleProperty on their values in the editor #JIRA: none Change 3517937 by Ben.Zeigler #jira UE-46574 Deprecate IPlatformChunkInstall::SetChunkInstallDelgate as it was spelled wrong, was only half implemented, and did not support success vs failure Replace with AddChunkInstallDelegate, which supports a bool error code and is bound once instead of separately for each chunk. All implementations support this delegate at a basic level, although several could be improved to call the failure delegate in more cases Change 3498765 by David.Nikdel #WEX: Added a way to bind a delegate that fires whenever an analytics event is queued. - Bind this delegate and use it to log analytics events (for now) #JIRA: none Change 3495796 by Josh.May #WEX #JIRA: None - Reworked the LoadTimes.DumpReport console command to accept command arguments and added options for alphanumeric sorting (-alphasort), tweakable asset time cutoff (lowtime=X), and file output to the Saved/Profiling directory (file). - Added hooks for automatically generating load time reports for every map load (enabled using the DUMP_LOAD_REPORT_PER_MAP #define). Change 3489241 by Josh.Markiewicz #UE4 - First unfinished pass to GoogleIOS - SDK auth token data needs to copy auth into TMap properly #jira none Change 3487767 by David.Nikdel #Analytics: Make FAnalyticsEventAttribute support typed values - This makes sure the value types in the resultant JSON reflect the code. - Added support for Number (double), Boolean, Null, and JsonFragment types - This should make it so we don't have to whitelist everything to be converted to number on the Grafana processing side. - Made all attributes on FAnalyticsEventAttribute immutable #JIRA: WEX-6696, WEX-6706 Change 3478818 by Chris.Babcock Add detection of Houdini (running on Intel Android CPU) #jira WEX-5009 #ue4 #android #robomerge R1.2 Change 3475449 by Allan.Bentham Add disable force inline option for iOS build, enabled for WEX. #jira UEMOB-167 [CL 3588553 by Peter Sauerbrei in Main branch]
2017-08-15 16:16:21 -04:00
}
//jira UE-49141 Virtual keyboard is unresponsive with repeated tapping in control (some devices)
//#jira UE-49139 Tapping in the same text box doesn't make the virtual keyboard disappear
public void processLastVirtualKeyboardCommand()
{
Log.debug("VK: process last command " + lastVirtualKeyboardCommand);
synchronized(this) {
switch(lastVirtualKeyboardCommand)
{
case VK_CMD_SHOW:
{
newVirtualKeyboardInput.setVisibility(View.VISIBLE);
//newVirtualKeyboardInput.setBackgroundColor(Color.TRANSPARENT);
//newVirtualKeyboardInput.setCursorVisible(false);
//set offscreen
newVirtualKeyboardInput.setY(-1000);
//set new content
newVirtualKeyboardInput.setText(virtualKeyboardInputContent);
int newVirtualKeyboardInputType = virtualKeyboardInputType;
//commented: as it will disable text prediction for all devices,
// for most of them it will also block the VK in latin/english subtype
// disabling chinese or korean subtypes
//if((virtualKeyboardInputType & InputType.TYPE_TEXT_VARIATION_PASSWORD) == 0)
//{
//#jira UE-49117 Chinese and Korean virtual keyboards don't allow native characters
//#jira UE-49121 Gboard and Swift swipe entry are not supported by Virtual keyboard
//newVirtualKeyboardInputType |= TYPE_TEXT_VARIATION_VISIBLE_PASSWORD;
//}
//TYPE: disable text suggestion
newVirtualKeyboardInputType |= InputType.TYPE_TEXT_FLAG_NO_SUGGESTIONS;
//TYPE: set input type flags
newVirtualKeyboardInput.setInputType(newVirtualKeyboardInputType);
newVirtualKeyboardInput.setRawInputType(newVirtualKeyboardInputType);
//IME: set Done button for single line input
int imeOptions = EditorInfo.IME_FLAG_NO_EXTRACT_UI;
if (ANDROID_BUILD_VERSION >= 11)
{
imeOptions |= EditorInfo.IME_FLAG_NO_FULLSCREEN;
}
//IME: set single/multi line input type
if((virtualKeyboardInputType & InputType.TYPE_TEXT_FLAG_MULTI_LINE) != 0)
{
//disable enter for multi-line - will be treated by virtualKeyboardInputType in sendKeyEvent
newVirtualKeyboardInput.setSingleLine(false);
//#jira UE-49128 Virtual Keyboard text field doesn't appear if there is too much text
newVirtualKeyboardInput.setMaxLines(5);
imeOptions |= EditorInfo.IME_FLAG_NO_ENTER_ACTION;
imeOptions &= ~EditorInfo.IME_ACTION_DONE;
}
else
{
newVirtualKeyboardInput.setSingleLine(true);
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3771565) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3627858 by Sorin.Gradinaru #jira UE-48948 Crash when pressing backspace on empty line Fixed: UE-48948 Backspace on empty line crashes app (virtual keyboard) UE-49112 Virtual keyboard text field isn't visible after rotating from landscape to portrait UE-49117 Chinese and Korean virtual keyboards don't allow native characters UE-49120 Virtual keyboard number pad "kicks" user back to regular keyboard UE-49121 Gboard and Swift swipe entry are not supported by Virtual keyboard UE-49124 Cursor in virtual keyboard and UMG don't match UE-49128 Virtual Keyboard text field doesn't appear if there is too much text UE-49141 Virtual keyboard is unresponsive with repeated tapping in control (some devices) UE-49139 Tapping in the same text box doesn't make the virtual keyboard disappear Change 3630732 by Sorin.Gradinaru #jira UE-43488 GitHub 3440 : Fixes exposure with planar reflections. #3440 Cancelled the applied exposure scale for non-hdr mobile Change 3631436 by Nick.Shin HTML5 recommended fix for "RuntimeError: integer result unrepresentable" from the emscripten makers #jira UE-49059 HTML5 - Unable to launch project onto HTML 5 from editor Change 3632689 by Sorin.Gradinaru #jira UE - 49301 Text in UMG controls flickers during update from Virtual Keyboard Full refresh of the Slate control for Android experimental VK - the control has focus, but the cursor was removed Change 3632769 by Adrian.Chelu #jira UEMOB-403 Improvements to "Device Mobile Preview" feature Change 3633305 by Allan.Bentham Print out the callstack when a fatal error occurs. Change 3633510 by Chris.Babcock Remove unneeded logging #jira none Change 3634827 by Adrian.Chelu #fixed build editor buildsystem linux Change 3640610 by Adrian.Chelu #fixed Cook Win64 warnings #fixed UE4Editor Static Analysis Win64 warnings Change 3663057 by Sorin.Gradinaru UE-49301 Text in UMG controls flickers during update from Virtual Keyboard #jira UE-49301 #ue4 #android On some Android devices TextWatcher.onTextChanged gets called multiple times when typing/deleting the content of a EditText (internally, the first call resets the entire content, the second fills it with the new value) The workaround is to delays sending "empty string" to the Slate, waiting for 100ms to see if there is a second call (the "real" string to update) The CL contains a fix for a 5/5 crash : select some/all the text from the native edittext, press delete. Change 3663630 by Jack.Porter Fix shader compile error on Galaxy S6 Change 3663972 by Allan.Bentham add ES3.1 framebuffer fetch. #jira UE-46251 Change 3671843 by Nick.Shin HTML5 - silence CIS warnings (changed to INFO message type) #jira UE-50415 ( Pri:1 - 4.18 ) //UE4/Release-4.18: Step "Package ShooterClient HTML5" has completed with 1 Warning: "File packager is creating an asset bundle of 815 MB. This is very large" Change 3677675 by Sorin.Gradinaru Android Experimental Virtual Keyboard 4.18 issues #jira UE-49124 Cursor in virtual keyboard and UMG don't match #jira UE-49139 Tapping in the same text box doesn't make the virtual keyboard disappear #jira UE-49141 Virtual keyboard is unresponsive with repeated tapping in control (some devices) #ue4 #android UE-49124 Cursor in virtual keyboard and UMG don't match - change in SlateTextLayout.cpp - OnPaint() don't display the cursor Changed the show/hide vk routines (Game activity.java) to solve low-repro, Android O issues related to multiple click events. Should also be tested with multiple text boxes (fast click in/out different types of TextBox controls) Change 3681555 by Adrian.Chelu UEMOB-403 Improvements to "Device Mobile Preview" feature Change 3692020 by Sorin.Gradinaru #jira UE-50645 Carriage returns can be pasted into single line UMG fields on Android #ue4 #4.19 #android Change 3692741 by Sorin.Gradinaru Andoid 3D WebBrowser #jira UE-32740 Web Browser on a Widget Component appears to be 2D when launching on to Android #ue4 #android Change 3695475 by Chris.Babcock Per project Android NDK/SDK API settings #jira UEMOB-394 #ue4 #android Change 3701364 by Dmitriy.Dyomin Fixed: WEX - Android - Log spammed with "LogRHI: Error: Unsupported EPixelFormat 28" #jira UE-50714 Change 3701664 by Jack.Porter Fix typo Change 3702355 by Cosmin.Sulea UEMOB-393 - Support "ETC 1.5" packaging #jira UEMOB-393 Change 3704950 by Chris.Babcock Add verification of support for cooked texture format(s) on device at runtime (optional with Validate texture formats checkbox in Android project settings) and skipped for cook on the fly #jira UE-50837 #ue4 #android Change 3709817 by Nick.Shin HTML5 - silence CIS warnings (changed to INFO message type) finally have a repo case to test this proper fix #jira UE-50415 ( Pri:1 - 4.18 ) "Package ShooterClient HTML5" has completed with 1 Warning: "File packager is creating an asset bundle of 815 MB. This is very large" Change 3717598 by Chris.Babcock Fix Android icon paths #jira UE-51585 #ue4 #android Change 3718456 by Adrian.Chelu #fixed spelling in category localized name Change 3719643 by Nick.Shin nuke PLATFORM_HTML5_WIN32 more "old" code to remove #jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code Change 3720342 by Nick.Shin HTML5 redirect logs to console window #jira UE-50747 HTML5 log is not easily accessible to users Change 3720652 by Sorin.Gradinaru UE-50382 Xcode Address Sanitizer feature does not work on iOS #jira 50382 #iOS #ue4 Address sanitizer dylib loader depends on the default SDKROOT parameter (<scheme> => Build Settings => Base SDK => <Build Configuration>) For macosx or missing (also translated as macosx), the path is incorrect for iphone/appletv. Change 3720654 by Sorin.Gradinaru UE-48499 Android Voice Module has a few issues #jira 48499 #Android #ue4 1.Circular Buffer: Does the engine already have an implementation? Do we want this into core libraries? R: There is an generic template class TCircularBuffer, but it lacks functionality like write/read checks, reading/writing data chunks. Plus the code from VoiceModuleAndroid is optimized for circular byte array. I suggest to keep it. 2. Possible memory leaks: void free_circular_buffer (circular_buffer *p) is implemented, but not used. Presumably a memory leak on the variable inrb. Does CreateAudioRecorder need to be paired with any kind of destroy on shutdown? R: Fixed. Using an array ActiveVoiceCaptures to store VoiceCapture references (same as on Windows) 3. Init() There are 4 calls to setup/init things that store the result in "result" but only the last call is checked against success. Should more checks against the values be made at each stage with informative log messaging in the event of failure? R: Fixed. 4. GetVoiceData() // Workaround for dealing with noise after stand-by while(bytes<InVoiceBufferSize) { OutVoiceBuffer[bytes++]=0; } Isn't this just a memzero? R: Fixed. 5. Missing features. Need to implement GetBufferSize and DumpState R: Added GetBufferSize. Can be used like in TestVoice.cpp DumpState is never used (same on Mac, iOS), plus the OpenSL objects do not expose internal properties. Change 3722554 by Cosmin.Sulea UE-44224 - iOS - Remote Build - rsync error: files not transferred #jira UE-44224 Change 3723265 by Allan.Bentham Assign a texture format priority for ETC1a. prevents launch on from using ETC1a all the time.. Change 3729764 by Dmitriy.Dyomin Removed deprecated LightmapUVBias, ShadowmapUVBias from instanced static mesh component per-instance data (80 -> 64 bytes) Change 3729899 by Dmitriy.Dyomin Fixed tiled landcape re-import Change 3730895 by Bogdan.Vasilache UEMOB-442 --> [ Support texture streaming on Android ES 3.1 ] #jira UEMOB-442 Change 3733463 by Chris.Babcock Return error for external texture if not used in pixel shader #jira UE-51763 #ue4 Change 3736226 by Chris.Babcock Change ExposureScale to PreExposure #jira UE-52007 #jira UE-51691 #ue4 #android Change 3740509 by Allan.Bentham Add LQ (direct lighting from stationary spot/point lights) to volumetric lightmaps. #jira UE-50551 Change 3740586 by Cosmin.Sulea UE-51747 - GitHub 4174 : [BUG-FIX] Invalid ASTC texture versioning is corrected. #jira UE-51747 Change 3741110 by Chris.Babcock Fix functional code in checks removed for shipping #ue4 Change 3741117 by Chris.Babcock Fix checkin error for check -> ensure fix #ue4 Change 3741156 by Chris.Babcock Swap order of SDK and NDK overrides in menu to match Android SDK settings #jira UE-52019 #ue4 #android Change 3741271 by Chris.Babcock Use final NDK and SDK levels only in UEBuildSettings.txt and rename the overrides to be clearer #jira UE-52058 #ue4 #android Change 3741464 by Chris.Babcock Add NDK and SDK platform validation (installed) for Android #jira UE-52069 #ue4 #android Change 3744602 by Josh.Adams From Meerkat: - Added optional 0 or 1 param to showlayer that will set the visibility instead of toggling it for entire layer Change 3744603 by Josh.Adams From Meerkat: - Fixed a comment about debug view modes on consoles Change 3744607 by Josh.Adams From Meerkat: - Added HWInstances to the PrimitiveStats view in Statistics window Change 3754890 by Chris.Babcock Updated IntelISPCTexComp DLLs to fix crashes with some processors on Windows #jira UE-52281 #ue4 Change 3755147 by Jack.Porter Fixed Google Cardboard rendering upside down on iPhone 6S+ #jira UE-38555 Change 3755458 by Cosmin.Sulea UE-47801 - RSync Error when Generating SSH Key for Remote Mac Building when Mac username contains a space #jira UE-47801 Change 3755492 by Jack.Porter Fix merge error Change 3759140 by Bogdan.Vasilache UE-52396 --> Assertion in FOpenGLDynamicRHI::CreateOpenGLTexture when launching on Mali Galaxy S III #jira UE-52396 Change 3760536 by Sorin.Gradinaru UE-51262 values for pinch input produce very different results for same area on android device #jira 51262 #iOS #Android #ue4 1. When the pinch goes beyond the viewport boundaries (when zooming out), the touch that goes off-screen is "released" and the zooming effect is over. Solved by remembering last pinch event values 2. "Hack" the initial distance for the pinch/ rotate, by touching the screen and moving the finger to another position before using the second finger. Solved by using the correct values when the pinch event starts Change 3761279 by Chris.Babcock Flag vertex and fragment shaders belonging to materials with external textures #jira UE-52398 #ue4 #android Change 3761494 by Chris.Babcock Fix access to FrameUpdateInfo in MediaPlayer14.java and CameraPlayer14.java with Proguard #jira UE-52471 #ue4 #android Change 3763146 by Jack.Porter Default assets for web browser widget #jira UE-51374 Change 3764242 by Chris.Babcock Disable Niagara vertex factories for mobile and Switch #jira UE-52425 #ue4 #mobile #switch Change 3766027 by Allan.Bentham Fix crash when no LQ volumetric lightmap data exists #jira UE-52508 Change 3766075 by Josh.Adams - Updating UDKRemote. Still needs art updated, and some some unneeded assets removed Change 3766141 by Allan.Bentham Show unbuilt lightmap warning when LQ data is missing from volumetric lightmap in mobile shading mode. Change 3766163 by Josh.Adams - Updated icons and added a generator script when we get a new one Change 3766560 by Allan.Bentham Workaround for broken offsets with automation screenshots. #jira UE-52491 Change 3767193 by Peter.Sauerbrei remove Oculus shader from being cached force a metal shader re-compile #jira UE-52587 Change 3767604 by Peter.Sauerbrei fix the Oculusshader the right way #jira UE-52587 Change 3768543 by Sorin.Gradinaru Android WebBrowser 3D - webbrowser plugin contins the assets, 2D behaviour restored #Android #UE4 #4.19 #jira UE-51374 Web Browser widget is not working on Android #jira UE-52399 Android web browser does not accept input Change 3663915 by Jack.Porter Prevent FTcpListener from busy polling while waiting for connections #jira UE-50125 Change 3709224 by Allan.Bentham Add android target device to gauntlet. Automation screenshot uses high res screenshot api for mobile. #jira UEMOB-360 Change 3741453 by Chris.Babcock Match the 4.18.1 fixes for shipping checks removing code (from CL3741091) #ue4 Change 3769301 by Peter.Sauerbrei fix for missing ue4_stdmetal.lib, courtesty of MarkS #jira UE-52587 Change 3770597 by Sorin.Gradinaru Android WebBrowser - remove the WebBrowser plugin reference from the Engine Load the default material directly from the resources. #Android #UE4 #jira UE-51374 Web Browser widget is not working on Android #jira UE-52399 Android web browser does not accept input [CL 3771573 by Chris Babcock in Main branch]
2017-11-22 16:42:04 -05:00
newVirtualKeyboardInput.setMaxLines(1);
imeOptions &= ~EditorInfo.IME_FLAG_NO_ENTER_ACTION;
imeOptions |= EditorInfo.IME_ACTION_DONE;
}
//IME: set IME flags
newVirtualKeyboardInput.setImeOptions(imeOptions);
//TRANSFORMATION: hide input for passwords
newVirtualKeyboardInput.setTransformationMethod((
virtualKeyboardInputType & InputType.TYPE_TEXT_VARIATION_PASSWORD) == 0 ?
null :
PasswordTransformationMethod.getInstance());
//SELECTION: move to end
newVirtualKeyboardInput.setSelection(newVirtualKeyboardInput.getText().length());
if(newVirtualKeyboardInput.requestFocus())
{
//Log.debug("VK: Show newVirtualKeyboardInput");
InputMethodManager imm = (InputMethodManager) getSystemService(Context.INPUT_METHOD_SERVICE);
imm.showSoftInput(newVirtualKeyboardInput, 0);
nativeVirtualKeyboardVisible(true);
bKeyboardShowing = true;
CheckKeyboardDisplayed();
}
}
break;
case VK_CMD_HIDE:
{
if (bKeyboardShowing || newVirtualKeyboardInput.getVisibility() != View.GONE)
{
//Log.debug("VK: Hide newVirtualKeyboardInput");
newVirtualKeyboardInput.clearFocus();
//set offscreen
newVirtualKeyboardInput.setY(-1000);
newVirtualKeyboardInput.setVisibility(View.GONE);
InputMethodManager imm =(InputMethodManager)getSystemService(Context.INPUT_METHOD_SERVICE);
imm.hideSoftInputFromWindow(newVirtualKeyboardInput.getWindowToken(), 0);
nativeVirtualKeyboardVisible(false);
bKeyboardShowing = false;
}
}
break;
}
}
lastVirtualKeyboardCommand = VirtualKeyboardCommand.VK_CMD_NONE;
}
// timer to check if the onGlobalLayout callback was correctly called when displaying the virtual keyboard
private void CheckKeyboardDisplayed()
{
virtualKeyboardHandler.postDelayed(new Runnable()
{
public void run()
{
synchronized(this)
{
if(bKeyboardShowing && newVirtualKeyboardInput.getY() < 0)
{
//couldn't show the VK input. Force layout refresh
mainView.requestLayout();
}
}
}
}, checkLastVirtualKeyboardCommandDelay);
}
private boolean AndroidThunkJava_isIntentActionAvailable(String intentAction)
{
Intent intent = new Intent(intentAction, null);
List<android.content.pm.ResolveInfo> activities = getPackageManager().queryIntentActivities(intent, PackageManager.MATCH_DEFAULT_ONLY);
return activities != null && activities.size() > 0;
}
public void AndroidThunkJava_OpenIntentAction(String intentAction)
{
Intent intent = new Intent(intentAction, null);
intent.addFlags(Intent.FLAG_ACTIVITY_NEW_TASK);
startActivity(intent);
}
public void AndroidThunkJava_LaunchURL(String URL)
{
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
Log.debug("[JAVA} AndroidThunkJava_LaunchURL: URL = " + URL);
if (!URL.contains("://"))
{
// add http:// if there isn't a scheme before a colon
if (URL.indexOf(":") < 1)
{
URL = "http://" + URL;
Log.debug("[JAVA} AndroidThunkJava_LaunchURL: corrected URL = " + URL);
}
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
}
try
{
Intent BrowserIntent = new Intent(Intent.ACTION_VIEW, android.net.Uri.parse(URL));
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
// open browser on its own task
BrowserIntent.addFlags(Intent.FLAG_ACTIVITY_NO_HISTORY | Intent.FLAG_ACTIVITY_CLEAR_WHEN_TASK_RESET);
BrowserIntent.addFlags(Intent.FLAG_ACTIVITY_NEW_TASK | Intent.FLAG_ACTIVITY_MULTIPLE_TASK);
// make sure there is a web browser to handle the URL before trying to start activity (or may crash!)
if (BrowserIntent.resolveActivity(getPackageManager()) != null)
{
Log.debug("[JAVA} AndroidThunkJava_LaunchURL: Starting activity");
startActivity(BrowserIntent);
}
else
{
Log.debug("[JAVA} AndroidThunkJava_LaunchURL: Could not find an application to receive the URL intent");
}
}
catch (Exception e)
{
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
Log.debug("[JAVA} AndroidThunkJava_LaunchURL: Failed with exception " + e.getMessage());
}
}
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
public String AndroidThunkJava_GetAndroidId()
{
try {
String androidId = Secure.getString(getApplicationContext().getContentResolver(), Secure.ANDROID_ID);
return androidId;
} catch (Exception e) {
Log.debug("GetAndroidId failed: " + e.getMessage());
}
return null;
}
public String AndroidThunkJava_GetFunnelId()
{
String funnelId = "";
//$${gameActivityGetFunnelIdAdditions}$$
return funnelId;
}
public String AndroidThunkJava_GetLoginId()
{
String loginId = null;
//$${gameActivityGetLoginIdAdditions}$$
// check for existing GUID fallback in internal
File file = new File(InternalFilesDir + "login-identifier.txt");
if (file.exists())
{
BufferedReader reader = null;
try {
reader = new BufferedReader(new FileReader(file));
loginId = reader.readLine();
reader.close();
return loginId;
} catch (IOException ie) {
Log.debug("failed to read login-identifier.txt: " + ie);
}
}
// check for one in external storage (and write to internal if found)
file = new File(ExternalFilesDir + "login-identifier.txt");
if (file.exists())
{
BufferedReader reader = null;
try {
reader = new BufferedReader(new FileReader(file));
loginId = reader.readLine();
reader.close();
writeLoginId(InternalFilesDir, loginId);
return loginId;
} catch (IOException ie) {
Log.debug("failed to read login-identifier.txt: " + ie);
}
}
// generate a GUID and save it for next run
UUID uuid = UUID.randomUUID();
loginId = uuid.toString();
writeLoginId(InternalFilesDir, loginId);
return loginId;
}
public static boolean writeFile(String filename, String contents)
{
File file = new File(filename);
try
{
FileWriter outputWriter = new FileWriter(file);
outputWriter.write(contents);
outputWriter.close();
return true;
}
catch (IOException e)
{
Log.debug("Exception: " + e);
}
return false;
}
public void writeLoginId(String path, String id)
{
if (!writeFile(path + "/" + "login-identifier.txt", id))
{
Log.debug("failed to create login-identifier.txt");
}
}
public void AndroidThunkJava_ShareURL(String URL, String Description, String Prompt, int LocationX, int LocationY)
{
Log.debug("[JAVA} AndroidThunkJava_ShareURL: URL = " + URL);
File SharedFile = new File(URL);
boolean bIsFile = SharedFile.exists();
if (!bIsFile && !URL.contains("://"))
{
URL = "http://" + URL;
Log.debug("[JAVA} AndroidThunkJava_ShareURL: corrected URL = " + URL);
}
try
{
Intent SendIntent = new Intent(Intent.ACTION_SEND);
if (bIsFile)
{
// Note that the ".fileprovider" suffix is hardcoded
String Authority = getApplicationContext().getPackageName() + ".fileprovider";
Uri FileUri = FileProvider.getUriForFile(this, Authority, SharedFile);
SendIntent.putExtra(Intent.EXTRA_STREAM, FileUri);
SendIntent.setType(URLConnection.guessContentTypeFromName(URL));
SendIntent.putExtra(Intent.EXTRA_TEXT, Description);
}
else
{
SendIntent.setType("text/plain");
SendIntent.putExtra(Intent.EXTRA_SUBJECT, Description);
SendIntent.putExtra(Intent.EXTRA_TEXT, URL);
}
Log.debug("[JAVA} AndroidThunkJava_ShareURL: Sharing URL");
startActivity(Intent.createChooser(SendIntent, Prompt));
}
catch (Exception e)
{
Log.debug("[JAVA} AndroidThunkJava_ShareURL: Failed with exception " + e.getMessage());
}
}
public void AndroidThunkJava_ResetAchievements()
{
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
/* Disable so don't need GET_ACCOUNTS - we don't need this
try
{
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
String accesstoken = GetAccessToken();
if(!accesstoken.equals(""))
{
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
String ResetURL = "https://www.googleapis.com/games/v1management/achievements/reset?access_token=" + accesstoken;
Log.debug("AndroidThunkJava_ResetAchievements: using URL " + ResetURL);
URL url = new URL(ResetURL);
HttpURLConnection urlConnection = (HttpURLConnection)url.openConnection();
try
{
urlConnection.setRequestMethod("POST");
int status = urlConnection.getResponseCode();
Log.debug("AndroidThunkJava_ResetAchievements: HTTP response is " + status);
}
finally
{
urlConnection.disconnect();
}
}
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
else
{
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
Log.debug("AndroidThunkJava_ResetAchievements: Access Token not returned. Possible reason is that android.permission.GET_ACCOUNTS is not granted. Make sure to add in by going to Project settings > Android > Advanced Project Settings and check the box for \"Request Access Token On Connect\". ");
}
}
catch(Exception e)
{
Log.debug("AndroidThunkJava_ResetAchievements failed: " + e.getMessage());
}
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
*/
Log.debug("AndroidThunkJava_ResetAchievements: disabled");
}
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
// TODO: replace this with non-depreciated method (OK now for up to API-25)
@TargetApi(23)
private String GetAccessToken()
{
String accesstoken = "";
try
{
if (PermissionHelper.checkPermission("android.permission.GET_ACCOUNTS") && googleClient != null)
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
{
String email = Plus.AccountApi.getAccountName(googleClient);
Log.debug("GetAccessToken: using email " + email);
accesstoken = GoogleAuthUtil.getToken(this, email, "oauth2:https://www.googleapis.com/auth/games");
}
}
catch(Exception e)
{
Log.debug("GetAccessToken failed: " + e.getMessage());
}
return accesstoken;
}
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
public void AndroidThunkJava_GoogleClientConnect()
{
if (googleClient != null)
{
googleClient.connect();
}
}
public void AndroidThunkJava_GoogleClientDisconnect()
{
if (googleClient != null)
{
googleClient.disconnect();
}
}
// Google Client connected successfully
@Override
public void onConnected(Bundle connectionHint)
{
if (googleClient != null && googleClient.isConnected())
{
new Thread(new Runnable()
{
public void run()
{
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
/* Don't do this since deprecated and don't want to request GET_ACCOUNTS permission
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
try
{
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
String accesstoken = GetAccessToken();
if(!accesstoken.equals(""))
{
Log.debug("Google Client Connect using Access Token " + accesstoken);
nativeGoogleClientConnectCompleted(true, accesstoken);
}
else
{
Log.debug("Google Client Connect succeeded but no access token returned");
nativeGoogleClientConnectCompleted(true, "");
}
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
}
catch (Exception e)
{
Log.debug("Google Client Connect failed: " + e.getMessage());
nativeGoogleClientConnectCompleted(false, "");
}
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
*/
nativeGoogleClientConnectCompleted(true, "NOT_ACQUIRED");
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
}
}).start();
}
else
{
nativeGoogleClientConnectCompleted(false, "");
}
}
// Google Client connection failed
@Override
public void onConnectionFailed(ConnectionResult connectionResult)
{
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
Log.debug("Google Client Connect failed. Error Code: " + connectionResult.getErrorCode() + " Description: " + connectionResult.getErrorMessage());
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
nativeGoogleClientConnectCompleted(false, "");
}
// Google Client connection suspended
@Override
public void onConnectionSuspended(int cause)
{
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
Log.debug("Google Client Connect Suspended: " + cause);
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
}
public AssetManager AndroidThunkJava_GetAssetManager()
{
if(AssetManagerReference == null)
{
Log.debug("No reference to asset manager found!");
}
return AssetManagerReference;
}
public static boolean isOBBInAPK()
{
Log.debug("Asking if osOBBInAPK? " + (PackageDataInsideApkValue == 1));
return PackageDataInsideApkValue == 1;
}
public void AndroidThunkJava_Minimize()
{
Intent startMain = new Intent(Intent.ACTION_MAIN);
startMain.addCategory(Intent.CATEGORY_HOME);
startMain.setFlags(Intent.FLAG_ACTIVITY_NEW_TASK);
startActivity(startMain);
}
public void AndroidThunkJava_ForceQuit()
{
System.exit(0);
// finish();
}
// call back into native code from the Java UI thread, initializing any available VR HMD modules
public void AndroidThunkJava_InitHMDs()
{
_activity.runOnUiThread(new Runnable()
{
@Override
public void run()
{
nativeInitHMDs();
}
});
}
public static String AndroidThunkJava_GetFontDirectory()
{
// Parse and find the first known fonts directory on the device
String[] fontdirs = { "/system/fonts", "/system/font", "/data/fonts" };
String targetDir = null;
for ( String fontdir : fontdirs )
{
File dir = new File( fontdir );
if(dir.exists())
{
targetDir = fontdir;
break;
}
}
return targetDir + "/";
}
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3046626) #rb none #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2948322 on 2016/04/19 by Nick.Shin update libwebsockets to v1.7.4 part 4 of 4 - doing this in stages for tracking purposes #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 2970016 on 2016/05/07 by Nick.Shin undo all of the following upgrades: - zlib - openssl - libcurl - libwebsockets and reset webrtc #jira UE-30298 - Fortnite and Orion crash on login Change 3020547 on 2016/06/20 by Jeff.Campeau Support for applocal deployment of binaries -applocaldir added to UAT to specify a per project directory to gather packages for applocal deployment Added ApplocalPrerequisitesDirectory property to packaging settings to set -applocaldir for packages built from the editor. Change 3020552 on 2016/06/20 by Jeff.Campeau Add switch to disable debug symbol cache creation Change 3020567 on 2016/06/20 by Jeff.Campeau constexpr enabled for Xbox One Change 3020568 on 2016/06/20 by Jeff.Campeau Separate setting for debug #jira UEPLAT-1348 Change 3020628 on 2016/06/20 by Jeff.Campeau Use global view instead of relying on current thread (fixes issues if pump message is called from a different thread). Change 3020629 on 2016/06/20 by Jeff.Campeau Use Slate tick to drive message processing during blocking loads (improves PLM). Change 3020633 on 2016/06/20 by Jeff.Campeau Fix Xbox One toolchain pathing to work for environment variables with and without trailing slashes. Pass requested XDK edition to VCVars batch file (fixes issues in building with a newer XDK installed SxS than the engine is configured for). Change 3020873 on 2016/06/21 by Lee.Clark PS4 - Fix missing audio when using A3D. Change 3021225 on 2016/06/21 by Keith.Judge Optimized away a bunch of GetVertexShader() calls in FSplineMeshVertexFactoryShaderParameters::SetMesh(). Saves about 0.9ms across a 100ms capture. Change 3021286 on 2016/06/21 by Dmitry.Rekman Linux: symbolication for memory profiler. - Also repaired/improved finding function name from debug info and overall callstack parsing. #tests Ran Linux editor and TestPAL, crashed multiple times Change 3021512 on 2016/06/21 by Mark.Satterthwaite Compile fixes for new clang version. Change 3021521 on 2016/06/21 by Mark.Satterthwaite Duplicate Fortnite CL #3013418: Don't release Metal buffers directly into the buffer pool, instead defer this until the command-buffer is known to have finished. This prevents the CPU from trying to modify the buffer while the GPU is still reading it if the GPU has fallen so far behind the CPU and therefore eliminates one possible cause of invalid access on the GPU. Change 3021528 on 2016/06/21 by Mark.Satterthwaite Make the Metal buffer pool cull after 30 frames - this will better match Apple's GART which unwires unused allocations after 1sec of idle, making them as expensive to use allocating a new buffer. Change 3021595 on 2016/06/21 by Mark.Satterthwaite Consolidate the way in which optional Metal features are exposed across macOS, iOS & tvOS devices & expose all the available features, unifying more of the code across all three platforms. - Implement Metal Depth-16 and stencil-texture-view support where available. - Use counting queries in Metal when available and expected (i.e. Metal_SM4+ or Metal_MRT+). - On latest iOS devices running Metal export support for GRHISupportsBaseVertexIndex & GRHISupportsFirstInstance when available. - On latest iOS devices running Metal export support for indirect buffer draw and dispatch calls. - Specify Metal layered rendering like any other and change the code so that there aren't preprocessor defines in the code. This lets the Metal MRT path assert if anyone ever tries to issue a layered draw call as its only supported on Mac. - Add support to Metal for setting UAVs from a uniform buffer. - Remove unused GlobalUniform header from MetalRHI. - Remove unnecessary FrameCount delay from Metal resource free lists. Change 3021702 on 2016/06/21 by Mark.Satterthwaite Fix mis-use of FreeListMutex instead of PoolMutex in MetalContext. Change 3022152 on 2016/06/21 by Nick.Shin Back out revision 5 from //UE4/Dev-Platform/Engine/Source/Runtime/NetworkFileSystem/Private/NetworkFileServerHttp.cpp forgot to un-do this when the giant revert (CL: #2970016) was done #jira UE-22166 HTML5 Cook on the fly will launch and then close browser Change 3022409 on 2016/06/21 by Dmitry.Rekman Fixed inability to run Setup.sh on Ubuntu 14.04 (UE-29289). - Contains PR #2258 (contributed by wshearn). Change 3022541 on 2016/06/22 by Lee.Clark PS4 - Make sure the render target masks are set correctly for disabled render targets. Fixes a validation check for shaders expecting to write to NULL render targets. Change 3022973 on 2016/06/22 by Michael.Trepka Fixed a problem in MacToolChain where both BuildConfiguration.bGeneratedSYMFile and BuildConfiguration.bUsePDBFiles set to false would not disable dSYM generation. Change 3023106 on 2016/06/22 by Dmitry.Rekman Linux: enable code to catch memory stomps during async loading. - Changed FLinuxPlatformMemory::BinnedAllocFrom/FreeToOS() to use mmap()/munmap(). Updated platform function signature accordingly. #tests Ran OrionServer on Linux (and OrionClient on Windows as a zero probe), tested also with running Linux editor with binned malloc. Change 3023256 on 2016/06/22 by Mark.Satterthwaite Fix compile errors from latest Metal changes that broke iOS. Change 3023268 on 2016/06/22 by Mark.Satterthwaite Use the Linux mmap/munmap/mprotect code to implement BinnedAllocFromOS/BinnedFreeToOS/PageProtect on Apple platforms as they are all equivalent. Change 3023651 on 2016/06/22 by Mark.Satterthwaite Make Metal SM5 the default for 10.11.5 or later, this time most of the features should be working on AMD & Nvidia, though tiled-reflections and distance-field AO/Shadows must still be forcibly disabled on Intel. Change 3023777 on 2016/06/22 by Brent.Pease + Update config for Android and iOS Change 3023781 on 2016/06/22 by Chris.Babcock Use mmap/munmap for Android BinnedAllocFromOS #ue4 #android Change 3023947 on 2016/06/22 by Mark.Satterthwaite Added a command-line switch for Mac "-RedirectNSLog" that will capture the output of NSLog using an NSPipe and write it into our log instead when not running under the debugger, thereby capturing output from underlying libraries that would otherwise be lost when outside a debugger. Change 3024434 on 2016/06/23 by Lee.Clark PS4 - Remove Delta Color Compression support Change 3024735 on 2016/06/23 by Mark.Satterthwaite Changes to MetalStatistics module initialisation. Change 3024741 on 2016/06/23 by Mark.Satterthwaite Change the way we test for Metal GPU support to avoid instantiating any MTLDevice's until MetalRHI is loaded so we can properly instantiate optional modules. Change 3025477 on 2016/06/23 by Brent.Pease + Added UnrealPluginLanguage.cs based on AndroidPluginLanguage.cs + Change UEDeployAndroid.cs to use UnrealPluginLanguage Change 3026085 on 2016/06/23 by Jeff.Campeau Separate Xbox One target settings for editor only values Move values that need to be loaded by the editor into the default inis (editor won't load target specific inis) Eliminate circular dependency on Xbox One settings (causing settings to either not load or memory corruption on shutdown) Clean up cached ini sections for UBT/UAT Change 3026093 on 2016/06/23 by Jeff.Campeau Cleanup unused files Change 3026745 on 2016/06/24 by Mark.Satterthwaite + Implemented rudimentary runtime debugging of MetalRHI with several different levels of complexity controlled by the new console-variable "rhi.Metal.RuntimeDebugLevel". + The MetalStateCache must also correctly set the render-pass descriptor when the previous render-target load action was 'Clear' as we will need to switch render targets or we'll mistakenly clear again. + Queries must not reset the MetalStateCache when they overflow the available buffer space, they simply break the encoder. - By default "rhi.Metal.RuntimeDebugLevel" is off & it is compiled out for Shipping - when enabled each higher level collects more data or changes the MetalRHI behaviour to make a command-buffer failure mode debuggable at the expense of performance. In order for this to work the number of command-buffers that may be allocated from the command-queue is also controllable via a console-variable "rhi.Metal.CommandQueueSize" which must be set prior to startup. Change 3026831 on 2016/06/24 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3026940 on 2016/06/24 by Brent.Pease PR #2458: added GetGameBundleId blueprint function (Contributed by derekvanvliet) Change 3027396 on 2016/06/24 by Brent.Pease Add BuildGraph.csproj to get Xamarin .sln builds working again Change 3029211 on 2016/06/27 by Michael.Trepka Added a setting (on by default) to make the game window preserve its content's aspect ratio while being resized by user Change 3029518 on 2016/06/27 by Josh.Adams Rollback //UE4/Dev-Platform/Engine/Build/BatchFiles/Mac/xcodeunlock.sh to revision 1 Change 3030385 on 2016/06/28 by Keith.Judge Fix XB1 deployment issues with AppXManifest for Paragon. Change 3030416 on 2016/06/28 by Lee.Clark PS4 - Fix Mediaplayer IsPlaying Change 3030922 on 2016/06/28 by Keith.Judge XB1 - Add pass through _RenderThread resource creation functions to D3D11.x RHI. Stops the render/RHI threads from stalling so much. Change 3030948 on 2016/06/28 by Jeff.Campeau Revert to using constant chunk indexes instead of polling the OS. (OS API has a bug that will not be fixed.) Change 3031016 on 2016/06/28 by Brent.Pease UEPLAT-1244 - Archive dSYM file UEPLAT-1359 - Support creating dSYM bundle Changes: + Added ios settings flag for dsym bundle + Added ios setting for creating xcode archive + xcode archive is now only put in the mac host or build machine's ~/Library/Developer/Xcode/Archives folder, it is not copied into the -archive folder like the ipa is Change 3031352 on 2016/06/28 by Bob.Tellez Added tps file for xcodeunlock Change 3031604 on 2016/06/28 by Mark.Satterthwaite Add an additional cast to flush-to-zero in the Metal shader translator bounds-checking code to avoid an internal GPU compiler error. Change 3031879 on 2016/06/28 by Brent.Pease + PhysX libraries for bitcode support on tvOS. Change 3032374 on 2016/06/29 by Keith.Judge Enable Oodle Handler Component on Xbox One Change 3032407 on 2016/06/29 by Keith.Judge Xbox One - Disable UpdateBufferStats when STATS is 0. Small perf gain. Change 3032432 on 2016/06/29 by Keith.Judge XB1 CPU Perf - Make CreateVertexDeclaration_RenderThread much faster by implementing a pass through to the RHI function rather than stalling the RHI thread. Change 3033474 on 2016/06/29 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3033603 on 2016/06/29 by Brent.Pease + Support UnrealPluginLanguage for IOS and TVOS builds + Allow ios/tvos UPL files an opportunity to modify a package's info.plist file Change 3034004 on 2016/06/30 by Lee.Clark PS4 - Use SDK 3.508.101 Change 3034007 on 2016/06/30 by Lee.Clark PS4 - VRTracker now uses SCE_VR_TRACKER_ROBUSTNESS_LEVEL_HIGH Change 3034173 on 2016/06/30 by Lee.Clark PS4 - Make sure depth target is null when eliminating fast clears. Fixes a GNM Validation failure Change 3034498 on 2016/06/30 by Jeff.Campeau Use MSBuild version 14 when generating project files. Change 3034943 on 2016/06/30 by Mark.Satterthwaite For Metal modify the MTLVertexDescriptor when calls to SetStreamSource provide different strides than the initial vertex-declaration which then requires compiling a different MTLRenderPipelineState. This silences errors reported by the Metal debug layer where the larger stride would see the shader read beyond the end of the buffer, but the smaller stride provided by SetStreamSource would work correctly. This may eliminate some more causes of Page-Fault GPU restarts. Change 3035416 on 2016/07/01 by Lee.Clark PS4 - Replace export vertex shader check with a CFLAG Change 3036093 on 2016/07/01 by Brent.Pease + Fix dSYM bundle path on Windows ios builds + Search for DeltaCopy directory if its not found from the user settings + Do not build an XCArchive file when building for ios on non-mac platforms Change 3036726 on 2016/07/02 by Brent.Pease + Add missing tvOS bitcode library Change 3037455 on 2016/07/05 by Lee.Clark PS4 - Default SmoothFrameRate to false Change 3037470 on 2016/07/05 by Keith.Judge Xbox One - Allow framerate smoothing, but default to off for consistency with PS4. Change 3038322 on 2016/07/05 by Jeremiah.Waldron Fix for asset packages with Unicode characters in their name not being loaded on Android. Fixing AndroidString's WIDECHAR* Strstr(WIDECHAR*, WIDECHAR*) function - Using an implementation of wcsstr, with a fix integrated for the incorrect implementation in Android ndk master branch, instead of converting the incoming WIDECHAR strings to ANSI strings just to be able to use strstr on them. The previous method was prone to causing the FString's Find and Contains functions to return false positives because when we convert wide to ansi, any character over the value of 255 is just set to '?' This in turn caused any package path strings with one of those characters in it to fail to load since they would be interpreted as having a question mark in their path, which is an invalid path character. #jira UE-18643 #android Change 3038693 on 2016/07/05 by Mark.Satterthwaite Change the way we store debug info for Metal shaders - the KeepDebugInfo flag now does precisely that, storing the shader code into the Metal header along with the path it was generated from. That means if KeepDebugInfo is enabled and Optimise is disabled then we can still access the shader code from within the Metal tools. On iOS/tvOS the shader code will be runtime compiled so that it shows up in the tooling but on Macs it will prefer to load the optimised version and simply unpack the shader code to the path from which it was compiled. This only works if we change the Metal shader compiler to emit temporary Metal files to the OS temporary directory so that the tools can read the file directly. Change 3039880 on 2016/07/06 by Mark.Satterthwaite Implement point-light shadow caching for RHI's that support specifying the render target layer from the vertex shader in lieu of geometry shaders. This requires changing FScreenVSForGS to TScreenVSForGS so that there can be a vertex-shader-layer variant (only compiled on RHI's that use it) whose output matches FCopyShadowMapsCubePS input. This alternative rendering path also requires adding the instance count to DrawRectangle so that we can render to all faces of the cubemap from a single draw call. Change 3040407 on 2016/07/06 by Michael.Trepka Added View->Enter Full Screen menu item for games on Mac Change 3040550 on 2016/07/06 by Mark.Satterthwaite Intel Metal compiler requires bool expressions be cast to 'int' rather than 'uint'. Change 3041098 on 2016/07/07 by Peter.Sauerbrei initial changes to get IOS builds from PC in launcher release of engine Change 3041310 on 2016/07/07 by Keith.Judge Xbox One - Optimize away GetDesc() and checks for D3D11_USAGE_DYNAMIC deep in the state cache as it's impossible for any buffer to have that flag set. Change 3041327 on 2016/07/07 by Keith.Judge Xbox One - Remove pointless memory barrier call in D3D11Query Change 3041352 on 2016/07/07 by Keith.Judge Xbox One - Add _RenderThread version of UpdateTexture2D() that just passes through to the RHI one. Saves a fairly significant chunk of time on the render/RHI thread when this is called a lot. Change 3041419 on 2016/07/07 by Jeff.Campeau Xbox One toolchain fix for VS2015 Update 3 Change 3041635 on 2016/07/07 by Jeff.Campeau Don't change game render resolution in response to WM_SIZE messages when in fullscreen (the game will restore the correct video mode when the window is restored). #jira OR-15578 Change 3041735 on 2016/07/07 by Peter.Sauerbrei re-enabled the build parameters for launcher release builds in IOS Change 3041783 on 2016/07/07 by Joe.Graf Changed bAutpApplyFailed to bAutoApplyFailed (typo) Change 3041784 on 2016/07/07 by Joe.Graf Fixed missing %s from a log message in UResavePackagesCommandlet Change 3042434 on 2016/07/08 by Lee.Clark PS4 - Fix compilation failure when Unsafe Command Buffers are enabled. Change 3042658 on 2016/07/08 by Lee.Clark PS4 - Use SDK 3.508.201 Change 3042970 on 2016/07/08 by Josh.Adams Redoing CL in 3040890 in Dev-Platform Change 3043243 on 2016/07/08 by Chris.Babcock clamped allowed slot range for gameplay debugger's categories copy of CL# 3040313 from //UE4/Dev-Framework #jira UE-32866 Change 3043500 on 2016/07/08 by Mark.Satterthwaite Downgrade "-Wdelete-non-virtual-dtor " to a warning again for Xcode 8 on iOS/tvOS to match macOS. Change 3044628 on 2016/07/11 by Mark.Satterthwaite Disable ShaderCache by default - it was implemented prior to RHI-thread/parallel-execution so it isn't thread-safe and can't be enabled by default on Mac now that Metal supports these features. #jira UE-32989 Change 3044948 on 2016/07/11 by Dmitry.Rekman Fix editor crash (happened on Linux, but not really specific to it) (UE-32973) - We can pass flags with shadows enabled when rendering asset thumbnails; thus disable shadows always when r.ShadowQuality is 0. (Redoing CL 3029574 by Bob). - Also fix mismatched 'noperspective' qualifier that caused NVidia drivers to refuse to link GL shaders. #jira UE-32973 Change 3045322 on 2016/07/11 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3046028 on 2016/07/12 by Lee.Clark PS4 - Check for correct SDK installation Allow use of 7th core when Morpheus is enabled Change 3046339 on 2016/07/12 by Peter.Sauerbrei fix for incorrect error message when iPhone Plus icon is the correct size [CL 3046645 by Josh Adams in Main branch]
2016-07-12 15:06:08 -04:00
public static String getAppPackageName()
{
return appPackageName;
}
public boolean AndroidThunkJava_IsMusicActive()
{
AudioManager audioManager = (AudioManager)this.getSystemService(Context.AUDIO_SERVICE);
return audioManager.isMusicActive();
}
// In app purchase functionality
public void AndroidThunkJava_IapSetupService(String InProductKey)
{
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2719147 on 2015/10/07 by Mark.Satterthwaite Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track. Change 2719182 on 2015/10/07 by Mark.Satterthwaite Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient. Change 2719185 on 2015/10/07 by Mark.Satterthwaite Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw. Change 2719434 on 2015/10/07 by Mark.Satterthwaite Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server. Change 2724764 on 2015/10/12 by Josh.Adams [Initial AppleTV support] Merging //depot/YakBranch/... to //UE4/Dev-Platform/... Change 2726266 on 2015/10/13 by Lee.Clark PS4 - Calc reserve size required for DMA copy when using unsafe command buffers Change 2726401 on 2015/10/13 by Mark.Satterthwaite Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected. #jira UE-15228 Change 2726421 on 2015/10/13 by Lee.Clark PS4 - Don't try to clear invalid targets Change 2727040 on 2015/10/13 by Michael.Trepka Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72 Change 2729783 on 2015/10/15 by Keith.Judge Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty. Change 2729847 on 2015/10/15 by Mark.Satterthwaite Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff. #jira UE-21992 Change 2729865 on 2015/10/15 by Keith.Judge Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition. Change 2729897 on 2015/10/15 by Keith.Judge Fast Semantics - Make sure all GetData() calls are made safe with GPU fences. Change 2729972 on 2015/10/15 by Keith.Judge Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly. This should be marginally quicker as it stops a double call to ClearState(). Change 2731503 on 2015/10/16 by Keith.Judge Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict). Change 2731596 on 2015/10/16 by Keith.Judge Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step. Change 2731928 on 2015/10/16 by Michael.Trepka PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl) Change 2731934 on 2015/10/16 by Michael.Trepka PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura) Change 2732018 on 2015/10/16 by Mark.Satterthwaite Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached. - The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders. - Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this. - Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL. Change 2732365 on 2015/10/16 by Josh.Adams - Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On) Change 2733170 on 2015/10/18 by Terence.Burns Fix for Android IAP query not returning entire inventory. Change 2733174 on 2015/10/18 by Terence.Burns Fix Movie player issue where wait for movie to finish isnt being respected. Seems a stray bUserCanceled event flag was causing this not to be observed. Added some verbose logging to apple movie player. Change 2733488 on 2015/10/19 by Mark.Satterthwaite Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information. - Fixed a bug that would cause invalid shader membership and draw state information to be logged. - Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too. Change 2735226 on 2015/10/20 by Mark.Satterthwaite Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently. #jira UE-21214 #jira UE-19913 Change 2736722 on 2015/10/21 by Daniel.Lamb Improved performance of cooking stats system. Change 2737172 on 2015/10/21 by Daniel.Lamb Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00
if (getPackageManager().checkPermission("com.android.vending.BILLING", getPackageName()) == getPackageManager().PERMISSION_GRANTED)
{
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2719147 on 2015/10/07 by Mark.Satterthwaite Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track. Change 2719182 on 2015/10/07 by Mark.Satterthwaite Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient. Change 2719185 on 2015/10/07 by Mark.Satterthwaite Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw. Change 2719434 on 2015/10/07 by Mark.Satterthwaite Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server. Change 2724764 on 2015/10/12 by Josh.Adams [Initial AppleTV support] Merging //depot/YakBranch/... to //UE4/Dev-Platform/... Change 2726266 on 2015/10/13 by Lee.Clark PS4 - Calc reserve size required for DMA copy when using unsafe command buffers Change 2726401 on 2015/10/13 by Mark.Satterthwaite Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected. #jira UE-15228 Change 2726421 on 2015/10/13 by Lee.Clark PS4 - Don't try to clear invalid targets Change 2727040 on 2015/10/13 by Michael.Trepka Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72 Change 2729783 on 2015/10/15 by Keith.Judge Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty. Change 2729847 on 2015/10/15 by Mark.Satterthwaite Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff. #jira UE-21992 Change 2729865 on 2015/10/15 by Keith.Judge Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition. Change 2729897 on 2015/10/15 by Keith.Judge Fast Semantics - Make sure all GetData() calls are made safe with GPU fences. Change 2729972 on 2015/10/15 by Keith.Judge Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly. This should be marginally quicker as it stops a double call to ClearState(). Change 2731503 on 2015/10/16 by Keith.Judge Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict). Change 2731596 on 2015/10/16 by Keith.Judge Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step. Change 2731928 on 2015/10/16 by Michael.Trepka PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl) Change 2731934 on 2015/10/16 by Michael.Trepka PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura) Change 2732018 on 2015/10/16 by Mark.Satterthwaite Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached. - The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders. - Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this. - Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL. Change 2732365 on 2015/10/16 by Josh.Adams - Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On) Change 2733170 on 2015/10/18 by Terence.Burns Fix for Android IAP query not returning entire inventory. Change 2733174 on 2015/10/18 by Terence.Burns Fix Movie player issue where wait for movie to finish isnt being respected. Seems a stray bUserCanceled event flag was causing this not to be observed. Added some verbose logging to apple movie player. Change 2733488 on 2015/10/19 by Mark.Satterthwaite Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information. - Fixed a bug that would cause invalid shader membership and draw state information to be logged. - Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too. Change 2735226 on 2015/10/20 by Mark.Satterthwaite Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently. #jira UE-21214 #jira UE-19913 Change 2736722 on 2015/10/21 by Daniel.Lamb Improved performance of cooking stats system. Change 2737172 on 2015/10/21 by Daniel.Lamb Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00
IapStoreHelper = new GooglePlayStoreHelper(InProductKey, this, Log);
if (IapStoreHelper != null)
{
Log.debug("[JAVA] - AndroidThunkJava_IapSetupService - Setup started");
}
else
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2719147 on 2015/10/07 by Mark.Satterthwaite Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track. Change 2719182 on 2015/10/07 by Mark.Satterthwaite Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient. Change 2719185 on 2015/10/07 by Mark.Satterthwaite Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw. Change 2719434 on 2015/10/07 by Mark.Satterthwaite Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server. Change 2724764 on 2015/10/12 by Josh.Adams [Initial AppleTV support] Merging //depot/YakBranch/... to //UE4/Dev-Platform/... Change 2726266 on 2015/10/13 by Lee.Clark PS4 - Calc reserve size required for DMA copy when using unsafe command buffers Change 2726401 on 2015/10/13 by Mark.Satterthwaite Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected. #jira UE-15228 Change 2726421 on 2015/10/13 by Lee.Clark PS4 - Don't try to clear invalid targets Change 2727040 on 2015/10/13 by Michael.Trepka Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72 Change 2729783 on 2015/10/15 by Keith.Judge Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty. Change 2729847 on 2015/10/15 by Mark.Satterthwaite Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff. #jira UE-21992 Change 2729865 on 2015/10/15 by Keith.Judge Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition. Change 2729897 on 2015/10/15 by Keith.Judge Fast Semantics - Make sure all GetData() calls are made safe with GPU fences. Change 2729972 on 2015/10/15 by Keith.Judge Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly. This should be marginally quicker as it stops a double call to ClearState(). Change 2731503 on 2015/10/16 by Keith.Judge Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict). Change 2731596 on 2015/10/16 by Keith.Judge Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step. Change 2731928 on 2015/10/16 by Michael.Trepka PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl) Change 2731934 on 2015/10/16 by Michael.Trepka PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura) Change 2732018 on 2015/10/16 by Mark.Satterthwaite Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached. - The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders. - Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this. - Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL. Change 2732365 on 2015/10/16 by Josh.Adams - Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On) Change 2733170 on 2015/10/18 by Terence.Burns Fix for Android IAP query not returning entire inventory. Change 2733174 on 2015/10/18 by Terence.Burns Fix Movie player issue where wait for movie to finish isnt being respected. Seems a stray bUserCanceled event flag was causing this not to be observed. Added some verbose logging to apple movie player. Change 2733488 on 2015/10/19 by Mark.Satterthwaite Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information. - Fixed a bug that would cause invalid shader membership and draw state information to be logged. - Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too. Change 2735226 on 2015/10/20 by Mark.Satterthwaite Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently. #jira UE-21214 #jira UE-19913 Change 2736722 on 2015/10/21 by Daniel.Lamb Improved performance of cooking stats system. Change 2737172 on 2015/10/21 by Daniel.Lamb Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00
{
Log.debug("[JAVA] - AndroidThunkJava_IapSetupService - Failed to setup IAP service");
}
}
else
{
Log.debug("[JAVA] - AndroidThunkJava_IapSetupService - You do not have the appropriate permission setup.");
Log.debug("[JAVA] - AndroidThunkJava_IapSetupService - Please ensure com.android.vending.BILLING is added to the manifest.");
}
}
private String[] CachedQueryProductIDs;
public boolean AndroidThunkJava_IapQueryInAppPurchases(String[] ProductIDs)
{
Log.debug("[JAVA] - AndroidThunkJava_IapQueryInAppPurchases");
CachedQueryProductIDs = ProductIDs;
boolean bTriggeredQuery = false;
if( IapStoreHelper != null )
{
bTriggeredQuery = true;
_activity.runOnUiThread(new Runnable()
{
@Override
public void run()
{
IapStoreHelper.QueryInAppPurchases(CachedQueryProductIDs);
}
});
}
else
{
Log.debug("[JAVA] - Store Helper is invalid");
}
return bTriggeredQuery;
}
@Override
protected void onActivityResult(int requestCode, int resultCode, Intent data)
{
if( requestCode == DOWNLOAD_ACTIVITY_ID)
{
int errorCode = 0;
if(resultCode == RESULT_OK)
{
errorCode = data.getIntExtra(DOWNLOAD_RETURN_NAME, DOWNLOAD_NO_RETURN_CODE);
String logMsg = "DownloadActivity Returned with ";
switch(errorCode)
{
case DOWNLOAD_FILES_PRESENT:
logMsg += "Download Files Present";
break;
case DOWNLOAD_COMPLETED_OK:
logMsg += "Download Completed OK";
break;
case DOWNLOAD_NO_RETURN_CODE:
logMsg += "Download No Return Code";
break;
case DOWNLOAD_USER_QUIT:
logMsg += "Download User Quit";
break;
case DOWNLOAD_FAILED:
logMsg += "Download Failed";
break;
case DOWNLOAD_INVALID:
logMsg += "Download Invalid";
break;
case DOWNLOAD_NO_PLAY_KEY:
logMsg +="Download No Play Key";
break;
default:
logMsg += "Unknown message!";
break;
}
Log.debug(logMsg);
}
else
{
Log.debug("Download activity cancelled by user.");
errorCode = DOWNLOAD_USER_QUIT;
}
nativeOnInitialDownloadCompleted();
HasAllFiles = (errorCode == DOWNLOAD_FILES_PRESENT || errorCode == DOWNLOAD_COMPLETED_OK);
if(errorCode == DOWNLOAD_NO_RETURN_CODE
|| errorCode == DOWNLOAD_USER_QUIT
|| errorCode == DOWNLOAD_FAILED
|| errorCode == DOWNLOAD_INVALID
|| errorCode == DOWNLOAD_NO_PLAY_KEY)
{
finish();
return;
}
}
else if( IapStoreHelper != null )
{
super.onActivityResult(requestCode, resultCode, data);
}
else
{
super.onActivityResult(requestCode, resultCode, data);
}
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2719147 on 2015/10/07 by Mark.Satterthwaite Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track. Change 2719182 on 2015/10/07 by Mark.Satterthwaite Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient. Change 2719185 on 2015/10/07 by Mark.Satterthwaite Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw. Change 2719434 on 2015/10/07 by Mark.Satterthwaite Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server. Change 2724764 on 2015/10/12 by Josh.Adams [Initial AppleTV support] Merging //depot/YakBranch/... to //UE4/Dev-Platform/... Change 2726266 on 2015/10/13 by Lee.Clark PS4 - Calc reserve size required for DMA copy when using unsafe command buffers Change 2726401 on 2015/10/13 by Mark.Satterthwaite Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected. #jira UE-15228 Change 2726421 on 2015/10/13 by Lee.Clark PS4 - Don't try to clear invalid targets Change 2727040 on 2015/10/13 by Michael.Trepka Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72 Change 2729783 on 2015/10/15 by Keith.Judge Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty. Change 2729847 on 2015/10/15 by Mark.Satterthwaite Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff. #jira UE-21992 Change 2729865 on 2015/10/15 by Keith.Judge Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition. Change 2729897 on 2015/10/15 by Keith.Judge Fast Semantics - Make sure all GetData() calls are made safe with GPU fences. Change 2729972 on 2015/10/15 by Keith.Judge Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly. This should be marginally quicker as it stops a double call to ClearState(). Change 2731503 on 2015/10/16 by Keith.Judge Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict). Change 2731596 on 2015/10/16 by Keith.Judge Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step. Change 2731928 on 2015/10/16 by Michael.Trepka PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl) Change 2731934 on 2015/10/16 by Michael.Trepka PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura) Change 2732018 on 2015/10/16 by Mark.Satterthwaite Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached. - The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders. - Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this. - Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL. Change 2732365 on 2015/10/16 by Josh.Adams - Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On) Change 2733170 on 2015/10/18 by Terence.Burns Fix for Android IAP query not returning entire inventory. Change 2733174 on 2015/10/18 by Terence.Burns Fix Movie player issue where wait for movie to finish isnt being respected. Seems a stray bUserCanceled event flag was causing this not to be observed. Added some verbose logging to apple movie player. Change 2733488 on 2015/10/19 by Mark.Satterthwaite Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information. - Fixed a bug that would cause invalid shader membership and draw state information to be logged. - Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too. Change 2735226 on 2015/10/20 by Mark.Satterthwaite Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently. #jira UE-21214 #jira UE-19913 Change 2736722 on 2015/10/21 by Daniel.Lamb Improved performance of cooking stats system. Change 2737172 on 2015/10/21 by Daniel.Lamb Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00
//$${gameActivityOnActivityResultAdditions}$$
if(InitCompletedOK)
{
nativeOnActivityResult(this, requestCode, resultCode, data);
}
}
public boolean AndroidThunkJava_IapBeginPurchase(String ProductId)
{
Log.debug("[JAVA] - AndroidThunkJava_IapBeginPurchase");
boolean bTriggeredPurchase = false;
if( IapStoreHelper != null )
{
bTriggeredPurchase = IapStoreHelper.BeginPurchase(ProductId);
}
else
{
Log.debug("[JAVA] - Store Helper is invalid");
}
return bTriggeredPurchase;
}
public boolean AndroidThunkJava_IapIsAllowedToMakePurchases()
{
Log.debug("[JAVA] - AndroidThunkJava_IapIsAllowedToMakePurchases");
boolean bIsAllowedToMakePurchase = false;
if( IapStoreHelper != null )
{
bIsAllowedToMakePurchase = IapStoreHelper.IsAllowedToMakePurchases();
}
else
{
Log.debug("[JAVA] - Store Helper is invalid");
}
return bIsAllowedToMakePurchase;
}
public boolean AndroidThunkJava_IapConsumePurchase(String purchaseToken)
{
Log.debug("[JAVA] - AndroidThunkJava_IapConsumePurchase " + purchaseToken);
if( IapStoreHelper != null )
{
IapStoreHelper.ConsumePurchase(purchaseToken);
return true;
}
Log.debug("[JAVA] - Store Helper is invalid");
return false;
}
public boolean AndroidThunkJava_IapQueryExistingPurchases()
{
Log.debug("[JAVA] - AndroidThunkJava_IapQueryExistingPurchases");
boolean bTriggeredQuery = false;
if( IapStoreHelper != null )
{
Log.debug("[JAVA] - AndroidThunkJava_IapQueryExistingPurchases - Kick off logic here!");
bTriggeredQuery = IapStoreHelper.QueryExistingPurchases();
}
else
{
Log.debug("[JAVA] - Store Helper is invalid");
}
return bTriggeredQuery;
}
Copying //UE4/Dev-Platform to //UE4/Main (Source: //UE4/Dev-Platform @ 3008177) ========================== MAJOR FEATURES + CHANGES ========================== Change 2948322 on 2016/04/19 by Nick.Shin update libwebsockets to v1.7.4 part 4 of 4 - doing this in stages for tracking purposes #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 2970016 on 2016/05/07 by Nick.Shin undo all of the following upgrades: - zlib - openssl - libcurl - libwebsockets and reset webrtc #jira UE-30298 - Fortnite and Orion crash on login #lockdown josh.adams Change 2970373 on 2016/05/09 by Lee.Clark PS4 - Fix NumInstances not getting reset after DrawIndirect calls Change 2972873 on 2016/05/10 by Michael.Trepka Correct initial position for SlateViewer windows on Mac Change 2974363 on 2016/05/11 by Mark.Satterthwaite Fix invoking buils using distcc from UFE - the command-line executed to access the number of parallel tasks was incorrect. Change 2975921 on 2016/05/12 by Michael.Trepka Removed unused AdjustWindowRegion declaration from LinuxWindow.h #codereview Dmitry.Rekman Change 2977002 on 2016/05/13 by Michael.Trepka Make sure dSYM generation action in UBT on Mac does not start before the source dylib is ready #codereview Ben.Marsh Change 2977337 on 2016/05/13 by Brent.Pease UE-27805 - Adding special characters into the BundleDisplayName or BundleName causes packaging error + Prevent illegal characters from being entered in the packaging UI + Report an error from iPhonePackager if a illegal bundle id is specified + Convert special characters to XML equivalents - Correctly check for the presence of iTunes 12 when packaging iOS games on Windows - Improve ios certificate and provision message in package settings UI #codereview peter.sauerbrei Change 2977509 on 2016/05/13 by Brent.Pease + Fix mac compile error Change 2978036 on 2016/05/14 by Mark.Satterthwaite One-line tweak that resolves incorrect rendering of the colour LUT because float imprecision allows -ve values to be passed into a call to pow which then generates NaN. #jira UE-30777 Change 2978037 on 2016/05/14 by Mark.Satterthwaite Fix a heap-use-after-free bug spotted by AddressSanitizer - you can't assume that the UObject system will be available in ShutdownModule() - on OS X it may have been killed a long time ago. Change 2978333 on 2016/05/16 by Lee.Clark Fix packaging of non-code projects when plugins are enabled #codereview Peter.Sauerbrei Change 2978780 on 2016/05/16 by Mark.Satterthwaite Reduce temporary allocations required to set uniform parameters in Metal. Change 2979680 on 2016/05/16 by Nick.Shin editor's HTML5 platform settings was missing due to the emscripten SDK move should have been included with CL: #2946251 Change 2979681 on 2016/05/16 by Nick.Shin cleaned up websocket processing for HTML5 #jira UE-13657 - HTML5 plugin OnRawRecieve overflow Change 2979701 on 2016/05/16 by Brent.Pease UE-28421 - Message box cannot be closed after accessing the home screen on iOS + Implement a timeout when waiting for a reply after sending background/foreground/suspend events from the main thread to the game thread. This solves the immediate problem presented in the jira bug report, however, there are deeper issues with the consequences of blocking the game thread that are not addressed. Perhaps structuring the game thread loop to know about modal dialogs so that it can receive these events even when a modal dialog is up could be a better longer term solution Change 2980766 on 2016/05/17 by Jeremiah.Waldron Adding Android build support for HarfBuzz - using a combination of android-cmake (from https://github.com/taka-no-me/android-cmake) to create the build files and Visual Studio 2015 to compile them - Adding Debug and RelWithDebInfo compiled binaries to harfbuzz-1.2.4/Android/<arch>/<config> Tested armv7 with TextShapingTest project on a GalaxyNote3 and text showed up correctly #jira UE-28586 #codereview chris.babcock Change 2980953 on 2016/05/17 by Jeremiah.Waldron Changing HarfBuzz build script and libs to use Release instead of RelWithDebInfo #jira UE-28586 Change 2981039 on 2016/05/17 by Jeff.Campeau ICMP support disabled for Xbox One and basic address processing wrappers provided (needed for Oodle support) Change 2981054 on 2016/05/17 by Jeff.Campeau Enable Live OSS for Orion on Xbox One Change 2981553 on 2016/05/18 by Jeff.Campeau Enable Oodle for Xbox One Change 2981555 on 2016/05/18 by Jeff.Campeau Scalability settings for Xbox One Change 2981774 on 2016/05/18 by Keith.Judge Xbox One - Duplicating Movie Player fix from 4.12. Change 2981789 on 2016/05/18 by Keith.Judge Xbox One - Duplicate fast semantics rendertarget unbind/clear/rebind fix from 4.12. Change 2981802 on 2016/05/18 by Keith.Judge Xbox One - Duplicate of distance field AO/Shadow fixes from 4.12. Change 2981875 on 2016/05/18 by Keith.Judge Xbox One - Dynamic VB/IB refactor. Duplicated from 4.12. Change 2981900 on 2016/05/18 by Keith.Judge Xbox One - D3D11Query refactor. Duplicated from 4.12 Change 2981945 on 2016/05/18 by Nick.Shin filled out response headers for HTML5 platform #jira UE-26047 - HTML5 HTTP Response Headers not implemented Change 2981981 on 2016/05/18 by Lee.Clark PS4 - Fix COTF not updating files #codereview Daniel.Lamb Change 2982246 on 2016/05/18 by Michael.Trepka Fixed Mono compile errors in UT build scripts Change 2983869 on 2016/05/19 by Mark.Satterthwaite Explicitly retain/release all the MTLTexture objects in FMetalSurface without the assumptions about them being the same object - the recent stencil & SRV related changes make those assumptions invalid and could lead to over-releasing some textures. #jira UE-29557 Change 2983871 on 2016/05/19 by Mark.Satterthwaite Pool Metal texture update buffers to reduce churn. Change 2983892 on 2016/05/19 by Mark.Satterthwaite Duplicate 4.12 CL #2972885: Enable Metal resource lifetime delay on all platforms, not just iOS to try and address intermittent invalid resource errors. Change 2983898 on 2016/05/19 by Mark.Satterthwaite Duplicate 4.12 CL #2982825: Correctly wait for the dispatch semaphore when clearing the Metal resource free lists. Change 2983911 on 2016/05/19 by Mark.Satterthwaite Change Metal SubmitCommandsHint to use an enum of flags rather than boolean variables to control behaviour so that its clearer to the reader what is going to happen. Change 2983916 on 2016/05/19 by Mark.Satterthwaite Duplicate 4.12 CL #2974765: Workaround for UE-30069 - on Nvidia Macs we are breaking the GMux swap the second time we run the engine and it isn't clear why, so instead explicitly select the Metal device ourselves and don't allow the OS to swap the GPU driving the display. This will potentially reduce performance a little if the discrete GPU isn't already driving the display but until we know how we are clobbering the GMux/driver it is all we can do. This only applies to 10.11.5 with the default OS X drivers where there is more than one GPU in the system, earlier versions of OS X and the Nvidia WebDrivers are unaffected. Change 2984874 on 2016/05/20 by Keith.Judge Xbox One - Re-enable shader DXBC intermediate bytecode stripping, except for geometry and hull shaders where there's a possibility of runtime recompilation in certain combinations. Saves ~2MB in TM-ShaderModels, will save more in larger maps. #jira UEPLAT-1295 Change 2985446 on 2016/05/20 by Mark.Satterthwaite Remove the non-functional -metaldebug option from MetalRHI. Change 2985827 on 2016/05/20 by Nick.Shin call EndSession() onbeforeunload() note: API CHANGE - HTML5JavaScripteFx.{js,h} - UE_MakeHTTPDataRequest() #jira UE-22285 - Session End events are not generated for HTML5 Change 2986013 on 2016/05/20 by Jeremiah.Waldron PR #2387: In-App Purchases - parameters needed for Receipt Validation (Contributed by gameDNAstudio) Also touches IOS because of added RawPrice member in FInAppPurchaseProductInfo Pulled from Release-4.12 CL #jira UE-30782 #codereview chris.babcock, Peter.Sauerbrei Change 2986057 on 2016/05/20 by Mark.Satterthwaite Further changes to ensure that UE-30710 really is fixed while also not live-leaking memory in MetalRHI. Change 2986059 on 2016/05/20 by Mark.Satterthwaite Move the Metal uniform buffers into the same resource pool as all the other buffers and add stats for how many buffers are in the pool, how much memory is in use, free and wasted (due to aligned-buffer sizes). Change 2986060 on 2016/05/20 by Mark.Satterthwaite Disable tiled-reflections on Nvidia & Intel Metal until they sort out the sample command on cube-arrays ignoring the lod level. Change 2986063 on 2016/05/20 by Mark.Satterthwaite Missing change from previous CL. Change 2986066 on 2016/05/20 by Mark.Satterthwaite More Metal stats tracking the number & memory size of id<MTLBuffer>'s allocated/released each frame. Change 2986455 on 2016/05/23 by Keith.Judge Xbox One - Fix precompile promise in shader compiler to not stop subsequent defines from being parsed by D3DCompiler. Change 2986886 on 2016/05/23 by Mark.Satterthwaite Duplicate 4.12 CL #2986880: Fix UE-31124 due to bad array iteration logic - amazing that this hadn't been seen earlier. Change 2986955 on 2016/05/23 by Brent.Pease + Do not error out if "[PROJECT_NAME]" is in the bundle ID #codereview peter.sauerbrei Change 2987304 on 2016/05/23 by Chris.Babcock Remove old Android platforms #ue4 #android #codeview Josh.Adams Change 2987571 on 2016/05/23 by Mark.Satterthwaite Duplicate CL #2967998: Integrate - MaterialParameterCollections now create default resources (uniform buffers) which are used when no valid FScene is present (eg DrawTile while exporting materials to lightmass) #jira UE-31111 Change 2987591 on 2016/05/23 by Mark.Satterthwaite Remove usage of MTLRender/ComputeEncoder setSamplerState/s calls that take Min & Max Lod overrides - they currently don't work as expected on some GPU drivers and as we don't use them anywhere and I can't see that we will removing them costs us nothing and fixes tiled reflections on Nvidia with Metal SM5. Change 2987679 on 2016/05/23 by Mark.Satterthwaite Re-enable tiled reflections on Nvidia by default now that they work. Change 2987799 on 2016/05/24 by Mark.Satterthwaite Add a shader compile option "r.Shaders.ZeroInitialise" that we can turn on to force explicit zero-initialisation of local & temporary variables in hlslcc - so far only implemented for Metal. The default behaviour remains to omit zero-initialisation but the option is helpful to eliminate or track down uninitialised access in shaders that are causing real bugs (e.g. POM material relying on zero-initialised loop counters causing hangs/bad rendering on Mac). Change 2989395 on 2016/05/25 by Lee.Clark PS4 - Fix shader output / render target format mismatch for sparse MRT. Change 2990003 on 2016/05/25 by Jeremiah.Waldron When creating our own ConfigCacheIni in GetConfigCacheIni_APL, do not assume that the Engine ini was requested. Instead use the baseIniName passed to the function. Change 2990393 on 2016/05/25 by Mark.Satterthwaite Back out changelist 2961310 - causes more problems than it solves. DistanceField rendering will still work on Intel Metal SM5 and may work on AMD but will be broken on Nvidia due to a bad access within the compute shader - there's no bounds checking in Metal... Change 2990516 on 2016/05/25 by Brent.Pease + UEPLAT-1294 - Support for local notifications + UEPLAT-1254 - Add BP event for device orientation change + Added a new class based on UGameInstance for mobile device callbacks + Ensured IOSAppDelegate.cpp follows convention for lambda functions Change 2991361 on 2016/05/26 by Jeremiah.Waldron Move InAppPurchase class to StoreHelper.java so GooglePlay and Amazon store helpers can use it Change 2992450 on 2016/05/27 by Mark.Satterthwaite Optional r.Shaders.BoundsChecking flag to control whether shader platforms should manually enforce buffer access bounds - HLSL returns zero or ignores invalid reads & writes but Metal leaves the behaviour undefined and some drivers then fail. By default this is off and its whatever the native platform behaviour is, enabling it will cost some amount of performance as the shader translator inserts additional instructions to try and match D3D as accurately as possible. This is required to fix GPU restart errors on some Metal drivers when using SM5 rendering features including DistanceField shaders. Change 2993027 on 2016/05/27 by Mark.Satterthwaite Fix typo for new CFLAG_BoundsChecking enumeration value. Change 2993594 on 2016/05/27 by Mark.Satterthwaite Build fix - check not assert... Change 2993595 on 2016/05/27 by Mark.Satterthwaite Fix typo from Xcode hang... Change 2993614 on 2016/05/28 by Mark.Satterthwaite At least for now enable shader zero-initialisation and bounds-checking on Mac to ensure that Metal shaders are compiled with semantics that approximate those HLSL assumes. This may cost some performance but will avoid a few GPU restarts on some vendor drivers. Change 2993747 on 2016/05/28 by Mark.Satterthwaite Separate texture & buffer references in the Metal backend as they bind to separate arrays in the runtime to avoid giving the side-table buffer an innaccessible binding index. Also the side-table doesn't need to be emitted if no buffer SRV or UAV is used. Change 2994256 on 2016/05/31 by Lee.Clark PS4 - Fix unitialized Head Position from HMD tracker when tracking fails. Fixes a problem with A3D audio not working. #codereview Chad.Taylor,Aaron.McLeran Change 2994281 on 2016/05/31 by Rolando.Caloca DP - Allow hlslcc to process type casts containing the 'const' keyword - it isn't strictly complete as it will simply omit the type qualifier from the cast in the AST but it is sufficient for FortniteFoliage_MasterMaterial to compile. #codereview Mark.Satterthwaite, Dmitry.Rekman #jira UE-31411 Change 2994467 on 2016/05/31 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 2994493 on 2016/05/31 by Daniel.Lamb Fixed issue with DDC commandlet not caching things from the startup packages list. Change 2994644 on 2016/05/31 by Mark.Satterthwaite Updated hlslcc Mac binaries with fix for UE-31411 which RCO accepted and submitted + script for building parsers on POSIX OSes hooked up to an Xcode scheme in the project. Change 2996074 on 2016/06/01 by Lee.Clark PS4 - Fix GS mode not getting disabled when using parallel contexts. #codereview Marcus.Wassmer Change 2996129 on 2016/06/01 by Brent.Pease Manual merge of Pete's dsym generation fix (CL#2996089) from the 4.12 branch. Change 2996130 on 2016/06/01 by Jeremiah.Waldron PR #2387 part 2 (Contributed by gameDNAstudio) Adding ability to consume purchases during GooglePlay RestorePurchases This also touches IOS due to changes to base classes and function signatures #codereview chris.babcock, Peter.Sauerbrei Change 2996441 on 2016/06/01 by Jeremiah.Waldron Relates to PR #2387: Adding ability to consume purchases during GooglePlay RestorePurchases (Contributed by gameDNAstudio) Missing changes from part 2 reworked so that there is still only one RestorePurchases function which takes the product IDs and consumable flags. I reflected this in StoreHelper so no casting is necessary in GameActivity and the soon-to-be-added AmazonStoreHelper in the GameCircle plugin will still work dynamically with GameActivity since it will call StoreHelper functionality rather than a GooglePlayStoreHelper specific function. #codereview chris.babcock Change 2996514 on 2016/06/01 by Jeff.Campeau Fix merge issue from main #jira UE-31502 Change 2996740 on 2016/06/01 by Jonathan.Fitzpatrick https://jira.ol.epicgames.net/browse/UE-31446 Two PS4 source files fail during unity builds due to name conflict with handleReserveFailed. Renamed handleReserveFailed to handleReserveFailedLightweight Change 2997235 on 2016/06/01 by Jeremiah.Waldron RestorePurchases fix up in Match3 since the new Restore consumable stuff adds an additional pin to the Restore node. The IAP product in Match3 is non-consumable so just passing an empty array where necessary Change 2997241 on 2016/06/01 by Jeremiah.Waldron OnlineSubsystemGameCircle Plugin - Leaderboards - Achievements - Friends - IAP - External UI Interface - Runtime Settings in Project Settings Plugin section when plugin is enabled - Disabled by default #jira UEPLAT-105 #codereview chris.babcock Change 2997618 on 2016/06/02 by Lee.Clark #UE4Docs: Removed PS4MapFileUtil info Change 2997840 on 2016/06/02 by Jeremiah.Waldron Removing trace logging from OnlineSubsystemGameCircle_APL Change 2998754 on 2016/06/02 by Brent.Pease Change BlueprintMobileLibrary to BlueprintPlatformLibrary Change 3000762 on 2016/06/03 by Jeff.Campeau Add example rating info to ShooterGame Change 3001037 on 2016/06/04 by Brent.Pease + Add ui screens for delegate test, local notification test, and iap test + Implement delegate test Change 3001250 on 2016/06/05 by Brent.Pease + Initial pass at IAP test screen Change 3001639 on 2016/06/06 by Jeff.Campeau Fix Xbox One build issue with DX12 #codereview Zabir.Hoque Change 3002574 on 2016/06/06 by Jeremiah.Waldron Adding Android Install Location to Android platform runtime settings and manifest generation Change 3002780 on 2016/06/06 by Brent.Pease + Initial implementation of local notification test Change 3003005 on 2016/06/06 by Jeremiah.Waldron OnlineSubsystemGameCircle plugin - adding setting for Fire TV support. Using that specification in the APL to Add/Update android.hardware.touchscreen feature required attribute Change 3004392 on 2016/06/07 by Jeremiah.Waldron Fixing typo in APL comment :) Change 3005768 on 2016/06/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3005929 on 2016/06/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3006151 on 2016/06/08 by Peter.Sauerbrei fix for LocalNotifications not available on TVOS #lockdown josh.adams Change 3006183 on 2016/06/08 by Brent.Pease Manual merge CL#3000242 from Release-4.12 into Dev-Platform #lockdown josh.adams Change 3006296 on 2016/06/08 by Peter.Sauerbrei submit an updated iPhonePackager and support DLLs #lockdown josh.adams Change 3006378 on 2016/06/08 by Peter.Sauerbrei fix for API update to RestorePurchases #codereview brent.pease #lockdown josh.adams #lockdown nick.penwarden [CL 3008183 by Josh Adams in Main branch]
2016-06-09 17:45:44 -04:00
public boolean AndroidThunkJava_IapRestorePurchases(String[] InProductIDs, boolean[] bConsumable)
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2719147 on 2015/10/07 by Mark.Satterthwaite Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track. Change 2719182 on 2015/10/07 by Mark.Satterthwaite Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient. Change 2719185 on 2015/10/07 by Mark.Satterthwaite Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw. Change 2719434 on 2015/10/07 by Mark.Satterthwaite Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server. Change 2724764 on 2015/10/12 by Josh.Adams [Initial AppleTV support] Merging //depot/YakBranch/... to //UE4/Dev-Platform/... Change 2726266 on 2015/10/13 by Lee.Clark PS4 - Calc reserve size required for DMA copy when using unsafe command buffers Change 2726401 on 2015/10/13 by Mark.Satterthwaite Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected. #jira UE-15228 Change 2726421 on 2015/10/13 by Lee.Clark PS4 - Don't try to clear invalid targets Change 2727040 on 2015/10/13 by Michael.Trepka Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72 Change 2729783 on 2015/10/15 by Keith.Judge Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty. Change 2729847 on 2015/10/15 by Mark.Satterthwaite Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff. #jira UE-21992 Change 2729865 on 2015/10/15 by Keith.Judge Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition. Change 2729897 on 2015/10/15 by Keith.Judge Fast Semantics - Make sure all GetData() calls are made safe with GPU fences. Change 2729972 on 2015/10/15 by Keith.Judge Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly. This should be marginally quicker as it stops a double call to ClearState(). Change 2731503 on 2015/10/16 by Keith.Judge Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict). Change 2731596 on 2015/10/16 by Keith.Judge Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step. Change 2731928 on 2015/10/16 by Michael.Trepka PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl) Change 2731934 on 2015/10/16 by Michael.Trepka PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura) Change 2732018 on 2015/10/16 by Mark.Satterthwaite Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached. - The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders. - Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this. - Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL. Change 2732365 on 2015/10/16 by Josh.Adams - Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On) Change 2733170 on 2015/10/18 by Terence.Burns Fix for Android IAP query not returning entire inventory. Change 2733174 on 2015/10/18 by Terence.Burns Fix Movie player issue where wait for movie to finish isnt being respected. Seems a stray bUserCanceled event flag was causing this not to be observed. Added some verbose logging to apple movie player. Change 2733488 on 2015/10/19 by Mark.Satterthwaite Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information. - Fixed a bug that would cause invalid shader membership and draw state information to be logged. - Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too. Change 2735226 on 2015/10/20 by Mark.Satterthwaite Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently. #jira UE-21214 #jira UE-19913 Change 2736722 on 2015/10/21 by Daniel.Lamb Improved performance of cooking stats system. Change 2737172 on 2015/10/21 by Daniel.Lamb Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00
{
Log.debug("[JAVA] - AndroidThunkJava_IapRestorePurchases");
boolean bTriggeredRestore = false;
if( IapStoreHelper != null )
{
Log.debug("[JAVA] - AndroidThunkJava_IapRestorePurchases - Kick off logic here!");
Copying //UE4/Dev-Platform to //UE4/Main (Source: //UE4/Dev-Platform @ 3008177) ========================== MAJOR FEATURES + CHANGES ========================== Change 2948322 on 2016/04/19 by Nick.Shin update libwebsockets to v1.7.4 part 4 of 4 - doing this in stages for tracking purposes #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 2970016 on 2016/05/07 by Nick.Shin undo all of the following upgrades: - zlib - openssl - libcurl - libwebsockets and reset webrtc #jira UE-30298 - Fortnite and Orion crash on login #lockdown josh.adams Change 2970373 on 2016/05/09 by Lee.Clark PS4 - Fix NumInstances not getting reset after DrawIndirect calls Change 2972873 on 2016/05/10 by Michael.Trepka Correct initial position for SlateViewer windows on Mac Change 2974363 on 2016/05/11 by Mark.Satterthwaite Fix invoking buils using distcc from UFE - the command-line executed to access the number of parallel tasks was incorrect. Change 2975921 on 2016/05/12 by Michael.Trepka Removed unused AdjustWindowRegion declaration from LinuxWindow.h #codereview Dmitry.Rekman Change 2977002 on 2016/05/13 by Michael.Trepka Make sure dSYM generation action in UBT on Mac does not start before the source dylib is ready #codereview Ben.Marsh Change 2977337 on 2016/05/13 by Brent.Pease UE-27805 - Adding special characters into the BundleDisplayName or BundleName causes packaging error + Prevent illegal characters from being entered in the packaging UI + Report an error from iPhonePackager if a illegal bundle id is specified + Convert special characters to XML equivalents - Correctly check for the presence of iTunes 12 when packaging iOS games on Windows - Improve ios certificate and provision message in package settings UI #codereview peter.sauerbrei Change 2977509 on 2016/05/13 by Brent.Pease + Fix mac compile error Change 2978036 on 2016/05/14 by Mark.Satterthwaite One-line tweak that resolves incorrect rendering of the colour LUT because float imprecision allows -ve values to be passed into a call to pow which then generates NaN. #jira UE-30777 Change 2978037 on 2016/05/14 by Mark.Satterthwaite Fix a heap-use-after-free bug spotted by AddressSanitizer - you can't assume that the UObject system will be available in ShutdownModule() - on OS X it may have been killed a long time ago. Change 2978333 on 2016/05/16 by Lee.Clark Fix packaging of non-code projects when plugins are enabled #codereview Peter.Sauerbrei Change 2978780 on 2016/05/16 by Mark.Satterthwaite Reduce temporary allocations required to set uniform parameters in Metal. Change 2979680 on 2016/05/16 by Nick.Shin editor's HTML5 platform settings was missing due to the emscripten SDK move should have been included with CL: #2946251 Change 2979681 on 2016/05/16 by Nick.Shin cleaned up websocket processing for HTML5 #jira UE-13657 - HTML5 plugin OnRawRecieve overflow Change 2979701 on 2016/05/16 by Brent.Pease UE-28421 - Message box cannot be closed after accessing the home screen on iOS + Implement a timeout when waiting for a reply after sending background/foreground/suspend events from the main thread to the game thread. This solves the immediate problem presented in the jira bug report, however, there are deeper issues with the consequences of blocking the game thread that are not addressed. Perhaps structuring the game thread loop to know about modal dialogs so that it can receive these events even when a modal dialog is up could be a better longer term solution Change 2980766 on 2016/05/17 by Jeremiah.Waldron Adding Android build support for HarfBuzz - using a combination of android-cmake (from https://github.com/taka-no-me/android-cmake) to create the build files and Visual Studio 2015 to compile them - Adding Debug and RelWithDebInfo compiled binaries to harfbuzz-1.2.4/Android/<arch>/<config> Tested armv7 with TextShapingTest project on a GalaxyNote3 and text showed up correctly #jira UE-28586 #codereview chris.babcock Change 2980953 on 2016/05/17 by Jeremiah.Waldron Changing HarfBuzz build script and libs to use Release instead of RelWithDebInfo #jira UE-28586 Change 2981039 on 2016/05/17 by Jeff.Campeau ICMP support disabled for Xbox One and basic address processing wrappers provided (needed for Oodle support) Change 2981054 on 2016/05/17 by Jeff.Campeau Enable Live OSS for Orion on Xbox One Change 2981553 on 2016/05/18 by Jeff.Campeau Enable Oodle for Xbox One Change 2981555 on 2016/05/18 by Jeff.Campeau Scalability settings for Xbox One Change 2981774 on 2016/05/18 by Keith.Judge Xbox One - Duplicating Movie Player fix from 4.12. Change 2981789 on 2016/05/18 by Keith.Judge Xbox One - Duplicate fast semantics rendertarget unbind/clear/rebind fix from 4.12. Change 2981802 on 2016/05/18 by Keith.Judge Xbox One - Duplicate of distance field AO/Shadow fixes from 4.12. Change 2981875 on 2016/05/18 by Keith.Judge Xbox One - Dynamic VB/IB refactor. Duplicated from 4.12. Change 2981900 on 2016/05/18 by Keith.Judge Xbox One - D3D11Query refactor. Duplicated from 4.12 Change 2981945 on 2016/05/18 by Nick.Shin filled out response headers for HTML5 platform #jira UE-26047 - HTML5 HTTP Response Headers not implemented Change 2981981 on 2016/05/18 by Lee.Clark PS4 - Fix COTF not updating files #codereview Daniel.Lamb Change 2982246 on 2016/05/18 by Michael.Trepka Fixed Mono compile errors in UT build scripts Change 2983869 on 2016/05/19 by Mark.Satterthwaite Explicitly retain/release all the MTLTexture objects in FMetalSurface without the assumptions about them being the same object - the recent stencil & SRV related changes make those assumptions invalid and could lead to over-releasing some textures. #jira UE-29557 Change 2983871 on 2016/05/19 by Mark.Satterthwaite Pool Metal texture update buffers to reduce churn. Change 2983892 on 2016/05/19 by Mark.Satterthwaite Duplicate 4.12 CL #2972885: Enable Metal resource lifetime delay on all platforms, not just iOS to try and address intermittent invalid resource errors. Change 2983898 on 2016/05/19 by Mark.Satterthwaite Duplicate 4.12 CL #2982825: Correctly wait for the dispatch semaphore when clearing the Metal resource free lists. Change 2983911 on 2016/05/19 by Mark.Satterthwaite Change Metal SubmitCommandsHint to use an enum of flags rather than boolean variables to control behaviour so that its clearer to the reader what is going to happen. Change 2983916 on 2016/05/19 by Mark.Satterthwaite Duplicate 4.12 CL #2974765: Workaround for UE-30069 - on Nvidia Macs we are breaking the GMux swap the second time we run the engine and it isn't clear why, so instead explicitly select the Metal device ourselves and don't allow the OS to swap the GPU driving the display. This will potentially reduce performance a little if the discrete GPU isn't already driving the display but until we know how we are clobbering the GMux/driver it is all we can do. This only applies to 10.11.5 with the default OS X drivers where there is more than one GPU in the system, earlier versions of OS X and the Nvidia WebDrivers are unaffected. Change 2984874 on 2016/05/20 by Keith.Judge Xbox One - Re-enable shader DXBC intermediate bytecode stripping, except for geometry and hull shaders where there's a possibility of runtime recompilation in certain combinations. Saves ~2MB in TM-ShaderModels, will save more in larger maps. #jira UEPLAT-1295 Change 2985446 on 2016/05/20 by Mark.Satterthwaite Remove the non-functional -metaldebug option from MetalRHI. Change 2985827 on 2016/05/20 by Nick.Shin call EndSession() onbeforeunload() note: API CHANGE - HTML5JavaScripteFx.{js,h} - UE_MakeHTTPDataRequest() #jira UE-22285 - Session End events are not generated for HTML5 Change 2986013 on 2016/05/20 by Jeremiah.Waldron PR #2387: In-App Purchases - parameters needed for Receipt Validation (Contributed by gameDNAstudio) Also touches IOS because of added RawPrice member in FInAppPurchaseProductInfo Pulled from Release-4.12 CL #jira UE-30782 #codereview chris.babcock, Peter.Sauerbrei Change 2986057 on 2016/05/20 by Mark.Satterthwaite Further changes to ensure that UE-30710 really is fixed while also not live-leaking memory in MetalRHI. Change 2986059 on 2016/05/20 by Mark.Satterthwaite Move the Metal uniform buffers into the same resource pool as all the other buffers and add stats for how many buffers are in the pool, how much memory is in use, free and wasted (due to aligned-buffer sizes). Change 2986060 on 2016/05/20 by Mark.Satterthwaite Disable tiled-reflections on Nvidia & Intel Metal until they sort out the sample command on cube-arrays ignoring the lod level. Change 2986063 on 2016/05/20 by Mark.Satterthwaite Missing change from previous CL. Change 2986066 on 2016/05/20 by Mark.Satterthwaite More Metal stats tracking the number & memory size of id<MTLBuffer>'s allocated/released each frame. Change 2986455 on 2016/05/23 by Keith.Judge Xbox One - Fix precompile promise in shader compiler to not stop subsequent defines from being parsed by D3DCompiler. Change 2986886 on 2016/05/23 by Mark.Satterthwaite Duplicate 4.12 CL #2986880: Fix UE-31124 due to bad array iteration logic - amazing that this hadn't been seen earlier. Change 2986955 on 2016/05/23 by Brent.Pease + Do not error out if "[PROJECT_NAME]" is in the bundle ID #codereview peter.sauerbrei Change 2987304 on 2016/05/23 by Chris.Babcock Remove old Android platforms #ue4 #android #codeview Josh.Adams Change 2987571 on 2016/05/23 by Mark.Satterthwaite Duplicate CL #2967998: Integrate - MaterialParameterCollections now create default resources (uniform buffers) which are used when no valid FScene is present (eg DrawTile while exporting materials to lightmass) #jira UE-31111 Change 2987591 on 2016/05/23 by Mark.Satterthwaite Remove usage of MTLRender/ComputeEncoder setSamplerState/s calls that take Min & Max Lod overrides - they currently don't work as expected on some GPU drivers and as we don't use them anywhere and I can't see that we will removing them costs us nothing and fixes tiled reflections on Nvidia with Metal SM5. Change 2987679 on 2016/05/23 by Mark.Satterthwaite Re-enable tiled reflections on Nvidia by default now that they work. Change 2987799 on 2016/05/24 by Mark.Satterthwaite Add a shader compile option "r.Shaders.ZeroInitialise" that we can turn on to force explicit zero-initialisation of local & temporary variables in hlslcc - so far only implemented for Metal. The default behaviour remains to omit zero-initialisation but the option is helpful to eliminate or track down uninitialised access in shaders that are causing real bugs (e.g. POM material relying on zero-initialised loop counters causing hangs/bad rendering on Mac). Change 2989395 on 2016/05/25 by Lee.Clark PS4 - Fix shader output / render target format mismatch for sparse MRT. Change 2990003 on 2016/05/25 by Jeremiah.Waldron When creating our own ConfigCacheIni in GetConfigCacheIni_APL, do not assume that the Engine ini was requested. Instead use the baseIniName passed to the function. Change 2990393 on 2016/05/25 by Mark.Satterthwaite Back out changelist 2961310 - causes more problems than it solves. DistanceField rendering will still work on Intel Metal SM5 and may work on AMD but will be broken on Nvidia due to a bad access within the compute shader - there's no bounds checking in Metal... Change 2990516 on 2016/05/25 by Brent.Pease + UEPLAT-1294 - Support for local notifications + UEPLAT-1254 - Add BP event for device orientation change + Added a new class based on UGameInstance for mobile device callbacks + Ensured IOSAppDelegate.cpp follows convention for lambda functions Change 2991361 on 2016/05/26 by Jeremiah.Waldron Move InAppPurchase class to StoreHelper.java so GooglePlay and Amazon store helpers can use it Change 2992450 on 2016/05/27 by Mark.Satterthwaite Optional r.Shaders.BoundsChecking flag to control whether shader platforms should manually enforce buffer access bounds - HLSL returns zero or ignores invalid reads & writes but Metal leaves the behaviour undefined and some drivers then fail. By default this is off and its whatever the native platform behaviour is, enabling it will cost some amount of performance as the shader translator inserts additional instructions to try and match D3D as accurately as possible. This is required to fix GPU restart errors on some Metal drivers when using SM5 rendering features including DistanceField shaders. Change 2993027 on 2016/05/27 by Mark.Satterthwaite Fix typo for new CFLAG_BoundsChecking enumeration value. Change 2993594 on 2016/05/27 by Mark.Satterthwaite Build fix - check not assert... Change 2993595 on 2016/05/27 by Mark.Satterthwaite Fix typo from Xcode hang... Change 2993614 on 2016/05/28 by Mark.Satterthwaite At least for now enable shader zero-initialisation and bounds-checking on Mac to ensure that Metal shaders are compiled with semantics that approximate those HLSL assumes. This may cost some performance but will avoid a few GPU restarts on some vendor drivers. Change 2993747 on 2016/05/28 by Mark.Satterthwaite Separate texture & buffer references in the Metal backend as they bind to separate arrays in the runtime to avoid giving the side-table buffer an innaccessible binding index. Also the side-table doesn't need to be emitted if no buffer SRV or UAV is used. Change 2994256 on 2016/05/31 by Lee.Clark PS4 - Fix unitialized Head Position from HMD tracker when tracking fails. Fixes a problem with A3D audio not working. #codereview Chad.Taylor,Aaron.McLeran Change 2994281 on 2016/05/31 by Rolando.Caloca DP - Allow hlslcc to process type casts containing the 'const' keyword - it isn't strictly complete as it will simply omit the type qualifier from the cast in the AST but it is sufficient for FortniteFoliage_MasterMaterial to compile. #codereview Mark.Satterthwaite, Dmitry.Rekman #jira UE-31411 Change 2994467 on 2016/05/31 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 2994493 on 2016/05/31 by Daniel.Lamb Fixed issue with DDC commandlet not caching things from the startup packages list. Change 2994644 on 2016/05/31 by Mark.Satterthwaite Updated hlslcc Mac binaries with fix for UE-31411 which RCO accepted and submitted + script for building parsers on POSIX OSes hooked up to an Xcode scheme in the project. Change 2996074 on 2016/06/01 by Lee.Clark PS4 - Fix GS mode not getting disabled when using parallel contexts. #codereview Marcus.Wassmer Change 2996129 on 2016/06/01 by Brent.Pease Manual merge of Pete's dsym generation fix (CL#2996089) from the 4.12 branch. Change 2996130 on 2016/06/01 by Jeremiah.Waldron PR #2387 part 2 (Contributed by gameDNAstudio) Adding ability to consume purchases during GooglePlay RestorePurchases This also touches IOS due to changes to base classes and function signatures #codereview chris.babcock, Peter.Sauerbrei Change 2996441 on 2016/06/01 by Jeremiah.Waldron Relates to PR #2387: Adding ability to consume purchases during GooglePlay RestorePurchases (Contributed by gameDNAstudio) Missing changes from part 2 reworked so that there is still only one RestorePurchases function which takes the product IDs and consumable flags. I reflected this in StoreHelper so no casting is necessary in GameActivity and the soon-to-be-added AmazonStoreHelper in the GameCircle plugin will still work dynamically with GameActivity since it will call StoreHelper functionality rather than a GooglePlayStoreHelper specific function. #codereview chris.babcock Change 2996514 on 2016/06/01 by Jeff.Campeau Fix merge issue from main #jira UE-31502 Change 2996740 on 2016/06/01 by Jonathan.Fitzpatrick https://jira.ol.epicgames.net/browse/UE-31446 Two PS4 source files fail during unity builds due to name conflict with handleReserveFailed. Renamed handleReserveFailed to handleReserveFailedLightweight Change 2997235 on 2016/06/01 by Jeremiah.Waldron RestorePurchases fix up in Match3 since the new Restore consumable stuff adds an additional pin to the Restore node. The IAP product in Match3 is non-consumable so just passing an empty array where necessary Change 2997241 on 2016/06/01 by Jeremiah.Waldron OnlineSubsystemGameCircle Plugin - Leaderboards - Achievements - Friends - IAP - External UI Interface - Runtime Settings in Project Settings Plugin section when plugin is enabled - Disabled by default #jira UEPLAT-105 #codereview chris.babcock Change 2997618 on 2016/06/02 by Lee.Clark #UE4Docs: Removed PS4MapFileUtil info Change 2997840 on 2016/06/02 by Jeremiah.Waldron Removing trace logging from OnlineSubsystemGameCircle_APL Change 2998754 on 2016/06/02 by Brent.Pease Change BlueprintMobileLibrary to BlueprintPlatformLibrary Change 3000762 on 2016/06/03 by Jeff.Campeau Add example rating info to ShooterGame Change 3001037 on 2016/06/04 by Brent.Pease + Add ui screens for delegate test, local notification test, and iap test + Implement delegate test Change 3001250 on 2016/06/05 by Brent.Pease + Initial pass at IAP test screen Change 3001639 on 2016/06/06 by Jeff.Campeau Fix Xbox One build issue with DX12 #codereview Zabir.Hoque Change 3002574 on 2016/06/06 by Jeremiah.Waldron Adding Android Install Location to Android platform runtime settings and manifest generation Change 3002780 on 2016/06/06 by Brent.Pease + Initial implementation of local notification test Change 3003005 on 2016/06/06 by Jeremiah.Waldron OnlineSubsystemGameCircle plugin - adding setting for Fire TV support. Using that specification in the APL to Add/Update android.hardware.touchscreen feature required attribute Change 3004392 on 2016/06/07 by Jeremiah.Waldron Fixing typo in APL comment :) Change 3005768 on 2016/06/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3005929 on 2016/06/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3006151 on 2016/06/08 by Peter.Sauerbrei fix for LocalNotifications not available on TVOS #lockdown josh.adams Change 3006183 on 2016/06/08 by Brent.Pease Manual merge CL#3000242 from Release-4.12 into Dev-Platform #lockdown josh.adams Change 3006296 on 2016/06/08 by Peter.Sauerbrei submit an updated iPhonePackager and support DLLs #lockdown josh.adams Change 3006378 on 2016/06/08 by Peter.Sauerbrei fix for API update to RestorePurchases #codereview brent.pease #lockdown josh.adams #lockdown nick.penwarden [CL 3008183 by Josh Adams in Main branch]
2016-06-09 17:45:44 -04:00
bTriggeredRestore = IapStoreHelper.RestorePurchases(InProductIDs, bConsumable);
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2719147 on 2015/10/07 by Mark.Satterthwaite Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track. Change 2719182 on 2015/10/07 by Mark.Satterthwaite Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient. Change 2719185 on 2015/10/07 by Mark.Satterthwaite Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw. Change 2719434 on 2015/10/07 by Mark.Satterthwaite Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server. Change 2724764 on 2015/10/12 by Josh.Adams [Initial AppleTV support] Merging //depot/YakBranch/... to //UE4/Dev-Platform/... Change 2726266 on 2015/10/13 by Lee.Clark PS4 - Calc reserve size required for DMA copy when using unsafe command buffers Change 2726401 on 2015/10/13 by Mark.Satterthwaite Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected. #jira UE-15228 Change 2726421 on 2015/10/13 by Lee.Clark PS4 - Don't try to clear invalid targets Change 2727040 on 2015/10/13 by Michael.Trepka Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72 Change 2729783 on 2015/10/15 by Keith.Judge Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty. Change 2729847 on 2015/10/15 by Mark.Satterthwaite Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff. #jira UE-21992 Change 2729865 on 2015/10/15 by Keith.Judge Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition. Change 2729897 on 2015/10/15 by Keith.Judge Fast Semantics - Make sure all GetData() calls are made safe with GPU fences. Change 2729972 on 2015/10/15 by Keith.Judge Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly. This should be marginally quicker as it stops a double call to ClearState(). Change 2731503 on 2015/10/16 by Keith.Judge Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict). Change 2731596 on 2015/10/16 by Keith.Judge Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step. Change 2731928 on 2015/10/16 by Michael.Trepka PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl) Change 2731934 on 2015/10/16 by Michael.Trepka PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura) Change 2732018 on 2015/10/16 by Mark.Satterthwaite Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached. - The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders. - Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this. - Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL. Change 2732365 on 2015/10/16 by Josh.Adams - Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On) Change 2733170 on 2015/10/18 by Terence.Burns Fix for Android IAP query not returning entire inventory. Change 2733174 on 2015/10/18 by Terence.Burns Fix Movie player issue where wait for movie to finish isnt being respected. Seems a stray bUserCanceled event flag was causing this not to be observed. Added some verbose logging to apple movie player. Change 2733488 on 2015/10/19 by Mark.Satterthwaite Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information. - Fixed a bug that would cause invalid shader membership and draw state information to be logged. - Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too. Change 2735226 on 2015/10/20 by Mark.Satterthwaite Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently. #jira UE-21214 #jira UE-19913 Change 2736722 on 2015/10/21 by Daniel.Lamb Improved performance of cooking stats system. Change 2737172 on 2015/10/21 by Daniel.Lamb Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00
}
else
{
Log.debug("[JAVA] - Store Helper is invalid");
}
return bTriggeredRestore;
}
public void AndroidThunkJava_DismissSplashScreen()
{
if (mSplashDialog != null)
{
mSplashDialog.dismiss();
mSplashDialog = null;
}
}
public void AndroidThunkJava_ShowProgressDialog(boolean bShow, String message, boolean bHorizontal, int maxValue)
{
final boolean bShowFinal = bShow;
final String messageFinal = message;
final boolean bHorizontalFinal = bHorizontal;
final int maxValueFinal = maxValue;
_activity.runOnUiThread(new Runnable()
{
@Override
public void run()
{
if (bShowFinal)
{
mProgressDialog = new ProgressDialog(_activity);
mProgressDialog.setMessage(messageFinal);
mProgressDialog.setProgress(0);
mProgressDialog.setMax(maxValueFinal);
mProgressDialog.setProgressStyle(bHorizontalFinal ? ProgressDialog.STYLE_HORIZONTAL : ProgressDialog.STYLE_SPINNER);
//mProgressDialog.setIndeterminate(true);
// Setting NOT_FOCUSABLE prevents the splash dialog from kicking some devices out of immersive mode.
mProgressDialog.getWindow().setFlags(WindowManager.LayoutParams.FLAG_NOT_FOCUSABLE, WindowManager.LayoutParams.FLAG_NOT_FOCUSABLE);
mProgressDialog.show();
}
else
{
mProgressDialog.dismiss();
mProgressDialog = null;
}
}
});
}
public void AndroidThunkJava_UpdateProgressDialog(int value)
{
if (mProgressDialog == null)
{
return;
}
final int valueFinal = value;
_activity.runOnUiThread(new Runnable()
{
@Override
public void run()
{
if (mProgressDialog != null)
{
mProgressDialog.setProgress(valueFinal);
}
}
});
}
private static class DeviceInfoData {
public final int vendorId;
public final int productId;
public final String name;
DeviceInfoData(int vid, int pid, String inName)
{
vendorId = vid;
productId = pid;
name = inName;
}
boolean IsMatch(int vid, int pid)
{
return (vendorId == vid && productId == pid);
}
}
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
private void LocalNotificationCheckAppOpen()
{
localNotificationAppLaunched = false;
localNotificationLaunchActivationEvent = "";
localNotificationLaunchFireDate = 0;
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
Intent launchIntent = getIntent();
if (launchIntent != null)
{
Bundle extrasBundle = launchIntent.getExtras();
localNotificationAppLaunched = launchIntent.getBooleanExtra("localNotificationAppLaunched", false);
if (localNotificationAppLaunched)
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
{
localNotificationLaunchActivationEvent = extrasBundle.getString("localNotificationLaunchActivationEvent");
if (localNotificationLaunchActivationEvent != null)
{
int notificationID = extrasBundle.getInt("localNotificationID");
LocalNotificationRemoveID(this, notificationID);
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
// TODO
localNotificationLaunchFireDate = 0;
}
else
{
localNotificationAppLaunched = false;
localNotificationLaunchActivationEvent = "";
}
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
}
}
}
public static int LocalNotificationGetID(Context context)
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
{
SharedPreferences preferences = context.getSharedPreferences("LocalNotificationPreferences", MODE_PRIVATE);
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
SharedPreferences.Editor editor = preferences.edit();
String notificationIDs = preferences.getString("notificationIDs", "");
int idToReturn = 1;
if(notificationIDs.length() == 0)
{
editor.putString("notificationIDs", Integer.toString(idToReturn));
}
else
{
String[] parts = notificationIDs.split("-");
ArrayList<Integer> iParts = new ArrayList<Integer>();
for(String part : parts)
{
if(part.length() > 0)
{
iParts.add(Integer.parseInt(part));
}
}
while(true)
{
if(!iParts.contains(idToReturn))
{
break;
}
idToReturn++;
}
editor.putString("notificationIDs", notificationIDs + "-" + idToReturn);
}
editor.commit();
return idToReturn;
}
private ArrayList<Integer> LocalNotificationGetIDList()
{
SharedPreferences preferences = getApplicationContext().getSharedPreferences("LocalNotificationPreferences", MODE_PRIVATE);
SharedPreferences.Editor editor = preferences.edit();
String notificationIDs = preferences.getString("notificationIDs", "");
ArrayList<Integer> iParts = new ArrayList<Integer>();
String[] parts = notificationIDs.split("-");
for(String part : parts)
{
if(part.length() > 0)
{
iParts.add(Integer.parseInt(part));
}
}
return iParts;
}
private boolean LocalNotificationIDExists(int notificationID)
{
if (notificationID == -1)
{
return false;
}
ArrayList<Integer> notificationIDs = LocalNotificationGetIDList();
for(int id : notificationIDs)
{
if (id == notificationID)
{
return true;
}
}
return false;
}
public static void LocalNotificationRemoveID(Context context, int notificationID)
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
{
SharedPreferences preferences = context.getSharedPreferences("LocalNotificationPreferences", MODE_PRIVATE);
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
SharedPreferences.Editor editor = preferences.edit();
String notificationIDs = preferences.getString("notificationIDs", "");
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
ArrayList<String> iParts = new ArrayList<String>();
if(notificationIDs.length() == 0)
{
return;
}
else
{
String[] parts = notificationIDs.split("-");
for(String part : parts)
{
if(part.length() > 0)
{
iParts.add(part);
}
}
iParts.remove(Integer.toString(notificationID));
}
String newNotificationIDs = "";
for(String notifID : iParts)
{
if(newNotificationIDs.length() == 0)
{
newNotificationIDs = notifID;
}
else
{
newNotificationIDs += "-" + notifID;
}
}
editor.putString("notificationIDs", newNotificationIDs);
editor.commit();
}
public static void LocalNotificationRemoveDetails(Context context, int notificationID)
{
SharedPreferences preferences = context.getSharedPreferences("LocalNotificationPreferences", MODE_PRIVATE);
SharedPreferences.Editor editor = preferences.edit();
try
{
JSONObject notificationDetails = new JSONObject(preferences.getString("notificationDetails", "{}"));
notificationDetails.remove(String.valueOf(notificationID));
editor.putString("notificationDetails", notificationDetails.toString());
editor.commit();
}
catch (JSONException e)
{
e.printStackTrace();
}
}
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
public int AndroidThunkJava_LocalNotificationScheduleAtTime(String targetDateTime, boolean localTime, String title, String body, String action, String activationEvent)
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
{
int notificationID = LocalNotificationGetID(this);
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
if (!LocalNotificationScheduleAtTime(this, notificationID, targetDateTime, localTime, title, body, action, activationEvent))
{
return -1;
}
// Store notification details
SharedPreferences preferences = getSharedPreferences("LocalNotificationPreferences", MODE_PRIVATE);
SharedPreferences.Editor editor = preferences.edit();
JSONObject notificationDetails;
try
{
notificationDetails = new JSONObject(preferences.getString("notificationDetails", "{}"));
}
catch (JSONException e)
{
e.printStackTrace();
notificationDetails = new JSONObject();
}
JSONObject details = new JSONObject();
try
{
details.put("local-notification-targetDateTime", targetDateTime);
details.put("local-notification-localTime", localTime);
details.put("local-notification-title", title);
details.put("local-notification-body", body);
details.put("local-notification-action", action);
details.put("local-notification-activationEvent", activationEvent);
notificationDetails.put(String.valueOf(notificationID), details);
editor.putString("notificationDetails", notificationDetails.toString());
editor.commit();
}
catch (JSONException e)
{
e.printStackTrace();
}
return notificationID;
}
public static boolean LocalNotificationScheduleAtTime(Context context, int notificationID, String targetDateTime, boolean localTime, String title, String body, String action, String activationEvent)
{
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
// Create callback for PendingIntent
Intent notificationIntent = new Intent(context, LocalNotificationReceiver.class);
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
// Add user-provided data
notificationIntent.putExtra("local-notification-ID", notificationID);
notificationIntent.putExtra("local-notification-title", title);
notificationIntent.putExtra("local-notification-body", body);
notificationIntent.putExtra("local-notification-action", action);
notificationIntent.putExtra("local-notification-activationEvent", activationEvent);
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
// Designate the callback as a PendingIntent
PendingIntent pendingIntent = PendingIntent.getBroadcast(context, notificationID, notificationIntent, PendingIntent.FLAG_UPDATE_CURRENT);
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
TimeZone targetTimeZone = TimeZone.getTimeZone("UTC");
if(localTime)
{
targetTimeZone = TimeZone.getDefault();
}
DateFormat targetDateFormat = new SimpleDateFormat("yyyy-MM-dd HH:mm:ss");
targetDateFormat.setTimeZone(targetTimeZone);
Date targetDate = new Date();
try
{
targetDate = targetDateFormat.parse(targetDateTime);
}
catch (ParseException e)
{
e.printStackTrace();
LocalNotificationRemoveID(context, notificationID);
return false;
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
}
Date currentDate = new Date();
long msDiff = targetDate.getTime() - currentDate.getTime();
if(msDiff < 0)
{
LocalNotificationRemoveID(context, notificationID);
return false;
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
}
long futureTimeInMillis = SystemClock.elapsedRealtime() + msDiff;//Calculate the time to run the callback
AlarmManager alarmManager = (AlarmManager)context.getSystemService(Context.ALARM_SERVICE);
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
//Schedule the operation by using AlarmService
alarmManager.set(AlarmManager.ELAPSED_REALTIME_WAKEUP, futureTimeInMillis, pendingIntent);
return true;
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
}
public class LaunchNotification {
public boolean used;
public String event;
public int fireDate;
LaunchNotification(boolean inUsed, String inEvent, int inFireDate)
{
used = inUsed;
event = inEvent;
fireDate = inFireDate;
}
}
public LaunchNotification AndroidThunkJava_LocalNotificationGetLaunchNotification()
{
return new LaunchNotification(localNotificationAppLaunched, localNotificationLaunchActivationEvent, localNotificationLaunchFireDate);
}
public void AndroidThunkJava_LocalNotificationClearAll()
{
ArrayList<Integer> idList = LocalNotificationGetIDList();
for(int curID : idList)
{
AlarmManager alarmManager = (AlarmManager)getSystemService(Context.ALARM_SERVICE);
PendingIntent pendingIntent = PendingIntent.getBroadcast(this, curID, new Intent(this, LocalNotificationReceiver.class), PendingIntent.FLAG_UPDATE_CURRENT);
pendingIntent.cancel();
alarmManager.cancel(pendingIntent);
}
// clear them all
SharedPreferences preferences = getApplicationContext().getSharedPreferences("LocalNotificationPreferences", MODE_PRIVATE);
SharedPreferences.Editor editor = preferences.edit();
editor.putString("notificationIDs", "");
editor.putString("notificationDetails", "{}");
editor.commit();
}
public boolean AndroidThunkJava_LocalNotificationExists(int notificationId)
{
return LocalNotificationIDExists(notificationId);
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
}
// Returns true only if the scheduled notification exists and gets destoyed successfully
public boolean AndroidThunkJava_LocalNotificationDestroyIfExists(int notificationId)
{
if (AndroidThunkJava_LocalNotificationExists(notificationId))
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
{
LocalNotificationRemoveID(this, notificationId);
LocalNotificationRemoveDetails(this, notificationId);
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
//Cancel the intent itself as well as from the alarm manager
AlarmManager alarmManager = (AlarmManager)getSystemService(Context.ALARM_SERVICE);
PendingIntent pendingIntent = PendingIntent.getBroadcast(this, notificationId, new Intent(this, LocalNotificationReceiver.class), PendingIntent.FLAG_UPDATE_CURRENT);
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
pendingIntent.cancel();
alarmManager.cancel(pendingIntent);
//Also clear the notification if currently displayed
NotificationManager notificationManager = (NotificationManager)getSystemService(Context.NOTIFICATION_SERVICE);
notificationManager.cancel(notificationId);
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
return true;
}
return false;
}
// List of vendor/product ids
private static final DeviceInfoData[] DeviceInfoList = {
new DeviceInfoData(0x04e8, 0xa000, "Samsung Game Pad EI-GP20"),
new DeviceInfoData(0x0955, 0x7203, "NVIDIA Corporation NVIDIA Controller v01.01"),
new DeviceInfoData(0x0955, 0x7210, "NVIDIA Corporation NVIDIA Controller v01.03"),
new DeviceInfoData(0x1949, 0x0404, "Amazon Fire TV Remote"),
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3228013) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3156770 on 2016/10/10 by Allan.Bentham Fix VULKAN_ENABLE_API_DUMP build on android. Change 3157838 on 2016/10/11 by Allan.Bentham Fix Vulkan API tracing on android. Change 3170713 on 2016/10/21 by Steve.Cano Adding the "Optional Mobile Features BP Library" plugin to explose Blueprint functions for Sound Volume, Battery level, system temperature (only available on android), and Headphones being plugged in #jira UE-30896 #android #ios #ue4 Change 3171064 on 2016/10/21 by Steve.Cano Plugins to provide a common interface and Android implemenation for providing access to GPS / Location data from Blueprints #ue4 #android #jira UE-35917 Change 3171065 on 2016/10/21 by Steve.Cano IOS implementation of LocationServices plugin to provide access to location data in Blueprints #ue4 #ios #jira UE-35917 Change 3181802 on 2016/11/01 by Steve.Cano Fix an issue introduced in CL 3170713 - Adding new config section to RequiredSections list so that we can generate projects successfully. #jira UE-30896 #ios Change 3181807 on 2016/11/01 by Steve.Cano Make sure to clear out references to our eglSurface when we destroy it, else we will try to set our context with an invalid surface. #jira UE-35004 #android #ue4 Change 3184827 on 2016/11/03 by Allan.Bentham Do not HDR32 encode for views without view family. TranslucentAlphaOnly blend mode now works with encoding. #jira UE-37951 Change 3186684 on 2016/11/04 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3188693 on 2016/11/07 by Chris.Babcock Corrections to memory stats for Android #jira WEX-3760 #ue4 #android Change 3191538 on 2016/11/09 by Allan.Bentham Mobile tonemapper can use CVarTonemapperOverride Change 3192575 on 2016/11/09 by Chris.Babcock Support placing UE4Game files in ExternalFilesDir for automatic cleanup on uninstall for distribution packages #jira UEPLAT-1422 #ue4 #android Change 3196231 on 2016/11/13 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3196538 on 2016/11/14 by Jack.Porter Fix issue where lighting would not build for the first editor session of projects defaulting to MobileHDR=false as HardwareTargetingModule didn't set cvars #jira UE-38507 Change 3198068 on 2016/11/15 by Dmitriy.Dyomin Fixed android console command sender to work with ADB version 1.0.36 #jira UE-35171 Change 3200230 on 2016/11/16 by Jack.Porter Remove mosaic resolution limitation on ES3 devices #jira WEX-3119 Change 3201251 on 2016/11/16 by Chris.Babcock Fix Android compile error Change 3203542 on 2016/11/18 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3205598 on 2016/11/21 by Dmitriy.Dyomin Fixed: Missing selection outline in editor ES2 preview #jira UE-6458 Change 3205622 on 2016/11/21 by Dmitriy.Dyomin Fix ES2 build error from CL# 3205598 Change 3207232 on 2016/11/22 by Dmitriy.Dyomin ES2 GLSL generated shader simplifications Change 3208608 on 2016/11/23 by Dmitriy.Dyomin Fixed: Landscape Grasstype warning causes log spam when landscape is streamed in or out #jira UE-38694 Change 3209135 on 2016/11/23 by Alicia.Cano Packaging for iOS fails due to several invalid object type errors #jira UE-38431 #ios Change 3209822 on 2016/11/24 by Jack.Porter IWYU changes for LocationServicesBPLibrary Change 3209824 on 2016/11/24 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3210264 on 2016/11/25 by Jack.Porter Fix unicode compile issue on Korean windows Change 3210268 on 2016/11/25 by Jack.Porter IWYU and unicode fixes to Dev-Mobile Change 3211800 on 2016/11/28 by Allan.Bentham 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. Change 3212621 on 2016/11/28 by Jack.Porter More IWYU fixes. Change 3213080 on 2016/11/29 by Allan.Bentham enable UseSingleSampleShadowFromStationaryLights on mobile. PR #2990: Fixes single sample shadows for mobile. (Contributed by kallehamalainen) Change 3213164 on 2016/11/29 by Jack.Porter Win32 IWYU fix Change 3213932 on 2016/11/29 by Chris.Babcock Fix handling of ETC2 filtering by Google Play Store (if only ETC2, require ES3.0+ but don't use texture filtering in manifest) #jira UE-39120 #ue4 #android Change 3214563 on 2016/11/29 by Dmitriy.Dyomin Disable dynamic buffer discarding on Adreno330 (was casuing 10ms stalls on slate buffers update) Change 3214571 on 2016/11/29 by Dmitriy.Dyomin Custom stencil on Mobile #jira UEMOB-183 Change 3214641 on 2016/11/30 by Dmitriy.Dyomin Disable distance culling when rendering image for world composition #jira UE-37754 Change 3214656 on 2016/11/30 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3218479 on 2016/12/01 by Jack.Porter Fix for Vulkan build error when using AutoSDK Change 3218596 on 2016/12/02 by Dmitriy.Dyomin Fixed: Android split screen multiplayer does not function or render correctly #jira UE-35204 Change 3218874 on 2016/12/02 by Allan.Bentham Fix CSM shadow bug when ES3.1 + mobileHDR == false. Fix inverted culling when rendering shadow depths with mobilehdr == false #jira UE-39111 Change 3220911 on 2016/12/04 by Jack.Porter Fixed landscape duplicated GUID detection and crash when one of the landscapes is in a hidden streaming level Change 3220935 on 2016/12/04 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3222831 on 2016/12/05 by Dmitriy.Dyomin Added support for MGD and Andreno profilers #jira UEMOB-184 Change 3222843 on 2016/12/05 by Jack.Porter Fixed bug caused by CL 3196538 causing r.MobileHDR to toggle and crash when opening render settings #jira UE-38507 Change 3222934 on 2016/12/06 by Jack.Porter Android graphics debugger text changes Change 3223042 on 2016/12/06 by Dmitriy.Dyomin Fixed: missing GPU particles in LDR mode on device #jira UE-39363 Change 3223043 on 2016/12/06 by Jack.Porter Fixed logspam warnings from TcpMessaging launching on Android #jira UE-37895 Change 3223046 on 2016/12/06 by Allan.Bentham Move ES3.1 preview mode out of experimental. Add per device quality level preview to ES3.1 preview sub menu when project settings allow. #jira UEMOB-178 Change 3223113 on 2016/12/06 by Allan.Bentham changed MOBILE_EMULATION define for METAL_PROFILE on mac. fixes issues with editor primitive rendering with ES3.1 feature level preview. added -featureleveles2/31 commandline support to metalrhi. Change 3223117 on 2016/12/06 by Allan.Bentham Initialise FPrimitiveSceneInfo::CachedReflectionCaptureProxies Change 3223131 on 2016/12/06 by Allan.Bentham Fix translucency rendering when mobilehdr == false. (Disable mod shadows when mobilehdr == false.) #jira UE-38343 Change 3223162 on 2016/12/06 by Jack.Porter Disallow Absolute World Position with "excluding shader offset" on ES2 #jra UE-25555 Change 3223204 on 2016/12/06 by Jack.Porter Fix for unable to save levels when landscape components with tessellation moved to another level #jira UE-39372 Change 3223677 on 2016/12/06 by Chris.Babcock Fix tabs Change 3224139 on 2016/12/06 by Chris.Babcock Support modification of build.xml and add post import additions to GameActivity #jira UE-31372 #PR #2440 #ue4 #android Change 3224152 on 2016/12/06 by Chris.Babcock Add support for MadCatz C.T.R.L.R Android controller models #ue4 #android Change 3224162 on 2016/12/06 by Chris.Babcock Driver bug fix and using separate context for MediaPlayer14 (contributed by BrianHarris) #jira UE-35825 #PR #2787 #ue4 #android Change 3224581 on 2016/12/07 by Dmitriy.Dyomin Fixed black screen regression on iOS OpenGL Also now reporting shader compiler errors in iOS Change 3224589 on 2016/12/07 by Allan.Bentham Increase mobile renderer's maximum CSM cascade limit to 4 and introduce max shadow cascade cvar for mobile which defaults to 2 retaining existing behaviour. #jira UEMOB-187 Change 3224774 on 2016/12/07 by Jack.Porter Added flags for mobile shader permutation reduction Renamed mobile lighting policies to better describe them Set flags to remove policies not used by SunTemple - saves 22MB package size on Android #jira: UEMOB-179 Change 3224782 on 2016/12/07 by Allan.Bentham Add project option to set maximum supported CSM cascades to mobile renderer. #jira UEMOB-187 Change 3224943 on 2016/12/07 by Dmitriy.Dyomin Metal iOS will use sRGB textures #jira UEMOB-189 Change 3225098 on 2016/12/07 by Dmitriy.Dyomin fix for compile error from 3224943 Change 3225188 on 2016/12/07 by Chris.Babcock Fix #includes in deferred Android OpenGL #jira UE-39440 #ue4 #android Change 3226402 on 2016/12/07 by Dmitriy.Dyomin Fixed: wrong condition for r8 srgb on mac #jira UE-39471 Change 3226485 on 2016/12/08 by Dmitriy.Dyomin Fixed: Rendering Artifacts and invisible objects in Fortnite regression from nobile custom stencil changes #jira UE-39452, UE-39455 Change 3226637 on 2016/12/08 by Dmitriy.Dyomin Fixed: Odin Ensure Texture passed to ClearDepthStencil is not what is currently set as RenderTarget #jira UE-39482 Change 3226922 on 2016/12/08 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3227353 on 2016/12/08 by Chris.Babcock Remove CopyVisualizers batch call again Change 3228013 on 2016/12/08 By Chris.Babcock Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) [CL 3228374 by Jack Porter in Main branch]
2016-12-08 22:53:00 -05:00
new DeviceInfoData(0x1949, 0x0406, "Amazon Fire Game Controller"),
new DeviceInfoData(0x0738, 0x5263, "Mad Catz C.T.R.L.R (Smart)"),
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
new DeviceInfoData(0x0738, 0x5266, "Mad Catz C.T.R.L.R"),
new DeviceInfoData(0x045e, 0x028e, "Xbox Wired Controller"),
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
new DeviceInfoData(0x045e, 0x02e0, "Xbox Wireless Controller"),
new DeviceInfoData(0x0111, 0x1419, "SteelSeries Stratus XL"),
new DeviceInfoData(0x054c, 0x05c4, "PS4 Wireless Controller"),
new DeviceInfoData(0x054c, 0x09cc, "PS4 Wireless Controller (v2)"),
new DeviceInfoData(0x05ac, 0x056a, "glap QXPGP001"),
new DeviceInfoData(0x0483, 0x5750, "STMicroelectronics Lenovo GamePad"),
new DeviceInfoData(0x1532, 0x0705, "Razer Razer Claire T1 Wired")
};
public class InputDeviceInfo {
public int deviceId;
public int vendorId;
public int productId;
public int controllerId;
public String name;
public String descriptor;
InputDeviceInfo(int did, int vid, int pid, int cid, String inName, String inDescriptor)
{
deviceId = did;
vendorId = vid;
productId = pid;
controllerId = cid;
name = inName;
descriptor = inDescriptor;
}
}
public InputDeviceInfo AndroidThunkJava_GetInputDeviceInfo(int deviceId)
{
int[] deviceIds = InputDevice.getDeviceIds();
for (int deviceIndex=0; deviceIndex < deviceIds.length; deviceIndex++)
{
InputDevice inputDevice = InputDevice.getDevice(deviceIds[deviceIndex]);
if (inputDevice != null && inputDevice.getId() == deviceId)
{
int vendorId = 0;
int productId = 0;
int controllerNumber = 0;
// requires 4.1 (Jellybean)
String descriptor = ANDROID_BUILD_VERSION >= 16 ? inputDevice.getDescriptor() : Integer.toString(deviceId);
// supported on 4.4 (KitKat) onward
if (ANDROID_BUILD_VERSION >= 19)
{
vendorId = inputDevice.getVendorId();
productId = inputDevice.getProductId();
controllerNumber = inputDevice.getControllerNumber();
// note: inputDevice.getName may not return a proper name so check vendor and product id first
for (DeviceInfoData deviceInfo : DeviceInfoList)
{
if (deviceInfo.IsMatch(vendorId, productId))
{
return new InputDeviceInfo(deviceId, vendorId, productId, controllerNumber, deviceInfo.name, descriptor);
}
}
}
// use device name as fallback (may be generic like "Bluetooth HID" so not always useful)
return new InputDeviceInfo(deviceId, vendorId, productId, controllerNumber, inputDevice.getName(), descriptor);
}
}
return new InputDeviceInfo(deviceId, 0, 0, -1, "Unknown", "Unknown");
}
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2719147 on 2015/10/07 by Mark.Satterthwaite Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track. Change 2719182 on 2015/10/07 by Mark.Satterthwaite Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient. Change 2719185 on 2015/10/07 by Mark.Satterthwaite Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw. Change 2719434 on 2015/10/07 by Mark.Satterthwaite Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server. Change 2724764 on 2015/10/12 by Josh.Adams [Initial AppleTV support] Merging //depot/YakBranch/... to //UE4/Dev-Platform/... Change 2726266 on 2015/10/13 by Lee.Clark PS4 - Calc reserve size required for DMA copy when using unsafe command buffers Change 2726401 on 2015/10/13 by Mark.Satterthwaite Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected. #jira UE-15228 Change 2726421 on 2015/10/13 by Lee.Clark PS4 - Don't try to clear invalid targets Change 2727040 on 2015/10/13 by Michael.Trepka Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72 Change 2729783 on 2015/10/15 by Keith.Judge Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty. Change 2729847 on 2015/10/15 by Mark.Satterthwaite Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff. #jira UE-21992 Change 2729865 on 2015/10/15 by Keith.Judge Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition. Change 2729897 on 2015/10/15 by Keith.Judge Fast Semantics - Make sure all GetData() calls are made safe with GPU fences. Change 2729972 on 2015/10/15 by Keith.Judge Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly. This should be marginally quicker as it stops a double call to ClearState(). Change 2731503 on 2015/10/16 by Keith.Judge Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict). Change 2731596 on 2015/10/16 by Keith.Judge Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step. Change 2731928 on 2015/10/16 by Michael.Trepka PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl) Change 2731934 on 2015/10/16 by Michael.Trepka PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura) Change 2732018 on 2015/10/16 by Mark.Satterthwaite Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached. - The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders. - Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this. - Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL. Change 2732365 on 2015/10/16 by Josh.Adams - Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On) Change 2733170 on 2015/10/18 by Terence.Burns Fix for Android IAP query not returning entire inventory. Change 2733174 on 2015/10/18 by Terence.Burns Fix Movie player issue where wait for movie to finish isnt being respected. Seems a stray bUserCanceled event flag was causing this not to be observed. Added some verbose logging to apple movie player. Change 2733488 on 2015/10/19 by Mark.Satterthwaite Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information. - Fixed a bug that would cause invalid shader membership and draw state information to be logged. - Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too. Change 2735226 on 2015/10/20 by Mark.Satterthwaite Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently. #jira UE-21214 #jira UE-19913 Change 2736722 on 2015/10/21 by Daniel.Lamb Improved performance of cooking stats system. Change 2737172 on 2015/10/21 by Daniel.Lamb Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00
public void AndroidThunkJava_UseSurfaceViewWorkaround()
{
// We only need apply a change to the SurfaceHolder on the first call
// Once bUseSurfaceView is true, it is never changed back
if(bUseSurfaceView)
{
return;
}
bUseSurfaceView = true;
Log.debug("[JAVA] Using SurfaceView sizing workaround for this device");
if(DesiredHolderWidth > 0 &&
DesiredHolderHeight > 0 &&
MySurfaceView != null)
{
_activity.runOnUiThread(new Runnable()
{
@Override
public void run()
{
MySurfaceView.getHolder().setFixedSize(DesiredHolderWidth, DesiredHolderHeight);
}
});
}
}
public boolean AndroidThunkJava_IsAllowedRemoteNotifications()
{
boolean bPluginEnabled = false;
//$${gameActivityAllowedRemoteNotificationsAdditions}$$
return bPluginEnabled && NotificationManagerCompat.from(getApplicationContext()).areNotificationsEnabled();
}
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2719147 on 2015/10/07 by Mark.Satterthwaite Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track. Change 2719182 on 2015/10/07 by Mark.Satterthwaite Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient. Change 2719185 on 2015/10/07 by Mark.Satterthwaite Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw. Change 2719434 on 2015/10/07 by Mark.Satterthwaite Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server. Change 2724764 on 2015/10/12 by Josh.Adams [Initial AppleTV support] Merging //depot/YakBranch/... to //UE4/Dev-Platform/... Change 2726266 on 2015/10/13 by Lee.Clark PS4 - Calc reserve size required for DMA copy when using unsafe command buffers Change 2726401 on 2015/10/13 by Mark.Satterthwaite Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected. #jira UE-15228 Change 2726421 on 2015/10/13 by Lee.Clark PS4 - Don't try to clear invalid targets Change 2727040 on 2015/10/13 by Michael.Trepka Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72 Change 2729783 on 2015/10/15 by Keith.Judge Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty. Change 2729847 on 2015/10/15 by Mark.Satterthwaite Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff. #jira UE-21992 Change 2729865 on 2015/10/15 by Keith.Judge Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition. Change 2729897 on 2015/10/15 by Keith.Judge Fast Semantics - Make sure all GetData() calls are made safe with GPU fences. Change 2729972 on 2015/10/15 by Keith.Judge Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly. This should be marginally quicker as it stops a double call to ClearState(). Change 2731503 on 2015/10/16 by Keith.Judge Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict). Change 2731596 on 2015/10/16 by Keith.Judge Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step. Change 2731928 on 2015/10/16 by Michael.Trepka PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl) Change 2731934 on 2015/10/16 by Michael.Trepka PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura) Change 2732018 on 2015/10/16 by Mark.Satterthwaite Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached. - The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders. - Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this. - Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL. Change 2732365 on 2015/10/16 by Josh.Adams - Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On) Change 2733170 on 2015/10/18 by Terence.Burns Fix for Android IAP query not returning entire inventory. Change 2733174 on 2015/10/18 by Terence.Burns Fix Movie player issue where wait for movie to finish isnt being respected. Seems a stray bUserCanceled event flag was causing this not to be observed. Added some verbose logging to apple movie player. Change 2733488 on 2015/10/19 by Mark.Satterthwaite Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information. - Fixed a bug that would cause invalid shader membership and draw state information to be logged. - Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too. Change 2735226 on 2015/10/20 by Mark.Satterthwaite Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently. #jira UE-21214 #jira UE-19913 Change 2736722 on 2015/10/21 by Daniel.Lamb Improved performance of cooking stats system. Change 2737172 on 2015/10/21 by Daniel.Lamb Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00
public void AndroidThunkJava_SetDesiredViewSize(int width, int height)
{
if (width == DesiredHolderWidth && height == DesiredHolderHeight)
{
return;
}
Log.debug("[JAVA] - SetDesiredViewSize width=" + width + " and height=" + height);
DesiredHolderWidth = width;
DesiredHolderHeight = height;
if(bUseSurfaceView && MySurfaceView != null)
{
_activity.runOnUiThread(new Runnable()
{
@Override
public void run()
{
MySurfaceView.getHolder().setFixedSize(DesiredHolderWidth, DesiredHolderHeight);
}
});
}
}
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3116515) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3065209 on 2016/07/26 by Steve.Cano Add Android Texture Format used for packaging/cooking to the Manifest File #ue4 #android #jira UE-33645 Change 3068915 on 2016/07/28 by Steve.Cano Add an additional Texture Compression support line in the manifest for DXT #ue4 #android #jira UE-33645 Change 3075911 on 2016/08/03 by Steve.Cano Make the "Running {ProjectName} on {Device}" toast stay up when launching a game to an Android device until we've finished running it, as it does on other platforms. This logic already existed but only ran if the "Prebuilt" flag was passed in, however we want this to always run now. Re-writing to run through waiting on each process to finish for each device launched on #jira UE-3122 #ue4 #android Change 3080981 on 2016/08/08 by Steve.Cano Clear any input before removing the TouchInterface from the screen to prevent infinite input after it is cleared #jira UE-33956 #ue4 #platform Change 3092587 on 2016/08/17 by Steve.Cano Adding "IsGamepadAttached" functionality to Android Application #jira UE-33264 #ue4 #android Change 3095840 on 2016/08/21 by Dmitriy.Dyomin Fixed: Particle Cutout Crashes On Certain Devices (Samsung Galaxy Note 2) Happens only with non-instanced path #jira UE-34604 Change 3095855 on 2016/08/22 by Dmitriy.Dyomin Allow UWorldComposition::GetTilesList to be used in runtime code Licensee request https://udn.unrealengine.com/questions/307586/world-compositions-world-dimensions.html Change 3096093 on 2016/08/22 by Allan.Bentham Allow Vulkan api logging on android Change 3096361 on 2016/08/22 by Steve.Cano Github 2663 pull - Pass any extras used to launch SplashActivity down to GameActivity (Contributed by sangpan) #jira UE-34050 #github #2663 #ue4 #android Change 3097412 on 2016/08/23 by Dmitriy.Dyomin Using BulkSerialize for cooked collision data to speed up serialization Change 3098957 on 2016/08/23 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3099058 on 2016/08/24 by Jack.Porter Check EXT_debug_label and EXT_debug_marker functions were found before calling as a few devices to not implement these extensions #UE-35087 Change 3099131 on 2016/08/24 by Dmitriy.Dyomin Fixed: HDR compressed texture become black in some mali devices Use sized internal format for half-float textures on ES3 devices, as ES3 spec expects it #jira UE-35018 Change 3099150 on 2016/08/24 by Dmitriy.Dyomin Enable HALF_FLOAT and UNSIGNED_INT_2_10_10_10_REV vertex formats on ES3+ devices, spec req Change 3102252 on 2016/08/26 by Dmitriy.Dyomin Prevent view uniform buffer crash on ES2 devices that do not support 3D textures Change 3102258 on 2016/08/26 by Dmitriy.Dyomin Enabled refraction on iPadMini4 #jira UE-35079 Change 3102651 on 2016/08/26 by Dmitriy.Dyomin Fixed: instanced static mesh world normals Also removed unnecessary instance matrix transposing #jira UE-35075 Change 3109397 on 2016/09/01 by Jack.Porter Fix problem with Android sessions not appearing in Session Frontend #jira UE-35261 Change 3109490 on 2016/09/01 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3111628 on 2016/09/02 by Jack.Porter Landscape wireframe LOD visualization with tessellation Change 3112809 on 2016/09/02 by Chris.Babcock Update cached length when file is written to on Android #jira UE-35558 #ue4 #android Change 3113245 on 2016/09/04 by Dmitriy.Dyomin Fixed: Subway Sequencer plays only a black screen when packaged for ESDSR (3.1+AEP) #jira UE-34291 Change 3113249 on 2016/09/04 by Dmitriy.Dyomin Replicated fix from 4.13: GPU particles no longer work on iOS or TVOS Metal devices #jira UE-34782 Change 3113513 on 2016/09/05 by Allan.Bentham Add vulkan version parameter to android device profile selector's source inputs . reinstate Vulkan Disable cvar functionality. Added mali no vulkan device profile. Change 3113519 on 2016/09/05 by Allan.Bentham Remove temp 4.13 hack to avoid public header changes. Change 3113535 on 2016/09/05 by Allan.Bentham Decode 32 bit HDR formats when using scene captures. #jira UE-25444 Change 3113813 on 2016/09/06 by Dmitriy.Dyomin Resend to server sub-levels visibility state right after world actors are initialized. During seamless travel client loads always-loaded sub-levels before world actors are initialized and ServerUpdateLevelVisibility calls in UWorld::AddToWorld are skipped. Change 3113870 on 2016/09/06 by Jack.Porter Fix issue with ES2 Feature Level preview and Mobile Preview PIE not limiting materials to 8 textures #jira UE-35591 Change 3115031 on 2016/09/06 by Chris.Babcock Add Vulkan version code not moved over from 4.13.1 #jira UE-35642 #ue4 #android Change 3115496 on 2016/09/07 by Dmitriy.Dyomin Use the same DDC key for source reflection data and encoded data. Fixes broken reflections on mobile #jira UE-35647 [CL 3116720 by Chris Babcock in Main branch]
2016-09-07 17:04:11 -04:00
public boolean AndroidThunkJava_IsGamepadAttached()
{
int[] deviceIds = InputDevice.getDeviceIds();
for (int deviceIndex=0; deviceIndex < deviceIds.length; deviceIndex++)
{
InputDevice inputDevice = InputDevice.getDevice(deviceIds[deviceIndex]);
// is it a joystick, dpad, or gamepad?
if (((inputDevice.getSources() & InputDevice.SOURCE_GAMEPAD) == InputDevice.SOURCE_GAMEPAD)
|| ((inputDevice.getSources() & InputDevice.SOURCE_JOYSTICK) == InputDevice.SOURCE_JOYSTICK))
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3116515) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3065209 on 2016/07/26 by Steve.Cano Add Android Texture Format used for packaging/cooking to the Manifest File #ue4 #android #jira UE-33645 Change 3068915 on 2016/07/28 by Steve.Cano Add an additional Texture Compression support line in the manifest for DXT #ue4 #android #jira UE-33645 Change 3075911 on 2016/08/03 by Steve.Cano Make the "Running {ProjectName} on {Device}" toast stay up when launching a game to an Android device until we've finished running it, as it does on other platforms. This logic already existed but only ran if the "Prebuilt" flag was passed in, however we want this to always run now. Re-writing to run through waiting on each process to finish for each device launched on #jira UE-3122 #ue4 #android Change 3080981 on 2016/08/08 by Steve.Cano Clear any input before removing the TouchInterface from the screen to prevent infinite input after it is cleared #jira UE-33956 #ue4 #platform Change 3092587 on 2016/08/17 by Steve.Cano Adding "IsGamepadAttached" functionality to Android Application #jira UE-33264 #ue4 #android Change 3095840 on 2016/08/21 by Dmitriy.Dyomin Fixed: Particle Cutout Crashes On Certain Devices (Samsung Galaxy Note 2) Happens only with non-instanced path #jira UE-34604 Change 3095855 on 2016/08/22 by Dmitriy.Dyomin Allow UWorldComposition::GetTilesList to be used in runtime code Licensee request https://udn.unrealengine.com/questions/307586/world-compositions-world-dimensions.html Change 3096093 on 2016/08/22 by Allan.Bentham Allow Vulkan api logging on android Change 3096361 on 2016/08/22 by Steve.Cano Github 2663 pull - Pass any extras used to launch SplashActivity down to GameActivity (Contributed by sangpan) #jira UE-34050 #github #2663 #ue4 #android Change 3097412 on 2016/08/23 by Dmitriy.Dyomin Using BulkSerialize for cooked collision data to speed up serialization Change 3098957 on 2016/08/23 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3099058 on 2016/08/24 by Jack.Porter Check EXT_debug_label and EXT_debug_marker functions were found before calling as a few devices to not implement these extensions #UE-35087 Change 3099131 on 2016/08/24 by Dmitriy.Dyomin Fixed: HDR compressed texture become black in some mali devices Use sized internal format for half-float textures on ES3 devices, as ES3 spec expects it #jira UE-35018 Change 3099150 on 2016/08/24 by Dmitriy.Dyomin Enable HALF_FLOAT and UNSIGNED_INT_2_10_10_10_REV vertex formats on ES3+ devices, spec req Change 3102252 on 2016/08/26 by Dmitriy.Dyomin Prevent view uniform buffer crash on ES2 devices that do not support 3D textures Change 3102258 on 2016/08/26 by Dmitriy.Dyomin Enabled refraction on iPadMini4 #jira UE-35079 Change 3102651 on 2016/08/26 by Dmitriy.Dyomin Fixed: instanced static mesh world normals Also removed unnecessary instance matrix transposing #jira UE-35075 Change 3109397 on 2016/09/01 by Jack.Porter Fix problem with Android sessions not appearing in Session Frontend #jira UE-35261 Change 3109490 on 2016/09/01 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3111628 on 2016/09/02 by Jack.Porter Landscape wireframe LOD visualization with tessellation Change 3112809 on 2016/09/02 by Chris.Babcock Update cached length when file is written to on Android #jira UE-35558 #ue4 #android Change 3113245 on 2016/09/04 by Dmitriy.Dyomin Fixed: Subway Sequencer plays only a black screen when packaged for ESDSR (3.1+AEP) #jira UE-34291 Change 3113249 on 2016/09/04 by Dmitriy.Dyomin Replicated fix from 4.13: GPU particles no longer work on iOS or TVOS Metal devices #jira UE-34782 Change 3113513 on 2016/09/05 by Allan.Bentham Add vulkan version parameter to android device profile selector's source inputs . reinstate Vulkan Disable cvar functionality. Added mali no vulkan device profile. Change 3113519 on 2016/09/05 by Allan.Bentham Remove temp 4.13 hack to avoid public header changes. Change 3113535 on 2016/09/05 by Allan.Bentham Decode 32 bit HDR formats when using scene captures. #jira UE-25444 Change 3113813 on 2016/09/06 by Dmitriy.Dyomin Resend to server sub-levels visibility state right after world actors are initialized. During seamless travel client loads always-loaded sub-levels before world actors are initialized and ServerUpdateLevelVisibility calls in UWorld::AddToWorld are skipped. Change 3113870 on 2016/09/06 by Jack.Porter Fix issue with ES2 Feature Level preview and Mobile Preview PIE not limiting materials to 8 textures #jira UE-35591 Change 3115031 on 2016/09/06 by Chris.Babcock Add Vulkan version code not moved over from 4.13.1 #jira UE-35642 #ue4 #android Change 3115496 on 2016/09/07 by Dmitriy.Dyomin Use the same DDC key for source reflection data and encoded data. Fixes broken reflections on mobile #jira UE-35647 [CL 3116720 by Chris Babcock in Main branch]
2016-09-07 17:04:11 -04:00
{
return true;
}
}
return false;
}
@SuppressWarnings("deprecation")
@TargetApi(Build.VERSION_CODES.JELLY_BEAN_MR1)
public static boolean isAirplaneModeOn(Context context)
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3155909) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3118534 on 2016/09/08 by Steve.Cano Certain non-looping SFX would not properly fire "Stop" events when the effect was finished, and therefore Sound Mixes that should end at the end of a SFX (such as ducking the BGM volume) were not properly finishing. Fixing the IsSourceFinished call to check the Position of the player to determine if we are actually done playing, which was not working properly before for PCM sounds. #jira UE-35016 #ue4 #android Change 3119125 on 2016/09/09 by Dmitriy.Dyomin Mobile launcher profile wizard: Fixed case where DLC will not be built if user selects non Development build configuration Fixed case where project maps will be empty if UE4 and project located on different drives Change 3122584 on 2016/09/13 by Allan.Bentham Add simple clip plane for planar reflections. #jira UE-32449 Change 3129390 on 2016/09/16 by Chris.Babcock Fixed ES 3.1 detection to also support devices returning ES 3.2 support (eg Note 7) #jira UE-35598 Change 3129867 on 2016/09/18 by Jack.Porter Fixed ES 3.1 detection to also support devices returning ES 3.2 support (eg Note 7) #jira UE-35598 Change 3131961 on 2016/09/20 by Allan.Bentham Fix missing editor widgets and gamma incorrectness when mobileHDR == false. Fix editor widget rendering when hdr encoding is active. #jira UE-34281 Change 3132717 on 2016/09/20 by Chris.Babcock Add $S(ProjectDir) to UPL #jira UE-35483 #ue4 Change 3132940 on 2016/09/20 by Chris.Babcock Corrected case for some include files (contributed by Yukariin) #jira UE-33816 #PR #2636 #ue4 #android Change 3134098 on 2016/09/21 by Allan.Bentham Mobile CSM shadow quality controllable via quality levels. #jira UEMOB-74 Change 3134931 on 2016/09/21 by Chris.Babcock Allow Windows types in vulkan.h #jira UE-36270 #ue4 #vulkan Change 3135380 on 2016/09/21 by Dmitriy.Dyomin Plugin which exposes some of BuildPatchServices functionality to BP. Inteded to be used on mobile platforms for donwloading game content. Right now misses: IOS download directory and iOS WiFi detection #jira UEMOB-157 Change 3136004 on 2016/09/22 by Allan.Bentham Add project option to disable vertex fog on mobile. Vertex fog is now enabled even when mobile HDR is not. #jira UEMOB-148 Change 3137377 on 2016/09/22 by Dmitriy.Dyomin Fix compile error from CL# 3135380 Change 3139571 on 2016/09/26 by Jack.Porter Applied deferred change CL 3101462 to mobile to make planar reflections no longer update GPU particles Change 3139663 on 2016/09/26 by Jack.Porter Include Android shader cache files when packaging Change 3142839 on 2016/09/28 by Dmitriy.Dyomin Added WiFi connection detection on iOS Change 3142845 on 2016/09/28 by Jack.Porter Fixed various issues with TcpMessageTransport discovered when transferring automation testing screenshots from mobile devices - socket not readable or writable is not an error condition if output buffer is full - messages were previously limited to 64kb but screenshots overflowed this - messages over 8kb were not reliably received as the inbound buffer was full so the available bytes was always less than the message length - sending large messages was not reliable due to the output buffer being full Change 3143280 on 2016/09/28 by Jack.Porter Clear out UnbuiltInstanceBoundsList when async building a tree with no instances Change 3143282 on 2016/09/28 by Jack.Porter Fix issue where client functional tests in the current map do not appear on clients running with cooked content. Problem is that the AssetRegistry uses in-memory metadata created on load for currently-loaded assets, but cooked content only has the serialized AssetRegistry and individual assets do not contain any metadata. Change 3143808 on 2016/09/28 by Steve.Cano Assume that the app starts in focus at startup and don't wait for an "APP_EVENT_STATE_WINDOW_GAINED_FOCUS" event to fire, as this event will not come down from SplashActivity since it is not a NativeActivity. If the user then rotates the device in Sensor or FullSensor orientation during SplashActivity and forces an eglSurface recreation, the initial Create will properly execute if we're "in focus". Previously, the create-destroy-create cycle would not properly execute due to the EventManager thinking the app was not yet in focus, and would cause the second create to get a 0x3003 error (EGL_BAD_ALLOC) #jira UE-35004 #ue4 #android Change 3144880 on 2016/09/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3146220 on 2016/09/30 by Dmitriy.Dyomin Adjusted device button style to make it more readable. #jira UE-21881 Change 3146280 on 2016/09/30 by Dmitriy.Dyomin Replaced IBuildManifest::ComputeDownloadSize with a new function Change 3146302 on 2016/09/30 by Allan.Bentham Added more stringent checks for ES3.1 compatibility #jira UE-36241 Change 3146435 on 2016/09/30 by Jack.Porter Prevent landscape grass being duplicated for PIE, causing ensure #jira UE-36531 Change 3147532 on 2016/09/30 by Chris.Babcock Use .sh extension for Android install scripts on Linux #jira UE-36669 #ue4 #android #linux Change 3149851 on 2016/10/04 by Dmitriy.Dyomin Mobile: Added custom depth rendering Mobile: Added support for CustomDepth and SceneDepth in post-process materails Change 3149852 on 2016/10/04 by Dmitriy.Dyomin Fixed comments for SortBasePass console variable Change 3149857 on 2016/10/04 by Jack.Porter Remove dead code in ProceduralFoliageComponentDetails.cpp Change 3149863 on 2016/10/04 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3149896 on 2016/10/04 by Dmitriy.Dyomin Fixed: SkyLight makes level entire green on Android devices #jira UE-34469 Change 3150102 on 2016/10/04 by Jack.Porter Bring Protostar 4.13 fixes back to Dev-Mobile Engine - MaxDescriptorSets = 16384 to prevent crash on Mali - Include texture formats in FRenderTargetLayoutHashableStruct to solve RT aliasing issue - Use ERenderTargetLoadAction::EClear for planar reflection target to work around Adreno issue - Default Adreno to SPIR-V Contents - Disable fog, reduce CSM shadow quality, fix device profiles - Add PSO cache Change 3150113 on 2016/10/04 by Jack.Porter Ensure automation testing screenshots have Alpha=255 (fixes automation screenshots on Mobile) Change 3150231 on 2016/10/04 by Jack.Porter Use a new SessionID GUID each time you use the launcher to launch a session. Change 3150608 on 2016/10/04 by Jack.Porter Changes for automated testing screenshots on Android. - Prevent automation screenshots from changing resolution on platforms with fixed resolution - Set GRHIAdapterInternalDriverVersion for OpenGL and Vulkan - Parse ImgTec/ARM/Qualcomm GRHIVendorId on OpenGL - Added helper to convert GRHIVendorId to string Change 3151318 on 2016/10/04 by Jack.Porter Fixed compile error with AdapterVendor Change 3151366 on 2016/10/04 by Jack.Porter Prevent FTcpMessageTransportConnection deadlock on device disconnect Change 3151397 on 2016/10/05 by Dmitriy.Dyomin More consistent BP categories for Mobile Patching utils Change 3151576 on 2016/10/05 by Dmitriy.Dyomin Added on screen warning for invalid reflection captures, can be seen only in game running with FeatureLevel < SM4 and no valid capture data Change 3151795 on 2016/10/05 by Dmitry.Rekman Linux: update UBT to use a v8 multiarch toolchain. - Also added toolchain build scripts and ct-ng configs. Change 3151966 on 2016/10/05 by Allan.Bentham Add mobile support for inverse opacity to mobile scene captures as well as SCS_SceneColorSceneDepth and SCS_SceneDepth. #jira UEMOB-106 Change 3152664 on 2016/10/05 by Chris.Babcock Merging //UE4/Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3152675 on 2016/10/05 by Will.Fissler Fixed patching so that it searches for pak files as well as pkg files. #test Patch for QAGame Change 3152728 on 2016/10/05 by Chris.Babcock Update ReflectionCaptureDDCVer (need to resave maps) Change 3152910 on 2016/10/05 by Dmitry.Rekman Linux: Fix toolchain for non-AutoSDKs (github) case (UE-36899). Change 3152966 on 2016/10/05 by Dmitry.Rekman Linux: Fix test for the installed SDK (UE-36899). Change 3153004 on 2016/10/05 by Dmitry.Rekman Linux: fix CIS (UT server case-sens errors). Change 3153694 on 2016/10/06 by Jack.Porter Rollback ReflectionCaptureDDCVer change as bug intended to fix UE-36919 does not repro Change 3154766 on 2016/10/07 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3154833 on 2016/10/07 by Jack.Porter Fix merge error of MobileShadingRenderer.cpp Change 3154848 on 2016/10/07 by Allan.Bentham Fix mobile scene capture's clear code Change 3154875 on 2016/10/07 by Allan.Bentham fix vk build issues Change 3154941 on 2016/10/07 by Allan.Bentham Fix gearvr build fail Change 3154950 on 2016/10/07 by Allan.Bentham Fix shadowed local variable vk build warning on android. Change 3155909 on 2016/10/07 by Ben.Marsh UBT: Attempt to work around C1076 error ("internal heap limit reached: use /Zm to specify a higher limit"), encountered when building with XGE. Specify the AutoReserveMemory attribute on XGE tool tasks that manipulate precompiled headers. [CL 3155988 by Chris Babcock in Main branch]
2016-10-07 23:11:00 -04:00
{
if (Build.VERSION.SDK_INT < Build.VERSION_CODES.JELLY_BEAN_MR1)
{
return Settings.System.getInt(context.getContentResolver(), Settings.System.AIRPLANE_MODE_ON, 0) != 0;
}
return Settings.Global.getInt(context.getContentResolver(), Settings.Global.AIRPLANE_MODE_ON, 0) != 0;
}
public String getConnectionType()
{
boolean bAirplaneMode = isAirplaneModeOn(getApplicationContext());
ConnectivityManager cm = (ConnectivityManager)getSystemService(Context.CONNECTIVITY_SERVICE);
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3155909) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3118534 on 2016/09/08 by Steve.Cano Certain non-looping SFX would not properly fire "Stop" events when the effect was finished, and therefore Sound Mixes that should end at the end of a SFX (such as ducking the BGM volume) were not properly finishing. Fixing the IsSourceFinished call to check the Position of the player to determine if we are actually done playing, which was not working properly before for PCM sounds. #jira UE-35016 #ue4 #android Change 3119125 on 2016/09/09 by Dmitriy.Dyomin Mobile launcher profile wizard: Fixed case where DLC will not be built if user selects non Development build configuration Fixed case where project maps will be empty if UE4 and project located on different drives Change 3122584 on 2016/09/13 by Allan.Bentham Add simple clip plane for planar reflections. #jira UE-32449 Change 3129390 on 2016/09/16 by Chris.Babcock Fixed ES 3.1 detection to also support devices returning ES 3.2 support (eg Note 7) #jira UE-35598 Change 3129867 on 2016/09/18 by Jack.Porter Fixed ES 3.1 detection to also support devices returning ES 3.2 support (eg Note 7) #jira UE-35598 Change 3131961 on 2016/09/20 by Allan.Bentham Fix missing editor widgets and gamma incorrectness when mobileHDR == false. Fix editor widget rendering when hdr encoding is active. #jira UE-34281 Change 3132717 on 2016/09/20 by Chris.Babcock Add $S(ProjectDir) to UPL #jira UE-35483 #ue4 Change 3132940 on 2016/09/20 by Chris.Babcock Corrected case for some include files (contributed by Yukariin) #jira UE-33816 #PR #2636 #ue4 #android Change 3134098 on 2016/09/21 by Allan.Bentham Mobile CSM shadow quality controllable via quality levels. #jira UEMOB-74 Change 3134931 on 2016/09/21 by Chris.Babcock Allow Windows types in vulkan.h #jira UE-36270 #ue4 #vulkan Change 3135380 on 2016/09/21 by Dmitriy.Dyomin Plugin which exposes some of BuildPatchServices functionality to BP. Inteded to be used on mobile platforms for donwloading game content. Right now misses: IOS download directory and iOS WiFi detection #jira UEMOB-157 Change 3136004 on 2016/09/22 by Allan.Bentham Add project option to disable vertex fog on mobile. Vertex fog is now enabled even when mobile HDR is not. #jira UEMOB-148 Change 3137377 on 2016/09/22 by Dmitriy.Dyomin Fix compile error from CL# 3135380 Change 3139571 on 2016/09/26 by Jack.Porter Applied deferred change CL 3101462 to mobile to make planar reflections no longer update GPU particles Change 3139663 on 2016/09/26 by Jack.Porter Include Android shader cache files when packaging Change 3142839 on 2016/09/28 by Dmitriy.Dyomin Added WiFi connection detection on iOS Change 3142845 on 2016/09/28 by Jack.Porter Fixed various issues with TcpMessageTransport discovered when transferring automation testing screenshots from mobile devices - socket not readable or writable is not an error condition if output buffer is full - messages were previously limited to 64kb but screenshots overflowed this - messages over 8kb were not reliably received as the inbound buffer was full so the available bytes was always less than the message length - sending large messages was not reliable due to the output buffer being full Change 3143280 on 2016/09/28 by Jack.Porter Clear out UnbuiltInstanceBoundsList when async building a tree with no instances Change 3143282 on 2016/09/28 by Jack.Porter Fix issue where client functional tests in the current map do not appear on clients running with cooked content. Problem is that the AssetRegistry uses in-memory metadata created on load for currently-loaded assets, but cooked content only has the serialized AssetRegistry and individual assets do not contain any metadata. Change 3143808 on 2016/09/28 by Steve.Cano Assume that the app starts in focus at startup and don't wait for an "APP_EVENT_STATE_WINDOW_GAINED_FOCUS" event to fire, as this event will not come down from SplashActivity since it is not a NativeActivity. If the user then rotates the device in Sensor or FullSensor orientation during SplashActivity and forces an eglSurface recreation, the initial Create will properly execute if we're "in focus". Previously, the create-destroy-create cycle would not properly execute due to the EventManager thinking the app was not yet in focus, and would cause the second create to get a 0x3003 error (EGL_BAD_ALLOC) #jira UE-35004 #ue4 #android Change 3144880 on 2016/09/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3146220 on 2016/09/30 by Dmitriy.Dyomin Adjusted device button style to make it more readable. #jira UE-21881 Change 3146280 on 2016/09/30 by Dmitriy.Dyomin Replaced IBuildManifest::ComputeDownloadSize with a new function Change 3146302 on 2016/09/30 by Allan.Bentham Added more stringent checks for ES3.1 compatibility #jira UE-36241 Change 3146435 on 2016/09/30 by Jack.Porter Prevent landscape grass being duplicated for PIE, causing ensure #jira UE-36531 Change 3147532 on 2016/09/30 by Chris.Babcock Use .sh extension for Android install scripts on Linux #jira UE-36669 #ue4 #android #linux Change 3149851 on 2016/10/04 by Dmitriy.Dyomin Mobile: Added custom depth rendering Mobile: Added support for CustomDepth and SceneDepth in post-process materails Change 3149852 on 2016/10/04 by Dmitriy.Dyomin Fixed comments for SortBasePass console variable Change 3149857 on 2016/10/04 by Jack.Porter Remove dead code in ProceduralFoliageComponentDetails.cpp Change 3149863 on 2016/10/04 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3149896 on 2016/10/04 by Dmitriy.Dyomin Fixed: SkyLight makes level entire green on Android devices #jira UE-34469 Change 3150102 on 2016/10/04 by Jack.Porter Bring Protostar 4.13 fixes back to Dev-Mobile Engine - MaxDescriptorSets = 16384 to prevent crash on Mali - Include texture formats in FRenderTargetLayoutHashableStruct to solve RT aliasing issue - Use ERenderTargetLoadAction::EClear for planar reflection target to work around Adreno issue - Default Adreno to SPIR-V Contents - Disable fog, reduce CSM shadow quality, fix device profiles - Add PSO cache Change 3150113 on 2016/10/04 by Jack.Porter Ensure automation testing screenshots have Alpha=255 (fixes automation screenshots on Mobile) Change 3150231 on 2016/10/04 by Jack.Porter Use a new SessionID GUID each time you use the launcher to launch a session. Change 3150608 on 2016/10/04 by Jack.Porter Changes for automated testing screenshots on Android. - Prevent automation screenshots from changing resolution on platforms with fixed resolution - Set GRHIAdapterInternalDriverVersion for OpenGL and Vulkan - Parse ImgTec/ARM/Qualcomm GRHIVendorId on OpenGL - Added helper to convert GRHIVendorId to string Change 3151318 on 2016/10/04 by Jack.Porter Fixed compile error with AdapterVendor Change 3151366 on 2016/10/04 by Jack.Porter Prevent FTcpMessageTransportConnection deadlock on device disconnect Change 3151397 on 2016/10/05 by Dmitriy.Dyomin More consistent BP categories for Mobile Patching utils Change 3151576 on 2016/10/05 by Dmitriy.Dyomin Added on screen warning for invalid reflection captures, can be seen only in game running with FeatureLevel < SM4 and no valid capture data Change 3151795 on 2016/10/05 by Dmitry.Rekman Linux: update UBT to use a v8 multiarch toolchain. - Also added toolchain build scripts and ct-ng configs. Change 3151966 on 2016/10/05 by Allan.Bentham Add mobile support for inverse opacity to mobile scene captures as well as SCS_SceneColorSceneDepth and SCS_SceneDepth. #jira UEMOB-106 Change 3152664 on 2016/10/05 by Chris.Babcock Merging //UE4/Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3152675 on 2016/10/05 by Will.Fissler Fixed patching so that it searches for pak files as well as pkg files. #test Patch for QAGame Change 3152728 on 2016/10/05 by Chris.Babcock Update ReflectionCaptureDDCVer (need to resave maps) Change 3152910 on 2016/10/05 by Dmitry.Rekman Linux: Fix toolchain for non-AutoSDKs (github) case (UE-36899). Change 3152966 on 2016/10/05 by Dmitry.Rekman Linux: Fix test for the installed SDK (UE-36899). Change 3153004 on 2016/10/05 by Dmitry.Rekman Linux: fix CIS (UT server case-sens errors). Change 3153694 on 2016/10/06 by Jack.Porter Rollback ReflectionCaptureDDCVer change as bug intended to fix UE-36919 does not repro Change 3154766 on 2016/10/07 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3154833 on 2016/10/07 by Jack.Porter Fix merge error of MobileShadingRenderer.cpp Change 3154848 on 2016/10/07 by Allan.Bentham Fix mobile scene capture's clear code Change 3154875 on 2016/10/07 by Allan.Bentham fix vk build issues Change 3154941 on 2016/10/07 by Allan.Bentham Fix gearvr build fail Change 3154950 on 2016/10/07 by Allan.Bentham Fix shadowed local variable vk build warning on android. Change 3155909 on 2016/10/07 by Ben.Marsh UBT: Attempt to work around C1076 error ("internal heap limit reached: use /Zm to specify a higher limit"), encountered when building with XGE. Specify the AutoReserveMemory attribute on XGE tool tasks that manipulate precompiled headers. [CL 3155988 by Chris Babcock in Main branch]
2016-10-07 23:11:00 -04:00
NetworkInfo activeNetwork = cm.getActiveNetworkInfo();
boolean isConnected = (activeNetwork != null && activeNetwork.isAvailable() && activeNetwork.isConnectedOrConnecting());
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3155909) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3118534 on 2016/09/08 by Steve.Cano Certain non-looping SFX would not properly fire "Stop" events when the effect was finished, and therefore Sound Mixes that should end at the end of a SFX (such as ducking the BGM volume) were not properly finishing. Fixing the IsSourceFinished call to check the Position of the player to determine if we are actually done playing, which was not working properly before for PCM sounds. #jira UE-35016 #ue4 #android Change 3119125 on 2016/09/09 by Dmitriy.Dyomin Mobile launcher profile wizard: Fixed case where DLC will not be built if user selects non Development build configuration Fixed case where project maps will be empty if UE4 and project located on different drives Change 3122584 on 2016/09/13 by Allan.Bentham Add simple clip plane for planar reflections. #jira UE-32449 Change 3129390 on 2016/09/16 by Chris.Babcock Fixed ES 3.1 detection to also support devices returning ES 3.2 support (eg Note 7) #jira UE-35598 Change 3129867 on 2016/09/18 by Jack.Porter Fixed ES 3.1 detection to also support devices returning ES 3.2 support (eg Note 7) #jira UE-35598 Change 3131961 on 2016/09/20 by Allan.Bentham Fix missing editor widgets and gamma incorrectness when mobileHDR == false. Fix editor widget rendering when hdr encoding is active. #jira UE-34281 Change 3132717 on 2016/09/20 by Chris.Babcock Add $S(ProjectDir) to UPL #jira UE-35483 #ue4 Change 3132940 on 2016/09/20 by Chris.Babcock Corrected case for some include files (contributed by Yukariin) #jira UE-33816 #PR #2636 #ue4 #android Change 3134098 on 2016/09/21 by Allan.Bentham Mobile CSM shadow quality controllable via quality levels. #jira UEMOB-74 Change 3134931 on 2016/09/21 by Chris.Babcock Allow Windows types in vulkan.h #jira UE-36270 #ue4 #vulkan Change 3135380 on 2016/09/21 by Dmitriy.Dyomin Plugin which exposes some of BuildPatchServices functionality to BP. Inteded to be used on mobile platforms for donwloading game content. Right now misses: IOS download directory and iOS WiFi detection #jira UEMOB-157 Change 3136004 on 2016/09/22 by Allan.Bentham Add project option to disable vertex fog on mobile. Vertex fog is now enabled even when mobile HDR is not. #jira UEMOB-148 Change 3137377 on 2016/09/22 by Dmitriy.Dyomin Fix compile error from CL# 3135380 Change 3139571 on 2016/09/26 by Jack.Porter Applied deferred change CL 3101462 to mobile to make planar reflections no longer update GPU particles Change 3139663 on 2016/09/26 by Jack.Porter Include Android shader cache files when packaging Change 3142839 on 2016/09/28 by Dmitriy.Dyomin Added WiFi connection detection on iOS Change 3142845 on 2016/09/28 by Jack.Porter Fixed various issues with TcpMessageTransport discovered when transferring automation testing screenshots from mobile devices - socket not readable or writable is not an error condition if output buffer is full - messages were previously limited to 64kb but screenshots overflowed this - messages over 8kb were not reliably received as the inbound buffer was full so the available bytes was always less than the message length - sending large messages was not reliable due to the output buffer being full Change 3143280 on 2016/09/28 by Jack.Porter Clear out UnbuiltInstanceBoundsList when async building a tree with no instances Change 3143282 on 2016/09/28 by Jack.Porter Fix issue where client functional tests in the current map do not appear on clients running with cooked content. Problem is that the AssetRegistry uses in-memory metadata created on load for currently-loaded assets, but cooked content only has the serialized AssetRegistry and individual assets do not contain any metadata. Change 3143808 on 2016/09/28 by Steve.Cano Assume that the app starts in focus at startup and don't wait for an "APP_EVENT_STATE_WINDOW_GAINED_FOCUS" event to fire, as this event will not come down from SplashActivity since it is not a NativeActivity. If the user then rotates the device in Sensor or FullSensor orientation during SplashActivity and forces an eglSurface recreation, the initial Create will properly execute if we're "in focus". Previously, the create-destroy-create cycle would not properly execute due to the EventManager thinking the app was not yet in focus, and would cause the second create to get a 0x3003 error (EGL_BAD_ALLOC) #jira UE-35004 #ue4 #android Change 3144880 on 2016/09/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3146220 on 2016/09/30 by Dmitriy.Dyomin Adjusted device button style to make it more readable. #jira UE-21881 Change 3146280 on 2016/09/30 by Dmitriy.Dyomin Replaced IBuildManifest::ComputeDownloadSize with a new function Change 3146302 on 2016/09/30 by Allan.Bentham Added more stringent checks for ES3.1 compatibility #jira UE-36241 Change 3146435 on 2016/09/30 by Jack.Porter Prevent landscape grass being duplicated for PIE, causing ensure #jira UE-36531 Change 3147532 on 2016/09/30 by Chris.Babcock Use .sh extension for Android install scripts on Linux #jira UE-36669 #ue4 #android #linux Change 3149851 on 2016/10/04 by Dmitriy.Dyomin Mobile: Added custom depth rendering Mobile: Added support for CustomDepth and SceneDepth in post-process materails Change 3149852 on 2016/10/04 by Dmitriy.Dyomin Fixed comments for SortBasePass console variable Change 3149857 on 2016/10/04 by Jack.Porter Remove dead code in ProceduralFoliageComponentDetails.cpp Change 3149863 on 2016/10/04 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3149896 on 2016/10/04 by Dmitriy.Dyomin Fixed: SkyLight makes level entire green on Android devices #jira UE-34469 Change 3150102 on 2016/10/04 by Jack.Porter Bring Protostar 4.13 fixes back to Dev-Mobile Engine - MaxDescriptorSets = 16384 to prevent crash on Mali - Include texture formats in FRenderTargetLayoutHashableStruct to solve RT aliasing issue - Use ERenderTargetLoadAction::EClear for planar reflection target to work around Adreno issue - Default Adreno to SPIR-V Contents - Disable fog, reduce CSM shadow quality, fix device profiles - Add PSO cache Change 3150113 on 2016/10/04 by Jack.Porter Ensure automation testing screenshots have Alpha=255 (fixes automation screenshots on Mobile) Change 3150231 on 2016/10/04 by Jack.Porter Use a new SessionID GUID each time you use the launcher to launch a session. Change 3150608 on 2016/10/04 by Jack.Porter Changes for automated testing screenshots on Android. - Prevent automation screenshots from changing resolution on platforms with fixed resolution - Set GRHIAdapterInternalDriverVersion for OpenGL and Vulkan - Parse ImgTec/ARM/Qualcomm GRHIVendorId on OpenGL - Added helper to convert GRHIVendorId to string Change 3151318 on 2016/10/04 by Jack.Porter Fixed compile error with AdapterVendor Change 3151366 on 2016/10/04 by Jack.Porter Prevent FTcpMessageTransportConnection deadlock on device disconnect Change 3151397 on 2016/10/05 by Dmitriy.Dyomin More consistent BP categories for Mobile Patching utils Change 3151576 on 2016/10/05 by Dmitriy.Dyomin Added on screen warning for invalid reflection captures, can be seen only in game running with FeatureLevel < SM4 and no valid capture data Change 3151795 on 2016/10/05 by Dmitry.Rekman Linux: update UBT to use a v8 multiarch toolchain. - Also added toolchain build scripts and ct-ng configs. Change 3151966 on 2016/10/05 by Allan.Bentham Add mobile support for inverse opacity to mobile scene captures as well as SCS_SceneColorSceneDepth and SCS_SceneDepth. #jira UEMOB-106 Change 3152664 on 2016/10/05 by Chris.Babcock Merging //UE4/Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3152675 on 2016/10/05 by Will.Fissler Fixed patching so that it searches for pak files as well as pkg files. #test Patch for QAGame Change 3152728 on 2016/10/05 by Chris.Babcock Update ReflectionCaptureDDCVer (need to resave maps) Change 3152910 on 2016/10/05 by Dmitry.Rekman Linux: Fix toolchain for non-AutoSDKs (github) case (UE-36899). Change 3152966 on 2016/10/05 by Dmitry.Rekman Linux: Fix test for the installed SDK (UE-36899). Change 3153004 on 2016/10/05 by Dmitry.Rekman Linux: fix CIS (UT server case-sens errors). Change 3153694 on 2016/10/06 by Jack.Porter Rollback ReflectionCaptureDDCVer change as bug intended to fix UE-36919 does not repro Change 3154766 on 2016/10/07 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3154833 on 2016/10/07 by Jack.Porter Fix merge error of MobileShadingRenderer.cpp Change 3154848 on 2016/10/07 by Allan.Bentham Fix mobile scene capture's clear code Change 3154875 on 2016/10/07 by Allan.Bentham fix vk build issues Change 3154941 on 2016/10/07 by Allan.Bentham Fix gearvr build fail Change 3154950 on 2016/10/07 by Allan.Bentham Fix shadowed local variable vk build warning on android. Change 3155909 on 2016/10/07 by Ben.Marsh UBT: Attempt to work around C1076 error ("internal heap limit reached: use /Zm to specify a higher limit"), encountered when building with XGE. Specify the AutoReserveMemory attribute on XGE tool tasks that manipulate precompiled headers. [CL 3155988 by Chris Babcock in Main branch]
2016-10-07 23:11:00 -04:00
if (isConnected)
{
int connType = activeNetwork.getType();
switch (connType)
{
case ConnectivityManager.TYPE_WIFI: return "WiFi";
case ConnectivityManager.TYPE_BLUETOOTH: return bAirplaneMode ? "AirplaneMode" : "Bluetooth";
case ConnectivityManager.TYPE_ETHERNET: return "Ethernet";
case ConnectivityManager.TYPE_WIMAX: return bAirplaneMode ? "AirplaneMode" : "WiMAX";
}
return bAirplaneMode ? "AirplaneMode" : "Cell";
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3155909) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3118534 on 2016/09/08 by Steve.Cano Certain non-looping SFX would not properly fire "Stop" events when the effect was finished, and therefore Sound Mixes that should end at the end of a SFX (such as ducking the BGM volume) were not properly finishing. Fixing the IsSourceFinished call to check the Position of the player to determine if we are actually done playing, which was not working properly before for PCM sounds. #jira UE-35016 #ue4 #android Change 3119125 on 2016/09/09 by Dmitriy.Dyomin Mobile launcher profile wizard: Fixed case where DLC will not be built if user selects non Development build configuration Fixed case where project maps will be empty if UE4 and project located on different drives Change 3122584 on 2016/09/13 by Allan.Bentham Add simple clip plane for planar reflections. #jira UE-32449 Change 3129390 on 2016/09/16 by Chris.Babcock Fixed ES 3.1 detection to also support devices returning ES 3.2 support (eg Note 7) #jira UE-35598 Change 3129867 on 2016/09/18 by Jack.Porter Fixed ES 3.1 detection to also support devices returning ES 3.2 support (eg Note 7) #jira UE-35598 Change 3131961 on 2016/09/20 by Allan.Bentham Fix missing editor widgets and gamma incorrectness when mobileHDR == false. Fix editor widget rendering when hdr encoding is active. #jira UE-34281 Change 3132717 on 2016/09/20 by Chris.Babcock Add $S(ProjectDir) to UPL #jira UE-35483 #ue4 Change 3132940 on 2016/09/20 by Chris.Babcock Corrected case for some include files (contributed by Yukariin) #jira UE-33816 #PR #2636 #ue4 #android Change 3134098 on 2016/09/21 by Allan.Bentham Mobile CSM shadow quality controllable via quality levels. #jira UEMOB-74 Change 3134931 on 2016/09/21 by Chris.Babcock Allow Windows types in vulkan.h #jira UE-36270 #ue4 #vulkan Change 3135380 on 2016/09/21 by Dmitriy.Dyomin Plugin which exposes some of BuildPatchServices functionality to BP. Inteded to be used on mobile platforms for donwloading game content. Right now misses: IOS download directory and iOS WiFi detection #jira UEMOB-157 Change 3136004 on 2016/09/22 by Allan.Bentham Add project option to disable vertex fog on mobile. Vertex fog is now enabled even when mobile HDR is not. #jira UEMOB-148 Change 3137377 on 2016/09/22 by Dmitriy.Dyomin Fix compile error from CL# 3135380 Change 3139571 on 2016/09/26 by Jack.Porter Applied deferred change CL 3101462 to mobile to make planar reflections no longer update GPU particles Change 3139663 on 2016/09/26 by Jack.Porter Include Android shader cache files when packaging Change 3142839 on 2016/09/28 by Dmitriy.Dyomin Added WiFi connection detection on iOS Change 3142845 on 2016/09/28 by Jack.Porter Fixed various issues with TcpMessageTransport discovered when transferring automation testing screenshots from mobile devices - socket not readable or writable is not an error condition if output buffer is full - messages were previously limited to 64kb but screenshots overflowed this - messages over 8kb were not reliably received as the inbound buffer was full so the available bytes was always less than the message length - sending large messages was not reliable due to the output buffer being full Change 3143280 on 2016/09/28 by Jack.Porter Clear out UnbuiltInstanceBoundsList when async building a tree with no instances Change 3143282 on 2016/09/28 by Jack.Porter Fix issue where client functional tests in the current map do not appear on clients running with cooked content. Problem is that the AssetRegistry uses in-memory metadata created on load for currently-loaded assets, but cooked content only has the serialized AssetRegistry and individual assets do not contain any metadata. Change 3143808 on 2016/09/28 by Steve.Cano Assume that the app starts in focus at startup and don't wait for an "APP_EVENT_STATE_WINDOW_GAINED_FOCUS" event to fire, as this event will not come down from SplashActivity since it is not a NativeActivity. If the user then rotates the device in Sensor or FullSensor orientation during SplashActivity and forces an eglSurface recreation, the initial Create will properly execute if we're "in focus". Previously, the create-destroy-create cycle would not properly execute due to the EventManager thinking the app was not yet in focus, and would cause the second create to get a 0x3003 error (EGL_BAD_ALLOC) #jira UE-35004 #ue4 #android Change 3144880 on 2016/09/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3146220 on 2016/09/30 by Dmitriy.Dyomin Adjusted device button style to make it more readable. #jira UE-21881 Change 3146280 on 2016/09/30 by Dmitriy.Dyomin Replaced IBuildManifest::ComputeDownloadSize with a new function Change 3146302 on 2016/09/30 by Allan.Bentham Added more stringent checks for ES3.1 compatibility #jira UE-36241 Change 3146435 on 2016/09/30 by Jack.Porter Prevent landscape grass being duplicated for PIE, causing ensure #jira UE-36531 Change 3147532 on 2016/09/30 by Chris.Babcock Use .sh extension for Android install scripts on Linux #jira UE-36669 #ue4 #android #linux Change 3149851 on 2016/10/04 by Dmitriy.Dyomin Mobile: Added custom depth rendering Mobile: Added support for CustomDepth and SceneDepth in post-process materails Change 3149852 on 2016/10/04 by Dmitriy.Dyomin Fixed comments for SortBasePass console variable Change 3149857 on 2016/10/04 by Jack.Porter Remove dead code in ProceduralFoliageComponentDetails.cpp Change 3149863 on 2016/10/04 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3149896 on 2016/10/04 by Dmitriy.Dyomin Fixed: SkyLight makes level entire green on Android devices #jira UE-34469 Change 3150102 on 2016/10/04 by Jack.Porter Bring Protostar 4.13 fixes back to Dev-Mobile Engine - MaxDescriptorSets = 16384 to prevent crash on Mali - Include texture formats in FRenderTargetLayoutHashableStruct to solve RT aliasing issue - Use ERenderTargetLoadAction::EClear for planar reflection target to work around Adreno issue - Default Adreno to SPIR-V Contents - Disable fog, reduce CSM shadow quality, fix device profiles - Add PSO cache Change 3150113 on 2016/10/04 by Jack.Porter Ensure automation testing screenshots have Alpha=255 (fixes automation screenshots on Mobile) Change 3150231 on 2016/10/04 by Jack.Porter Use a new SessionID GUID each time you use the launcher to launch a session. Change 3150608 on 2016/10/04 by Jack.Porter Changes for automated testing screenshots on Android. - Prevent automation screenshots from changing resolution on platforms with fixed resolution - Set GRHIAdapterInternalDriverVersion for OpenGL and Vulkan - Parse ImgTec/ARM/Qualcomm GRHIVendorId on OpenGL - Added helper to convert GRHIVendorId to string Change 3151318 on 2016/10/04 by Jack.Porter Fixed compile error with AdapterVendor Change 3151366 on 2016/10/04 by Jack.Porter Prevent FTcpMessageTransportConnection deadlock on device disconnect Change 3151397 on 2016/10/05 by Dmitriy.Dyomin More consistent BP categories for Mobile Patching utils Change 3151576 on 2016/10/05 by Dmitriy.Dyomin Added on screen warning for invalid reflection captures, can be seen only in game running with FeatureLevel < SM4 and no valid capture data Change 3151795 on 2016/10/05 by Dmitry.Rekman Linux: update UBT to use a v8 multiarch toolchain. - Also added toolchain build scripts and ct-ng configs. Change 3151966 on 2016/10/05 by Allan.Bentham Add mobile support for inverse opacity to mobile scene captures as well as SCS_SceneColorSceneDepth and SCS_SceneDepth. #jira UEMOB-106 Change 3152664 on 2016/10/05 by Chris.Babcock Merging //UE4/Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3152675 on 2016/10/05 by Will.Fissler Fixed patching so that it searches for pak files as well as pkg files. #test Patch for QAGame Change 3152728 on 2016/10/05 by Chris.Babcock Update ReflectionCaptureDDCVer (need to resave maps) Change 3152910 on 2016/10/05 by Dmitry.Rekman Linux: Fix toolchain for non-AutoSDKs (github) case (UE-36899). Change 3152966 on 2016/10/05 by Dmitry.Rekman Linux: Fix test for the installed SDK (UE-36899). Change 3153004 on 2016/10/05 by Dmitry.Rekman Linux: fix CIS (UT server case-sens errors). Change 3153694 on 2016/10/06 by Jack.Porter Rollback ReflectionCaptureDDCVer change as bug intended to fix UE-36919 does not repro Change 3154766 on 2016/10/07 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3154833 on 2016/10/07 by Jack.Porter Fix merge error of MobileShadingRenderer.cpp Change 3154848 on 2016/10/07 by Allan.Bentham Fix mobile scene capture's clear code Change 3154875 on 2016/10/07 by Allan.Bentham fix vk build issues Change 3154941 on 2016/10/07 by Allan.Bentham Fix gearvr build fail Change 3154950 on 2016/10/07 by Allan.Bentham Fix shadowed local variable vk build warning on android. Change 3155909 on 2016/10/07 by Ben.Marsh UBT: Attempt to work around C1076 error ("internal heap limit reached: use /Zm to specify a higher limit"), encountered when building with XGE. Specify the AutoReserveMemory attribute on XGE tool tasks that manipulate precompiled headers. [CL 3155988 by Chris Babcock in Main branch]
2016-10-07 23:11:00 -04:00
}
return bAirplaneMode ? "AirplaneMode" : "None";
}
public int AndroidThunkJava_GetNetworkConnectionType()
{
boolean bAirplaneMode = isAirplaneModeOn(getApplicationContext());
ConnectivityManager cm = (ConnectivityManager)getSystemService(Context.CONNECTIVITY_SERVICE);
NetworkInfo activeNetwork = cm.getActiveNetworkInfo();
boolean isConnected = (activeNetwork != null && activeNetwork.isAvailable() && activeNetwork.isConnectedOrConnecting());
if (isConnected)
{
int connType = activeNetwork.getType();
switch (connType)
{
case ConnectivityManager.TYPE_WIFI: return CONNECTION_TYPE_WIFI;
case ConnectivityManager.TYPE_BLUETOOTH: return bAirplaneMode ? CONNECTION_TYPE_AIRPLANEMODE : CONNECTION_TYPE_BLUETOOTH;
case ConnectivityManager.TYPE_ETHERNET: return CONNECTION_TYPE_ETHERNET;
case ConnectivityManager.TYPE_WIMAX: return bAirplaneMode ? CONNECTION_TYPE_AIRPLANEMODE : CONNECTION_TYPE_WIMAX;
}
return bAirplaneMode ? CONNECTION_TYPE_AIRPLANEMODE : CONNECTION_TYPE_CELL;
}
return bAirplaneMode ? CONNECTION_TYPE_AIRPLANEMODE : CONNECTION_TYPE_NONE;
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3155909) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3118534 on 2016/09/08 by Steve.Cano Certain non-looping SFX would not properly fire "Stop" events when the effect was finished, and therefore Sound Mixes that should end at the end of a SFX (such as ducking the BGM volume) were not properly finishing. Fixing the IsSourceFinished call to check the Position of the player to determine if we are actually done playing, which was not working properly before for PCM sounds. #jira UE-35016 #ue4 #android Change 3119125 on 2016/09/09 by Dmitriy.Dyomin Mobile launcher profile wizard: Fixed case where DLC will not be built if user selects non Development build configuration Fixed case where project maps will be empty if UE4 and project located on different drives Change 3122584 on 2016/09/13 by Allan.Bentham Add simple clip plane for planar reflections. #jira UE-32449 Change 3129390 on 2016/09/16 by Chris.Babcock Fixed ES 3.1 detection to also support devices returning ES 3.2 support (eg Note 7) #jira UE-35598 Change 3129867 on 2016/09/18 by Jack.Porter Fixed ES 3.1 detection to also support devices returning ES 3.2 support (eg Note 7) #jira UE-35598 Change 3131961 on 2016/09/20 by Allan.Bentham Fix missing editor widgets and gamma incorrectness when mobileHDR == false. Fix editor widget rendering when hdr encoding is active. #jira UE-34281 Change 3132717 on 2016/09/20 by Chris.Babcock Add $S(ProjectDir) to UPL #jira UE-35483 #ue4 Change 3132940 on 2016/09/20 by Chris.Babcock Corrected case for some include files (contributed by Yukariin) #jira UE-33816 #PR #2636 #ue4 #android Change 3134098 on 2016/09/21 by Allan.Bentham Mobile CSM shadow quality controllable via quality levels. #jira UEMOB-74 Change 3134931 on 2016/09/21 by Chris.Babcock Allow Windows types in vulkan.h #jira UE-36270 #ue4 #vulkan Change 3135380 on 2016/09/21 by Dmitriy.Dyomin Plugin which exposes some of BuildPatchServices functionality to BP. Inteded to be used on mobile platforms for donwloading game content. Right now misses: IOS download directory and iOS WiFi detection #jira UEMOB-157 Change 3136004 on 2016/09/22 by Allan.Bentham Add project option to disable vertex fog on mobile. Vertex fog is now enabled even when mobile HDR is not. #jira UEMOB-148 Change 3137377 on 2016/09/22 by Dmitriy.Dyomin Fix compile error from CL# 3135380 Change 3139571 on 2016/09/26 by Jack.Porter Applied deferred change CL 3101462 to mobile to make planar reflections no longer update GPU particles Change 3139663 on 2016/09/26 by Jack.Porter Include Android shader cache files when packaging Change 3142839 on 2016/09/28 by Dmitriy.Dyomin Added WiFi connection detection on iOS Change 3142845 on 2016/09/28 by Jack.Porter Fixed various issues with TcpMessageTransport discovered when transferring automation testing screenshots from mobile devices - socket not readable or writable is not an error condition if output buffer is full - messages were previously limited to 64kb but screenshots overflowed this - messages over 8kb were not reliably received as the inbound buffer was full so the available bytes was always less than the message length - sending large messages was not reliable due to the output buffer being full Change 3143280 on 2016/09/28 by Jack.Porter Clear out UnbuiltInstanceBoundsList when async building a tree with no instances Change 3143282 on 2016/09/28 by Jack.Porter Fix issue where client functional tests in the current map do not appear on clients running with cooked content. Problem is that the AssetRegistry uses in-memory metadata created on load for currently-loaded assets, but cooked content only has the serialized AssetRegistry and individual assets do not contain any metadata. Change 3143808 on 2016/09/28 by Steve.Cano Assume that the app starts in focus at startup and don't wait for an "APP_EVENT_STATE_WINDOW_GAINED_FOCUS" event to fire, as this event will not come down from SplashActivity since it is not a NativeActivity. If the user then rotates the device in Sensor or FullSensor orientation during SplashActivity and forces an eglSurface recreation, the initial Create will properly execute if we're "in focus". Previously, the create-destroy-create cycle would not properly execute due to the EventManager thinking the app was not yet in focus, and would cause the second create to get a 0x3003 error (EGL_BAD_ALLOC) #jira UE-35004 #ue4 #android Change 3144880 on 2016/09/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3146220 on 2016/09/30 by Dmitriy.Dyomin Adjusted device button style to make it more readable. #jira UE-21881 Change 3146280 on 2016/09/30 by Dmitriy.Dyomin Replaced IBuildManifest::ComputeDownloadSize with a new function Change 3146302 on 2016/09/30 by Allan.Bentham Added more stringent checks for ES3.1 compatibility #jira UE-36241 Change 3146435 on 2016/09/30 by Jack.Porter Prevent landscape grass being duplicated for PIE, causing ensure #jira UE-36531 Change 3147532 on 2016/09/30 by Chris.Babcock Use .sh extension for Android install scripts on Linux #jira UE-36669 #ue4 #android #linux Change 3149851 on 2016/10/04 by Dmitriy.Dyomin Mobile: Added custom depth rendering Mobile: Added support for CustomDepth and SceneDepth in post-process materails Change 3149852 on 2016/10/04 by Dmitriy.Dyomin Fixed comments for SortBasePass console variable Change 3149857 on 2016/10/04 by Jack.Porter Remove dead code in ProceduralFoliageComponentDetails.cpp Change 3149863 on 2016/10/04 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3149896 on 2016/10/04 by Dmitriy.Dyomin Fixed: SkyLight makes level entire green on Android devices #jira UE-34469 Change 3150102 on 2016/10/04 by Jack.Porter Bring Protostar 4.13 fixes back to Dev-Mobile Engine - MaxDescriptorSets = 16384 to prevent crash on Mali - Include texture formats in FRenderTargetLayoutHashableStruct to solve RT aliasing issue - Use ERenderTargetLoadAction::EClear for planar reflection target to work around Adreno issue - Default Adreno to SPIR-V Contents - Disable fog, reduce CSM shadow quality, fix device profiles - Add PSO cache Change 3150113 on 2016/10/04 by Jack.Porter Ensure automation testing screenshots have Alpha=255 (fixes automation screenshots on Mobile) Change 3150231 on 2016/10/04 by Jack.Porter Use a new SessionID GUID each time you use the launcher to launch a session. Change 3150608 on 2016/10/04 by Jack.Porter Changes for automated testing screenshots on Android. - Prevent automation screenshots from changing resolution on platforms with fixed resolution - Set GRHIAdapterInternalDriverVersion for OpenGL and Vulkan - Parse ImgTec/ARM/Qualcomm GRHIVendorId on OpenGL - Added helper to convert GRHIVendorId to string Change 3151318 on 2016/10/04 by Jack.Porter Fixed compile error with AdapterVendor Change 3151366 on 2016/10/04 by Jack.Porter Prevent FTcpMessageTransportConnection deadlock on device disconnect Change 3151397 on 2016/10/05 by Dmitriy.Dyomin More consistent BP categories for Mobile Patching utils Change 3151576 on 2016/10/05 by Dmitriy.Dyomin Added on screen warning for invalid reflection captures, can be seen only in game running with FeatureLevel < SM4 and no valid capture data Change 3151795 on 2016/10/05 by Dmitry.Rekman Linux: update UBT to use a v8 multiarch toolchain. - Also added toolchain build scripts and ct-ng configs. Change 3151966 on 2016/10/05 by Allan.Bentham Add mobile support for inverse opacity to mobile scene captures as well as SCS_SceneColorSceneDepth and SCS_SceneDepth. #jira UEMOB-106 Change 3152664 on 2016/10/05 by Chris.Babcock Merging //UE4/Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3152675 on 2016/10/05 by Will.Fissler Fixed patching so that it searches for pak files as well as pkg files. #test Patch for QAGame Change 3152728 on 2016/10/05 by Chris.Babcock Update ReflectionCaptureDDCVer (need to resave maps) Change 3152910 on 2016/10/05 by Dmitry.Rekman Linux: Fix toolchain for non-AutoSDKs (github) case (UE-36899). Change 3152966 on 2016/10/05 by Dmitry.Rekman Linux: Fix test for the installed SDK (UE-36899). Change 3153004 on 2016/10/05 by Dmitry.Rekman Linux: fix CIS (UT server case-sens errors). Change 3153694 on 2016/10/06 by Jack.Porter Rollback ReflectionCaptureDDCVer change as bug intended to fix UE-36919 does not repro Change 3154766 on 2016/10/07 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3154833 on 2016/10/07 by Jack.Porter Fix merge error of MobileShadingRenderer.cpp Change 3154848 on 2016/10/07 by Allan.Bentham Fix mobile scene capture's clear code Change 3154875 on 2016/10/07 by Allan.Bentham fix vk build issues Change 3154941 on 2016/10/07 by Allan.Bentham Fix gearvr build fail Change 3154950 on 2016/10/07 by Allan.Bentham Fix shadowed local variable vk build warning on android. Change 3155909 on 2016/10/07 by Ben.Marsh UBT: Attempt to work around C1076 error ("internal heap limit reached: use /Zm to specify a higher limit"), encountered when building with XGE. Specify the AutoReserveMemory attribute on XGE tool tasks that manipulate precompiled headers. [CL 3155988 by Chris Babcock in Main branch]
2016-10-07 23:11:00 -04:00
}
public boolean AndroidThunkJava_HasMetaDataKey(String key)
{
if (_bundle == null || key == null)
{
return false;
}
return _bundle.containsKey(key);
}
public boolean AndroidThunkJava_GetMetaDataBoolean(String key)
{
if (_bundle == null || key == null)
{
return false;
}
return _bundle.getBoolean(key);
}
public int AndroidThunkJava_GetMetaDataInt(String key)
{
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3793423) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3771581 by Chris.Babcock Add proxy support for Android #jira UE-52671 #ue4 #android Change 3771990 by Jack.Porter Fixed a crash when duplicating a landscape level in a cooked build. #jira UE-46550 Change 3772922 by Allan.Bentham Convert half float texture coordinates to float during serialize if HW does not support halfs. #jira UE-52397 Change 3772973 by Allan.Bentham Add GLES3.1 compatibility mode to mobile preview. Use -GLESCompat alongside -featureleveles31 to run windows mobile preview with android ES3.1 shaders. Change 3775585 by Cosmin.Sulea Safe zone rotation iPhoneX #jira UEMOB-52138 Change 3776702 by Peter.Sauerbrei addition of missing default icons #jira UE-52387 Change 3776775 by Peter.Sauerbrei fix for marketing icon size in the project settings #jira UE-52388 Change 3777336 by Peter.Sauerbrei properly call OnOpenURL in the main thread start if the engine hasn't been initialized previously fix courtesy of sangpan #jira UE-51133 Change 3777602 by Dmitriy.Dyomin Fxied: Project fails to package for Android with RenderDoc debugger enabled #jira UE-52758 Change 3778247 by Bogdan.Vasilache UE-50257 --> Skeletal meshes silently fail to render if they have more than 75 bones #jira UE-50257 Change 3778318 by Peter.Sauerbrei copy NSLocalizationfiles from Build/IOS/Resources/Localizations courtesty of alexchicn #jira UE-52317 Change 3778597 by Allan.Bentham Mobile support for CSM shader culling with movable lights. Add 'Support movable light CSM shader culling' option to render settings. (default on) Add new culling mode which tests against only the shadow receiving frustum, saves on CPU searching for shadow casters intersects. (default cull mode.) Add FPrimitiveSceneProxy.bReceiveMobileCSMShadows which now applies to both stationary and movable lights. (default = true) removed FPrimitiveSceneProxy.bReceiveCombinedCSMAndStaticShadowsFromStationaryLights removed 'r.AllReceiveDynamicCSM' cvar Change 3778703 by Allan.Bentham Mobile CSM distance fading. Change 3780805 by Allan.Bentham Attempt to silence CIS static analysis. Change 3781098 by Allan.Bentham Pass per project maximum shadow cascade value to mobile shader compile environment. CSM shaders no longer loop over non-existant cascades. Change 3781155 by Chris.Babcock Fix support for GL_OES_standard_derivatives on Android (contributed by jlc-innerspace) #jira UE-52872 #PR #4267 #ue4 #android Change 3785116 by Peter.Sauerbrei fix for new iOS 11 api being called on iOS 9, 10 #jia UE-52912 Change 3785240 by Chris.Babcock Updated Android SDK license agreement #jira UE-52788 #ue4 #android Change 3786652 by Cosmin.Sulea UE-50381 - Using FMallocProfiler extremely slow resolving symbols on iOS - .udebugsymbols approach #jira UE-50381 Change 3787587 by Chris.Babcock Fix oversized UMG Designed button #jira UE-53014 #ue4 Change 3772888 by Cosmin.Sulea UE-52138 - Add support to UMG safe zone to be off-center for iPhone X #jira UE-52138 [CL 3793429 by Chris Babcock in Main branch]
2017-12-06 19:54:50 -05:00
if (key.equals("ue4.http.proxy.proxyPort"))
{
if (ANDROID_BUILD_VERSION >= 14)
{
String ProxyPort = System.getProperty("http.proxyPort");
return ProxyPort == null ? -1 : Integer.parseInt(ProxyPort);
}
else
{
return android.net.Proxy.getPort(getApplicationContext());
}
}
else
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3116515) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3065209 on 2016/07/26 by Steve.Cano Add Android Texture Format used for packaging/cooking to the Manifest File #ue4 #android #jira UE-33645 Change 3068915 on 2016/07/28 by Steve.Cano Add an additional Texture Compression support line in the manifest for DXT #ue4 #android #jira UE-33645 Change 3075911 on 2016/08/03 by Steve.Cano Make the "Running {ProjectName} on {Device}" toast stay up when launching a game to an Android device until we've finished running it, as it does on other platforms. This logic already existed but only ran if the "Prebuilt" flag was passed in, however we want this to always run now. Re-writing to run through waiting on each process to finish for each device launched on #jira UE-3122 #ue4 #android Change 3080981 on 2016/08/08 by Steve.Cano Clear any input before removing the TouchInterface from the screen to prevent infinite input after it is cleared #jira UE-33956 #ue4 #platform Change 3092587 on 2016/08/17 by Steve.Cano Adding "IsGamepadAttached" functionality to Android Application #jira UE-33264 #ue4 #android Change 3095840 on 2016/08/21 by Dmitriy.Dyomin Fixed: Particle Cutout Crashes On Certain Devices (Samsung Galaxy Note 2) Happens only with non-instanced path #jira UE-34604 Change 3095855 on 2016/08/22 by Dmitriy.Dyomin Allow UWorldComposition::GetTilesList to be used in runtime code Licensee request https://udn.unrealengine.com/questions/307586/world-compositions-world-dimensions.html Change 3096093 on 2016/08/22 by Allan.Bentham Allow Vulkan api logging on android Change 3096361 on 2016/08/22 by Steve.Cano Github 2663 pull - Pass any extras used to launch SplashActivity down to GameActivity (Contributed by sangpan) #jira UE-34050 #github #2663 #ue4 #android Change 3097412 on 2016/08/23 by Dmitriy.Dyomin Using BulkSerialize for cooked collision data to speed up serialization Change 3098957 on 2016/08/23 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3099058 on 2016/08/24 by Jack.Porter Check EXT_debug_label and EXT_debug_marker functions were found before calling as a few devices to not implement these extensions #UE-35087 Change 3099131 on 2016/08/24 by Dmitriy.Dyomin Fixed: HDR compressed texture become black in some mali devices Use sized internal format for half-float textures on ES3 devices, as ES3 spec expects it #jira UE-35018 Change 3099150 on 2016/08/24 by Dmitriy.Dyomin Enable HALF_FLOAT and UNSIGNED_INT_2_10_10_10_REV vertex formats on ES3+ devices, spec req Change 3102252 on 2016/08/26 by Dmitriy.Dyomin Prevent view uniform buffer crash on ES2 devices that do not support 3D textures Change 3102258 on 2016/08/26 by Dmitriy.Dyomin Enabled refraction on iPadMini4 #jira UE-35079 Change 3102651 on 2016/08/26 by Dmitriy.Dyomin Fixed: instanced static mesh world normals Also removed unnecessary instance matrix transposing #jira UE-35075 Change 3109397 on 2016/09/01 by Jack.Porter Fix problem with Android sessions not appearing in Session Frontend #jira UE-35261 Change 3109490 on 2016/09/01 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3111628 on 2016/09/02 by Jack.Porter Landscape wireframe LOD visualization with tessellation Change 3112809 on 2016/09/02 by Chris.Babcock Update cached length when file is written to on Android #jira UE-35558 #ue4 #android Change 3113245 on 2016/09/04 by Dmitriy.Dyomin Fixed: Subway Sequencer plays only a black screen when packaged for ESDSR (3.1+AEP) #jira UE-34291 Change 3113249 on 2016/09/04 by Dmitriy.Dyomin Replicated fix from 4.13: GPU particles no longer work on iOS or TVOS Metal devices #jira UE-34782 Change 3113513 on 2016/09/05 by Allan.Bentham Add vulkan version parameter to android device profile selector's source inputs . reinstate Vulkan Disable cvar functionality. Added mali no vulkan device profile. Change 3113519 on 2016/09/05 by Allan.Bentham Remove temp 4.13 hack to avoid public header changes. Change 3113535 on 2016/09/05 by Allan.Bentham Decode 32 bit HDR formats when using scene captures. #jira UE-25444 Change 3113813 on 2016/09/06 by Dmitriy.Dyomin Resend to server sub-levels visibility state right after world actors are initialized. During seamless travel client loads always-loaded sub-levels before world actors are initialized and ServerUpdateLevelVisibility calls in UWorld::AddToWorld are skipped. Change 3113870 on 2016/09/06 by Jack.Porter Fix issue with ES2 Feature Level preview and Mobile Preview PIE not limiting materials to 8 textures #jira UE-35591 Change 3115031 on 2016/09/06 by Chris.Babcock Add Vulkan version code not moved over from 4.13.1 #jira UE-35642 #ue4 #android Change 3115496 on 2016/09/07 by Dmitriy.Dyomin Use the same DDC key for source reflection data and encoded data. Fixes broken reflections on mobile #jira UE-35647 [CL 3116720 by Chris Babcock in Main branch]
2016-09-07 17:04:11 -04:00
if (key.equals("android.hardware.vulkan.version"))
{
return VulkanVersion;
}
else
if (key.equals("android.hardware.vulkan.level"))
{
return VulkanLevel;
}
else
if (key.equals("ue4.getUsedMemory"))
{
int ProcessMemory = 0;
synchronized(_activity)
{
ProcessMemory = _activity.UsedMemory;
}
return ProcessMemory;
}
else
if (key.equals("audiomanager.framesPerBuffer"))
{
AudioManager am = (AudioManager) getSystemService(Context.AUDIO_SERVICE);
String framesPerBuffer = am.getProperty(AudioManager.PROPERTY_OUTPUT_FRAMES_PER_BUFFER);
int framesPerBufferInt = framesPerBuffer == null ? 0 : Integer.parseInt(framesPerBuffer);
if (framesPerBufferInt == 0) framesPerBufferInt = 256; // Use default
Log.debug("[JAVA] audiomanager.framesPerBuffer = " + framesPerBufferInt);
return framesPerBufferInt;
}
else
if (key.equals("audiomanager.optimalSampleRate"))
{
AudioManager am = (AudioManager) getSystemService(Context.AUDIO_SERVICE);
String sampleRateStr = am.getProperty(AudioManager.PROPERTY_OUTPUT_SAMPLE_RATE);
int sampleRateInt = sampleRateStr == null ? 0 : Integer.parseInt(sampleRateStr);
if (sampleRateInt == 0) sampleRateInt = 44100; // Use a default value if property not found
Log.debug("[JAVA] audiomanager.optimalSampleRate = " + sampleRateInt);
return sampleRateInt;
}
if (_bundle == null || key == null)
{
return 0;
}
return _bundle.getInt(key);
}
public long AndroidThunkJava_GetMetaDataLong(String key)
{
if (key.equals("ue4.display.PresentationDeadlineNanos"))
{
if (android.os.Build.VERSION.SDK_INT >= 21)
{
WindowManager windowManager = (WindowManager)getSystemService(WINDOW_SERVICE);
android.view.Display display = windowManager.getDefaultDisplay();
return display.getPresentationDeadlineNanos();
}
return -1;
}
else
if (key.equals("ue4.display.AppVsyncOffsetNanos"))
{
if (android.os.Build.VERSION.SDK_INT >= 21)
{
WindowManager windowManager = (WindowManager)getSystemService(WINDOW_SERVICE);
android.view.Display display = windowManager.getDefaultDisplay();
return display.getAppVsyncOffsetNanos();
}
return -1;
}
return 0;
}
public float AndroidThunkJava_GetMetaDataFloat(String key)
{
if (key.equals("ue4.display.getRefreshRate"))
{
WindowManager windowManager = (WindowManager)getSystemService(WINDOW_SERVICE);
android.view.Display display = windowManager.getDefaultDisplay();
float rate = display.getRefreshRate();
// make sure it is sane.. some drivers returned crazy values
return rate < 15.0f ? 60.0f : rate;
}
return 0.0f;
}
public String AndroidThunkJava_GetMetaDataString(String key)
{
if (key.startsWith("getprop:"))
{
return getProp(key.substring(8));
}
else
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3793423) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3771581 by Chris.Babcock Add proxy support for Android #jira UE-52671 #ue4 #android Change 3771990 by Jack.Porter Fixed a crash when duplicating a landscape level in a cooked build. #jira UE-46550 Change 3772922 by Allan.Bentham Convert half float texture coordinates to float during serialize if HW does not support halfs. #jira UE-52397 Change 3772973 by Allan.Bentham Add GLES3.1 compatibility mode to mobile preview. Use -GLESCompat alongside -featureleveles31 to run windows mobile preview with android ES3.1 shaders. Change 3775585 by Cosmin.Sulea Safe zone rotation iPhoneX #jira UEMOB-52138 Change 3776702 by Peter.Sauerbrei addition of missing default icons #jira UE-52387 Change 3776775 by Peter.Sauerbrei fix for marketing icon size in the project settings #jira UE-52388 Change 3777336 by Peter.Sauerbrei properly call OnOpenURL in the main thread start if the engine hasn't been initialized previously fix courtesy of sangpan #jira UE-51133 Change 3777602 by Dmitriy.Dyomin Fxied: Project fails to package for Android with RenderDoc debugger enabled #jira UE-52758 Change 3778247 by Bogdan.Vasilache UE-50257 --> Skeletal meshes silently fail to render if they have more than 75 bones #jira UE-50257 Change 3778318 by Peter.Sauerbrei copy NSLocalizationfiles from Build/IOS/Resources/Localizations courtesty of alexchicn #jira UE-52317 Change 3778597 by Allan.Bentham Mobile support for CSM shader culling with movable lights. Add 'Support movable light CSM shader culling' option to render settings. (default on) Add new culling mode which tests against only the shadow receiving frustum, saves on CPU searching for shadow casters intersects. (default cull mode.) Add FPrimitiveSceneProxy.bReceiveMobileCSMShadows which now applies to both stationary and movable lights. (default = true) removed FPrimitiveSceneProxy.bReceiveCombinedCSMAndStaticShadowsFromStationaryLights removed 'r.AllReceiveDynamicCSM' cvar Change 3778703 by Allan.Bentham Mobile CSM distance fading. Change 3780805 by Allan.Bentham Attempt to silence CIS static analysis. Change 3781098 by Allan.Bentham Pass per project maximum shadow cascade value to mobile shader compile environment. CSM shaders no longer loop over non-existant cascades. Change 3781155 by Chris.Babcock Fix support for GL_OES_standard_derivatives on Android (contributed by jlc-innerspace) #jira UE-52872 #PR #4267 #ue4 #android Change 3785116 by Peter.Sauerbrei fix for new iOS 11 api being called on iOS 9, 10 #jia UE-52912 Change 3785240 by Chris.Babcock Updated Android SDK license agreement #jira UE-52788 #ue4 #android Change 3786652 by Cosmin.Sulea UE-50381 - Using FMallocProfiler extremely slow resolving symbols on iOS - .udebugsymbols approach #jira UE-50381 Change 3787587 by Chris.Babcock Fix oversized UMG Designed button #jira UE-53014 #ue4 Change 3772888 by Cosmin.Sulea UE-52138 - Add support to UMG safe zone to be off-center for iPhone X #jira UE-52138 [CL 3793429 by Chris Babcock in Main branch]
2017-12-06 19:54:50 -05:00
if (key.equals("ue4.http.proxy.proxyHost"))
{
if (ANDROID_BUILD_VERSION >= 14)
{
return System.getProperty("http.proxyHost");
}
else
{
return android.net.Proxy.getHost(getApplicationContext());
}
}
else
if (key.equals("ue4.displaymetrics.dpi"))
{
DisplayMetrics metrics = new DisplayMetrics();
if (android.os.Build.VERSION.SDK_INT >= 17)
{
getWindowManager().getDefaultDisplay().getRealMetrics(metrics);
} else {
// note: not available so get what we can
getWindowManager().getDefaultDisplay().getMetrics(metrics);
}
DecimalFormatSymbols symbols = new DecimalFormatSymbols();
symbols.setDecimalSeparator('.');
DecimalFormat decimalFormat = new DecimalFormat("###.##", symbols);
String screenDPI = decimalFormat.format(metrics.xdpi) + "," + decimalFormat.format(metrics.ydpi) + "," + decimalFormat.format(metrics.densityDpi);
return screenDPI;
}
else
if (_bundle == null || key == null)
{
return null;
}
return _bundle.getString(key);
}
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3627362) #lockdown Nick.Penwarden #rb None ============================ MAJOR FEATURES & CHANGES ============================ Change 3600639 by Nick.Shin HTML5 remove old emscripten toolchain forgot to remove this (was checked out in another changelist) #jira UE-47813 Change 3600641 by Nick.Shin HTML5 TM-Core crash fixes new PhysX HTML5 libs #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600644 by Nick.Shin HTML5 TM-Core crash fixes emscripten doesn't seem to know how to look at <PxRigidActor> from the PxActor class... #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600647 by Nick.Shin HTML5 UInterpTrackInst::GetGroupActor() pre-null check #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3601439 by Dmitriy.Dyomin Fixed: Protostar leads to device reboot in Galaxy S7 Adreno device. (SM-G930V) #jira UE-48323 Change 3601440 by Dmitriy.Dyomin Fixed: Texture streaming after world origin was rebased Change 3601456 by Dmitriy.Dyomin Added: Async loading bytecode from shader library - Shader library will be packed into single file - Shader library will be created only when packaging project by the book #jira UEMOB-381 Change 3601624 by Jack.Porter Fix landscape crash on HTML5 Exception !IsInRenderingThread() failed. #jira UE-48527 Change 3603890 by Dmitriy.Dyomin GitHub 3905 : Engine crash in LandscapeComponent when streaming levels #3905 #jira UE-48422 Change 3603933 by Dmitriy.Dyomin Fixed: Crash after Splash Screen on Android (ETC2) when Adding r.UseShaderCaching and r.UseShaderPredraw - Added r.SaveShaderCache command to save current cache on demand - Removed support for caching multiple platfroms at the same time, each platform now uses separate cache/file - Significantly reduced size of draw log on disk - Mobile platfroms support only basic caching, logging shaders and bound shader states without full gfx state #jira UE-47553 Change 3604050 by Sorin.Gradinaru #jira UE-47428 Android virtual keyboard polishing Done: Multiline should be disabled when not needed Hide suggestions and autocorrect "Done" / back button behavior to make it feel natural - Done/Enter and the Back key event sent to the engine If the keyboard is up and you click on the same control you're currently inputting into, it will hide the keyboard. Look into animation - not critical. S6 with Swiftkey. The numbers don't show up in our textedit but the string is updated (we see dots in the Slate control) with the password entry Could not reproduce/test: Make sure we don't use negative coords for the input box if the keyboard is at the top of the screen Change 3604081 by Allan.Bentham Reduce redundant log spam from SustainedPerformanceMode on android. Change 3604152 by Allan.Bentham Improved vulkanRHI availability and selection reporting. Change 3604186 by Dmitriy.Dyomin Vulkan: Write to buffers directly on UMA devices (no staging) Change 3604396 by Nick.Shin HTML5 - stats and multi-threading checks more null & multi-threading - and some functions flat out disabled for HTML5 platform the big "don't use on HTML5" is TLockFreeFixedSizeAllocator_TLSCacheBase's manual TLS.PartialBundle memory handler... i'm not sure it's working properly... switched on USE_NIEVE_TLockFreeFixedSizeAllocator_TLSCacheBase sections of code (i.e. basic malloc and free) for PLATFORM_HTML5 - it seems only the stats function was exacerbating the memory bug ... but, shutting this completely out for HTML5... don't know if it's an emscripten compiler/corruption that's causing this... - will send this to emscripten makers as another test case for them to help see what's going on... #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3604752 by Allan.Bentham Reduce battery status log spam. Change 3604825 by Nick.Shin HTML5 emscripten 1.37.19 updated license file #jira UE-47813 Change 3606486 by Jack.Porter Enabled refraction on tvOS #jira UE-47229 Change 3606546 by Dmitriy.Dyomin Vulkan: Missed null check from CL# 3601439 Change 3606654 by Allan.Bentham mobile post process shaders will not attempt depth buffer fetch, instead they will always read from the depth texture. #jira UE-41919 Change 3606672 by Dmitriy.Dyomin Fixed: Vulkan mode crashes without error on Tegra K1 Nvidia Shield due to OOM - fixed r.MobileReduceLoadedMips has no effect - added r.MobileMaxLoadedMips to set a limit to a number of mips - reduced size of vulkan allocation pages on android #jira UE-42838 Change 3607204 by Allan.Bentham Do not attempt getprocaddress for GL_EXT_DEBUG_LABEL functions when the extension is not declared. Change 3607214 by Nick.Shin HTML5 - stats font crash fix #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3609164 by Chris.Babcock More informative Android SDK license requirements and errors #jra UE-48837 #ue4 #android Change 3609175 by Chris.Babcock Linux build fix #jira none Change 3609516 by Dmitriy.Dyomin Fixed: Decals in TM-ShaderModels appearing and disappearing when viewed at certain angles on Android #jira UE-45342 Change 3609618 by Dmitriy.Dyomin Back out changelist 3603933, to help merge from main Change 3610979 by Peter.Sauerbrei addition of asset catalogs for icons on Xcode 9 for iOS 11 Change 3612145 by Dmitriy.Dyomin Resubmitting CL #3603933 (shader cache fixes) Change 3613981 by Chris.Babcock Fix issue with Android password keyboard input #jira WEX-7343 #ue4 #android Change 3614375 by Sorin.Gradinaru #jira UE-44656 StrategyGame Crashes on launch on KindleFire 5th Gen. Kindle Fire HD7 5th (CPU Mali 450) seems to have problems with thread rendering, crashing when returning to the main thread. Added new device profile [Android_Mali_4xx_KindleFire] with a new cvar r.AndroidDisableThreadedRenderingFirstLoad=1, disabling movie player rendering on the intial screen. For subsequent loading screens, the (same) code apparently runs Ok. A warning "Initial loading screen disabled from BaseDeviceProfiles.ini: r.AndroidDisableThreadedRenderingFirstLoad=1" should appear when the thread rendering is disabled Change 3614971 by Cosmin.Sulea UE-46769 - GitHub 3745 : bForcePVRTC4 was ignored. #jira UE-46769 Change 3616431 by Peter.Sauerbrei PR3657,3658 - fixes for InApp purchase bugs courtesy of nverenik Change 3617306 by Jack.Porter Fix issue where undocked tabs had no way to be made visible again when hidden #jira UE-12044 Change 3617312 by Jack.Porter Find a new best MobileDirectionalLights[channel] when then current one is removed from the world (eg by a level streaming operation) #jira UE-47135 #3785 Change 3617383 by Dmitriy.Dyomin Vk - only dynamic buffers in HostVisible on UMA devices Change 3617437 by Dmitriy.Dyomin Vk - SRV allocates one BufferView for each buffer in FVulkanResourceMultiBuffer, so they can be reused (contributed by Samsung) Change 3617474 by Dmitriy.Dyomin Vk - Don't use fences on image acquire on Android Change 3617483 by Dmitriy.Dyomin Vk - Remove redundant dynamic state setup (viewport, scissor, stencilref) (contributed by Samsung) Change 3617521 by Dmitriy.Dyomin Fix CIS warnings Change 3617574 by Dmitriy.Dyomin Vk - Optimized RenderPass pool and Framebuffer pool (reduced vkObject count) (contributed by Samsung) ProtoStar: Framebuffer count : 133 -> 108, Renderpass count : 21 -> 18 Change 3617585 by Dmitriy.Dyomin compile fix for CL# 3617574 Change 3617849 by Allan.Bentham Log UnsatisfiedLinkError's content when loadlibrary fails. Change 3617945 by Chris.Babcock Allow UPL variable expansion in addPermission, addFeature, and addLibrary #jira UE-47421 #ue4 #android Change 3618097 by Allan.Bentham Fix Y axis switch with android GLES when rendering triangles to canvas. #jira UE-44510 Change 3618733 by Peter.Sauerbrei fix from Dev-Rendering for tvOS shader compilation Change 3618761 by Peter.Sauerbrei fix for shader crash on startup on iOS Change 3618769 by Peter.Sauerbrei bump metal shader guid to force a rebuild of shaders Change 3620061 by Peter.Sauerbrei fix for resource directory on Asset catalogs #jira UE-49074 Change 3620520 by Peter.Sauerbrei remove the texture warning, the logic was incorrect and in the end we don't need the warning #jira UE-49057 Change 3621811 by Allan.Bentham Add mipindex and array slice index to framebuffer hashing code. #jira UE-49171 Change 3624410 by Jack.Porter Fix issue where the Shared Material Native Libraries checkbox causes packaging for Android to fail #jira UE-49105 Change 3627361 by Jack.Porter Fixing case on iOS files #jira None Change 3627362 by Jack.Porter Fixed case on IOS files #jira None [CL 3627373 by Jack Porter in Main branch]
2017-09-06 01:04:25 -04:00
public boolean AndroidThunkJava_HasIntentExtrasKey(String key)
{
if (_extrasBundle == null || key == null)
{
return false;
}
return _extrasBundle.containsKey(key);
}
public boolean AndroidThunkJava_GetIntentExtrasBoolean(String key)
{
if (_extrasBundle == null || key == null)
{
return false;
}
return _extrasBundle.getBoolean(key);
}
public int AndroidThunkJava_GetIntentExtrasInt(String key)
{
if (_extrasBundle == null || key == null)
{
return 0;
}
return _extrasBundle.getInt(key);
}
public String AndroidThunkJava_GetIntentExtrasString(String key)
{
if (_extrasBundle == null || key == null)
{
return null;
}
return _extrasBundle.getString(key);
}
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 3600060) #rb none #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3292215 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and wbegl2 support - emscripten toolchain #jira UEPLAT-1437 Switch [to] web assembly #rb none Change 3293994 on 2017/02/09 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - OSX toolchain #jira UEPLAT-1437 Switch [to] web assembly #rb none 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 #rb none 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 #rb none Change 3462146 on 2017/05/26 by Nick.Shin HTML5 - merge from Release-4.16 to Dev-Mobile #jira none #rb none #rnx Change 3504996 on 2017/06/22 by Cosmin.Sulea UEMOB-362 - Add per-texture and per-format compression quality override settings #rb Dmitriy.Dyomin #jira UEMOB-362 #codereview Dmitriy.Dyomin #codereview Jack.Porter Change 3505056 on 2017/06/22 by Cosmin.Sulea Back out changelist 3504996 - due to errors generated in xboxOne, PS4 and Switch versions #rb none Change 3508049 on 2017/06/23 by Nick.Shin HTML5 toolchain notes corrections #jira none #rb none #rnx Change 3508663 on 2017/06/24 by Nick.Shin HTML5LaunchHelper.exe on linux - redo - it seems that i need to also check-in the exe and pdb file instead of having CIS make and checking-in them itself... - modified c# program to output a version number to help track which version of HTML5LaunchHelper is running... #jira UE-45302 HTML5LaunchHelper.exe hosts the files in the current working directory on Linux #rnx #rb none Change 3509210 on 2017/06/26 by Dmitriy.Dyomin ExposureScale will be applied during tonemap pass when MobileHDR is on #rb jack.porter #codereview Allan.Bentham Change 3511058 on 2017/06/27 by Cosmin.Sulea UEMOB-362 - Add per-texture and per-format compression quality override settings - resubmitted #rb Dmitriy.Dyomin #jira UEMOB-362 #codereview Dmitriy.Dyomin Change 3511069 on 2017/06/27 by Jack.Porter PS4, XboxOne and Switch fixes for changes to ITextureFormat interface #rb Dmitriy.Dyomin #jira UEMOB-362 Change 3513028 on 2017/06/28 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) #rb None Change 3517409 on 2017/06/30 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) #rb None Change 3517730 on 2017/06/30 by Cosmin.Sulea UEMOB-328 - Improve handling of iOS signing key on remote Mac system keychain when using remote toolchain #rb Jack.Porter #jira UEMOB-328 #codereview: peter.sauerbrei Change 3517757 on 2017/06/30 by Cosmin.Sulea UE-46245 - Building with remote toolchain does not use Project Setting for iOS signing identity which can cause signing errors #rb Jack.Porter #jira UE-46245 #codereview: peter.sauerbrei Change 3518149 on 2017/06/30 by Adrian.Chelu UE-43035 Tilt axis for X and Z are not consistent between Android and iOS devices #rb Jack.Porter #jira UE-46245 #codereview: Chris Babcock <chris.babcock@epicgames.com> Change 3524242 on 2017/07/06 by Nick.Shin HTML5 - refraction shader note: this CL also contains fixes to webgl2 [float4 vs half2] and a [% vs Mod()] material custom function changes to some TM-ShaderModels shaders specifically: fixes to and similar with: DitherTemporalAA #jria UE-46434 No Refraction in QA Game TM-Shadermodels HTML5 #rb none #rn #codereview jack.porter dmitriy.dyomin Change 3535295 on 2017/07/13 by Allan.Bentham #jira UEMOB-390 Add Android cpu stats. add 'stat AndroidCPU' to android's console spinner UI. increase GetCPUState's core count support to 16. #jira UE-45888 Use cvar value to limit android cpu stat update rate. #rb none Change 3535306 on 2017/07/13 by Allan.Bentham Add missing pragma once #rb none Change 3537047 on 2017/07/13 by Ben.Marsh Fixing case of iOS directories, pt1 #rb none Change 3537051 on 2017/07/13 by Ben.Marsh Fixing case of iOS directories, pt2 #rb none Change 3537373 on 2017/07/14 by Allan.Bentham Add scope level android egl error verification. work around minor issue with invalid egl config property. #rb chris.babcock Change 3541735 on 2017/07/18 by Allan.Bentham Add 'sustained performance mode' support for API 24+ devices. #jira UEMOB-386 #rb chris.babcock Change 3543001 on 2017/07/18 by Sorin.Gradinaru #jira UE-45766 Improved Virtual Keyboard cannot receive non-English characters. - for Android, add an native EditBox above the virtual keyboard to receive the text and pass it to the object from the slate #rb Chris.Babcock Change 3554399 on 2017/07/25 by Nick.Shin STATS disabled for non multi-threaded platforms #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox #rnx #rb none Change 3554402 on 2017/07/25 by Nick.Shin STATS TaskGraph disabled for non multi-threaded platforms #jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test #rb none #rnx Change 3556957 on 2017/07/26 by Nick.Shin HTML5 - WASM enabled by default - part 1 -- commenting out asmjs stuff begin sunsetting ASM.JS note to self: CL#3462146 "backout" asmjs #jira UEMOB-416 WASM enabled by default #rnx #rb none Change 3557654 on 2017/07/26 by Nick.Shin HTML5 - WASM enabled by default - part 2 -- remove asmjs code sunsetting ASM.JS note to self: CL#3462146 "backout" asmjs #jira UEMOB-416 WASM enabled by default #rn #rb none Change 3557910 on 2017/07/27 by Jack.Porter Support Client configuration when packaging in the editor #jira UE-39973 #rb Dmitriy.Dyomin Change 3557917 on 2017/07/27 by Jack.Porter Missing file from CL 3557910 #rb trivial Change 3559642 on 2017/07/27 by Nick.Shin STATS TaskGraph disabled for non multi-threaded platforms - both "LockFree stress test" and "task graph benchmark" are disabled - no multi-threading for WASM exist yet (note: ASM.JS has been sunsetted) - stat command crash "fixed" - but, font size are totally broken - i can look at this (much) later... - new bug: physx will crash on "gc and level load stress test" -- please bug this as a new jira #jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test #rb none #rnx Change 3565656 on 2017/07/31 by Dmitriy.Dyomin Added a way to lock level position in Word Composition #jira UE-47713 #rb none Change 3565757 on 2017/08/01 by Dmitriy.Dyomin compile fix #rb none Change 3567446 on 2017/08/01 by Chris.Babcock Allow addElement and addElements to only insert once with once="true" attribute in UPL #jira UE-47951 #ue4 #android #rb Peter.Sauerbrei Change 3567592 on 2017/08/01 by Chris.Babcock Use absolute path for repositories for Gradle #jira UE-47952 #ue4 #android #rb Tim.Lincoln Change 3568690 on 2017/08/02 by Chris.Babcock Removed warnings for once attribute in UPL #ue4 #android #rb none Change 3569975 on 2017/08/02 by Chris.Babcock Add <baseBuildGradleAdditions> to UPL to allow additions to the root-level build.gradle #jira UE-47995 #ue4 #android #rb Tim.Lincoln Change 3570117 on 2017/08/02 by Chris.Babcock Add <setBoolFromPropertyContains> to UPL - sets bool to true if string list in ini matches contains attribute #jira UE-47996 #ue4 #android #rb Jack.Porter Change 3571552 on 2017/08/03 by Chris.Babcock Removed unneeded settings.gradle file (generated) #jira UE-48041 #ue4 #android #rb none Change 3572224 on 2017/08/04 by Dmitriy.Dyomin Better selection tracking in world composition #rb none Change 3573662 on 2017/08/04 by Nick.Shin HTML5 remove PreLoadMap "feature" (was only available/used with HTML5) - asyncronous loads are not allowed during UEngine::LoadMap() - the files/code will be repurposed for pakfile CHUNK support #jira UEMOB-425 HTML5 streaming content investigation (part 1 of 2) #rn #rb none Change 3574471 on 2017/08/07 by Dmitriy.Dyomin Export ULevelStreamingKismet::LoadLevelInstance function #rb none Change 3576262 on 2017/08/08 by Dmitriy.Dyomin Fixed: widget clipping issues in world composition #rb none Change 3576845 on 2017/08/08 by Nick.Shin set HTML5LaunchHelper application's icon to UE4.ico #jira UE-19225 HTML5LaunchHelper application does not have an unreal icon #rb none #rnx Change 3578313 on 2017/08/09 by Dmitriy.Dyomin Added: an RHI call to invalidate/clear cached state, RHIInvalidateCachedState #jira UEMOB-435 #rb jack.porter Change 3578364 on 2017/08/09 by Dmitriy.Dyomin Vertex Fog is disabled on mobile by default. If scene uses vertex fog - Mobile preview and device will show on screen message: PROJECT HAS VERTEX FOG ON MOBILE DISABLED This saves about 90 instructions in VS and a few in PS #jira UEMOB-166 #rb jack.porter Change 3578703 on 2017/08/09 by Nick.Shin set HTML5LaunchHelper application's icon to UE4.ico forgot to check in exe and pdb file #jira UE-19225 HTML5LaunchHelper application does not have an unreal icon #rb none #rnx Change 3578961 on 2017/08/09 by Peter.Sauerbrei deprecate IOS 8 as the minimum OS supported. #jira UEMOB-429 #rb chris.babcock Change 3579319 on 2017/08/09 by Peter.Sauerbrei fixes for compile errors with Xcode 9 beta 4 #rb none Change 3579356 on 2017/08/09 by Peter.Sauerbrei modified minimum IOS to build with #rb chris.babcock Change 3579687 on 2017/08/09 by Chris.Babcock Fix GoogleVR Gradle packaging #jira UE-48239 #ue4 #android #rb none Change 3579921 on 2017/08/10 by Dmitriy.Dyomin GitHub 3670 : More zoom levels for World Composition (300) #contributedby: user37337 #jira UE-45977 #3670 #rb none Change 3580576 on 2017/08/10 by Peter.Sauerbrei detection of iPad Pro 10.5 and IPad Pro 12.9 (2nd Gen) #rb chris.babcock Change 3580611 on 2017/08/10 by Chris.Babcock Set online provider back to GooglePlay and remove forcing IAP permission (contributed by umerov1999) #jira UE-48185 #PR #3876 #ue4 #android #rb Peter.Sauerbrei Change 3582166 on 2017/08/11 by Nick.Shin nuke PLATFORM_HTML5_WIN32 PLATFORM_HTML5_WIN32 code removal tested successfully with (force rebuild and repackaging): * Win64 server (WindowsServer) * Win64 client (WindowsNoEditor) * HTML5 client all playing together via websocket net driver (i've attached a screen shot of this in jira) code changes touches: physics, audio and main build files #jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code #rb ben.marsh #rnx #codereview josh.adams #fyi ori.cohen, aaron.mclera Change 3582474 on 2017/08/11 by Chris.Babcock Don't use V2 signing for Gear VR APKs #jira UE-48354 #ue4 #android #rb Peter.Sauerbrei Change 3582614 on 2017/08/11 by Chris.Babcock Filter out unneeded architectures from APK for Gradle builds #jira UE-48355 #ue4 #android #rb Peter.Sauerbrei Change 3582923 on 2017/08/11 by Nick.Shin backport release 4.17 to dev-mobile #jira none #rb none #rnx Change 3582924 on 2017/08/11 by Nick.Shin FNetworkFileServerHttp - error gracefully when port is already in use #jira UE-46409 [CrashReport] Assertion on Mac: Could not create a libwebsocket - FNetworkFileServerHttp::Init() #rnx #rb none Change 3582925 on 2017/08/11 by Nick.Shin HTML5 - turn off pak file compression in favor of gzip packages #jira UE-46729 HTML5 - on shipping builds - turn off pak file compression in favor of gzip packages #rn #rb none Change 3583943 on 2017/08/14 by Cosmin.Sulea UEMOB-363 - second iteration - Project wide texture quality control by texture group #rb Dmitriy Dyomin #jira UEMOB-363 Change 3583967 on 2017/08/14 by Cosmin.Sulea Back out changelist 3583943 #rb none Change 3584121 on 2017/08/14 by Peter.Sauerbrei fix for mac compile failure #rb none Change 3587877 on 2017/08/15 by Peter.Sauerbrei josh's suggested fix is not working for Xcode 8.3, so brute forcing for now #rb none Change 3588612 on 2017/08/15 by Peter.Sauerbrei Xcode 9 project compatbility updates #rb chris.babcock #codereview michael.trepka Change 3589223 on 2017/08/15 by Dmitriy.Dyomin Fixed: bNavigationAutoUpdateEnabled was not always working when reopeinig the map Fixed: Navigation Build was not clearing some mesh tiles when bNavigationAutoUpdateEnabled is enabled Fixed: Streaming out a level in editor was not always updating NavMesh debug draw #rb lukasz.furman Change 3589900 on 2017/08/16 by Dmitriy.Dyomin Support vulkan validation layers on Android, only in Debug and Development configuration (requires r.Vulkan.EnableValidation=1) #codereview chris.babcock, rolando.caloca #rb none Change 3590592 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 OSX #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 OSX Change 3590597 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 Linux #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 Linux Change 3590624 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 toolchain #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 toolchain Change 3591720 on 2017/08/16 by Chris.Babcock Enable Gradle by default and add button to accept Android SDK license to project settings #jira UE-48519 #ue4 #android #rb Tim.Lincoln #fyi Peter.Sauerbrei Change 3591998 on 2017/08/16 by Chris.Babcock Fix nonunity build #ue4 #android #rb none Change 3592407 on 2017/08/17 by Nick.Shin HTML5 emscripten 1.37.19 Win64 #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 Win64 Change 3592479 on 2017/08/17 by Nick.Shin HTML5 3rd Party Libs - compiled with emscripten 1.37.19 #jira UE-47813 #rb none #rn HTML5 3rd Party Libs - compiled with emscripten 1.37.19 toolchain Change 3592480 on 2017/08/17 by Nick.Shin HTML5 emscripten 1.37.19 toolchain Epic edits as well as setting UE4 HTML c# scripts to use new toolchain #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 toolchain Epic edits Change 3592481 on 2017/08/17 by Nick.Shin HTML5 remove old emscripten toolchain #jira UE-47813 #rb none #rn HTML5 remove old emscripten toolchain Change 3592485 on 2017/08/17 by Nick.Shin HTML5 undo CanUseXGE - this might be breaking CIS for HTML5 builds... #jira UE-47813 #rb none #rnx Change 3592549 on 2017/08/17 by Dmitriy.Dyomin Added GetDiskTotalAndFreeSpace for IOS and Android #jira UE-46479 #codereview chris.babcock, peter.sauerbrei #rb none Change 3594045 on 2017/08/17 by Peter.Sauerbrei comment about potential failure case in the remote tool chain #rb none Change 3594342 on 2017/08/17 by Peter.Sauerbrei Merging //UE4/Main/... to //UE4/Dev-Mobile/... #rb none Change 3594920 on 2017/08/17 by Peter.Sauerbrei fix for non-unity builds (accidentally merged something incorrectly) #rb none Change 3595347 on 2017/08/17 by Chris.Babcock merge fixes for Android #ue4 #android #rb Peter.Sauerbrei #lockdown Peter.Sauerbrei Change 3595752 on 2017/08/17 by Chris.Babcock Update Facebook plugin to support Gradle #jira UE-48569 #ue4 #android #fyi Josh.Markiewicz #rb none #lockdown Peter.Sauerbrei Change 3595849 on 2017/08/17 by Chris.Babcock Fix issue with libovrplatformloader.so for non armv7 targets #jira UE-48533 #ue4 #android #rb none #lockdown Peter.Sauerbrei Change 3596419 on 2017/08/18 by Peter.Sauerbrei fix for Mac Editor build failure #rb none Change 3597023 on 2017/08/18 by Peter.Sauerbrei fix for game editor build failure #rb none Change 3597032 on 2017/08/18 by Peter.Sauerbrei fix for app bundle id in Info-Editor.plist #rb none Change 3597034 on 2017/08/18 by Peter.Sauerbrei put back the info.plist, found the real problem #rb none Change 3597197 on 2017/08/18 by Peter.Sauerbrei pull Info.plist from the build products #rb none [CL 3600450 by Chris Babcock in Main branch]
2017-08-21 15:05:19 -04:00
public void AndroidThunkJava_SetSustainedPerformanceMode(final boolean bEnable)
{
if (ANDROID_BUILD_VERSION >= 24)
{
Log.debug("==================================> SetSustainedPerformanceMode:"+bEnable);
_activity.runOnUiThread(new Runnable()
{
public void run()
{
try
{
android.view.Window ActivityWindow = _activity.getWindow();
Method m = android.view.Window.class.getMethod("setSustainedPerformanceMode",Boolean.TYPE);
m.invoke(ActivityWindow, bEnable);
}
catch (Exception e)
{
Log.debug("SetSustainedPerformanceMode: failed "+ e.getMessage());
}
}
});
}
else
{
Log.debug("==================================> API<24, cannot use SetSustainedPerformanceMode");
}
}
Copying //UE4/WEX-Staging/... to //UE4/Main (Source: //WEX/Main @ 3580612) #rb none #lockdown nick.penwarden ================================================================================================= MAJOR FEATURES + CHANGES ================================================================================================= Change 3526838 by David.Nikdel #WEX: make map elements support TitleProperty on their values in the editor #JIRA: none Change 3517937 by Ben.Zeigler #jira UE-46574 Deprecate IPlatformChunkInstall::SetChunkInstallDelgate as it was spelled wrong, was only half implemented, and did not support success vs failure Replace with AddChunkInstallDelegate, which supports a bool error code and is bound once instead of separately for each chunk. All implementations support this delegate at a basic level, although several could be improved to call the failure delegate in more cases Change 3498765 by David.Nikdel #WEX: Added a way to bind a delegate that fires whenever an analytics event is queued. - Bind this delegate and use it to log analytics events (for now) #JIRA: none Change 3495796 by Josh.May #WEX #JIRA: None - Reworked the LoadTimes.DumpReport console command to accept command arguments and added options for alphanumeric sorting (-alphasort), tweakable asset time cutoff (lowtime=X), and file output to the Saved/Profiling directory (file). - Added hooks for automatically generating load time reports for every map load (enabled using the DUMP_LOAD_REPORT_PER_MAP #define). Change 3489241 by Josh.Markiewicz #UE4 - First unfinished pass to GoogleIOS - SDK auth token data needs to copy auth into TMap properly #jira none Change 3487767 by David.Nikdel #Analytics: Make FAnalyticsEventAttribute support typed values - This makes sure the value types in the resultant JSON reflect the code. - Added support for Number (double), Boolean, Null, and JsonFragment types - This should make it so we don't have to whitelist everything to be converted to number on the Grafana processing side. - Made all attributes on FAnalyticsEventAttribute immutable #JIRA: WEX-6696, WEX-6706 Change 3478818 by Chris.Babcock Add detection of Houdini (running on Intel Android CPU) #jira WEX-5009 #ue4 #android #robomerge R1.2 Change 3475449 by Allan.Bentham Add disable force inline option for iOS build, enabled for WEX. #jira UEMOB-167 [CL 3588553 by Peter Sauerbrei in Main branch]
2017-08-15 16:16:21 -04:00
//virtual keyboard input class - custom EditText
public class VirtualKeyboardInput extends EditText
{
public VirtualKeyboardInput(Context context, AttributeSet attrs, int defStyle)
{
super(context, attrs, defStyle);
init();
Copying //UE4/WEX-Staging/... to //UE4/Main (Source: //WEX/Main @ 3580612) #rb none #lockdown nick.penwarden ================================================================================================= MAJOR FEATURES + CHANGES ================================================================================================= Change 3526838 by David.Nikdel #WEX: make map elements support TitleProperty on their values in the editor #JIRA: none Change 3517937 by Ben.Zeigler #jira UE-46574 Deprecate IPlatformChunkInstall::SetChunkInstallDelgate as it was spelled wrong, was only half implemented, and did not support success vs failure Replace with AddChunkInstallDelegate, which supports a bool error code and is bound once instead of separately for each chunk. All implementations support this delegate at a basic level, although several could be improved to call the failure delegate in more cases Change 3498765 by David.Nikdel #WEX: Added a way to bind a delegate that fires whenever an analytics event is queued. - Bind this delegate and use it to log analytics events (for now) #JIRA: none Change 3495796 by Josh.May #WEX #JIRA: None - Reworked the LoadTimes.DumpReport console command to accept command arguments and added options for alphanumeric sorting (-alphasort), tweakable asset time cutoff (lowtime=X), and file output to the Saved/Profiling directory (file). - Added hooks for automatically generating load time reports for every map load (enabled using the DUMP_LOAD_REPORT_PER_MAP #define). Change 3489241 by Josh.Markiewicz #UE4 - First unfinished pass to GoogleIOS - SDK auth token data needs to copy auth into TMap properly #jira none Change 3487767 by David.Nikdel #Analytics: Make FAnalyticsEventAttribute support typed values - This makes sure the value types in the resultant JSON reflect the code. - Added support for Number (double), Boolean, Null, and JsonFragment types - This should make it so we don't have to whitelist everything to be converted to number on the Grafana processing side. - Made all attributes on FAnalyticsEventAttribute immutable #JIRA: WEX-6696, WEX-6706 Change 3478818 by Chris.Babcock Add detection of Houdini (running on Intel Android CPU) #jira WEX-5009 #ue4 #android #robomerge R1.2 Change 3475449 by Allan.Bentham Add disable force inline option for iOS build, enabled for WEX. #jira UEMOB-167 [CL 3588553 by Peter Sauerbrei in Main branch]
2017-08-15 16:16:21 -04:00
}
public VirtualKeyboardInput(Context context, AttributeSet attrs)
{
super(context, attrs);
init();
Copying //UE4/WEX-Staging/... to //UE4/Main (Source: //WEX/Main @ 3580612) #rb none #lockdown nick.penwarden ================================================================================================= MAJOR FEATURES + CHANGES ================================================================================================= Change 3526838 by David.Nikdel #WEX: make map elements support TitleProperty on their values in the editor #JIRA: none Change 3517937 by Ben.Zeigler #jira UE-46574 Deprecate IPlatformChunkInstall::SetChunkInstallDelgate as it was spelled wrong, was only half implemented, and did not support success vs failure Replace with AddChunkInstallDelegate, which supports a bool error code and is bound once instead of separately for each chunk. All implementations support this delegate at a basic level, although several could be improved to call the failure delegate in more cases Change 3498765 by David.Nikdel #WEX: Added a way to bind a delegate that fires whenever an analytics event is queued. - Bind this delegate and use it to log analytics events (for now) #JIRA: none Change 3495796 by Josh.May #WEX #JIRA: None - Reworked the LoadTimes.DumpReport console command to accept command arguments and added options for alphanumeric sorting (-alphasort), tweakable asset time cutoff (lowtime=X), and file output to the Saved/Profiling directory (file). - Added hooks for automatically generating load time reports for every map load (enabled using the DUMP_LOAD_REPORT_PER_MAP #define). Change 3489241 by Josh.Markiewicz #UE4 - First unfinished pass to GoogleIOS - SDK auth token data needs to copy auth into TMap properly #jira none Change 3487767 by David.Nikdel #Analytics: Make FAnalyticsEventAttribute support typed values - This makes sure the value types in the resultant JSON reflect the code. - Added support for Number (double), Boolean, Null, and JsonFragment types - This should make it so we don't have to whitelist everything to be converted to number on the Grafana processing side. - Made all attributes on FAnalyticsEventAttribute immutable #JIRA: WEX-6696, WEX-6706 Change 3478818 by Chris.Babcock Add detection of Houdini (running on Intel Android CPU) #jira WEX-5009 #ue4 #android #robomerge R1.2 Change 3475449 by Allan.Bentham Add disable force inline option for iOS build, enabled for WEX. #jira UEMOB-167 [CL 3588553 by Peter Sauerbrei in Main branch]
2017-08-15 16:16:21 -04:00
}
public VirtualKeyboardInput(Context context)
{
super(context);
init();
Copying //UE4/WEX-Staging/... to //UE4/Main (Source: //WEX/Main @ 3580612) #rb none #lockdown nick.penwarden ================================================================================================= MAJOR FEATURES + CHANGES ================================================================================================= Change 3526838 by David.Nikdel #WEX: make map elements support TitleProperty on their values in the editor #JIRA: none Change 3517937 by Ben.Zeigler #jira UE-46574 Deprecate IPlatformChunkInstall::SetChunkInstallDelgate as it was spelled wrong, was only half implemented, and did not support success vs failure Replace with AddChunkInstallDelegate, which supports a bool error code and is bound once instead of separately for each chunk. All implementations support this delegate at a basic level, although several could be improved to call the failure delegate in more cases Change 3498765 by David.Nikdel #WEX: Added a way to bind a delegate that fires whenever an analytics event is queued. - Bind this delegate and use it to log analytics events (for now) #JIRA: none Change 3495796 by Josh.May #WEX #JIRA: None - Reworked the LoadTimes.DumpReport console command to accept command arguments and added options for alphanumeric sorting (-alphasort), tweakable asset time cutoff (lowtime=X), and file output to the Saved/Profiling directory (file). - Added hooks for automatically generating load time reports for every map load (enabled using the DUMP_LOAD_REPORT_PER_MAP #define). Change 3489241 by Josh.Markiewicz #UE4 - First unfinished pass to GoogleIOS - SDK auth token data needs to copy auth into TMap properly #jira none Change 3487767 by David.Nikdel #Analytics: Make FAnalyticsEventAttribute support typed values - This makes sure the value types in the resultant JSON reflect the code. - Added support for Number (double), Boolean, Null, and JsonFragment types - This should make it so we don't have to whitelist everything to be converted to number on the Grafana processing side. - Made all attributes on FAnalyticsEventAttribute immutable #JIRA: WEX-6696, WEX-6706 Change 3478818 by Chris.Babcock Add detection of Houdini (running on Intel Android CPU) #jira WEX-5009 #ue4 #android #robomerge R1.2 Change 3475449 by Allan.Bentham Add disable force inline option for iOS build, enabled for WEX. #jira UEMOB-167 [CL 3588553 by Peter Sauerbrei in Main branch]
2017-08-15 16:16:21 -04:00
}
private void init()
{
if (emojiExcludeFilter == null)
{
emojiExcludeFilter = new EmojiExcludeFilter();
}
//setFilters(new InputFilter[]{emojiExcludeFilter});
}
@Override
public void setFilters(InputFilter[] filters)
{
if (filters.length != 0 && emojiExcludeFilter != null)
{ //if length == 0 it will here return when init() is called
boolean add = true;
for (InputFilter inputFilter : filters)
{
if (inputFilter == emojiExcludeFilter)
{
add = false;
break;
}
}
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3771565) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3627858 by Sorin.Gradinaru #jira UE-48948 Crash when pressing backspace on empty line Fixed: UE-48948 Backspace on empty line crashes app (virtual keyboard) UE-49112 Virtual keyboard text field isn't visible after rotating from landscape to portrait UE-49117 Chinese and Korean virtual keyboards don't allow native characters UE-49120 Virtual keyboard number pad "kicks" user back to regular keyboard UE-49121 Gboard and Swift swipe entry are not supported by Virtual keyboard UE-49124 Cursor in virtual keyboard and UMG don't match UE-49128 Virtual Keyboard text field doesn't appear if there is too much text UE-49141 Virtual keyboard is unresponsive with repeated tapping in control (some devices) UE-49139 Tapping in the same text box doesn't make the virtual keyboard disappear Change 3630732 by Sorin.Gradinaru #jira UE-43488 GitHub 3440 : Fixes exposure with planar reflections. #3440 Cancelled the applied exposure scale for non-hdr mobile Change 3631436 by Nick.Shin HTML5 recommended fix for "RuntimeError: integer result unrepresentable" from the emscripten makers #jira UE-49059 HTML5 - Unable to launch project onto HTML 5 from editor Change 3632689 by Sorin.Gradinaru #jira UE - 49301 Text in UMG controls flickers during update from Virtual Keyboard Full refresh of the Slate control for Android experimental VK - the control has focus, but the cursor was removed Change 3632769 by Adrian.Chelu #jira UEMOB-403 Improvements to "Device Mobile Preview" feature Change 3633305 by Allan.Bentham Print out the callstack when a fatal error occurs. Change 3633510 by Chris.Babcock Remove unneeded logging #jira none Change 3634827 by Adrian.Chelu #fixed build editor buildsystem linux Change 3640610 by Adrian.Chelu #fixed Cook Win64 warnings #fixed UE4Editor Static Analysis Win64 warnings Change 3663057 by Sorin.Gradinaru UE-49301 Text in UMG controls flickers during update from Virtual Keyboard #jira UE-49301 #ue4 #android On some Android devices TextWatcher.onTextChanged gets called multiple times when typing/deleting the content of a EditText (internally, the first call resets the entire content, the second fills it with the new value) The workaround is to delays sending "empty string" to the Slate, waiting for 100ms to see if there is a second call (the "real" string to update) The CL contains a fix for a 5/5 crash : select some/all the text from the native edittext, press delete. Change 3663630 by Jack.Porter Fix shader compile error on Galaxy S6 Change 3663972 by Allan.Bentham add ES3.1 framebuffer fetch. #jira UE-46251 Change 3671843 by Nick.Shin HTML5 - silence CIS warnings (changed to INFO message type) #jira UE-50415 ( Pri:1 - 4.18 ) //UE4/Release-4.18: Step "Package ShooterClient HTML5" has completed with 1 Warning: "File packager is creating an asset bundle of 815 MB. This is very large" Change 3677675 by Sorin.Gradinaru Android Experimental Virtual Keyboard 4.18 issues #jira UE-49124 Cursor in virtual keyboard and UMG don't match #jira UE-49139 Tapping in the same text box doesn't make the virtual keyboard disappear #jira UE-49141 Virtual keyboard is unresponsive with repeated tapping in control (some devices) #ue4 #android UE-49124 Cursor in virtual keyboard and UMG don't match - change in SlateTextLayout.cpp - OnPaint() don't display the cursor Changed the show/hide vk routines (Game activity.java) to solve low-repro, Android O issues related to multiple click events. Should also be tested with multiple text boxes (fast click in/out different types of TextBox controls) Change 3681555 by Adrian.Chelu UEMOB-403 Improvements to "Device Mobile Preview" feature Change 3692020 by Sorin.Gradinaru #jira UE-50645 Carriage returns can be pasted into single line UMG fields on Android #ue4 #4.19 #android Change 3692741 by Sorin.Gradinaru Andoid 3D WebBrowser #jira UE-32740 Web Browser on a Widget Component appears to be 2D when launching on to Android #ue4 #android Change 3695475 by Chris.Babcock Per project Android NDK/SDK API settings #jira UEMOB-394 #ue4 #android Change 3701364 by Dmitriy.Dyomin Fixed: WEX - Android - Log spammed with "LogRHI: Error: Unsupported EPixelFormat 28" #jira UE-50714 Change 3701664 by Jack.Porter Fix typo Change 3702355 by Cosmin.Sulea UEMOB-393 - Support "ETC 1.5" packaging #jira UEMOB-393 Change 3704950 by Chris.Babcock Add verification of support for cooked texture format(s) on device at runtime (optional with Validate texture formats checkbox in Android project settings) and skipped for cook on the fly #jira UE-50837 #ue4 #android Change 3709817 by Nick.Shin HTML5 - silence CIS warnings (changed to INFO message type) finally have a repo case to test this proper fix #jira UE-50415 ( Pri:1 - 4.18 ) "Package ShooterClient HTML5" has completed with 1 Warning: "File packager is creating an asset bundle of 815 MB. This is very large" Change 3717598 by Chris.Babcock Fix Android icon paths #jira UE-51585 #ue4 #android Change 3718456 by Adrian.Chelu #fixed spelling in category localized name Change 3719643 by Nick.Shin nuke PLATFORM_HTML5_WIN32 more "old" code to remove #jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code Change 3720342 by Nick.Shin HTML5 redirect logs to console window #jira UE-50747 HTML5 log is not easily accessible to users Change 3720652 by Sorin.Gradinaru UE-50382 Xcode Address Sanitizer feature does not work on iOS #jira 50382 #iOS #ue4 Address sanitizer dylib loader depends on the default SDKROOT parameter (<scheme> => Build Settings => Base SDK => <Build Configuration>) For macosx or missing (also translated as macosx), the path is incorrect for iphone/appletv. Change 3720654 by Sorin.Gradinaru UE-48499 Android Voice Module has a few issues #jira 48499 #Android #ue4 1.Circular Buffer: Does the engine already have an implementation? Do we want this into core libraries? R: There is an generic template class TCircularBuffer, but it lacks functionality like write/read checks, reading/writing data chunks. Plus the code from VoiceModuleAndroid is optimized for circular byte array. I suggest to keep it. 2. Possible memory leaks: void free_circular_buffer (circular_buffer *p) is implemented, but not used. Presumably a memory leak on the variable inrb. Does CreateAudioRecorder need to be paired with any kind of destroy on shutdown? R: Fixed. Using an array ActiveVoiceCaptures to store VoiceCapture references (same as on Windows) 3. Init() There are 4 calls to setup/init things that store the result in "result" but only the last call is checked against success. Should more checks against the values be made at each stage with informative log messaging in the event of failure? R: Fixed. 4. GetVoiceData() // Workaround for dealing with noise after stand-by while(bytes<InVoiceBufferSize) { OutVoiceBuffer[bytes++]=0; } Isn't this just a memzero? R: Fixed. 5. Missing features. Need to implement GetBufferSize and DumpState R: Added GetBufferSize. Can be used like in TestVoice.cpp DumpState is never used (same on Mac, iOS), plus the OpenSL objects do not expose internal properties. Change 3722554 by Cosmin.Sulea UE-44224 - iOS - Remote Build - rsync error: files not transferred #jira UE-44224 Change 3723265 by Allan.Bentham Assign a texture format priority for ETC1a. prevents launch on from using ETC1a all the time.. Change 3729764 by Dmitriy.Dyomin Removed deprecated LightmapUVBias, ShadowmapUVBias from instanced static mesh component per-instance data (80 -> 64 bytes) Change 3729899 by Dmitriy.Dyomin Fixed tiled landcape re-import Change 3730895 by Bogdan.Vasilache UEMOB-442 --> [ Support texture streaming on Android ES 3.1 ] #jira UEMOB-442 Change 3733463 by Chris.Babcock Return error for external texture if not used in pixel shader #jira UE-51763 #ue4 Change 3736226 by Chris.Babcock Change ExposureScale to PreExposure #jira UE-52007 #jira UE-51691 #ue4 #android Change 3740509 by Allan.Bentham Add LQ (direct lighting from stationary spot/point lights) to volumetric lightmaps. #jira UE-50551 Change 3740586 by Cosmin.Sulea UE-51747 - GitHub 4174 : [BUG-FIX] Invalid ASTC texture versioning is corrected. #jira UE-51747 Change 3741110 by Chris.Babcock Fix functional code in checks removed for shipping #ue4 Change 3741117 by Chris.Babcock Fix checkin error for check -> ensure fix #ue4 Change 3741156 by Chris.Babcock Swap order of SDK and NDK overrides in menu to match Android SDK settings #jira UE-52019 #ue4 #android Change 3741271 by Chris.Babcock Use final NDK and SDK levels only in UEBuildSettings.txt and rename the overrides to be clearer #jira UE-52058 #ue4 #android Change 3741464 by Chris.Babcock Add NDK and SDK platform validation (installed) for Android #jira UE-52069 #ue4 #android Change 3744602 by Josh.Adams From Meerkat: - Added optional 0 or 1 param to showlayer that will set the visibility instead of toggling it for entire layer Change 3744603 by Josh.Adams From Meerkat: - Fixed a comment about debug view modes on consoles Change 3744607 by Josh.Adams From Meerkat: - Added HWInstances to the PrimitiveStats view in Statistics window Change 3754890 by Chris.Babcock Updated IntelISPCTexComp DLLs to fix crashes with some processors on Windows #jira UE-52281 #ue4 Change 3755147 by Jack.Porter Fixed Google Cardboard rendering upside down on iPhone 6S+ #jira UE-38555 Change 3755458 by Cosmin.Sulea UE-47801 - RSync Error when Generating SSH Key for Remote Mac Building when Mac username contains a space #jira UE-47801 Change 3755492 by Jack.Porter Fix merge error Change 3759140 by Bogdan.Vasilache UE-52396 --> Assertion in FOpenGLDynamicRHI::CreateOpenGLTexture when launching on Mali Galaxy S III #jira UE-52396 Change 3760536 by Sorin.Gradinaru UE-51262 values for pinch input produce very different results for same area on android device #jira 51262 #iOS #Android #ue4 1. When the pinch goes beyond the viewport boundaries (when zooming out), the touch that goes off-screen is "released" and the zooming effect is over. Solved by remembering last pinch event values 2. "Hack" the initial distance for the pinch/ rotate, by touching the screen and moving the finger to another position before using the second finger. Solved by using the correct values when the pinch event starts Change 3761279 by Chris.Babcock Flag vertex and fragment shaders belonging to materials with external textures #jira UE-52398 #ue4 #android Change 3761494 by Chris.Babcock Fix access to FrameUpdateInfo in MediaPlayer14.java and CameraPlayer14.java with Proguard #jira UE-52471 #ue4 #android Change 3763146 by Jack.Porter Default assets for web browser widget #jira UE-51374 Change 3764242 by Chris.Babcock Disable Niagara vertex factories for mobile and Switch #jira UE-52425 #ue4 #mobile #switch Change 3766027 by Allan.Bentham Fix crash when no LQ volumetric lightmap data exists #jira UE-52508 Change 3766075 by Josh.Adams - Updating UDKRemote. Still needs art updated, and some some unneeded assets removed Change 3766141 by Allan.Bentham Show unbuilt lightmap warning when LQ data is missing from volumetric lightmap in mobile shading mode. Change 3766163 by Josh.Adams - Updated icons and added a generator script when we get a new one Change 3766560 by Allan.Bentham Workaround for broken offsets with automation screenshots. #jira UE-52491 Change 3767193 by Peter.Sauerbrei remove Oculus shader from being cached force a metal shader re-compile #jira UE-52587 Change 3767604 by Peter.Sauerbrei fix the Oculusshader the right way #jira UE-52587 Change 3768543 by Sorin.Gradinaru Android WebBrowser 3D - webbrowser plugin contins the assets, 2D behaviour restored #Android #UE4 #4.19 #jira UE-51374 Web Browser widget is not working on Android #jira UE-52399 Android web browser does not accept input Change 3663915 by Jack.Porter Prevent FTcpListener from busy polling while waiting for connections #jira UE-50125 Change 3709224 by Allan.Bentham Add android target device to gauntlet. Automation screenshot uses high res screenshot api for mobile. #jira UEMOB-360 Change 3741453 by Chris.Babcock Match the 4.18.1 fixes for shipping checks removing code (from CL3741091) #ue4 Change 3769301 by Peter.Sauerbrei fix for missing ue4_stdmetal.lib, courtesty of MarkS #jira UE-52587 Change 3770597 by Sorin.Gradinaru Android WebBrowser - remove the WebBrowser plugin reference from the Engine Load the default material directly from the resources. #Android #UE4 #jira UE-51374 Web Browser widget is not working on Android #jira UE-52399 Android web browser does not accept input [CL 3771573 by Chris Babcock in Main branch]
2017-11-22 16:42:04 -05:00
if (add)
{
filters = Arrays.copyOf(filters, filters.length + 1);
filters[filters.length - 1] = emojiExcludeFilter;
}
}
super.setFilters(filters);
}
private EmojiExcludeFilter emojiExcludeFilter;
private class EmojiExcludeFilter implements InputFilter
{
@Override
public CharSequence filter(CharSequence source, int start, int end, Spanned dest, int dstart, int dend) {
for (int i = start; i < end; i++) {
int type = Character.getType(source.charAt(i));
if (type == Character.SURROGATE || type == Character.OTHER_SYMBOL) {
return "";
}
}
return null;
}
}
Copying //UE4/WEX-Staging/... to //UE4/Main (Source: //WEX/Main @ 3580612) #rb none #lockdown nick.penwarden ================================================================================================= MAJOR FEATURES + CHANGES ================================================================================================= Change 3526838 by David.Nikdel #WEX: make map elements support TitleProperty on their values in the editor #JIRA: none Change 3517937 by Ben.Zeigler #jira UE-46574 Deprecate IPlatformChunkInstall::SetChunkInstallDelgate as it was spelled wrong, was only half implemented, and did not support success vs failure Replace with AddChunkInstallDelegate, which supports a bool error code and is bound once instead of separately for each chunk. All implementations support this delegate at a basic level, although several could be improved to call the failure delegate in more cases Change 3498765 by David.Nikdel #WEX: Added a way to bind a delegate that fires whenever an analytics event is queued. - Bind this delegate and use it to log analytics events (for now) #JIRA: none Change 3495796 by Josh.May #WEX #JIRA: None - Reworked the LoadTimes.DumpReport console command to accept command arguments and added options for alphanumeric sorting (-alphasort), tweakable asset time cutoff (lowtime=X), and file output to the Saved/Profiling directory (file). - Added hooks for automatically generating load time reports for every map load (enabled using the DUMP_LOAD_REPORT_PER_MAP #define). Change 3489241 by Josh.Markiewicz #UE4 - First unfinished pass to GoogleIOS - SDK auth token data needs to copy auth into TMap properly #jira none Change 3487767 by David.Nikdel #Analytics: Make FAnalyticsEventAttribute support typed values - This makes sure the value types in the resultant JSON reflect the code. - Added support for Number (double), Boolean, Null, and JsonFragment types - This should make it so we don't have to whitelist everything to be converted to number on the Grafana processing side. - Made all attributes on FAnalyticsEventAttribute immutable #JIRA: WEX-6696, WEX-6706 Change 3478818 by Chris.Babcock Add detection of Houdini (running on Intel Android CPU) #jira WEX-5009 #ue4 #android #robomerge R1.2 Change 3475449 by Allan.Bentham Add disable force inline option for iOS build, enabled for WEX. #jira UEMOB-167 [CL 3588553 by Peter Sauerbrei in Main branch]
2017-08-15 16:16:21 -04:00
//Override BACK key to hide the virtual keyboard
@Override
public boolean onKeyPreIme(int keyCode, KeyEvent event)
{
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3627362) #lockdown Nick.Penwarden #rb None ============================ MAJOR FEATURES & CHANGES ============================ Change 3600639 by Nick.Shin HTML5 remove old emscripten toolchain forgot to remove this (was checked out in another changelist) #jira UE-47813 Change 3600641 by Nick.Shin HTML5 TM-Core crash fixes new PhysX HTML5 libs #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600644 by Nick.Shin HTML5 TM-Core crash fixes emscripten doesn't seem to know how to look at <PxRigidActor> from the PxActor class... #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600647 by Nick.Shin HTML5 UInterpTrackInst::GetGroupActor() pre-null check #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3601439 by Dmitriy.Dyomin Fixed: Protostar leads to device reboot in Galaxy S7 Adreno device. (SM-G930V) #jira UE-48323 Change 3601440 by Dmitriy.Dyomin Fixed: Texture streaming after world origin was rebased Change 3601456 by Dmitriy.Dyomin Added: Async loading bytecode from shader library - Shader library will be packed into single file - Shader library will be created only when packaging project by the book #jira UEMOB-381 Change 3601624 by Jack.Porter Fix landscape crash on HTML5 Exception !IsInRenderingThread() failed. #jira UE-48527 Change 3603890 by Dmitriy.Dyomin GitHub 3905 : Engine crash in LandscapeComponent when streaming levels #3905 #jira UE-48422 Change 3603933 by Dmitriy.Dyomin Fixed: Crash after Splash Screen on Android (ETC2) when Adding r.UseShaderCaching and r.UseShaderPredraw - Added r.SaveShaderCache command to save current cache on demand - Removed support for caching multiple platfroms at the same time, each platform now uses separate cache/file - Significantly reduced size of draw log on disk - Mobile platfroms support only basic caching, logging shaders and bound shader states without full gfx state #jira UE-47553 Change 3604050 by Sorin.Gradinaru #jira UE-47428 Android virtual keyboard polishing Done: Multiline should be disabled when not needed Hide suggestions and autocorrect "Done" / back button behavior to make it feel natural - Done/Enter and the Back key event sent to the engine If the keyboard is up and you click on the same control you're currently inputting into, it will hide the keyboard. Look into animation - not critical. S6 with Swiftkey. The numbers don't show up in our textedit but the string is updated (we see dots in the Slate control) with the password entry Could not reproduce/test: Make sure we don't use negative coords for the input box if the keyboard is at the top of the screen Change 3604081 by Allan.Bentham Reduce redundant log spam from SustainedPerformanceMode on android. Change 3604152 by Allan.Bentham Improved vulkanRHI availability and selection reporting. Change 3604186 by Dmitriy.Dyomin Vulkan: Write to buffers directly on UMA devices (no staging) Change 3604396 by Nick.Shin HTML5 - stats and multi-threading checks more null & multi-threading - and some functions flat out disabled for HTML5 platform the big "don't use on HTML5" is TLockFreeFixedSizeAllocator_TLSCacheBase's manual TLS.PartialBundle memory handler... i'm not sure it's working properly... switched on USE_NIEVE_TLockFreeFixedSizeAllocator_TLSCacheBase sections of code (i.e. basic malloc and free) for PLATFORM_HTML5 - it seems only the stats function was exacerbating the memory bug ... but, shutting this completely out for HTML5... don't know if it's an emscripten compiler/corruption that's causing this... - will send this to emscripten makers as another test case for them to help see what's going on... #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3604752 by Allan.Bentham Reduce battery status log spam. Change 3604825 by Nick.Shin HTML5 emscripten 1.37.19 updated license file #jira UE-47813 Change 3606486 by Jack.Porter Enabled refraction on tvOS #jira UE-47229 Change 3606546 by Dmitriy.Dyomin Vulkan: Missed null check from CL# 3601439 Change 3606654 by Allan.Bentham mobile post process shaders will not attempt depth buffer fetch, instead they will always read from the depth texture. #jira UE-41919 Change 3606672 by Dmitriy.Dyomin Fixed: Vulkan mode crashes without error on Tegra K1 Nvidia Shield due to OOM - fixed r.MobileReduceLoadedMips has no effect - added r.MobileMaxLoadedMips to set a limit to a number of mips - reduced size of vulkan allocation pages on android #jira UE-42838 Change 3607204 by Allan.Bentham Do not attempt getprocaddress for GL_EXT_DEBUG_LABEL functions when the extension is not declared. Change 3607214 by Nick.Shin HTML5 - stats font crash fix #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3609164 by Chris.Babcock More informative Android SDK license requirements and errors #jra UE-48837 #ue4 #android Change 3609175 by Chris.Babcock Linux build fix #jira none Change 3609516 by Dmitriy.Dyomin Fixed: Decals in TM-ShaderModels appearing and disappearing when viewed at certain angles on Android #jira UE-45342 Change 3609618 by Dmitriy.Dyomin Back out changelist 3603933, to help merge from main Change 3610979 by Peter.Sauerbrei addition of asset catalogs for icons on Xcode 9 for iOS 11 Change 3612145 by Dmitriy.Dyomin Resubmitting CL #3603933 (shader cache fixes) Change 3613981 by Chris.Babcock Fix issue with Android password keyboard input #jira WEX-7343 #ue4 #android Change 3614375 by Sorin.Gradinaru #jira UE-44656 StrategyGame Crashes on launch on KindleFire 5th Gen. Kindle Fire HD7 5th (CPU Mali 450) seems to have problems with thread rendering, crashing when returning to the main thread. Added new device profile [Android_Mali_4xx_KindleFire] with a new cvar r.AndroidDisableThreadedRenderingFirstLoad=1, disabling movie player rendering on the intial screen. For subsequent loading screens, the (same) code apparently runs Ok. A warning "Initial loading screen disabled from BaseDeviceProfiles.ini: r.AndroidDisableThreadedRenderingFirstLoad=1" should appear when the thread rendering is disabled Change 3614971 by Cosmin.Sulea UE-46769 - GitHub 3745 : bForcePVRTC4 was ignored. #jira UE-46769 Change 3616431 by Peter.Sauerbrei PR3657,3658 - fixes for InApp purchase bugs courtesy of nverenik Change 3617306 by Jack.Porter Fix issue where undocked tabs had no way to be made visible again when hidden #jira UE-12044 Change 3617312 by Jack.Porter Find a new best MobileDirectionalLights[channel] when then current one is removed from the world (eg by a level streaming operation) #jira UE-47135 #3785 Change 3617383 by Dmitriy.Dyomin Vk - only dynamic buffers in HostVisible on UMA devices Change 3617437 by Dmitriy.Dyomin Vk - SRV allocates one BufferView for each buffer in FVulkanResourceMultiBuffer, so they can be reused (contributed by Samsung) Change 3617474 by Dmitriy.Dyomin Vk - Don't use fences on image acquire on Android Change 3617483 by Dmitriy.Dyomin Vk - Remove redundant dynamic state setup (viewport, scissor, stencilref) (contributed by Samsung) Change 3617521 by Dmitriy.Dyomin Fix CIS warnings Change 3617574 by Dmitriy.Dyomin Vk - Optimized RenderPass pool and Framebuffer pool (reduced vkObject count) (contributed by Samsung) ProtoStar: Framebuffer count : 133 -> 108, Renderpass count : 21 -> 18 Change 3617585 by Dmitriy.Dyomin compile fix for CL# 3617574 Change 3617849 by Allan.Bentham Log UnsatisfiedLinkError's content when loadlibrary fails. Change 3617945 by Chris.Babcock Allow UPL variable expansion in addPermission, addFeature, and addLibrary #jira UE-47421 #ue4 #android Change 3618097 by Allan.Bentham Fix Y axis switch with android GLES when rendering triangles to canvas. #jira UE-44510 Change 3618733 by Peter.Sauerbrei fix from Dev-Rendering for tvOS shader compilation Change 3618761 by Peter.Sauerbrei fix for shader crash on startup on iOS Change 3618769 by Peter.Sauerbrei bump metal shader guid to force a rebuild of shaders Change 3620061 by Peter.Sauerbrei fix for resource directory on Asset catalogs #jira UE-49074 Change 3620520 by Peter.Sauerbrei remove the texture warning, the logic was incorrect and in the end we don't need the warning #jira UE-49057 Change 3621811 by Allan.Bentham Add mipindex and array slice index to framebuffer hashing code. #jira UE-49171 Change 3624410 by Jack.Porter Fix issue where the Shared Material Native Libraries checkbox causes packaging for Android to fail #jira UE-49105 Change 3627361 by Jack.Porter Fixing case on iOS files #jira None Change 3627362 by Jack.Porter Fixed case on IOS files #jira None [CL 3627373 by Jack Porter in Main branch]
2017-09-06 01:04:25 -04:00
if (keyCode == KeyEvent.KEYCODE_BACK && event.getAction() == KeyEvent.ACTION_DOWN)
Copying //UE4/WEX-Staging/... to //UE4/Main (Source: //WEX/Main @ 3580612) #rb none #lockdown nick.penwarden ================================================================================================= MAJOR FEATURES + CHANGES ================================================================================================= Change 3526838 by David.Nikdel #WEX: make map elements support TitleProperty on their values in the editor #JIRA: none Change 3517937 by Ben.Zeigler #jira UE-46574 Deprecate IPlatformChunkInstall::SetChunkInstallDelgate as it was spelled wrong, was only half implemented, and did not support success vs failure Replace with AddChunkInstallDelegate, which supports a bool error code and is bound once instead of separately for each chunk. All implementations support this delegate at a basic level, although several could be improved to call the failure delegate in more cases Change 3498765 by David.Nikdel #WEX: Added a way to bind a delegate that fires whenever an analytics event is queued. - Bind this delegate and use it to log analytics events (for now) #JIRA: none Change 3495796 by Josh.May #WEX #JIRA: None - Reworked the LoadTimes.DumpReport console command to accept command arguments and added options for alphanumeric sorting (-alphasort), tweakable asset time cutoff (lowtime=X), and file output to the Saved/Profiling directory (file). - Added hooks for automatically generating load time reports for every map load (enabled using the DUMP_LOAD_REPORT_PER_MAP #define). Change 3489241 by Josh.Markiewicz #UE4 - First unfinished pass to GoogleIOS - SDK auth token data needs to copy auth into TMap properly #jira none Change 3487767 by David.Nikdel #Analytics: Make FAnalyticsEventAttribute support typed values - This makes sure the value types in the resultant JSON reflect the code. - Added support for Number (double), Boolean, Null, and JsonFragment types - This should make it so we don't have to whitelist everything to be converted to number on the Grafana processing side. - Made all attributes on FAnalyticsEventAttribute immutable #JIRA: WEX-6696, WEX-6706 Change 3478818 by Chris.Babcock Add detection of Houdini (running on Intel Android CPU) #jira WEX-5009 #ue4 #android #robomerge R1.2 Change 3475449 by Allan.Bentham Add disable force inline option for iOS build, enabled for WEX. #jira UEMOB-167 [CL 3588553 by Peter Sauerbrei in Main branch]
2017-08-15 16:16:21 -04:00
{
AndroidThunkJava_HideVirtualKeyboardInput();
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3627362) #lockdown Nick.Penwarden #rb None ============================ MAJOR FEATURES & CHANGES ============================ Change 3600639 by Nick.Shin HTML5 remove old emscripten toolchain forgot to remove this (was checked out in another changelist) #jira UE-47813 Change 3600641 by Nick.Shin HTML5 TM-Core crash fixes new PhysX HTML5 libs #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600644 by Nick.Shin HTML5 TM-Core crash fixes emscripten doesn't seem to know how to look at <PxRigidActor> from the PxActor class... #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600647 by Nick.Shin HTML5 UInterpTrackInst::GetGroupActor() pre-null check #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3601439 by Dmitriy.Dyomin Fixed: Protostar leads to device reboot in Galaxy S7 Adreno device. (SM-G930V) #jira UE-48323 Change 3601440 by Dmitriy.Dyomin Fixed: Texture streaming after world origin was rebased Change 3601456 by Dmitriy.Dyomin Added: Async loading bytecode from shader library - Shader library will be packed into single file - Shader library will be created only when packaging project by the book #jira UEMOB-381 Change 3601624 by Jack.Porter Fix landscape crash on HTML5 Exception !IsInRenderingThread() failed. #jira UE-48527 Change 3603890 by Dmitriy.Dyomin GitHub 3905 : Engine crash in LandscapeComponent when streaming levels #3905 #jira UE-48422 Change 3603933 by Dmitriy.Dyomin Fixed: Crash after Splash Screen on Android (ETC2) when Adding r.UseShaderCaching and r.UseShaderPredraw - Added r.SaveShaderCache command to save current cache on demand - Removed support for caching multiple platfroms at the same time, each platform now uses separate cache/file - Significantly reduced size of draw log on disk - Mobile platfroms support only basic caching, logging shaders and bound shader states without full gfx state #jira UE-47553 Change 3604050 by Sorin.Gradinaru #jira UE-47428 Android virtual keyboard polishing Done: Multiline should be disabled when not needed Hide suggestions and autocorrect "Done" / back button behavior to make it feel natural - Done/Enter and the Back key event sent to the engine If the keyboard is up and you click on the same control you're currently inputting into, it will hide the keyboard. Look into animation - not critical. S6 with Swiftkey. The numbers don't show up in our textedit but the string is updated (we see dots in the Slate control) with the password entry Could not reproduce/test: Make sure we don't use negative coords for the input box if the keyboard is at the top of the screen Change 3604081 by Allan.Bentham Reduce redundant log spam from SustainedPerformanceMode on android. Change 3604152 by Allan.Bentham Improved vulkanRHI availability and selection reporting. Change 3604186 by Dmitriy.Dyomin Vulkan: Write to buffers directly on UMA devices (no staging) Change 3604396 by Nick.Shin HTML5 - stats and multi-threading checks more null & multi-threading - and some functions flat out disabled for HTML5 platform the big "don't use on HTML5" is TLockFreeFixedSizeAllocator_TLSCacheBase's manual TLS.PartialBundle memory handler... i'm not sure it's working properly... switched on USE_NIEVE_TLockFreeFixedSizeAllocator_TLSCacheBase sections of code (i.e. basic malloc and free) for PLATFORM_HTML5 - it seems only the stats function was exacerbating the memory bug ... but, shutting this completely out for HTML5... don't know if it's an emscripten compiler/corruption that's causing this... - will send this to emscripten makers as another test case for them to help see what's going on... #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3604752 by Allan.Bentham Reduce battery status log spam. Change 3604825 by Nick.Shin HTML5 emscripten 1.37.19 updated license file #jira UE-47813 Change 3606486 by Jack.Porter Enabled refraction on tvOS #jira UE-47229 Change 3606546 by Dmitriy.Dyomin Vulkan: Missed null check from CL# 3601439 Change 3606654 by Allan.Bentham mobile post process shaders will not attempt depth buffer fetch, instead they will always read from the depth texture. #jira UE-41919 Change 3606672 by Dmitriy.Dyomin Fixed: Vulkan mode crashes without error on Tegra K1 Nvidia Shield due to OOM - fixed r.MobileReduceLoadedMips has no effect - added r.MobileMaxLoadedMips to set a limit to a number of mips - reduced size of vulkan allocation pages on android #jira UE-42838 Change 3607204 by Allan.Bentham Do not attempt getprocaddress for GL_EXT_DEBUG_LABEL functions when the extension is not declared. Change 3607214 by Nick.Shin HTML5 - stats font crash fix #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3609164 by Chris.Babcock More informative Android SDK license requirements and errors #jra UE-48837 #ue4 #android Change 3609175 by Chris.Babcock Linux build fix #jira none Change 3609516 by Dmitriy.Dyomin Fixed: Decals in TM-ShaderModels appearing and disappearing when viewed at certain angles on Android #jira UE-45342 Change 3609618 by Dmitriy.Dyomin Back out changelist 3603933, to help merge from main Change 3610979 by Peter.Sauerbrei addition of asset catalogs for icons on Xcode 9 for iOS 11 Change 3612145 by Dmitriy.Dyomin Resubmitting CL #3603933 (shader cache fixes) Change 3613981 by Chris.Babcock Fix issue with Android password keyboard input #jira WEX-7343 #ue4 #android Change 3614375 by Sorin.Gradinaru #jira UE-44656 StrategyGame Crashes on launch on KindleFire 5th Gen. Kindle Fire HD7 5th (CPU Mali 450) seems to have problems with thread rendering, crashing when returning to the main thread. Added new device profile [Android_Mali_4xx_KindleFire] with a new cvar r.AndroidDisableThreadedRenderingFirstLoad=1, disabling movie player rendering on the intial screen. For subsequent loading screens, the (same) code apparently runs Ok. A warning "Initial loading screen disabled from BaseDeviceProfiles.ini: r.AndroidDisableThreadedRenderingFirstLoad=1" should appear when the thread rendering is disabled Change 3614971 by Cosmin.Sulea UE-46769 - GitHub 3745 : bForcePVRTC4 was ignored. #jira UE-46769 Change 3616431 by Peter.Sauerbrei PR3657,3658 - fixes for InApp purchase bugs courtesy of nverenik Change 3617306 by Jack.Porter Fix issue where undocked tabs had no way to be made visible again when hidden #jira UE-12044 Change 3617312 by Jack.Porter Find a new best MobileDirectionalLights[channel] when then current one is removed from the world (eg by a level streaming operation) #jira UE-47135 #3785 Change 3617383 by Dmitriy.Dyomin Vk - only dynamic buffers in HostVisible on UMA devices Change 3617437 by Dmitriy.Dyomin Vk - SRV allocates one BufferView for each buffer in FVulkanResourceMultiBuffer, so they can be reused (contributed by Samsung) Change 3617474 by Dmitriy.Dyomin Vk - Don't use fences on image acquire on Android Change 3617483 by Dmitriy.Dyomin Vk - Remove redundant dynamic state setup (viewport, scissor, stencilref) (contributed by Samsung) Change 3617521 by Dmitriy.Dyomin Fix CIS warnings Change 3617574 by Dmitriy.Dyomin Vk - Optimized RenderPass pool and Framebuffer pool (reduced vkObject count) (contributed by Samsung) ProtoStar: Framebuffer count : 133 -> 108, Renderpass count : 21 -> 18 Change 3617585 by Dmitriy.Dyomin compile fix for CL# 3617574 Change 3617849 by Allan.Bentham Log UnsatisfiedLinkError's content when loadlibrary fails. Change 3617945 by Chris.Babcock Allow UPL variable expansion in addPermission, addFeature, and addLibrary #jira UE-47421 #ue4 #android Change 3618097 by Allan.Bentham Fix Y axis switch with android GLES when rendering triangles to canvas. #jira UE-44510 Change 3618733 by Peter.Sauerbrei fix from Dev-Rendering for tvOS shader compilation Change 3618761 by Peter.Sauerbrei fix for shader crash on startup on iOS Change 3618769 by Peter.Sauerbrei bump metal shader guid to force a rebuild of shaders Change 3620061 by Peter.Sauerbrei fix for resource directory on Asset catalogs #jira UE-49074 Change 3620520 by Peter.Sauerbrei remove the texture warning, the logic was incorrect and in the end we don't need the warning #jira UE-49057 Change 3621811 by Allan.Bentham Add mipindex and array slice index to framebuffer hashing code. #jira UE-49171 Change 3624410 by Jack.Porter Fix issue where the Shared Material Native Libraries checkbox causes packaging for Android to fail #jira UE-49105 Change 3627361 by Jack.Porter Fixing case on iOS files #jira None Change 3627362 by Jack.Porter Fixed case on IOS files #jira None [CL 3627373 by Jack Porter in Main branch]
2017-09-06 01:04:25 -04:00
nativeVirtualKeyboardSendKey(KeyEvent.KEYCODE_BACK);
Copying //UE4/WEX-Staging/... to //UE4/Main (Source: //WEX/Main @ 3580612) #rb none #lockdown nick.penwarden ================================================================================================= MAJOR FEATURES + CHANGES ================================================================================================= Change 3526838 by David.Nikdel #WEX: make map elements support TitleProperty on their values in the editor #JIRA: none Change 3517937 by Ben.Zeigler #jira UE-46574 Deprecate IPlatformChunkInstall::SetChunkInstallDelgate as it was spelled wrong, was only half implemented, and did not support success vs failure Replace with AddChunkInstallDelegate, which supports a bool error code and is bound once instead of separately for each chunk. All implementations support this delegate at a basic level, although several could be improved to call the failure delegate in more cases Change 3498765 by David.Nikdel #WEX: Added a way to bind a delegate that fires whenever an analytics event is queued. - Bind this delegate and use it to log analytics events (for now) #JIRA: none Change 3495796 by Josh.May #WEX #JIRA: None - Reworked the LoadTimes.DumpReport console command to accept command arguments and added options for alphanumeric sorting (-alphasort), tweakable asset time cutoff (lowtime=X), and file output to the Saved/Profiling directory (file). - Added hooks for automatically generating load time reports for every map load (enabled using the DUMP_LOAD_REPORT_PER_MAP #define). Change 3489241 by Josh.Markiewicz #UE4 - First unfinished pass to GoogleIOS - SDK auth token data needs to copy auth into TMap properly #jira none Change 3487767 by David.Nikdel #Analytics: Make FAnalyticsEventAttribute support typed values - This makes sure the value types in the resultant JSON reflect the code. - Added support for Number (double), Boolean, Null, and JsonFragment types - This should make it so we don't have to whitelist everything to be converted to number on the Grafana processing side. - Made all attributes on FAnalyticsEventAttribute immutable #JIRA: WEX-6696, WEX-6706 Change 3478818 by Chris.Babcock Add detection of Houdini (running on Intel Android CPU) #jira WEX-5009 #ue4 #android #robomerge R1.2 Change 3475449 by Allan.Bentham Add disable force inline option for iOS build, enabled for WEX. #jira UEMOB-167 [CL 3588553 by Peter Sauerbrei in Main branch]
2017-08-15 16:16:21 -04:00
}
return super.dispatchKeyEvent(event);
}
// listen for cursor position changes & send message to the UMG widget
@Override
protected void onSelectionChanged(int selStart, int selEnd)
{
nativeVirtualKeyboardSendSelection(selStart, selEnd);
}
Copying //UE4/WEX-Staging/... to //UE4/Main (Source: //WEX/Main @ 3580612) #rb none #lockdown nick.penwarden ================================================================================================= MAJOR FEATURES + CHANGES ================================================================================================= Change 3526838 by David.Nikdel #WEX: make map elements support TitleProperty on their values in the editor #JIRA: none Change 3517937 by Ben.Zeigler #jira UE-46574 Deprecate IPlatformChunkInstall::SetChunkInstallDelgate as it was spelled wrong, was only half implemented, and did not support success vs failure Replace with AddChunkInstallDelegate, which supports a bool error code and is bound once instead of separately for each chunk. All implementations support this delegate at a basic level, although several could be improved to call the failure delegate in more cases Change 3498765 by David.Nikdel #WEX: Added a way to bind a delegate that fires whenever an analytics event is queued. - Bind this delegate and use it to log analytics events (for now) #JIRA: none Change 3495796 by Josh.May #WEX #JIRA: None - Reworked the LoadTimes.DumpReport console command to accept command arguments and added options for alphanumeric sorting (-alphasort), tweakable asset time cutoff (lowtime=X), and file output to the Saved/Profiling directory (file). - Added hooks for automatically generating load time reports for every map load (enabled using the DUMP_LOAD_REPORT_PER_MAP #define). Change 3489241 by Josh.Markiewicz #UE4 - First unfinished pass to GoogleIOS - SDK auth token data needs to copy auth into TMap properly #jira none Change 3487767 by David.Nikdel #Analytics: Make FAnalyticsEventAttribute support typed values - This makes sure the value types in the resultant JSON reflect the code. - Added support for Number (double), Boolean, Null, and JsonFragment types - This should make it so we don't have to whitelist everything to be converted to number on the Grafana processing side. - Made all attributes on FAnalyticsEventAttribute immutable #JIRA: WEX-6696, WEX-6706 Change 3478818 by Chris.Babcock Add detection of Houdini (running on Intel Android CPU) #jira WEX-5009 #ue4 #android #robomerge R1.2 Change 3475449 by Allan.Bentham Add disable force inline option for iOS build, enabled for WEX. #jira UEMOB-167 [CL 3588553 by Peter Sauerbrei in Main branch]
2017-08-15 16:16:21 -04:00
//extend associated InputConnection to handle special keys
@Override
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3627362) #lockdown Nick.Penwarden #rb None ============================ MAJOR FEATURES & CHANGES ============================ Change 3600639 by Nick.Shin HTML5 remove old emscripten toolchain forgot to remove this (was checked out in another changelist) #jira UE-47813 Change 3600641 by Nick.Shin HTML5 TM-Core crash fixes new PhysX HTML5 libs #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600644 by Nick.Shin HTML5 TM-Core crash fixes emscripten doesn't seem to know how to look at <PxRigidActor> from the PxActor class... #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600647 by Nick.Shin HTML5 UInterpTrackInst::GetGroupActor() pre-null check #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3601439 by Dmitriy.Dyomin Fixed: Protostar leads to device reboot in Galaxy S7 Adreno device. (SM-G930V) #jira UE-48323 Change 3601440 by Dmitriy.Dyomin Fixed: Texture streaming after world origin was rebased Change 3601456 by Dmitriy.Dyomin Added: Async loading bytecode from shader library - Shader library will be packed into single file - Shader library will be created only when packaging project by the book #jira UEMOB-381 Change 3601624 by Jack.Porter Fix landscape crash on HTML5 Exception !IsInRenderingThread() failed. #jira UE-48527 Change 3603890 by Dmitriy.Dyomin GitHub 3905 : Engine crash in LandscapeComponent when streaming levels #3905 #jira UE-48422 Change 3603933 by Dmitriy.Dyomin Fixed: Crash after Splash Screen on Android (ETC2) when Adding r.UseShaderCaching and r.UseShaderPredraw - Added r.SaveShaderCache command to save current cache on demand - Removed support for caching multiple platfroms at the same time, each platform now uses separate cache/file - Significantly reduced size of draw log on disk - Mobile platfroms support only basic caching, logging shaders and bound shader states without full gfx state #jira UE-47553 Change 3604050 by Sorin.Gradinaru #jira UE-47428 Android virtual keyboard polishing Done: Multiline should be disabled when not needed Hide suggestions and autocorrect "Done" / back button behavior to make it feel natural - Done/Enter and the Back key event sent to the engine If the keyboard is up and you click on the same control you're currently inputting into, it will hide the keyboard. Look into animation - not critical. S6 with Swiftkey. The numbers don't show up in our textedit but the string is updated (we see dots in the Slate control) with the password entry Could not reproduce/test: Make sure we don't use negative coords for the input box if the keyboard is at the top of the screen Change 3604081 by Allan.Bentham Reduce redundant log spam from SustainedPerformanceMode on android. Change 3604152 by Allan.Bentham Improved vulkanRHI availability and selection reporting. Change 3604186 by Dmitriy.Dyomin Vulkan: Write to buffers directly on UMA devices (no staging) Change 3604396 by Nick.Shin HTML5 - stats and multi-threading checks more null & multi-threading - and some functions flat out disabled for HTML5 platform the big "don't use on HTML5" is TLockFreeFixedSizeAllocator_TLSCacheBase's manual TLS.PartialBundle memory handler... i'm not sure it's working properly... switched on USE_NIEVE_TLockFreeFixedSizeAllocator_TLSCacheBase sections of code (i.e. basic malloc and free) for PLATFORM_HTML5 - it seems only the stats function was exacerbating the memory bug ... but, shutting this completely out for HTML5... don't know if it's an emscripten compiler/corruption that's causing this... - will send this to emscripten makers as another test case for them to help see what's going on... #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3604752 by Allan.Bentham Reduce battery status log spam. Change 3604825 by Nick.Shin HTML5 emscripten 1.37.19 updated license file #jira UE-47813 Change 3606486 by Jack.Porter Enabled refraction on tvOS #jira UE-47229 Change 3606546 by Dmitriy.Dyomin Vulkan: Missed null check from CL# 3601439 Change 3606654 by Allan.Bentham mobile post process shaders will not attempt depth buffer fetch, instead they will always read from the depth texture. #jira UE-41919 Change 3606672 by Dmitriy.Dyomin Fixed: Vulkan mode crashes without error on Tegra K1 Nvidia Shield due to OOM - fixed r.MobileReduceLoadedMips has no effect - added r.MobileMaxLoadedMips to set a limit to a number of mips - reduced size of vulkan allocation pages on android #jira UE-42838 Change 3607204 by Allan.Bentham Do not attempt getprocaddress for GL_EXT_DEBUG_LABEL functions when the extension is not declared. Change 3607214 by Nick.Shin HTML5 - stats font crash fix #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3609164 by Chris.Babcock More informative Android SDK license requirements and errors #jra UE-48837 #ue4 #android Change 3609175 by Chris.Babcock Linux build fix #jira none Change 3609516 by Dmitriy.Dyomin Fixed: Decals in TM-ShaderModels appearing and disappearing when viewed at certain angles on Android #jira UE-45342 Change 3609618 by Dmitriy.Dyomin Back out changelist 3603933, to help merge from main Change 3610979 by Peter.Sauerbrei addition of asset catalogs for icons on Xcode 9 for iOS 11 Change 3612145 by Dmitriy.Dyomin Resubmitting CL #3603933 (shader cache fixes) Change 3613981 by Chris.Babcock Fix issue with Android password keyboard input #jira WEX-7343 #ue4 #android Change 3614375 by Sorin.Gradinaru #jira UE-44656 StrategyGame Crashes on launch on KindleFire 5th Gen. Kindle Fire HD7 5th (CPU Mali 450) seems to have problems with thread rendering, crashing when returning to the main thread. Added new device profile [Android_Mali_4xx_KindleFire] with a new cvar r.AndroidDisableThreadedRenderingFirstLoad=1, disabling movie player rendering on the intial screen. For subsequent loading screens, the (same) code apparently runs Ok. A warning "Initial loading screen disabled from BaseDeviceProfiles.ini: r.AndroidDisableThreadedRenderingFirstLoad=1" should appear when the thread rendering is disabled Change 3614971 by Cosmin.Sulea UE-46769 - GitHub 3745 : bForcePVRTC4 was ignored. #jira UE-46769 Change 3616431 by Peter.Sauerbrei PR3657,3658 - fixes for InApp purchase bugs courtesy of nverenik Change 3617306 by Jack.Porter Fix issue where undocked tabs had no way to be made visible again when hidden #jira UE-12044 Change 3617312 by Jack.Porter Find a new best MobileDirectionalLights[channel] when then current one is removed from the world (eg by a level streaming operation) #jira UE-47135 #3785 Change 3617383 by Dmitriy.Dyomin Vk - only dynamic buffers in HostVisible on UMA devices Change 3617437 by Dmitriy.Dyomin Vk - SRV allocates one BufferView for each buffer in FVulkanResourceMultiBuffer, so they can be reused (contributed by Samsung) Change 3617474 by Dmitriy.Dyomin Vk - Don't use fences on image acquire on Android Change 3617483 by Dmitriy.Dyomin Vk - Remove redundant dynamic state setup (viewport, scissor, stencilref) (contributed by Samsung) Change 3617521 by Dmitriy.Dyomin Fix CIS warnings Change 3617574 by Dmitriy.Dyomin Vk - Optimized RenderPass pool and Framebuffer pool (reduced vkObject count) (contributed by Samsung) ProtoStar: Framebuffer count : 133 -> 108, Renderpass count : 21 -> 18 Change 3617585 by Dmitriy.Dyomin compile fix for CL# 3617574 Change 3617849 by Allan.Bentham Log UnsatisfiedLinkError's content when loadlibrary fails. Change 3617945 by Chris.Babcock Allow UPL variable expansion in addPermission, addFeature, and addLibrary #jira UE-47421 #ue4 #android Change 3618097 by Allan.Bentham Fix Y axis switch with android GLES when rendering triangles to canvas. #jira UE-44510 Change 3618733 by Peter.Sauerbrei fix from Dev-Rendering for tvOS shader compilation Change 3618761 by Peter.Sauerbrei fix for shader crash on startup on iOS Change 3618769 by Peter.Sauerbrei bump metal shader guid to force a rebuild of shaders Change 3620061 by Peter.Sauerbrei fix for resource directory on Asset catalogs #jira UE-49074 Change 3620520 by Peter.Sauerbrei remove the texture warning, the logic was incorrect and in the end we don't need the warning #jira UE-49057 Change 3621811 by Allan.Bentham Add mipindex and array slice index to framebuffer hashing code. #jira UE-49171 Change 3624410 by Jack.Porter Fix issue where the Shared Material Native Libraries checkbox causes packaging for Android to fail #jira UE-49105 Change 3627361 by Jack.Porter Fixing case on iOS files #jira None Change 3627362 by Jack.Porter Fixed case on IOS files #jira None [CL 3627373 by Jack Porter in Main branch]
2017-09-06 01:04:25 -04:00
public InputConnection onCreateInputConnection(EditorInfo outAttrs)
{
return new VirtualKeyboardInputConnection(super.onCreateInputConnection(outAttrs), true, this);
Copying //UE4/WEX-Staging/... to //UE4/Main (Source: //WEX/Main @ 3580612) #rb none #lockdown nick.penwarden ================================================================================================= MAJOR FEATURES + CHANGES ================================================================================================= Change 3526838 by David.Nikdel #WEX: make map elements support TitleProperty on their values in the editor #JIRA: none Change 3517937 by Ben.Zeigler #jira UE-46574 Deprecate IPlatformChunkInstall::SetChunkInstallDelgate as it was spelled wrong, was only half implemented, and did not support success vs failure Replace with AddChunkInstallDelegate, which supports a bool error code and is bound once instead of separately for each chunk. All implementations support this delegate at a basic level, although several could be improved to call the failure delegate in more cases Change 3498765 by David.Nikdel #WEX: Added a way to bind a delegate that fires whenever an analytics event is queued. - Bind this delegate and use it to log analytics events (for now) #JIRA: none Change 3495796 by Josh.May #WEX #JIRA: None - Reworked the LoadTimes.DumpReport console command to accept command arguments and added options for alphanumeric sorting (-alphasort), tweakable asset time cutoff (lowtime=X), and file output to the Saved/Profiling directory (file). - Added hooks for automatically generating load time reports for every map load (enabled using the DUMP_LOAD_REPORT_PER_MAP #define). Change 3489241 by Josh.Markiewicz #UE4 - First unfinished pass to GoogleIOS - SDK auth token data needs to copy auth into TMap properly #jira none Change 3487767 by David.Nikdel #Analytics: Make FAnalyticsEventAttribute support typed values - This makes sure the value types in the resultant JSON reflect the code. - Added support for Number (double), Boolean, Null, and JsonFragment types - This should make it so we don't have to whitelist everything to be converted to number on the Grafana processing side. - Made all attributes on FAnalyticsEventAttribute immutable #JIRA: WEX-6696, WEX-6706 Change 3478818 by Chris.Babcock Add detection of Houdini (running on Intel Android CPU) #jira WEX-5009 #ue4 #android #robomerge R1.2 Change 3475449 by Allan.Bentham Add disable force inline option for iOS build, enabled for WEX. #jira UEMOB-167 [CL 3588553 by Peter Sauerbrei in Main branch]
2017-08-15 16:16:21 -04:00
}
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3627362) #lockdown Nick.Penwarden #rb None ============================ MAJOR FEATURES & CHANGES ============================ Change 3600639 by Nick.Shin HTML5 remove old emscripten toolchain forgot to remove this (was checked out in another changelist) #jira UE-47813 Change 3600641 by Nick.Shin HTML5 TM-Core crash fixes new PhysX HTML5 libs #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600644 by Nick.Shin HTML5 TM-Core crash fixes emscripten doesn't seem to know how to look at <PxRigidActor> from the PxActor class... #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600647 by Nick.Shin HTML5 UInterpTrackInst::GetGroupActor() pre-null check #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3601439 by Dmitriy.Dyomin Fixed: Protostar leads to device reboot in Galaxy S7 Adreno device. (SM-G930V) #jira UE-48323 Change 3601440 by Dmitriy.Dyomin Fixed: Texture streaming after world origin was rebased Change 3601456 by Dmitriy.Dyomin Added: Async loading bytecode from shader library - Shader library will be packed into single file - Shader library will be created only when packaging project by the book #jira UEMOB-381 Change 3601624 by Jack.Porter Fix landscape crash on HTML5 Exception !IsInRenderingThread() failed. #jira UE-48527 Change 3603890 by Dmitriy.Dyomin GitHub 3905 : Engine crash in LandscapeComponent when streaming levels #3905 #jira UE-48422 Change 3603933 by Dmitriy.Dyomin Fixed: Crash after Splash Screen on Android (ETC2) when Adding r.UseShaderCaching and r.UseShaderPredraw - Added r.SaveShaderCache command to save current cache on demand - Removed support for caching multiple platfroms at the same time, each platform now uses separate cache/file - Significantly reduced size of draw log on disk - Mobile platfroms support only basic caching, logging shaders and bound shader states without full gfx state #jira UE-47553 Change 3604050 by Sorin.Gradinaru #jira UE-47428 Android virtual keyboard polishing Done: Multiline should be disabled when not needed Hide suggestions and autocorrect "Done" / back button behavior to make it feel natural - Done/Enter and the Back key event sent to the engine If the keyboard is up and you click on the same control you're currently inputting into, it will hide the keyboard. Look into animation - not critical. S6 with Swiftkey. The numbers don't show up in our textedit but the string is updated (we see dots in the Slate control) with the password entry Could not reproduce/test: Make sure we don't use negative coords for the input box if the keyboard is at the top of the screen Change 3604081 by Allan.Bentham Reduce redundant log spam from SustainedPerformanceMode on android. Change 3604152 by Allan.Bentham Improved vulkanRHI availability and selection reporting. Change 3604186 by Dmitriy.Dyomin Vulkan: Write to buffers directly on UMA devices (no staging) Change 3604396 by Nick.Shin HTML5 - stats and multi-threading checks more null & multi-threading - and some functions flat out disabled for HTML5 platform the big "don't use on HTML5" is TLockFreeFixedSizeAllocator_TLSCacheBase's manual TLS.PartialBundle memory handler... i'm not sure it's working properly... switched on USE_NIEVE_TLockFreeFixedSizeAllocator_TLSCacheBase sections of code (i.e. basic malloc and free) for PLATFORM_HTML5 - it seems only the stats function was exacerbating the memory bug ... but, shutting this completely out for HTML5... don't know if it's an emscripten compiler/corruption that's causing this... - will send this to emscripten makers as another test case for them to help see what's going on... #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3604752 by Allan.Bentham Reduce battery status log spam. Change 3604825 by Nick.Shin HTML5 emscripten 1.37.19 updated license file #jira UE-47813 Change 3606486 by Jack.Porter Enabled refraction on tvOS #jira UE-47229 Change 3606546 by Dmitriy.Dyomin Vulkan: Missed null check from CL# 3601439 Change 3606654 by Allan.Bentham mobile post process shaders will not attempt depth buffer fetch, instead they will always read from the depth texture. #jira UE-41919 Change 3606672 by Dmitriy.Dyomin Fixed: Vulkan mode crashes without error on Tegra K1 Nvidia Shield due to OOM - fixed r.MobileReduceLoadedMips has no effect - added r.MobileMaxLoadedMips to set a limit to a number of mips - reduced size of vulkan allocation pages on android #jira UE-42838 Change 3607204 by Allan.Bentham Do not attempt getprocaddress for GL_EXT_DEBUG_LABEL functions when the extension is not declared. Change 3607214 by Nick.Shin HTML5 - stats font crash fix #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3609164 by Chris.Babcock More informative Android SDK license requirements and errors #jra UE-48837 #ue4 #android Change 3609175 by Chris.Babcock Linux build fix #jira none Change 3609516 by Dmitriy.Dyomin Fixed: Decals in TM-ShaderModels appearing and disappearing when viewed at certain angles on Android #jira UE-45342 Change 3609618 by Dmitriy.Dyomin Back out changelist 3603933, to help merge from main Change 3610979 by Peter.Sauerbrei addition of asset catalogs for icons on Xcode 9 for iOS 11 Change 3612145 by Dmitriy.Dyomin Resubmitting CL #3603933 (shader cache fixes) Change 3613981 by Chris.Babcock Fix issue with Android password keyboard input #jira WEX-7343 #ue4 #android Change 3614375 by Sorin.Gradinaru #jira UE-44656 StrategyGame Crashes on launch on KindleFire 5th Gen. Kindle Fire HD7 5th (CPU Mali 450) seems to have problems with thread rendering, crashing when returning to the main thread. Added new device profile [Android_Mali_4xx_KindleFire] with a new cvar r.AndroidDisableThreadedRenderingFirstLoad=1, disabling movie player rendering on the intial screen. For subsequent loading screens, the (same) code apparently runs Ok. A warning "Initial loading screen disabled from BaseDeviceProfiles.ini: r.AndroidDisableThreadedRenderingFirstLoad=1" should appear when the thread rendering is disabled Change 3614971 by Cosmin.Sulea UE-46769 - GitHub 3745 : bForcePVRTC4 was ignored. #jira UE-46769 Change 3616431 by Peter.Sauerbrei PR3657,3658 - fixes for InApp purchase bugs courtesy of nverenik Change 3617306 by Jack.Porter Fix issue where undocked tabs had no way to be made visible again when hidden #jira UE-12044 Change 3617312 by Jack.Porter Find a new best MobileDirectionalLights[channel] when then current one is removed from the world (eg by a level streaming operation) #jira UE-47135 #3785 Change 3617383 by Dmitriy.Dyomin Vk - only dynamic buffers in HostVisible on UMA devices Change 3617437 by Dmitriy.Dyomin Vk - SRV allocates one BufferView for each buffer in FVulkanResourceMultiBuffer, so they can be reused (contributed by Samsung) Change 3617474 by Dmitriy.Dyomin Vk - Don't use fences on image acquire on Android Change 3617483 by Dmitriy.Dyomin Vk - Remove redundant dynamic state setup (viewport, scissor, stencilref) (contributed by Samsung) Change 3617521 by Dmitriy.Dyomin Fix CIS warnings Change 3617574 by Dmitriy.Dyomin Vk - Optimized RenderPass pool and Framebuffer pool (reduced vkObject count) (contributed by Samsung) ProtoStar: Framebuffer count : 133 -> 108, Renderpass count : 21 -> 18 Change 3617585 by Dmitriy.Dyomin compile fix for CL# 3617574 Change 3617849 by Allan.Bentham Log UnsatisfiedLinkError's content when loadlibrary fails. Change 3617945 by Chris.Babcock Allow UPL variable expansion in addPermission, addFeature, and addLibrary #jira UE-47421 #ue4 #android Change 3618097 by Allan.Bentham Fix Y axis switch with android GLES when rendering triangles to canvas. #jira UE-44510 Change 3618733 by Peter.Sauerbrei fix from Dev-Rendering for tvOS shader compilation Change 3618761 by Peter.Sauerbrei fix for shader crash on startup on iOS Change 3618769 by Peter.Sauerbrei bump metal shader guid to force a rebuild of shaders Change 3620061 by Peter.Sauerbrei fix for resource directory on Asset catalogs #jira UE-49074 Change 3620520 by Peter.Sauerbrei remove the texture warning, the logic was incorrect and in the end we don't need the warning #jira UE-49057 Change 3621811 by Allan.Bentham Add mipindex and array slice index to framebuffer hashing code. #jira UE-49171 Change 3624410 by Jack.Porter Fix issue where the Shared Material Native Libraries checkbox causes packaging for Android to fail #jira UE-49105 Change 3627361 by Jack.Porter Fixing case on iOS files #jira None Change 3627362 by Jack.Porter Fixed case on IOS files #jira None [CL 3627373 by Jack Porter in Main branch]
2017-09-06 01:04:25 -04:00
private class VirtualKeyboardInputConnection extends InputConnectionWrapper
{
Copying //UE4/WEX-Staging/... to //UE4/Main (Source: //WEX/Main @ 3580612) #rb none #lockdown nick.penwarden ================================================================================================= MAJOR FEATURES + CHANGES ================================================================================================= Change 3526838 by David.Nikdel #WEX: make map elements support TitleProperty on their values in the editor #JIRA: none Change 3517937 by Ben.Zeigler #jira UE-46574 Deprecate IPlatformChunkInstall::SetChunkInstallDelgate as it was spelled wrong, was only half implemented, and did not support success vs failure Replace with AddChunkInstallDelegate, which supports a bool error code and is bound once instead of separately for each chunk. All implementations support this delegate at a basic level, although several could be improved to call the failure delegate in more cases Change 3498765 by David.Nikdel #WEX: Added a way to bind a delegate that fires whenever an analytics event is queued. - Bind this delegate and use it to log analytics events (for now) #JIRA: none Change 3495796 by Josh.May #WEX #JIRA: None - Reworked the LoadTimes.DumpReport console command to accept command arguments and added options for alphanumeric sorting (-alphasort), tweakable asset time cutoff (lowtime=X), and file output to the Saved/Profiling directory (file). - Added hooks for automatically generating load time reports for every map load (enabled using the DUMP_LOAD_REPORT_PER_MAP #define). Change 3489241 by Josh.Markiewicz #UE4 - First unfinished pass to GoogleIOS - SDK auth token data needs to copy auth into TMap properly #jira none Change 3487767 by David.Nikdel #Analytics: Make FAnalyticsEventAttribute support typed values - This makes sure the value types in the resultant JSON reflect the code. - Added support for Number (double), Boolean, Null, and JsonFragment types - This should make it so we don't have to whitelist everything to be converted to number on the Grafana processing side. - Made all attributes on FAnalyticsEventAttribute immutable #JIRA: WEX-6696, WEX-6706 Change 3478818 by Chris.Babcock Add detection of Houdini (running on Intel Android CPU) #jira WEX-5009 #ue4 #android #robomerge R1.2 Change 3475449 by Allan.Bentham Add disable force inline option for iOS build, enabled for WEX. #jira UEMOB-167 [CL 3588553 by Peter Sauerbrei in Main branch]
2017-08-15 16:16:21 -04:00
VirtualKeyboardInput owner;
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3627362) #lockdown Nick.Penwarden #rb None ============================ MAJOR FEATURES & CHANGES ============================ Change 3600639 by Nick.Shin HTML5 remove old emscripten toolchain forgot to remove this (was checked out in another changelist) #jira UE-47813 Change 3600641 by Nick.Shin HTML5 TM-Core crash fixes new PhysX HTML5 libs #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600644 by Nick.Shin HTML5 TM-Core crash fixes emscripten doesn't seem to know how to look at <PxRigidActor> from the PxActor class... #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600647 by Nick.Shin HTML5 UInterpTrackInst::GetGroupActor() pre-null check #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3601439 by Dmitriy.Dyomin Fixed: Protostar leads to device reboot in Galaxy S7 Adreno device. (SM-G930V) #jira UE-48323 Change 3601440 by Dmitriy.Dyomin Fixed: Texture streaming after world origin was rebased Change 3601456 by Dmitriy.Dyomin Added: Async loading bytecode from shader library - Shader library will be packed into single file - Shader library will be created only when packaging project by the book #jira UEMOB-381 Change 3601624 by Jack.Porter Fix landscape crash on HTML5 Exception !IsInRenderingThread() failed. #jira UE-48527 Change 3603890 by Dmitriy.Dyomin GitHub 3905 : Engine crash in LandscapeComponent when streaming levels #3905 #jira UE-48422 Change 3603933 by Dmitriy.Dyomin Fixed: Crash after Splash Screen on Android (ETC2) when Adding r.UseShaderCaching and r.UseShaderPredraw - Added r.SaveShaderCache command to save current cache on demand - Removed support for caching multiple platfroms at the same time, each platform now uses separate cache/file - Significantly reduced size of draw log on disk - Mobile platfroms support only basic caching, logging shaders and bound shader states without full gfx state #jira UE-47553 Change 3604050 by Sorin.Gradinaru #jira UE-47428 Android virtual keyboard polishing Done: Multiline should be disabled when not needed Hide suggestions and autocorrect "Done" / back button behavior to make it feel natural - Done/Enter and the Back key event sent to the engine If the keyboard is up and you click on the same control you're currently inputting into, it will hide the keyboard. Look into animation - not critical. S6 with Swiftkey. The numbers don't show up in our textedit but the string is updated (we see dots in the Slate control) with the password entry Could not reproduce/test: Make sure we don't use negative coords for the input box if the keyboard is at the top of the screen Change 3604081 by Allan.Bentham Reduce redundant log spam from SustainedPerformanceMode on android. Change 3604152 by Allan.Bentham Improved vulkanRHI availability and selection reporting. Change 3604186 by Dmitriy.Dyomin Vulkan: Write to buffers directly on UMA devices (no staging) Change 3604396 by Nick.Shin HTML5 - stats and multi-threading checks more null & multi-threading - and some functions flat out disabled for HTML5 platform the big "don't use on HTML5" is TLockFreeFixedSizeAllocator_TLSCacheBase's manual TLS.PartialBundle memory handler... i'm not sure it's working properly... switched on USE_NIEVE_TLockFreeFixedSizeAllocator_TLSCacheBase sections of code (i.e. basic malloc and free) for PLATFORM_HTML5 - it seems only the stats function was exacerbating the memory bug ... but, shutting this completely out for HTML5... don't know if it's an emscripten compiler/corruption that's causing this... - will send this to emscripten makers as another test case for them to help see what's going on... #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3604752 by Allan.Bentham Reduce battery status log spam. Change 3604825 by Nick.Shin HTML5 emscripten 1.37.19 updated license file #jira UE-47813 Change 3606486 by Jack.Porter Enabled refraction on tvOS #jira UE-47229 Change 3606546 by Dmitriy.Dyomin Vulkan: Missed null check from CL# 3601439 Change 3606654 by Allan.Bentham mobile post process shaders will not attempt depth buffer fetch, instead they will always read from the depth texture. #jira UE-41919 Change 3606672 by Dmitriy.Dyomin Fixed: Vulkan mode crashes without error on Tegra K1 Nvidia Shield due to OOM - fixed r.MobileReduceLoadedMips has no effect - added r.MobileMaxLoadedMips to set a limit to a number of mips - reduced size of vulkan allocation pages on android #jira UE-42838 Change 3607204 by Allan.Bentham Do not attempt getprocaddress for GL_EXT_DEBUG_LABEL functions when the extension is not declared. Change 3607214 by Nick.Shin HTML5 - stats font crash fix #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3609164 by Chris.Babcock More informative Android SDK license requirements and errors #jra UE-48837 #ue4 #android Change 3609175 by Chris.Babcock Linux build fix #jira none Change 3609516 by Dmitriy.Dyomin Fixed: Decals in TM-ShaderModels appearing and disappearing when viewed at certain angles on Android #jira UE-45342 Change 3609618 by Dmitriy.Dyomin Back out changelist 3603933, to help merge from main Change 3610979 by Peter.Sauerbrei addition of asset catalogs for icons on Xcode 9 for iOS 11 Change 3612145 by Dmitriy.Dyomin Resubmitting CL #3603933 (shader cache fixes) Change 3613981 by Chris.Babcock Fix issue with Android password keyboard input #jira WEX-7343 #ue4 #android Change 3614375 by Sorin.Gradinaru #jira UE-44656 StrategyGame Crashes on launch on KindleFire 5th Gen. Kindle Fire HD7 5th (CPU Mali 450) seems to have problems with thread rendering, crashing when returning to the main thread. Added new device profile [Android_Mali_4xx_KindleFire] with a new cvar r.AndroidDisableThreadedRenderingFirstLoad=1, disabling movie player rendering on the intial screen. For subsequent loading screens, the (same) code apparently runs Ok. A warning "Initial loading screen disabled from BaseDeviceProfiles.ini: r.AndroidDisableThreadedRenderingFirstLoad=1" should appear when the thread rendering is disabled Change 3614971 by Cosmin.Sulea UE-46769 - GitHub 3745 : bForcePVRTC4 was ignored. #jira UE-46769 Change 3616431 by Peter.Sauerbrei PR3657,3658 - fixes for InApp purchase bugs courtesy of nverenik Change 3617306 by Jack.Porter Fix issue where undocked tabs had no way to be made visible again when hidden #jira UE-12044 Change 3617312 by Jack.Porter Find a new best MobileDirectionalLights[channel] when then current one is removed from the world (eg by a level streaming operation) #jira UE-47135 #3785 Change 3617383 by Dmitriy.Dyomin Vk - only dynamic buffers in HostVisible on UMA devices Change 3617437 by Dmitriy.Dyomin Vk - SRV allocates one BufferView for each buffer in FVulkanResourceMultiBuffer, so they can be reused (contributed by Samsung) Change 3617474 by Dmitriy.Dyomin Vk - Don't use fences on image acquire on Android Change 3617483 by Dmitriy.Dyomin Vk - Remove redundant dynamic state setup (viewport, scissor, stencilref) (contributed by Samsung) Change 3617521 by Dmitriy.Dyomin Fix CIS warnings Change 3617574 by Dmitriy.Dyomin Vk - Optimized RenderPass pool and Framebuffer pool (reduced vkObject count) (contributed by Samsung) ProtoStar: Framebuffer count : 133 -> 108, Renderpass count : 21 -> 18 Change 3617585 by Dmitriy.Dyomin compile fix for CL# 3617574 Change 3617849 by Allan.Bentham Log UnsatisfiedLinkError's content when loadlibrary fails. Change 3617945 by Chris.Babcock Allow UPL variable expansion in addPermission, addFeature, and addLibrary #jira UE-47421 #ue4 #android Change 3618097 by Allan.Bentham Fix Y axis switch with android GLES when rendering triangles to canvas. #jira UE-44510 Change 3618733 by Peter.Sauerbrei fix from Dev-Rendering for tvOS shader compilation Change 3618761 by Peter.Sauerbrei fix for shader crash on startup on iOS Change 3618769 by Peter.Sauerbrei bump metal shader guid to force a rebuild of shaders Change 3620061 by Peter.Sauerbrei fix for resource directory on Asset catalogs #jira UE-49074 Change 3620520 by Peter.Sauerbrei remove the texture warning, the logic was incorrect and in the end we don't need the warning #jira UE-49057 Change 3621811 by Allan.Bentham Add mipindex and array slice index to framebuffer hashing code. #jira UE-49171 Change 3624410 by Jack.Porter Fix issue where the Shared Material Native Libraries checkbox causes packaging for Android to fail #jira UE-49105 Change 3627361 by Jack.Porter Fixing case on iOS files #jira None Change 3627362 by Jack.Porter Fixed case on IOS files #jira None [CL 3627373 by Jack Porter in Main branch]
2017-09-06 01:04:25 -04:00
public VirtualKeyboardInputConnection(InputConnection target, boolean mutable, VirtualKeyboardInput editText)
{
super(target, mutable);
owner = editText;
}
Copying //UE4/WEX-Staging/... to //UE4/Main (Source: //WEX/Main @ 3580612) #rb none #lockdown nick.penwarden ================================================================================================= MAJOR FEATURES + CHANGES ================================================================================================= Change 3526838 by David.Nikdel #WEX: make map elements support TitleProperty on their values in the editor #JIRA: none Change 3517937 by Ben.Zeigler #jira UE-46574 Deprecate IPlatformChunkInstall::SetChunkInstallDelgate as it was spelled wrong, was only half implemented, and did not support success vs failure Replace with AddChunkInstallDelegate, which supports a bool error code and is bound once instead of separately for each chunk. All implementations support this delegate at a basic level, although several could be improved to call the failure delegate in more cases Change 3498765 by David.Nikdel #WEX: Added a way to bind a delegate that fires whenever an analytics event is queued. - Bind this delegate and use it to log analytics events (for now) #JIRA: none Change 3495796 by Josh.May #WEX #JIRA: None - Reworked the LoadTimes.DumpReport console command to accept command arguments and added options for alphanumeric sorting (-alphasort), tweakable asset time cutoff (lowtime=X), and file output to the Saved/Profiling directory (file). - Added hooks for automatically generating load time reports for every map load (enabled using the DUMP_LOAD_REPORT_PER_MAP #define). Change 3489241 by Josh.Markiewicz #UE4 - First unfinished pass to GoogleIOS - SDK auth token data needs to copy auth into TMap properly #jira none Change 3487767 by David.Nikdel #Analytics: Make FAnalyticsEventAttribute support typed values - This makes sure the value types in the resultant JSON reflect the code. - Added support for Number (double), Boolean, Null, and JsonFragment types - This should make it so we don't have to whitelist everything to be converted to number on the Grafana processing side. - Made all attributes on FAnalyticsEventAttribute immutable #JIRA: WEX-6696, WEX-6706 Change 3478818 by Chris.Babcock Add detection of Houdini (running on Intel Android CPU) #jira WEX-5009 #ue4 #android #robomerge R1.2 Change 3475449 by Allan.Bentham Add disable force inline option for iOS build, enabled for WEX. #jira UEMOB-167 [CL 3588553 by Peter Sauerbrei in Main branch]
2017-08-15 16:16:21 -04:00
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3627362) #lockdown Nick.Penwarden #rb None ============================ MAJOR FEATURES & CHANGES ============================ Change 3600639 by Nick.Shin HTML5 remove old emscripten toolchain forgot to remove this (was checked out in another changelist) #jira UE-47813 Change 3600641 by Nick.Shin HTML5 TM-Core crash fixes new PhysX HTML5 libs #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600644 by Nick.Shin HTML5 TM-Core crash fixes emscripten doesn't seem to know how to look at <PxRigidActor> from the PxActor class... #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600647 by Nick.Shin HTML5 UInterpTrackInst::GetGroupActor() pre-null check #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3601439 by Dmitriy.Dyomin Fixed: Protostar leads to device reboot in Galaxy S7 Adreno device. (SM-G930V) #jira UE-48323 Change 3601440 by Dmitriy.Dyomin Fixed: Texture streaming after world origin was rebased Change 3601456 by Dmitriy.Dyomin Added: Async loading bytecode from shader library - Shader library will be packed into single file - Shader library will be created only when packaging project by the book #jira UEMOB-381 Change 3601624 by Jack.Porter Fix landscape crash on HTML5 Exception !IsInRenderingThread() failed. #jira UE-48527 Change 3603890 by Dmitriy.Dyomin GitHub 3905 : Engine crash in LandscapeComponent when streaming levels #3905 #jira UE-48422 Change 3603933 by Dmitriy.Dyomin Fixed: Crash after Splash Screen on Android (ETC2) when Adding r.UseShaderCaching and r.UseShaderPredraw - Added r.SaveShaderCache command to save current cache on demand - Removed support for caching multiple platfroms at the same time, each platform now uses separate cache/file - Significantly reduced size of draw log on disk - Mobile platfroms support only basic caching, logging shaders and bound shader states without full gfx state #jira UE-47553 Change 3604050 by Sorin.Gradinaru #jira UE-47428 Android virtual keyboard polishing Done: Multiline should be disabled when not needed Hide suggestions and autocorrect "Done" / back button behavior to make it feel natural - Done/Enter and the Back key event sent to the engine If the keyboard is up and you click on the same control you're currently inputting into, it will hide the keyboard. Look into animation - not critical. S6 with Swiftkey. The numbers don't show up in our textedit but the string is updated (we see dots in the Slate control) with the password entry Could not reproduce/test: Make sure we don't use negative coords for the input box if the keyboard is at the top of the screen Change 3604081 by Allan.Bentham Reduce redundant log spam from SustainedPerformanceMode on android. Change 3604152 by Allan.Bentham Improved vulkanRHI availability and selection reporting. Change 3604186 by Dmitriy.Dyomin Vulkan: Write to buffers directly on UMA devices (no staging) Change 3604396 by Nick.Shin HTML5 - stats and multi-threading checks more null & multi-threading - and some functions flat out disabled for HTML5 platform the big "don't use on HTML5" is TLockFreeFixedSizeAllocator_TLSCacheBase's manual TLS.PartialBundle memory handler... i'm not sure it's working properly... switched on USE_NIEVE_TLockFreeFixedSizeAllocator_TLSCacheBase sections of code (i.e. basic malloc and free) for PLATFORM_HTML5 - it seems only the stats function was exacerbating the memory bug ... but, shutting this completely out for HTML5... don't know if it's an emscripten compiler/corruption that's causing this... - will send this to emscripten makers as another test case for them to help see what's going on... #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3604752 by Allan.Bentham Reduce battery status log spam. Change 3604825 by Nick.Shin HTML5 emscripten 1.37.19 updated license file #jira UE-47813 Change 3606486 by Jack.Porter Enabled refraction on tvOS #jira UE-47229 Change 3606546 by Dmitriy.Dyomin Vulkan: Missed null check from CL# 3601439 Change 3606654 by Allan.Bentham mobile post process shaders will not attempt depth buffer fetch, instead they will always read from the depth texture. #jira UE-41919 Change 3606672 by Dmitriy.Dyomin Fixed: Vulkan mode crashes without error on Tegra K1 Nvidia Shield due to OOM - fixed r.MobileReduceLoadedMips has no effect - added r.MobileMaxLoadedMips to set a limit to a number of mips - reduced size of vulkan allocation pages on android #jira UE-42838 Change 3607204 by Allan.Bentham Do not attempt getprocaddress for GL_EXT_DEBUG_LABEL functions when the extension is not declared. Change 3607214 by Nick.Shin HTML5 - stats font crash fix #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3609164 by Chris.Babcock More informative Android SDK license requirements and errors #jra UE-48837 #ue4 #android Change 3609175 by Chris.Babcock Linux build fix #jira none Change 3609516 by Dmitriy.Dyomin Fixed: Decals in TM-ShaderModels appearing and disappearing when viewed at certain angles on Android #jira UE-45342 Change 3609618 by Dmitriy.Dyomin Back out changelist 3603933, to help merge from main Change 3610979 by Peter.Sauerbrei addition of asset catalogs for icons on Xcode 9 for iOS 11 Change 3612145 by Dmitriy.Dyomin Resubmitting CL #3603933 (shader cache fixes) Change 3613981 by Chris.Babcock Fix issue with Android password keyboard input #jira WEX-7343 #ue4 #android Change 3614375 by Sorin.Gradinaru #jira UE-44656 StrategyGame Crashes on launch on KindleFire 5th Gen. Kindle Fire HD7 5th (CPU Mali 450) seems to have problems with thread rendering, crashing when returning to the main thread. Added new device profile [Android_Mali_4xx_KindleFire] with a new cvar r.AndroidDisableThreadedRenderingFirstLoad=1, disabling movie player rendering on the intial screen. For subsequent loading screens, the (same) code apparently runs Ok. A warning "Initial loading screen disabled from BaseDeviceProfiles.ini: r.AndroidDisableThreadedRenderingFirstLoad=1" should appear when the thread rendering is disabled Change 3614971 by Cosmin.Sulea UE-46769 - GitHub 3745 : bForcePVRTC4 was ignored. #jira UE-46769 Change 3616431 by Peter.Sauerbrei PR3657,3658 - fixes for InApp purchase bugs courtesy of nverenik Change 3617306 by Jack.Porter Fix issue where undocked tabs had no way to be made visible again when hidden #jira UE-12044 Change 3617312 by Jack.Porter Find a new best MobileDirectionalLights[channel] when then current one is removed from the world (eg by a level streaming operation) #jira UE-47135 #3785 Change 3617383 by Dmitriy.Dyomin Vk - only dynamic buffers in HostVisible on UMA devices Change 3617437 by Dmitriy.Dyomin Vk - SRV allocates one BufferView for each buffer in FVulkanResourceMultiBuffer, so they can be reused (contributed by Samsung) Change 3617474 by Dmitriy.Dyomin Vk - Don't use fences on image acquire on Android Change 3617483 by Dmitriy.Dyomin Vk - Remove redundant dynamic state setup (viewport, scissor, stencilref) (contributed by Samsung) Change 3617521 by Dmitriy.Dyomin Fix CIS warnings Change 3617574 by Dmitriy.Dyomin Vk - Optimized RenderPass pool and Framebuffer pool (reduced vkObject count) (contributed by Samsung) ProtoStar: Framebuffer count : 133 -> 108, Renderpass count : 21 -> 18 Change 3617585 by Dmitriy.Dyomin compile fix for CL# 3617574 Change 3617849 by Allan.Bentham Log UnsatisfiedLinkError's content when loadlibrary fails. Change 3617945 by Chris.Babcock Allow UPL variable expansion in addPermission, addFeature, and addLibrary #jira UE-47421 #ue4 #android Change 3618097 by Allan.Bentham Fix Y axis switch with android GLES when rendering triangles to canvas. #jira UE-44510 Change 3618733 by Peter.Sauerbrei fix from Dev-Rendering for tvOS shader compilation Change 3618761 by Peter.Sauerbrei fix for shader crash on startup on iOS Change 3618769 by Peter.Sauerbrei bump metal shader guid to force a rebuild of shaders Change 3620061 by Peter.Sauerbrei fix for resource directory on Asset catalogs #jira UE-49074 Change 3620520 by Peter.Sauerbrei remove the texture warning, the logic was incorrect and in the end we don't need the warning #jira UE-49057 Change 3621811 by Allan.Bentham Add mipindex and array slice index to framebuffer hashing code. #jira UE-49171 Change 3624410 by Jack.Porter Fix issue where the Shared Material Native Libraries checkbox causes packaging for Android to fail #jira UE-49105 Change 3627361 by Jack.Porter Fixing case on iOS files #jira None Change 3627362 by Jack.Porter Fixed case on IOS files #jira None [CL 3627373 by Jack Porter in Main branch]
2017-09-06 01:04:25 -04:00
private void replaceSubstring(String newString)
Copying //UE4/WEX-Staging/... to //UE4/Main (Source: //WEX/Main @ 3580612) #rb none #lockdown nick.penwarden ================================================================================================= MAJOR FEATURES + CHANGES ================================================================================================= Change 3526838 by David.Nikdel #WEX: make map elements support TitleProperty on their values in the editor #JIRA: none Change 3517937 by Ben.Zeigler #jira UE-46574 Deprecate IPlatformChunkInstall::SetChunkInstallDelgate as it was spelled wrong, was only half implemented, and did not support success vs failure Replace with AddChunkInstallDelegate, which supports a bool error code and is bound once instead of separately for each chunk. All implementations support this delegate at a basic level, although several could be improved to call the failure delegate in more cases Change 3498765 by David.Nikdel #WEX: Added a way to bind a delegate that fires whenever an analytics event is queued. - Bind this delegate and use it to log analytics events (for now) #JIRA: none Change 3495796 by Josh.May #WEX #JIRA: None - Reworked the LoadTimes.DumpReport console command to accept command arguments and added options for alphanumeric sorting (-alphasort), tweakable asset time cutoff (lowtime=X), and file output to the Saved/Profiling directory (file). - Added hooks for automatically generating load time reports for every map load (enabled using the DUMP_LOAD_REPORT_PER_MAP #define). Change 3489241 by Josh.Markiewicz #UE4 - First unfinished pass to GoogleIOS - SDK auth token data needs to copy auth into TMap properly #jira none Change 3487767 by David.Nikdel #Analytics: Make FAnalyticsEventAttribute support typed values - This makes sure the value types in the resultant JSON reflect the code. - Added support for Number (double), Boolean, Null, and JsonFragment types - This should make it so we don't have to whitelist everything to be converted to number on the Grafana processing side. - Made all attributes on FAnalyticsEventAttribute immutable #JIRA: WEX-6696, WEX-6706 Change 3478818 by Chris.Babcock Add detection of Houdini (running on Intel Android CPU) #jira WEX-5009 #ue4 #android #robomerge R1.2 Change 3475449 by Allan.Bentham Add disable force inline option for iOS build, enabled for WEX. #jira UEMOB-167 [CL 3588553 by Peter Sauerbrei in Main branch]
2017-08-15 16:16:21 -04:00
{
StringBuffer text = new StringBuffer(owner.getText().toString());
int selStart, selEnd;
int a = owner.getSelectionStart();
int b = owner.getSelectionEnd();
selStart = Math.min(a, b);
selEnd = Math.max(a, b);
//Log.debug("VK: replaceSubstring selStart=" + selStart + " selEnd="+selEnd + " text="+text);
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3627362) #lockdown Nick.Penwarden #rb None ============================ MAJOR FEATURES & CHANGES ============================ Change 3600639 by Nick.Shin HTML5 remove old emscripten toolchain forgot to remove this (was checked out in another changelist) #jira UE-47813 Change 3600641 by Nick.Shin HTML5 TM-Core crash fixes new PhysX HTML5 libs #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600644 by Nick.Shin HTML5 TM-Core crash fixes emscripten doesn't seem to know how to look at <PxRigidActor> from the PxActor class... #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600647 by Nick.Shin HTML5 UInterpTrackInst::GetGroupActor() pre-null check #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3601439 by Dmitriy.Dyomin Fixed: Protostar leads to device reboot in Galaxy S7 Adreno device. (SM-G930V) #jira UE-48323 Change 3601440 by Dmitriy.Dyomin Fixed: Texture streaming after world origin was rebased Change 3601456 by Dmitriy.Dyomin Added: Async loading bytecode from shader library - Shader library will be packed into single file - Shader library will be created only when packaging project by the book #jira UEMOB-381 Change 3601624 by Jack.Porter Fix landscape crash on HTML5 Exception !IsInRenderingThread() failed. #jira UE-48527 Change 3603890 by Dmitriy.Dyomin GitHub 3905 : Engine crash in LandscapeComponent when streaming levels #3905 #jira UE-48422 Change 3603933 by Dmitriy.Dyomin Fixed: Crash after Splash Screen on Android (ETC2) when Adding r.UseShaderCaching and r.UseShaderPredraw - Added r.SaveShaderCache command to save current cache on demand - Removed support for caching multiple platfroms at the same time, each platform now uses separate cache/file - Significantly reduced size of draw log on disk - Mobile platfroms support only basic caching, logging shaders and bound shader states without full gfx state #jira UE-47553 Change 3604050 by Sorin.Gradinaru #jira UE-47428 Android virtual keyboard polishing Done: Multiline should be disabled when not needed Hide suggestions and autocorrect "Done" / back button behavior to make it feel natural - Done/Enter and the Back key event sent to the engine If the keyboard is up and you click on the same control you're currently inputting into, it will hide the keyboard. Look into animation - not critical. S6 with Swiftkey. The numbers don't show up in our textedit but the string is updated (we see dots in the Slate control) with the password entry Could not reproduce/test: Make sure we don't use negative coords for the input box if the keyboard is at the top of the screen Change 3604081 by Allan.Bentham Reduce redundant log spam from SustainedPerformanceMode on android. Change 3604152 by Allan.Bentham Improved vulkanRHI availability and selection reporting. Change 3604186 by Dmitriy.Dyomin Vulkan: Write to buffers directly on UMA devices (no staging) Change 3604396 by Nick.Shin HTML5 - stats and multi-threading checks more null & multi-threading - and some functions flat out disabled for HTML5 platform the big "don't use on HTML5" is TLockFreeFixedSizeAllocator_TLSCacheBase's manual TLS.PartialBundle memory handler... i'm not sure it's working properly... switched on USE_NIEVE_TLockFreeFixedSizeAllocator_TLSCacheBase sections of code (i.e. basic malloc and free) for PLATFORM_HTML5 - it seems only the stats function was exacerbating the memory bug ... but, shutting this completely out for HTML5... don't know if it's an emscripten compiler/corruption that's causing this... - will send this to emscripten makers as another test case for them to help see what's going on... #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3604752 by Allan.Bentham Reduce battery status log spam. Change 3604825 by Nick.Shin HTML5 emscripten 1.37.19 updated license file #jira UE-47813 Change 3606486 by Jack.Porter Enabled refraction on tvOS #jira UE-47229 Change 3606546 by Dmitriy.Dyomin Vulkan: Missed null check from CL# 3601439 Change 3606654 by Allan.Bentham mobile post process shaders will not attempt depth buffer fetch, instead they will always read from the depth texture. #jira UE-41919 Change 3606672 by Dmitriy.Dyomin Fixed: Vulkan mode crashes without error on Tegra K1 Nvidia Shield due to OOM - fixed r.MobileReduceLoadedMips has no effect - added r.MobileMaxLoadedMips to set a limit to a number of mips - reduced size of vulkan allocation pages on android #jira UE-42838 Change 3607204 by Allan.Bentham Do not attempt getprocaddress for GL_EXT_DEBUG_LABEL functions when the extension is not declared. Change 3607214 by Nick.Shin HTML5 - stats font crash fix #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3609164 by Chris.Babcock More informative Android SDK license requirements and errors #jra UE-48837 #ue4 #android Change 3609175 by Chris.Babcock Linux build fix #jira none Change 3609516 by Dmitriy.Dyomin Fixed: Decals in TM-ShaderModels appearing and disappearing when viewed at certain angles on Android #jira UE-45342 Change 3609618 by Dmitriy.Dyomin Back out changelist 3603933, to help merge from main Change 3610979 by Peter.Sauerbrei addition of asset catalogs for icons on Xcode 9 for iOS 11 Change 3612145 by Dmitriy.Dyomin Resubmitting CL #3603933 (shader cache fixes) Change 3613981 by Chris.Babcock Fix issue with Android password keyboard input #jira WEX-7343 #ue4 #android Change 3614375 by Sorin.Gradinaru #jira UE-44656 StrategyGame Crashes on launch on KindleFire 5th Gen. Kindle Fire HD7 5th (CPU Mali 450) seems to have problems with thread rendering, crashing when returning to the main thread. Added new device profile [Android_Mali_4xx_KindleFire] with a new cvar r.AndroidDisableThreadedRenderingFirstLoad=1, disabling movie player rendering on the intial screen. For subsequent loading screens, the (same) code apparently runs Ok. A warning "Initial loading screen disabled from BaseDeviceProfiles.ini: r.AndroidDisableThreadedRenderingFirstLoad=1" should appear when the thread rendering is disabled Change 3614971 by Cosmin.Sulea UE-46769 - GitHub 3745 : bForcePVRTC4 was ignored. #jira UE-46769 Change 3616431 by Peter.Sauerbrei PR3657,3658 - fixes for InApp purchase bugs courtesy of nverenik Change 3617306 by Jack.Porter Fix issue where undocked tabs had no way to be made visible again when hidden #jira UE-12044 Change 3617312 by Jack.Porter Find a new best MobileDirectionalLights[channel] when then current one is removed from the world (eg by a level streaming operation) #jira UE-47135 #3785 Change 3617383 by Dmitriy.Dyomin Vk - only dynamic buffers in HostVisible on UMA devices Change 3617437 by Dmitriy.Dyomin Vk - SRV allocates one BufferView for each buffer in FVulkanResourceMultiBuffer, so they can be reused (contributed by Samsung) Change 3617474 by Dmitriy.Dyomin Vk - Don't use fences on image acquire on Android Change 3617483 by Dmitriy.Dyomin Vk - Remove redundant dynamic state setup (viewport, scissor, stencilref) (contributed by Samsung) Change 3617521 by Dmitriy.Dyomin Fix CIS warnings Change 3617574 by Dmitriy.Dyomin Vk - Optimized RenderPass pool and Framebuffer pool (reduced vkObject count) (contributed by Samsung) ProtoStar: Framebuffer count : 133 -> 108, Renderpass count : 21 -> 18 Change 3617585 by Dmitriy.Dyomin compile fix for CL# 3617574 Change 3617849 by Allan.Bentham Log UnsatisfiedLinkError's content when loadlibrary fails. Change 3617945 by Chris.Babcock Allow UPL variable expansion in addPermission, addFeature, and addLibrary #jira UE-47421 #ue4 #android Change 3618097 by Allan.Bentham Fix Y axis switch with android GLES when rendering triangles to canvas. #jira UE-44510 Change 3618733 by Peter.Sauerbrei fix from Dev-Rendering for tvOS shader compilation Change 3618761 by Peter.Sauerbrei fix for shader crash on startup on iOS Change 3618769 by Peter.Sauerbrei bump metal shader guid to force a rebuild of shaders Change 3620061 by Peter.Sauerbrei fix for resource directory on Asset catalogs #jira UE-49074 Change 3620520 by Peter.Sauerbrei remove the texture warning, the logic was incorrect and in the end we don't need the warning #jira UE-49057 Change 3621811 by Allan.Bentham Add mipindex and array slice index to framebuffer hashing code. #jira UE-49171 Change 3624410 by Jack.Porter Fix issue where the Shared Material Native Libraries checkbox causes packaging for Android to fail #jira UE-49105 Change 3627361 by Jack.Porter Fixing case on iOS files #jira None Change 3627362 by Jack.Porter Fixed case on IOS files #jira None [CL 3627373 by Jack Porter in Main branch]
2017-09-06 01:04:25 -04:00
if (selStart != selEnd)
Copying //UE4/WEX-Staging/... to //UE4/Main (Source: //WEX/Main @ 3580612) #rb none #lockdown nick.penwarden ================================================================================================= MAJOR FEATURES + CHANGES ================================================================================================= Change 3526838 by David.Nikdel #WEX: make map elements support TitleProperty on their values in the editor #JIRA: none Change 3517937 by Ben.Zeigler #jira UE-46574 Deprecate IPlatformChunkInstall::SetChunkInstallDelgate as it was spelled wrong, was only half implemented, and did not support success vs failure Replace with AddChunkInstallDelegate, which supports a bool error code and is bound once instead of separately for each chunk. All implementations support this delegate at a basic level, although several could be improved to call the failure delegate in more cases Change 3498765 by David.Nikdel #WEX: Added a way to bind a delegate that fires whenever an analytics event is queued. - Bind this delegate and use it to log analytics events (for now) #JIRA: none Change 3495796 by Josh.May #WEX #JIRA: None - Reworked the LoadTimes.DumpReport console command to accept command arguments and added options for alphanumeric sorting (-alphasort), tweakable asset time cutoff (lowtime=X), and file output to the Saved/Profiling directory (file). - Added hooks for automatically generating load time reports for every map load (enabled using the DUMP_LOAD_REPORT_PER_MAP #define). Change 3489241 by Josh.Markiewicz #UE4 - First unfinished pass to GoogleIOS - SDK auth token data needs to copy auth into TMap properly #jira none Change 3487767 by David.Nikdel #Analytics: Make FAnalyticsEventAttribute support typed values - This makes sure the value types in the resultant JSON reflect the code. - Added support for Number (double), Boolean, Null, and JsonFragment types - This should make it so we don't have to whitelist everything to be converted to number on the Grafana processing side. - Made all attributes on FAnalyticsEventAttribute immutable #JIRA: WEX-6696, WEX-6706 Change 3478818 by Chris.Babcock Add detection of Houdini (running on Intel Android CPU) #jira WEX-5009 #ue4 #android #robomerge R1.2 Change 3475449 by Allan.Bentham Add disable force inline option for iOS build, enabled for WEX. #jira UEMOB-167 [CL 3588553 by Peter Sauerbrei in Main branch]
2017-08-15 16:16:21 -04:00
{
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3627362) #lockdown Nick.Penwarden #rb None ============================ MAJOR FEATURES & CHANGES ============================ Change 3600639 by Nick.Shin HTML5 remove old emscripten toolchain forgot to remove this (was checked out in another changelist) #jira UE-47813 Change 3600641 by Nick.Shin HTML5 TM-Core crash fixes new PhysX HTML5 libs #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600644 by Nick.Shin HTML5 TM-Core crash fixes emscripten doesn't seem to know how to look at <PxRigidActor> from the PxActor class... #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600647 by Nick.Shin HTML5 UInterpTrackInst::GetGroupActor() pre-null check #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3601439 by Dmitriy.Dyomin Fixed: Protostar leads to device reboot in Galaxy S7 Adreno device. (SM-G930V) #jira UE-48323 Change 3601440 by Dmitriy.Dyomin Fixed: Texture streaming after world origin was rebased Change 3601456 by Dmitriy.Dyomin Added: Async loading bytecode from shader library - Shader library will be packed into single file - Shader library will be created only when packaging project by the book #jira UEMOB-381 Change 3601624 by Jack.Porter Fix landscape crash on HTML5 Exception !IsInRenderingThread() failed. #jira UE-48527 Change 3603890 by Dmitriy.Dyomin GitHub 3905 : Engine crash in LandscapeComponent when streaming levels #3905 #jira UE-48422 Change 3603933 by Dmitriy.Dyomin Fixed: Crash after Splash Screen on Android (ETC2) when Adding r.UseShaderCaching and r.UseShaderPredraw - Added r.SaveShaderCache command to save current cache on demand - Removed support for caching multiple platfroms at the same time, each platform now uses separate cache/file - Significantly reduced size of draw log on disk - Mobile platfroms support only basic caching, logging shaders and bound shader states without full gfx state #jira UE-47553 Change 3604050 by Sorin.Gradinaru #jira UE-47428 Android virtual keyboard polishing Done: Multiline should be disabled when not needed Hide suggestions and autocorrect "Done" / back button behavior to make it feel natural - Done/Enter and the Back key event sent to the engine If the keyboard is up and you click on the same control you're currently inputting into, it will hide the keyboard. Look into animation - not critical. S6 with Swiftkey. The numbers don't show up in our textedit but the string is updated (we see dots in the Slate control) with the password entry Could not reproduce/test: Make sure we don't use negative coords for the input box if the keyboard is at the top of the screen Change 3604081 by Allan.Bentham Reduce redundant log spam from SustainedPerformanceMode on android. Change 3604152 by Allan.Bentham Improved vulkanRHI availability and selection reporting. Change 3604186 by Dmitriy.Dyomin Vulkan: Write to buffers directly on UMA devices (no staging) Change 3604396 by Nick.Shin HTML5 - stats and multi-threading checks more null & multi-threading - and some functions flat out disabled for HTML5 platform the big "don't use on HTML5" is TLockFreeFixedSizeAllocator_TLSCacheBase's manual TLS.PartialBundle memory handler... i'm not sure it's working properly... switched on USE_NIEVE_TLockFreeFixedSizeAllocator_TLSCacheBase sections of code (i.e. basic malloc and free) for PLATFORM_HTML5 - it seems only the stats function was exacerbating the memory bug ... but, shutting this completely out for HTML5... don't know if it's an emscripten compiler/corruption that's causing this... - will send this to emscripten makers as another test case for them to help see what's going on... #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3604752 by Allan.Bentham Reduce battery status log spam. Change 3604825 by Nick.Shin HTML5 emscripten 1.37.19 updated license file #jira UE-47813 Change 3606486 by Jack.Porter Enabled refraction on tvOS #jira UE-47229 Change 3606546 by Dmitriy.Dyomin Vulkan: Missed null check from CL# 3601439 Change 3606654 by Allan.Bentham mobile post process shaders will not attempt depth buffer fetch, instead they will always read from the depth texture. #jira UE-41919 Change 3606672 by Dmitriy.Dyomin Fixed: Vulkan mode crashes without error on Tegra K1 Nvidia Shield due to OOM - fixed r.MobileReduceLoadedMips has no effect - added r.MobileMaxLoadedMips to set a limit to a number of mips - reduced size of vulkan allocation pages on android #jira UE-42838 Change 3607204 by Allan.Bentham Do not attempt getprocaddress for GL_EXT_DEBUG_LABEL functions when the extension is not declared. Change 3607214 by Nick.Shin HTML5 - stats font crash fix #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3609164 by Chris.Babcock More informative Android SDK license requirements and errors #jra UE-48837 #ue4 #android Change 3609175 by Chris.Babcock Linux build fix #jira none Change 3609516 by Dmitriy.Dyomin Fixed: Decals in TM-ShaderModels appearing and disappearing when viewed at certain angles on Android #jira UE-45342 Change 3609618 by Dmitriy.Dyomin Back out changelist 3603933, to help merge from main Change 3610979 by Peter.Sauerbrei addition of asset catalogs for icons on Xcode 9 for iOS 11 Change 3612145 by Dmitriy.Dyomin Resubmitting CL #3603933 (shader cache fixes) Change 3613981 by Chris.Babcock Fix issue with Android password keyboard input #jira WEX-7343 #ue4 #android Change 3614375 by Sorin.Gradinaru #jira UE-44656 StrategyGame Crashes on launch on KindleFire 5th Gen. Kindle Fire HD7 5th (CPU Mali 450) seems to have problems with thread rendering, crashing when returning to the main thread. Added new device profile [Android_Mali_4xx_KindleFire] with a new cvar r.AndroidDisableThreadedRenderingFirstLoad=1, disabling movie player rendering on the intial screen. For subsequent loading screens, the (same) code apparently runs Ok. A warning "Initial loading screen disabled from BaseDeviceProfiles.ini: r.AndroidDisableThreadedRenderingFirstLoad=1" should appear when the thread rendering is disabled Change 3614971 by Cosmin.Sulea UE-46769 - GitHub 3745 : bForcePVRTC4 was ignored. #jira UE-46769 Change 3616431 by Peter.Sauerbrei PR3657,3658 - fixes for InApp purchase bugs courtesy of nverenik Change 3617306 by Jack.Porter Fix issue where undocked tabs had no way to be made visible again when hidden #jira UE-12044 Change 3617312 by Jack.Porter Find a new best MobileDirectionalLights[channel] when then current one is removed from the world (eg by a level streaming operation) #jira UE-47135 #3785 Change 3617383 by Dmitriy.Dyomin Vk - only dynamic buffers in HostVisible on UMA devices Change 3617437 by Dmitriy.Dyomin Vk - SRV allocates one BufferView for each buffer in FVulkanResourceMultiBuffer, so they can be reused (contributed by Samsung) Change 3617474 by Dmitriy.Dyomin Vk - Don't use fences on image acquire on Android Change 3617483 by Dmitriy.Dyomin Vk - Remove redundant dynamic state setup (viewport, scissor, stencilref) (contributed by Samsung) Change 3617521 by Dmitriy.Dyomin Fix CIS warnings Change 3617574 by Dmitriy.Dyomin Vk - Optimized RenderPass pool and Framebuffer pool (reduced vkObject count) (contributed by Samsung) ProtoStar: Framebuffer count : 133 -> 108, Renderpass count : 21 -> 18 Change 3617585 by Dmitriy.Dyomin compile fix for CL# 3617574 Change 3617849 by Allan.Bentham Log UnsatisfiedLinkError's content when loadlibrary fails. Change 3617945 by Chris.Babcock Allow UPL variable expansion in addPermission, addFeature, and addLibrary #jira UE-47421 #ue4 #android Change 3618097 by Allan.Bentham Fix Y axis switch with android GLES when rendering triangles to canvas. #jira UE-44510 Change 3618733 by Peter.Sauerbrei fix from Dev-Rendering for tvOS shader compilation Change 3618761 by Peter.Sauerbrei fix for shader crash on startup on iOS Change 3618769 by Peter.Sauerbrei bump metal shader guid to force a rebuild of shaders Change 3620061 by Peter.Sauerbrei fix for resource directory on Asset catalogs #jira UE-49074 Change 3620520 by Peter.Sauerbrei remove the texture warning, the logic was incorrect and in the end we don't need the warning #jira UE-49057 Change 3621811 by Allan.Bentham Add mipindex and array slice index to framebuffer hashing code. #jira UE-49171 Change 3624410 by Jack.Porter Fix issue where the Shared Material Native Libraries checkbox causes packaging for Android to fail #jira UE-49105 Change 3627361 by Jack.Porter Fixing case on iOS files #jira None Change 3627362 by Jack.Porter Fixed case on IOS files #jira None [CL 3627373 by Jack Porter in Main branch]
2017-09-06 01:04:25 -04:00
//replace
text.replace(selStart, selEnd, newString);
}
else if(newString.length() > 0)
{
//insert
text.insert(selStart, newString);
}
else if(selStart > 0)
{
// selection start and end are the same, but in the middle of the string
// this means we want a single "delete character to left of selection" (backspace)
// using BreakIterator to ensure we capture proper emoji / Unicode grapheme boundaries
BreakIterator finder = BreakIterator.getCharacterInstance();
finder.setText(owner.getText().toString());
selStart = finder.preceding(selStart);
if (selStart == BreakIterator.DONE)
{
selStart = 0;
}
text.replace(selStart, selEnd, "");
}
if(newString.length() == 0)
{
//#jira UE-48948 Crash when pressing backspace on empty line
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3627362) #lockdown Nick.Penwarden #rb None ============================ MAJOR FEATURES & CHANGES ============================ Change 3600639 by Nick.Shin HTML5 remove old emscripten toolchain forgot to remove this (was checked out in another changelist) #jira UE-47813 Change 3600641 by Nick.Shin HTML5 TM-Core crash fixes new PhysX HTML5 libs #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600644 by Nick.Shin HTML5 TM-Core crash fixes emscripten doesn't seem to know how to look at <PxRigidActor> from the PxActor class... #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600647 by Nick.Shin HTML5 UInterpTrackInst::GetGroupActor() pre-null check #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3601439 by Dmitriy.Dyomin Fixed: Protostar leads to device reboot in Galaxy S7 Adreno device. (SM-G930V) #jira UE-48323 Change 3601440 by Dmitriy.Dyomin Fixed: Texture streaming after world origin was rebased Change 3601456 by Dmitriy.Dyomin Added: Async loading bytecode from shader library - Shader library will be packed into single file - Shader library will be created only when packaging project by the book #jira UEMOB-381 Change 3601624 by Jack.Porter Fix landscape crash on HTML5 Exception !IsInRenderingThread() failed. #jira UE-48527 Change 3603890 by Dmitriy.Dyomin GitHub 3905 : Engine crash in LandscapeComponent when streaming levels #3905 #jira UE-48422 Change 3603933 by Dmitriy.Dyomin Fixed: Crash after Splash Screen on Android (ETC2) when Adding r.UseShaderCaching and r.UseShaderPredraw - Added r.SaveShaderCache command to save current cache on demand - Removed support for caching multiple platfroms at the same time, each platform now uses separate cache/file - Significantly reduced size of draw log on disk - Mobile platfroms support only basic caching, logging shaders and bound shader states without full gfx state #jira UE-47553 Change 3604050 by Sorin.Gradinaru #jira UE-47428 Android virtual keyboard polishing Done: Multiline should be disabled when not needed Hide suggestions and autocorrect "Done" / back button behavior to make it feel natural - Done/Enter and the Back key event sent to the engine If the keyboard is up and you click on the same control you're currently inputting into, it will hide the keyboard. Look into animation - not critical. S6 with Swiftkey. The numbers don't show up in our textedit but the string is updated (we see dots in the Slate control) with the password entry Could not reproduce/test: Make sure we don't use negative coords for the input box if the keyboard is at the top of the screen Change 3604081 by Allan.Bentham Reduce redundant log spam from SustainedPerformanceMode on android. Change 3604152 by Allan.Bentham Improved vulkanRHI availability and selection reporting. Change 3604186 by Dmitriy.Dyomin Vulkan: Write to buffers directly on UMA devices (no staging) Change 3604396 by Nick.Shin HTML5 - stats and multi-threading checks more null & multi-threading - and some functions flat out disabled for HTML5 platform the big "don't use on HTML5" is TLockFreeFixedSizeAllocator_TLSCacheBase's manual TLS.PartialBundle memory handler... i'm not sure it's working properly... switched on USE_NIEVE_TLockFreeFixedSizeAllocator_TLSCacheBase sections of code (i.e. basic malloc and free) for PLATFORM_HTML5 - it seems only the stats function was exacerbating the memory bug ... but, shutting this completely out for HTML5... don't know if it's an emscripten compiler/corruption that's causing this... - will send this to emscripten makers as another test case for them to help see what's going on... #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3604752 by Allan.Bentham Reduce battery status log spam. Change 3604825 by Nick.Shin HTML5 emscripten 1.37.19 updated license file #jira UE-47813 Change 3606486 by Jack.Porter Enabled refraction on tvOS #jira UE-47229 Change 3606546 by Dmitriy.Dyomin Vulkan: Missed null check from CL# 3601439 Change 3606654 by Allan.Bentham mobile post process shaders will not attempt depth buffer fetch, instead they will always read from the depth texture. #jira UE-41919 Change 3606672 by Dmitriy.Dyomin Fixed: Vulkan mode crashes without error on Tegra K1 Nvidia Shield due to OOM - fixed r.MobileReduceLoadedMips has no effect - added r.MobileMaxLoadedMips to set a limit to a number of mips - reduced size of vulkan allocation pages on android #jira UE-42838 Change 3607204 by Allan.Bentham Do not attempt getprocaddress for GL_EXT_DEBUG_LABEL functions when the extension is not declared. Change 3607214 by Nick.Shin HTML5 - stats font crash fix #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3609164 by Chris.Babcock More informative Android SDK license requirements and errors #jra UE-48837 #ue4 #android Change 3609175 by Chris.Babcock Linux build fix #jira none Change 3609516 by Dmitriy.Dyomin Fixed: Decals in TM-ShaderModels appearing and disappearing when viewed at certain angles on Android #jira UE-45342 Change 3609618 by Dmitriy.Dyomin Back out changelist 3603933, to help merge from main Change 3610979 by Peter.Sauerbrei addition of asset catalogs for icons on Xcode 9 for iOS 11 Change 3612145 by Dmitriy.Dyomin Resubmitting CL #3603933 (shader cache fixes) Change 3613981 by Chris.Babcock Fix issue with Android password keyboard input #jira WEX-7343 #ue4 #android Change 3614375 by Sorin.Gradinaru #jira UE-44656 StrategyGame Crashes on launch on KindleFire 5th Gen. Kindle Fire HD7 5th (CPU Mali 450) seems to have problems with thread rendering, crashing when returning to the main thread. Added new device profile [Android_Mali_4xx_KindleFire] with a new cvar r.AndroidDisableThreadedRenderingFirstLoad=1, disabling movie player rendering on the intial screen. For subsequent loading screens, the (same) code apparently runs Ok. A warning "Initial loading screen disabled from BaseDeviceProfiles.ini: r.AndroidDisableThreadedRenderingFirstLoad=1" should appear when the thread rendering is disabled Change 3614971 by Cosmin.Sulea UE-46769 - GitHub 3745 : bForcePVRTC4 was ignored. #jira UE-46769 Change 3616431 by Peter.Sauerbrei PR3657,3658 - fixes for InApp purchase bugs courtesy of nverenik Change 3617306 by Jack.Porter Fix issue where undocked tabs had no way to be made visible again when hidden #jira UE-12044 Change 3617312 by Jack.Porter Find a new best MobileDirectionalLights[channel] when then current one is removed from the world (eg by a level streaming operation) #jira UE-47135 #3785 Change 3617383 by Dmitriy.Dyomin Vk - only dynamic buffers in HostVisible on UMA devices Change 3617437 by Dmitriy.Dyomin Vk - SRV allocates one BufferView for each buffer in FVulkanResourceMultiBuffer, so they can be reused (contributed by Samsung) Change 3617474 by Dmitriy.Dyomin Vk - Don't use fences on image acquire on Android Change 3617483 by Dmitriy.Dyomin Vk - Remove redundant dynamic state setup (viewport, scissor, stencilref) (contributed by Samsung) Change 3617521 by Dmitriy.Dyomin Fix CIS warnings Change 3617574 by Dmitriy.Dyomin Vk - Optimized RenderPass pool and Framebuffer pool (reduced vkObject count) (contributed by Samsung) ProtoStar: Framebuffer count : 133 -> 108, Renderpass count : 21 -> 18 Change 3617585 by Dmitriy.Dyomin compile fix for CL# 3617574 Change 3617849 by Allan.Bentham Log UnsatisfiedLinkError's content when loadlibrary fails. Change 3617945 by Chris.Babcock Allow UPL variable expansion in addPermission, addFeature, and addLibrary #jira UE-47421 #ue4 #android Change 3618097 by Allan.Bentham Fix Y axis switch with android GLES when rendering triangles to canvas. #jira UE-44510 Change 3618733 by Peter.Sauerbrei fix from Dev-Rendering for tvOS shader compilation Change 3618761 by Peter.Sauerbrei fix for shader crash on startup on iOS Change 3618769 by Peter.Sauerbrei bump metal shader guid to force a rebuild of shaders Change 3620061 by Peter.Sauerbrei fix for resource directory on Asset catalogs #jira UE-49074 Change 3620520 by Peter.Sauerbrei remove the texture warning, the logic was incorrect and in the end we don't need the warning #jira UE-49057 Change 3621811 by Allan.Bentham Add mipindex and array slice index to framebuffer hashing code. #jira UE-49171 Change 3624410 by Jack.Porter Fix issue where the Shared Material Native Libraries checkbox causes packaging for Android to fail #jira UE-49105 Change 3627361 by Jack.Porter Fixing case on iOS files #jira None Change 3627362 by Jack.Porter Fixed case on IOS files #jira None [CL 3627373 by Jack Porter in Main branch]
2017-09-06 01:04:25 -04:00
selStart--;
}
//#jira UE-49120 Virtual keyboard number pad "kicks" user back to regular keyboard
owner.getText().clear();
owner.append(text.toString());
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3627362) #lockdown Nick.Penwarden #rb None ============================ MAJOR FEATURES & CHANGES ============================ Change 3600639 by Nick.Shin HTML5 remove old emscripten toolchain forgot to remove this (was checked out in another changelist) #jira UE-47813 Change 3600641 by Nick.Shin HTML5 TM-Core crash fixes new PhysX HTML5 libs #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600644 by Nick.Shin HTML5 TM-Core crash fixes emscripten doesn't seem to know how to look at <PxRigidActor> from the PxActor class... #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600647 by Nick.Shin HTML5 UInterpTrackInst::GetGroupActor() pre-null check #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3601439 by Dmitriy.Dyomin Fixed: Protostar leads to device reboot in Galaxy S7 Adreno device. (SM-G930V) #jira UE-48323 Change 3601440 by Dmitriy.Dyomin Fixed: Texture streaming after world origin was rebased Change 3601456 by Dmitriy.Dyomin Added: Async loading bytecode from shader library - Shader library will be packed into single file - Shader library will be created only when packaging project by the book #jira UEMOB-381 Change 3601624 by Jack.Porter Fix landscape crash on HTML5 Exception !IsInRenderingThread() failed. #jira UE-48527 Change 3603890 by Dmitriy.Dyomin GitHub 3905 : Engine crash in LandscapeComponent when streaming levels #3905 #jira UE-48422 Change 3603933 by Dmitriy.Dyomin Fixed: Crash after Splash Screen on Android (ETC2) when Adding r.UseShaderCaching and r.UseShaderPredraw - Added r.SaveShaderCache command to save current cache on demand - Removed support for caching multiple platfroms at the same time, each platform now uses separate cache/file - Significantly reduced size of draw log on disk - Mobile platfroms support only basic caching, logging shaders and bound shader states without full gfx state #jira UE-47553 Change 3604050 by Sorin.Gradinaru #jira UE-47428 Android virtual keyboard polishing Done: Multiline should be disabled when not needed Hide suggestions and autocorrect "Done" / back button behavior to make it feel natural - Done/Enter and the Back key event sent to the engine If the keyboard is up and you click on the same control you're currently inputting into, it will hide the keyboard. Look into animation - not critical. S6 with Swiftkey. The numbers don't show up in our textedit but the string is updated (we see dots in the Slate control) with the password entry Could not reproduce/test: Make sure we don't use negative coords for the input box if the keyboard is at the top of the screen Change 3604081 by Allan.Bentham Reduce redundant log spam from SustainedPerformanceMode on android. Change 3604152 by Allan.Bentham Improved vulkanRHI availability and selection reporting. Change 3604186 by Dmitriy.Dyomin Vulkan: Write to buffers directly on UMA devices (no staging) Change 3604396 by Nick.Shin HTML5 - stats and multi-threading checks more null & multi-threading - and some functions flat out disabled for HTML5 platform the big "don't use on HTML5" is TLockFreeFixedSizeAllocator_TLSCacheBase's manual TLS.PartialBundle memory handler... i'm not sure it's working properly... switched on USE_NIEVE_TLockFreeFixedSizeAllocator_TLSCacheBase sections of code (i.e. basic malloc and free) for PLATFORM_HTML5 - it seems only the stats function was exacerbating the memory bug ... but, shutting this completely out for HTML5... don't know if it's an emscripten compiler/corruption that's causing this... - will send this to emscripten makers as another test case for them to help see what's going on... #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3604752 by Allan.Bentham Reduce battery status log spam. Change 3604825 by Nick.Shin HTML5 emscripten 1.37.19 updated license file #jira UE-47813 Change 3606486 by Jack.Porter Enabled refraction on tvOS #jira UE-47229 Change 3606546 by Dmitriy.Dyomin Vulkan: Missed null check from CL# 3601439 Change 3606654 by Allan.Bentham mobile post process shaders will not attempt depth buffer fetch, instead they will always read from the depth texture. #jira UE-41919 Change 3606672 by Dmitriy.Dyomin Fixed: Vulkan mode crashes without error on Tegra K1 Nvidia Shield due to OOM - fixed r.MobileReduceLoadedMips has no effect - added r.MobileMaxLoadedMips to set a limit to a number of mips - reduced size of vulkan allocation pages on android #jira UE-42838 Change 3607204 by Allan.Bentham Do not attempt getprocaddress for GL_EXT_DEBUG_LABEL functions when the extension is not declared. Change 3607214 by Nick.Shin HTML5 - stats font crash fix #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3609164 by Chris.Babcock More informative Android SDK license requirements and errors #jra UE-48837 #ue4 #android Change 3609175 by Chris.Babcock Linux build fix #jira none Change 3609516 by Dmitriy.Dyomin Fixed: Decals in TM-ShaderModels appearing and disappearing when viewed at certain angles on Android #jira UE-45342 Change 3609618 by Dmitriy.Dyomin Back out changelist 3603933, to help merge from main Change 3610979 by Peter.Sauerbrei addition of asset catalogs for icons on Xcode 9 for iOS 11 Change 3612145 by Dmitriy.Dyomin Resubmitting CL #3603933 (shader cache fixes) Change 3613981 by Chris.Babcock Fix issue with Android password keyboard input #jira WEX-7343 #ue4 #android Change 3614375 by Sorin.Gradinaru #jira UE-44656 StrategyGame Crashes on launch on KindleFire 5th Gen. Kindle Fire HD7 5th (CPU Mali 450) seems to have problems with thread rendering, crashing when returning to the main thread. Added new device profile [Android_Mali_4xx_KindleFire] with a new cvar r.AndroidDisableThreadedRenderingFirstLoad=1, disabling movie player rendering on the intial screen. For subsequent loading screens, the (same) code apparently runs Ok. A warning "Initial loading screen disabled from BaseDeviceProfiles.ini: r.AndroidDisableThreadedRenderingFirstLoad=1" should appear when the thread rendering is disabled Change 3614971 by Cosmin.Sulea UE-46769 - GitHub 3745 : bForcePVRTC4 was ignored. #jira UE-46769 Change 3616431 by Peter.Sauerbrei PR3657,3658 - fixes for InApp purchase bugs courtesy of nverenik Change 3617306 by Jack.Porter Fix issue where undocked tabs had no way to be made visible again when hidden #jira UE-12044 Change 3617312 by Jack.Porter Find a new best MobileDirectionalLights[channel] when then current one is removed from the world (eg by a level streaming operation) #jira UE-47135 #3785 Change 3617383 by Dmitriy.Dyomin Vk - only dynamic buffers in HostVisible on UMA devices Change 3617437 by Dmitriy.Dyomin Vk - SRV allocates one BufferView for each buffer in FVulkanResourceMultiBuffer, so they can be reused (contributed by Samsung) Change 3617474 by Dmitriy.Dyomin Vk - Don't use fences on image acquire on Android Change 3617483 by Dmitriy.Dyomin Vk - Remove redundant dynamic state setup (viewport, scissor, stencilref) (contributed by Samsung) Change 3617521 by Dmitriy.Dyomin Fix CIS warnings Change 3617574 by Dmitriy.Dyomin Vk - Optimized RenderPass pool and Framebuffer pool (reduced vkObject count) (contributed by Samsung) ProtoStar: Framebuffer count : 133 -> 108, Renderpass count : 21 -> 18 Change 3617585 by Dmitriy.Dyomin compile fix for CL# 3617574 Change 3617849 by Allan.Bentham Log UnsatisfiedLinkError's content when loadlibrary fails. Change 3617945 by Chris.Babcock Allow UPL variable expansion in addPermission, addFeature, and addLibrary #jira UE-47421 #ue4 #android Change 3618097 by Allan.Bentham Fix Y axis switch with android GLES when rendering triangles to canvas. #jira UE-44510 Change 3618733 by Peter.Sauerbrei fix from Dev-Rendering for tvOS shader compilation Change 3618761 by Peter.Sauerbrei fix for shader crash on startup on iOS Change 3618769 by Peter.Sauerbrei bump metal shader guid to force a rebuild of shaders Change 3620061 by Peter.Sauerbrei fix for resource directory on Asset catalogs #jira UE-49074 Change 3620520 by Peter.Sauerbrei remove the texture warning, the logic was incorrect and in the end we don't need the warning #jira UE-49057 Change 3621811 by Allan.Bentham Add mipindex and array slice index to framebuffer hashing code. #jira UE-49171 Change 3624410 by Jack.Porter Fix issue where the Shared Material Native Libraries checkbox causes packaging for Android to fail #jira UE-49105 Change 3627361 by Jack.Porter Fixing case on iOS files #jira None Change 3627362 by Jack.Porter Fixed case on IOS files #jira None [CL 3627373 by Jack Porter in Main branch]
2017-09-06 01:04:25 -04:00
owner.setSelection(selStart + 1);
}
//implement virtual keyboard's NUMERIC, BACKSPACE and ENTER keys
@Override
public boolean sendKeyEvent(KeyEvent event)
{
////Log.debug("VK: sendKeyEvent " + event.getKeyCode() );
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3627362) #lockdown Nick.Penwarden #rb None ============================ MAJOR FEATURES & CHANGES ============================ Change 3600639 by Nick.Shin HTML5 remove old emscripten toolchain forgot to remove this (was checked out in another changelist) #jira UE-47813 Change 3600641 by Nick.Shin HTML5 TM-Core crash fixes new PhysX HTML5 libs #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600644 by Nick.Shin HTML5 TM-Core crash fixes emscripten doesn't seem to know how to look at <PxRigidActor> from the PxActor class... #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600647 by Nick.Shin HTML5 UInterpTrackInst::GetGroupActor() pre-null check #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3601439 by Dmitriy.Dyomin Fixed: Protostar leads to device reboot in Galaxy S7 Adreno device. (SM-G930V) #jira UE-48323 Change 3601440 by Dmitriy.Dyomin Fixed: Texture streaming after world origin was rebased Change 3601456 by Dmitriy.Dyomin Added: Async loading bytecode from shader library - Shader library will be packed into single file - Shader library will be created only when packaging project by the book #jira UEMOB-381 Change 3601624 by Jack.Porter Fix landscape crash on HTML5 Exception !IsInRenderingThread() failed. #jira UE-48527 Change 3603890 by Dmitriy.Dyomin GitHub 3905 : Engine crash in LandscapeComponent when streaming levels #3905 #jira UE-48422 Change 3603933 by Dmitriy.Dyomin Fixed: Crash after Splash Screen on Android (ETC2) when Adding r.UseShaderCaching and r.UseShaderPredraw - Added r.SaveShaderCache command to save current cache on demand - Removed support for caching multiple platfroms at the same time, each platform now uses separate cache/file - Significantly reduced size of draw log on disk - Mobile platfroms support only basic caching, logging shaders and bound shader states without full gfx state #jira UE-47553 Change 3604050 by Sorin.Gradinaru #jira UE-47428 Android virtual keyboard polishing Done: Multiline should be disabled when not needed Hide suggestions and autocorrect "Done" / back button behavior to make it feel natural - Done/Enter and the Back key event sent to the engine If the keyboard is up and you click on the same control you're currently inputting into, it will hide the keyboard. Look into animation - not critical. S6 with Swiftkey. The numbers don't show up in our textedit but the string is updated (we see dots in the Slate control) with the password entry Could not reproduce/test: Make sure we don't use negative coords for the input box if the keyboard is at the top of the screen Change 3604081 by Allan.Bentham Reduce redundant log spam from SustainedPerformanceMode on android. Change 3604152 by Allan.Bentham Improved vulkanRHI availability and selection reporting. Change 3604186 by Dmitriy.Dyomin Vulkan: Write to buffers directly on UMA devices (no staging) Change 3604396 by Nick.Shin HTML5 - stats and multi-threading checks more null & multi-threading - and some functions flat out disabled for HTML5 platform the big "don't use on HTML5" is TLockFreeFixedSizeAllocator_TLSCacheBase's manual TLS.PartialBundle memory handler... i'm not sure it's working properly... switched on USE_NIEVE_TLockFreeFixedSizeAllocator_TLSCacheBase sections of code (i.e. basic malloc and free) for PLATFORM_HTML5 - it seems only the stats function was exacerbating the memory bug ... but, shutting this completely out for HTML5... don't know if it's an emscripten compiler/corruption that's causing this... - will send this to emscripten makers as another test case for them to help see what's going on... #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3604752 by Allan.Bentham Reduce battery status log spam. Change 3604825 by Nick.Shin HTML5 emscripten 1.37.19 updated license file #jira UE-47813 Change 3606486 by Jack.Porter Enabled refraction on tvOS #jira UE-47229 Change 3606546 by Dmitriy.Dyomin Vulkan: Missed null check from CL# 3601439 Change 3606654 by Allan.Bentham mobile post process shaders will not attempt depth buffer fetch, instead they will always read from the depth texture. #jira UE-41919 Change 3606672 by Dmitriy.Dyomin Fixed: Vulkan mode crashes without error on Tegra K1 Nvidia Shield due to OOM - fixed r.MobileReduceLoadedMips has no effect - added r.MobileMaxLoadedMips to set a limit to a number of mips - reduced size of vulkan allocation pages on android #jira UE-42838 Change 3607204 by Allan.Bentham Do not attempt getprocaddress for GL_EXT_DEBUG_LABEL functions when the extension is not declared. Change 3607214 by Nick.Shin HTML5 - stats font crash fix #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3609164 by Chris.Babcock More informative Android SDK license requirements and errors #jra UE-48837 #ue4 #android Change 3609175 by Chris.Babcock Linux build fix #jira none Change 3609516 by Dmitriy.Dyomin Fixed: Decals in TM-ShaderModels appearing and disappearing when viewed at certain angles on Android #jira UE-45342 Change 3609618 by Dmitriy.Dyomin Back out changelist 3603933, to help merge from main Change 3610979 by Peter.Sauerbrei addition of asset catalogs for icons on Xcode 9 for iOS 11 Change 3612145 by Dmitriy.Dyomin Resubmitting CL #3603933 (shader cache fixes) Change 3613981 by Chris.Babcock Fix issue with Android password keyboard input #jira WEX-7343 #ue4 #android Change 3614375 by Sorin.Gradinaru #jira UE-44656 StrategyGame Crashes on launch on KindleFire 5th Gen. Kindle Fire HD7 5th (CPU Mali 450) seems to have problems with thread rendering, crashing when returning to the main thread. Added new device profile [Android_Mali_4xx_KindleFire] with a new cvar r.AndroidDisableThreadedRenderingFirstLoad=1, disabling movie player rendering on the intial screen. For subsequent loading screens, the (same) code apparently runs Ok. A warning "Initial loading screen disabled from BaseDeviceProfiles.ini: r.AndroidDisableThreadedRenderingFirstLoad=1" should appear when the thread rendering is disabled Change 3614971 by Cosmin.Sulea UE-46769 - GitHub 3745 : bForcePVRTC4 was ignored. #jira UE-46769 Change 3616431 by Peter.Sauerbrei PR3657,3658 - fixes for InApp purchase bugs courtesy of nverenik Change 3617306 by Jack.Porter Fix issue where undocked tabs had no way to be made visible again when hidden #jira UE-12044 Change 3617312 by Jack.Porter Find a new best MobileDirectionalLights[channel] when then current one is removed from the world (eg by a level streaming operation) #jira UE-47135 #3785 Change 3617383 by Dmitriy.Dyomin Vk - only dynamic buffers in HostVisible on UMA devices Change 3617437 by Dmitriy.Dyomin Vk - SRV allocates one BufferView for each buffer in FVulkanResourceMultiBuffer, so they can be reused (contributed by Samsung) Change 3617474 by Dmitriy.Dyomin Vk - Don't use fences on image acquire on Android Change 3617483 by Dmitriy.Dyomin Vk - Remove redundant dynamic state setup (viewport, scissor, stencilref) (contributed by Samsung) Change 3617521 by Dmitriy.Dyomin Fix CIS warnings Change 3617574 by Dmitriy.Dyomin Vk - Optimized RenderPass pool and Framebuffer pool (reduced vkObject count) (contributed by Samsung) ProtoStar: Framebuffer count : 133 -> 108, Renderpass count : 21 -> 18 Change 3617585 by Dmitriy.Dyomin compile fix for CL# 3617574 Change 3617849 by Allan.Bentham Log UnsatisfiedLinkError's content when loadlibrary fails. Change 3617945 by Chris.Babcock Allow UPL variable expansion in addPermission, addFeature, and addLibrary #jira UE-47421 #ue4 #android Change 3618097 by Allan.Bentham Fix Y axis switch with android GLES when rendering triangles to canvas. #jira UE-44510 Change 3618733 by Peter.Sauerbrei fix from Dev-Rendering for tvOS shader compilation Change 3618761 by Peter.Sauerbrei fix for shader crash on startup on iOS Change 3618769 by Peter.Sauerbrei bump metal shader guid to force a rebuild of shaders Change 3620061 by Peter.Sauerbrei fix for resource directory on Asset catalogs #jira UE-49074 Change 3620520 by Peter.Sauerbrei remove the texture warning, the logic was incorrect and in the end we don't need the warning #jira UE-49057 Change 3621811 by Allan.Bentham Add mipindex and array slice index to framebuffer hashing code. #jira UE-49171 Change 3624410 by Jack.Porter Fix issue where the Shared Material Native Libraries checkbox causes packaging for Android to fail #jira UE-49105 Change 3627361 by Jack.Porter Fixing case on iOS files #jira None Change 3627362 by Jack.Porter Fixed case on IOS files #jira None [CL 3627373 by Jack Porter in Main branch]
2017-09-06 01:04:25 -04:00
if (event.getAction() == KeyEvent.ACTION_DOWN )
{
if(event.getKeyCode() >= KeyEvent.KEYCODE_0 && event.getKeyCode() <= KeyEvent.KEYCODE_9)
Copying //UE4/WEX-Staging/... to //UE4/Main (Source: //WEX/Main @ 3580612) #rb none #lockdown nick.penwarden ================================================================================================= MAJOR FEATURES + CHANGES ================================================================================================= Change 3526838 by David.Nikdel #WEX: make map elements support TitleProperty on their values in the editor #JIRA: none Change 3517937 by Ben.Zeigler #jira UE-46574 Deprecate IPlatformChunkInstall::SetChunkInstallDelgate as it was spelled wrong, was only half implemented, and did not support success vs failure Replace with AddChunkInstallDelegate, which supports a bool error code and is bound once instead of separately for each chunk. All implementations support this delegate at a basic level, although several could be improved to call the failure delegate in more cases Change 3498765 by David.Nikdel #WEX: Added a way to bind a delegate that fires whenever an analytics event is queued. - Bind this delegate and use it to log analytics events (for now) #JIRA: none Change 3495796 by Josh.May #WEX #JIRA: None - Reworked the LoadTimes.DumpReport console command to accept command arguments and added options for alphanumeric sorting (-alphasort), tweakable asset time cutoff (lowtime=X), and file output to the Saved/Profiling directory (file). - Added hooks for automatically generating load time reports for every map load (enabled using the DUMP_LOAD_REPORT_PER_MAP #define). Change 3489241 by Josh.Markiewicz #UE4 - First unfinished pass to GoogleIOS - SDK auth token data needs to copy auth into TMap properly #jira none Change 3487767 by David.Nikdel #Analytics: Make FAnalyticsEventAttribute support typed values - This makes sure the value types in the resultant JSON reflect the code. - Added support for Number (double), Boolean, Null, and JsonFragment types - This should make it so we don't have to whitelist everything to be converted to number on the Grafana processing side. - Made all attributes on FAnalyticsEventAttribute immutable #JIRA: WEX-6696, WEX-6706 Change 3478818 by Chris.Babcock Add detection of Houdini (running on Intel Android CPU) #jira WEX-5009 #ue4 #android #robomerge R1.2 Change 3475449 by Allan.Bentham Add disable force inline option for iOS build, enabled for WEX. #jira UEMOB-167 [CL 3588553 by Peter Sauerbrei in Main branch]
2017-08-15 16:16:21 -04:00
{
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3627362) #lockdown Nick.Penwarden #rb None ============================ MAJOR FEATURES & CHANGES ============================ Change 3600639 by Nick.Shin HTML5 remove old emscripten toolchain forgot to remove this (was checked out in another changelist) #jira UE-47813 Change 3600641 by Nick.Shin HTML5 TM-Core crash fixes new PhysX HTML5 libs #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600644 by Nick.Shin HTML5 TM-Core crash fixes emscripten doesn't seem to know how to look at <PxRigidActor> from the PxActor class... #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600647 by Nick.Shin HTML5 UInterpTrackInst::GetGroupActor() pre-null check #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3601439 by Dmitriy.Dyomin Fixed: Protostar leads to device reboot in Galaxy S7 Adreno device. (SM-G930V) #jira UE-48323 Change 3601440 by Dmitriy.Dyomin Fixed: Texture streaming after world origin was rebased Change 3601456 by Dmitriy.Dyomin Added: Async loading bytecode from shader library - Shader library will be packed into single file - Shader library will be created only when packaging project by the book #jira UEMOB-381 Change 3601624 by Jack.Porter Fix landscape crash on HTML5 Exception !IsInRenderingThread() failed. #jira UE-48527 Change 3603890 by Dmitriy.Dyomin GitHub 3905 : Engine crash in LandscapeComponent when streaming levels #3905 #jira UE-48422 Change 3603933 by Dmitriy.Dyomin Fixed: Crash after Splash Screen on Android (ETC2) when Adding r.UseShaderCaching and r.UseShaderPredraw - Added r.SaveShaderCache command to save current cache on demand - Removed support for caching multiple platfroms at the same time, each platform now uses separate cache/file - Significantly reduced size of draw log on disk - Mobile platfroms support only basic caching, logging shaders and bound shader states without full gfx state #jira UE-47553 Change 3604050 by Sorin.Gradinaru #jira UE-47428 Android virtual keyboard polishing Done: Multiline should be disabled when not needed Hide suggestions and autocorrect "Done" / back button behavior to make it feel natural - Done/Enter and the Back key event sent to the engine If the keyboard is up and you click on the same control you're currently inputting into, it will hide the keyboard. Look into animation - not critical. S6 with Swiftkey. The numbers don't show up in our textedit but the string is updated (we see dots in the Slate control) with the password entry Could not reproduce/test: Make sure we don't use negative coords for the input box if the keyboard is at the top of the screen Change 3604081 by Allan.Bentham Reduce redundant log spam from SustainedPerformanceMode on android. Change 3604152 by Allan.Bentham Improved vulkanRHI availability and selection reporting. Change 3604186 by Dmitriy.Dyomin Vulkan: Write to buffers directly on UMA devices (no staging) Change 3604396 by Nick.Shin HTML5 - stats and multi-threading checks more null & multi-threading - and some functions flat out disabled for HTML5 platform the big "don't use on HTML5" is TLockFreeFixedSizeAllocator_TLSCacheBase's manual TLS.PartialBundle memory handler... i'm not sure it's working properly... switched on USE_NIEVE_TLockFreeFixedSizeAllocator_TLSCacheBase sections of code (i.e. basic malloc and free) for PLATFORM_HTML5 - it seems only the stats function was exacerbating the memory bug ... but, shutting this completely out for HTML5... don't know if it's an emscripten compiler/corruption that's causing this... - will send this to emscripten makers as another test case for them to help see what's going on... #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3604752 by Allan.Bentham Reduce battery status log spam. Change 3604825 by Nick.Shin HTML5 emscripten 1.37.19 updated license file #jira UE-47813 Change 3606486 by Jack.Porter Enabled refraction on tvOS #jira UE-47229 Change 3606546 by Dmitriy.Dyomin Vulkan: Missed null check from CL# 3601439 Change 3606654 by Allan.Bentham mobile post process shaders will not attempt depth buffer fetch, instead they will always read from the depth texture. #jira UE-41919 Change 3606672 by Dmitriy.Dyomin Fixed: Vulkan mode crashes without error on Tegra K1 Nvidia Shield due to OOM - fixed r.MobileReduceLoadedMips has no effect - added r.MobileMaxLoadedMips to set a limit to a number of mips - reduced size of vulkan allocation pages on android #jira UE-42838 Change 3607204 by Allan.Bentham Do not attempt getprocaddress for GL_EXT_DEBUG_LABEL functions when the extension is not declared. Change 3607214 by Nick.Shin HTML5 - stats font crash fix #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3609164 by Chris.Babcock More informative Android SDK license requirements and errors #jra UE-48837 #ue4 #android Change 3609175 by Chris.Babcock Linux build fix #jira none Change 3609516 by Dmitriy.Dyomin Fixed: Decals in TM-ShaderModels appearing and disappearing when viewed at certain angles on Android #jira UE-45342 Change 3609618 by Dmitriy.Dyomin Back out changelist 3603933, to help merge from main Change 3610979 by Peter.Sauerbrei addition of asset catalogs for icons on Xcode 9 for iOS 11 Change 3612145 by Dmitriy.Dyomin Resubmitting CL #3603933 (shader cache fixes) Change 3613981 by Chris.Babcock Fix issue with Android password keyboard input #jira WEX-7343 #ue4 #android Change 3614375 by Sorin.Gradinaru #jira UE-44656 StrategyGame Crashes on launch on KindleFire 5th Gen. Kindle Fire HD7 5th (CPU Mali 450) seems to have problems with thread rendering, crashing when returning to the main thread. Added new device profile [Android_Mali_4xx_KindleFire] with a new cvar r.AndroidDisableThreadedRenderingFirstLoad=1, disabling movie player rendering on the intial screen. For subsequent loading screens, the (same) code apparently runs Ok. A warning "Initial loading screen disabled from BaseDeviceProfiles.ini: r.AndroidDisableThreadedRenderingFirstLoad=1" should appear when the thread rendering is disabled Change 3614971 by Cosmin.Sulea UE-46769 - GitHub 3745 : bForcePVRTC4 was ignored. #jira UE-46769 Change 3616431 by Peter.Sauerbrei PR3657,3658 - fixes for InApp purchase bugs courtesy of nverenik Change 3617306 by Jack.Porter Fix issue where undocked tabs had no way to be made visible again when hidden #jira UE-12044 Change 3617312 by Jack.Porter Find a new best MobileDirectionalLights[channel] when then current one is removed from the world (eg by a level streaming operation) #jira UE-47135 #3785 Change 3617383 by Dmitriy.Dyomin Vk - only dynamic buffers in HostVisible on UMA devices Change 3617437 by Dmitriy.Dyomin Vk - SRV allocates one BufferView for each buffer in FVulkanResourceMultiBuffer, so they can be reused (contributed by Samsung) Change 3617474 by Dmitriy.Dyomin Vk - Don't use fences on image acquire on Android Change 3617483 by Dmitriy.Dyomin Vk - Remove redundant dynamic state setup (viewport, scissor, stencilref) (contributed by Samsung) Change 3617521 by Dmitriy.Dyomin Fix CIS warnings Change 3617574 by Dmitriy.Dyomin Vk - Optimized RenderPass pool and Framebuffer pool (reduced vkObject count) (contributed by Samsung) ProtoStar: Framebuffer count : 133 -> 108, Renderpass count : 21 -> 18 Change 3617585 by Dmitriy.Dyomin compile fix for CL# 3617574 Change 3617849 by Allan.Bentham Log UnsatisfiedLinkError's content when loadlibrary fails. Change 3617945 by Chris.Babcock Allow UPL variable expansion in addPermission, addFeature, and addLibrary #jira UE-47421 #ue4 #android Change 3618097 by Allan.Bentham Fix Y axis switch with android GLES when rendering triangles to canvas. #jira UE-44510 Change 3618733 by Peter.Sauerbrei fix from Dev-Rendering for tvOS shader compilation Change 3618761 by Peter.Sauerbrei fix for shader crash on startup on iOS Change 3618769 by Peter.Sauerbrei bump metal shader guid to force a rebuild of shaders Change 3620061 by Peter.Sauerbrei fix for resource directory on Asset catalogs #jira UE-49074 Change 3620520 by Peter.Sauerbrei remove the texture warning, the logic was incorrect and in the end we don't need the warning #jira UE-49057 Change 3621811 by Allan.Bentham Add mipindex and array slice index to framebuffer hashing code. #jira UE-49171 Change 3624410 by Jack.Porter Fix issue where the Shared Material Native Libraries checkbox causes packaging for Android to fail #jira UE-49105 Change 3627361 by Jack.Porter Fixing case on iOS files #jira None Change 3627362 by Jack.Porter Fixed case on IOS files #jira None [CL 3627373 by Jack Porter in Main branch]
2017-09-06 01:04:25 -04:00
char numChar = (char)('0' + (event.getKeyCode() - KeyEvent.KEYCODE_0));
replaceSubstring(String.valueOf(numChar));
}
else if(event.getKeyCode() >= KeyEvent.KEYCODE_NUMPAD_0 && event.getKeyCode() <= KeyEvent.KEYCODE_NUMPAD_9)
Copying //UE4/WEX-Staging/... to //UE4/Main (Source: //WEX/Main @ 3580612) #rb none #lockdown nick.penwarden ================================================================================================= MAJOR FEATURES + CHANGES ================================================================================================= Change 3526838 by David.Nikdel #WEX: make map elements support TitleProperty on their values in the editor #JIRA: none Change 3517937 by Ben.Zeigler #jira UE-46574 Deprecate IPlatformChunkInstall::SetChunkInstallDelgate as it was spelled wrong, was only half implemented, and did not support success vs failure Replace with AddChunkInstallDelegate, which supports a bool error code and is bound once instead of separately for each chunk. All implementations support this delegate at a basic level, although several could be improved to call the failure delegate in more cases Change 3498765 by David.Nikdel #WEX: Added a way to bind a delegate that fires whenever an analytics event is queued. - Bind this delegate and use it to log analytics events (for now) #JIRA: none Change 3495796 by Josh.May #WEX #JIRA: None - Reworked the LoadTimes.DumpReport console command to accept command arguments and added options for alphanumeric sorting (-alphasort), tweakable asset time cutoff (lowtime=X), and file output to the Saved/Profiling directory (file). - Added hooks for automatically generating load time reports for every map load (enabled using the DUMP_LOAD_REPORT_PER_MAP #define). Change 3489241 by Josh.Markiewicz #UE4 - First unfinished pass to GoogleIOS - SDK auth token data needs to copy auth into TMap properly #jira none Change 3487767 by David.Nikdel #Analytics: Make FAnalyticsEventAttribute support typed values - This makes sure the value types in the resultant JSON reflect the code. - Added support for Number (double), Boolean, Null, and JsonFragment types - This should make it so we don't have to whitelist everything to be converted to number on the Grafana processing side. - Made all attributes on FAnalyticsEventAttribute immutable #JIRA: WEX-6696, WEX-6706 Change 3478818 by Chris.Babcock Add detection of Houdini (running on Intel Android CPU) #jira WEX-5009 #ue4 #android #robomerge R1.2 Change 3475449 by Allan.Bentham Add disable force inline option for iOS build, enabled for WEX. #jira UEMOB-167 [CL 3588553 by Peter Sauerbrei in Main branch]
2017-08-15 16:16:21 -04:00
{
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3627362) #lockdown Nick.Penwarden #rb None ============================ MAJOR FEATURES & CHANGES ============================ Change 3600639 by Nick.Shin HTML5 remove old emscripten toolchain forgot to remove this (was checked out in another changelist) #jira UE-47813 Change 3600641 by Nick.Shin HTML5 TM-Core crash fixes new PhysX HTML5 libs #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600644 by Nick.Shin HTML5 TM-Core crash fixes emscripten doesn't seem to know how to look at <PxRigidActor> from the PxActor class... #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600647 by Nick.Shin HTML5 UInterpTrackInst::GetGroupActor() pre-null check #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3601439 by Dmitriy.Dyomin Fixed: Protostar leads to device reboot in Galaxy S7 Adreno device. (SM-G930V) #jira UE-48323 Change 3601440 by Dmitriy.Dyomin Fixed: Texture streaming after world origin was rebased Change 3601456 by Dmitriy.Dyomin Added: Async loading bytecode from shader library - Shader library will be packed into single file - Shader library will be created only when packaging project by the book #jira UEMOB-381 Change 3601624 by Jack.Porter Fix landscape crash on HTML5 Exception !IsInRenderingThread() failed. #jira UE-48527 Change 3603890 by Dmitriy.Dyomin GitHub 3905 : Engine crash in LandscapeComponent when streaming levels #3905 #jira UE-48422 Change 3603933 by Dmitriy.Dyomin Fixed: Crash after Splash Screen on Android (ETC2) when Adding r.UseShaderCaching and r.UseShaderPredraw - Added r.SaveShaderCache command to save current cache on demand - Removed support for caching multiple platfroms at the same time, each platform now uses separate cache/file - Significantly reduced size of draw log on disk - Mobile platfroms support only basic caching, logging shaders and bound shader states without full gfx state #jira UE-47553 Change 3604050 by Sorin.Gradinaru #jira UE-47428 Android virtual keyboard polishing Done: Multiline should be disabled when not needed Hide suggestions and autocorrect "Done" / back button behavior to make it feel natural - Done/Enter and the Back key event sent to the engine If the keyboard is up and you click on the same control you're currently inputting into, it will hide the keyboard. Look into animation - not critical. S6 with Swiftkey. The numbers don't show up in our textedit but the string is updated (we see dots in the Slate control) with the password entry Could not reproduce/test: Make sure we don't use negative coords for the input box if the keyboard is at the top of the screen Change 3604081 by Allan.Bentham Reduce redundant log spam from SustainedPerformanceMode on android. Change 3604152 by Allan.Bentham Improved vulkanRHI availability and selection reporting. Change 3604186 by Dmitriy.Dyomin Vulkan: Write to buffers directly on UMA devices (no staging) Change 3604396 by Nick.Shin HTML5 - stats and multi-threading checks more null & multi-threading - and some functions flat out disabled for HTML5 platform the big "don't use on HTML5" is TLockFreeFixedSizeAllocator_TLSCacheBase's manual TLS.PartialBundle memory handler... i'm not sure it's working properly... switched on USE_NIEVE_TLockFreeFixedSizeAllocator_TLSCacheBase sections of code (i.e. basic malloc and free) for PLATFORM_HTML5 - it seems only the stats function was exacerbating the memory bug ... but, shutting this completely out for HTML5... don't know if it's an emscripten compiler/corruption that's causing this... - will send this to emscripten makers as another test case for them to help see what's going on... #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3604752 by Allan.Bentham Reduce battery status log spam. Change 3604825 by Nick.Shin HTML5 emscripten 1.37.19 updated license file #jira UE-47813 Change 3606486 by Jack.Porter Enabled refraction on tvOS #jira UE-47229 Change 3606546 by Dmitriy.Dyomin Vulkan: Missed null check from CL# 3601439 Change 3606654 by Allan.Bentham mobile post process shaders will not attempt depth buffer fetch, instead they will always read from the depth texture. #jira UE-41919 Change 3606672 by Dmitriy.Dyomin Fixed: Vulkan mode crashes without error on Tegra K1 Nvidia Shield due to OOM - fixed r.MobileReduceLoadedMips has no effect - added r.MobileMaxLoadedMips to set a limit to a number of mips - reduced size of vulkan allocation pages on android #jira UE-42838 Change 3607204 by Allan.Bentham Do not attempt getprocaddress for GL_EXT_DEBUG_LABEL functions when the extension is not declared. Change 3607214 by Nick.Shin HTML5 - stats font crash fix #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3609164 by Chris.Babcock More informative Android SDK license requirements and errors #jra UE-48837 #ue4 #android Change 3609175 by Chris.Babcock Linux build fix #jira none Change 3609516 by Dmitriy.Dyomin Fixed: Decals in TM-ShaderModels appearing and disappearing when viewed at certain angles on Android #jira UE-45342 Change 3609618 by Dmitriy.Dyomin Back out changelist 3603933, to help merge from main Change 3610979 by Peter.Sauerbrei addition of asset catalogs for icons on Xcode 9 for iOS 11 Change 3612145 by Dmitriy.Dyomin Resubmitting CL #3603933 (shader cache fixes) Change 3613981 by Chris.Babcock Fix issue with Android password keyboard input #jira WEX-7343 #ue4 #android Change 3614375 by Sorin.Gradinaru #jira UE-44656 StrategyGame Crashes on launch on KindleFire 5th Gen. Kindle Fire HD7 5th (CPU Mali 450) seems to have problems with thread rendering, crashing when returning to the main thread. Added new device profile [Android_Mali_4xx_KindleFire] with a new cvar r.AndroidDisableThreadedRenderingFirstLoad=1, disabling movie player rendering on the intial screen. For subsequent loading screens, the (same) code apparently runs Ok. A warning "Initial loading screen disabled from BaseDeviceProfiles.ini: r.AndroidDisableThreadedRenderingFirstLoad=1" should appear when the thread rendering is disabled Change 3614971 by Cosmin.Sulea UE-46769 - GitHub 3745 : bForcePVRTC4 was ignored. #jira UE-46769 Change 3616431 by Peter.Sauerbrei PR3657,3658 - fixes for InApp purchase bugs courtesy of nverenik Change 3617306 by Jack.Porter Fix issue where undocked tabs had no way to be made visible again when hidden #jira UE-12044 Change 3617312 by Jack.Porter Find a new best MobileDirectionalLights[channel] when then current one is removed from the world (eg by a level streaming operation) #jira UE-47135 #3785 Change 3617383 by Dmitriy.Dyomin Vk - only dynamic buffers in HostVisible on UMA devices Change 3617437 by Dmitriy.Dyomin Vk - SRV allocates one BufferView for each buffer in FVulkanResourceMultiBuffer, so they can be reused (contributed by Samsung) Change 3617474 by Dmitriy.Dyomin Vk - Don't use fences on image acquire on Android Change 3617483 by Dmitriy.Dyomin Vk - Remove redundant dynamic state setup (viewport, scissor, stencilref) (contributed by Samsung) Change 3617521 by Dmitriy.Dyomin Fix CIS warnings Change 3617574 by Dmitriy.Dyomin Vk - Optimized RenderPass pool and Framebuffer pool (reduced vkObject count) (contributed by Samsung) ProtoStar: Framebuffer count : 133 -> 108, Renderpass count : 21 -> 18 Change 3617585 by Dmitriy.Dyomin compile fix for CL# 3617574 Change 3617849 by Allan.Bentham Log UnsatisfiedLinkError's content when loadlibrary fails. Change 3617945 by Chris.Babcock Allow UPL variable expansion in addPermission, addFeature, and addLibrary #jira UE-47421 #ue4 #android Change 3618097 by Allan.Bentham Fix Y axis switch with android GLES when rendering triangles to canvas. #jira UE-44510 Change 3618733 by Peter.Sauerbrei fix from Dev-Rendering for tvOS shader compilation Change 3618761 by Peter.Sauerbrei fix for shader crash on startup on iOS Change 3618769 by Peter.Sauerbrei bump metal shader guid to force a rebuild of shaders Change 3620061 by Peter.Sauerbrei fix for resource directory on Asset catalogs #jira UE-49074 Change 3620520 by Peter.Sauerbrei remove the texture warning, the logic was incorrect and in the end we don't need the warning #jira UE-49057 Change 3621811 by Allan.Bentham Add mipindex and array slice index to framebuffer hashing code. #jira UE-49171 Change 3624410 by Jack.Porter Fix issue where the Shared Material Native Libraries checkbox causes packaging for Android to fail #jira UE-49105 Change 3627361 by Jack.Porter Fixing case on iOS files #jira None Change 3627362 by Jack.Porter Fixed case on IOS files #jira None [CL 3627373 by Jack Porter in Main branch]
2017-09-06 01:04:25 -04:00
char numChar = (char)('0' + (event.getKeyCode() - KeyEvent.KEYCODE_NUMPAD_0));
replaceSubstring(String.valueOf(numChar));
}
else if (event.getKeyCode() == KeyEvent.KEYCODE_DEL)
{
//delete selected text / previous character
replaceSubstring("");
}
else if (event.getKeyCode() == KeyEvent.KEYCODE_ENTER)
{
if (0 != (getInputType() & InputType.TYPE_TEXT_FLAG_MULTI_LINE))
{
//add new line
replaceSubstring("\n");
}
else
{
AndroidThunkJava_HideVirtualKeyboardInput();
nativeVirtualKeyboardSendKey(KeyEvent.KEYCODE_ENTER);
}
}
}
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3627362) #lockdown Nick.Penwarden #rb None ============================ MAJOR FEATURES & CHANGES ============================ Change 3600639 by Nick.Shin HTML5 remove old emscripten toolchain forgot to remove this (was checked out in another changelist) #jira UE-47813 Change 3600641 by Nick.Shin HTML5 TM-Core crash fixes new PhysX HTML5 libs #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600644 by Nick.Shin HTML5 TM-Core crash fixes emscripten doesn't seem to know how to look at <PxRigidActor> from the PxActor class... #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600647 by Nick.Shin HTML5 UInterpTrackInst::GetGroupActor() pre-null check #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3601439 by Dmitriy.Dyomin Fixed: Protostar leads to device reboot in Galaxy S7 Adreno device. (SM-G930V) #jira UE-48323 Change 3601440 by Dmitriy.Dyomin Fixed: Texture streaming after world origin was rebased Change 3601456 by Dmitriy.Dyomin Added: Async loading bytecode from shader library - Shader library will be packed into single file - Shader library will be created only when packaging project by the book #jira UEMOB-381 Change 3601624 by Jack.Porter Fix landscape crash on HTML5 Exception !IsInRenderingThread() failed. #jira UE-48527 Change 3603890 by Dmitriy.Dyomin GitHub 3905 : Engine crash in LandscapeComponent when streaming levels #3905 #jira UE-48422 Change 3603933 by Dmitriy.Dyomin Fixed: Crash after Splash Screen on Android (ETC2) when Adding r.UseShaderCaching and r.UseShaderPredraw - Added r.SaveShaderCache command to save current cache on demand - Removed support for caching multiple platfroms at the same time, each platform now uses separate cache/file - Significantly reduced size of draw log on disk - Mobile platfroms support only basic caching, logging shaders and bound shader states without full gfx state #jira UE-47553 Change 3604050 by Sorin.Gradinaru #jira UE-47428 Android virtual keyboard polishing Done: Multiline should be disabled when not needed Hide suggestions and autocorrect "Done" / back button behavior to make it feel natural - Done/Enter and the Back key event sent to the engine If the keyboard is up and you click on the same control you're currently inputting into, it will hide the keyboard. Look into animation - not critical. S6 with Swiftkey. The numbers don't show up in our textedit but the string is updated (we see dots in the Slate control) with the password entry Could not reproduce/test: Make sure we don't use negative coords for the input box if the keyboard is at the top of the screen Change 3604081 by Allan.Bentham Reduce redundant log spam from SustainedPerformanceMode on android. Change 3604152 by Allan.Bentham Improved vulkanRHI availability and selection reporting. Change 3604186 by Dmitriy.Dyomin Vulkan: Write to buffers directly on UMA devices (no staging) Change 3604396 by Nick.Shin HTML5 - stats and multi-threading checks more null & multi-threading - and some functions flat out disabled for HTML5 platform the big "don't use on HTML5" is TLockFreeFixedSizeAllocator_TLSCacheBase's manual TLS.PartialBundle memory handler... i'm not sure it's working properly... switched on USE_NIEVE_TLockFreeFixedSizeAllocator_TLSCacheBase sections of code (i.e. basic malloc and free) for PLATFORM_HTML5 - it seems only the stats function was exacerbating the memory bug ... but, shutting this completely out for HTML5... don't know if it's an emscripten compiler/corruption that's causing this... - will send this to emscripten makers as another test case for them to help see what's going on... #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3604752 by Allan.Bentham Reduce battery status log spam. Change 3604825 by Nick.Shin HTML5 emscripten 1.37.19 updated license file #jira UE-47813 Change 3606486 by Jack.Porter Enabled refraction on tvOS #jira UE-47229 Change 3606546 by Dmitriy.Dyomin Vulkan: Missed null check from CL# 3601439 Change 3606654 by Allan.Bentham mobile post process shaders will not attempt depth buffer fetch, instead they will always read from the depth texture. #jira UE-41919 Change 3606672 by Dmitriy.Dyomin Fixed: Vulkan mode crashes without error on Tegra K1 Nvidia Shield due to OOM - fixed r.MobileReduceLoadedMips has no effect - added r.MobileMaxLoadedMips to set a limit to a number of mips - reduced size of vulkan allocation pages on android #jira UE-42838 Change 3607204 by Allan.Bentham Do not attempt getprocaddress for GL_EXT_DEBUG_LABEL functions when the extension is not declared. Change 3607214 by Nick.Shin HTML5 - stats font crash fix #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3609164 by Chris.Babcock More informative Android SDK license requirements and errors #jra UE-48837 #ue4 #android Change 3609175 by Chris.Babcock Linux build fix #jira none Change 3609516 by Dmitriy.Dyomin Fixed: Decals in TM-ShaderModels appearing and disappearing when viewed at certain angles on Android #jira UE-45342 Change 3609618 by Dmitriy.Dyomin Back out changelist 3603933, to help merge from main Change 3610979 by Peter.Sauerbrei addition of asset catalogs for icons on Xcode 9 for iOS 11 Change 3612145 by Dmitriy.Dyomin Resubmitting CL #3603933 (shader cache fixes) Change 3613981 by Chris.Babcock Fix issue with Android password keyboard input #jira WEX-7343 #ue4 #android Change 3614375 by Sorin.Gradinaru #jira UE-44656 StrategyGame Crashes on launch on KindleFire 5th Gen. Kindle Fire HD7 5th (CPU Mali 450) seems to have problems with thread rendering, crashing when returning to the main thread. Added new device profile [Android_Mali_4xx_KindleFire] with a new cvar r.AndroidDisableThreadedRenderingFirstLoad=1, disabling movie player rendering on the intial screen. For subsequent loading screens, the (same) code apparently runs Ok. A warning "Initial loading screen disabled from BaseDeviceProfiles.ini: r.AndroidDisableThreadedRenderingFirstLoad=1" should appear when the thread rendering is disabled Change 3614971 by Cosmin.Sulea UE-46769 - GitHub 3745 : bForcePVRTC4 was ignored. #jira UE-46769 Change 3616431 by Peter.Sauerbrei PR3657,3658 - fixes for InApp purchase bugs courtesy of nverenik Change 3617306 by Jack.Porter Fix issue where undocked tabs had no way to be made visible again when hidden #jira UE-12044 Change 3617312 by Jack.Porter Find a new best MobileDirectionalLights[channel] when then current one is removed from the world (eg by a level streaming operation) #jira UE-47135 #3785 Change 3617383 by Dmitriy.Dyomin Vk - only dynamic buffers in HostVisible on UMA devices Change 3617437 by Dmitriy.Dyomin Vk - SRV allocates one BufferView for each buffer in FVulkanResourceMultiBuffer, so they can be reused (contributed by Samsung) Change 3617474 by Dmitriy.Dyomin Vk - Don't use fences on image acquire on Android Change 3617483 by Dmitriy.Dyomin Vk - Remove redundant dynamic state setup (viewport, scissor, stencilref) (contributed by Samsung) Change 3617521 by Dmitriy.Dyomin Fix CIS warnings Change 3617574 by Dmitriy.Dyomin Vk - Optimized RenderPass pool and Framebuffer pool (reduced vkObject count) (contributed by Samsung) ProtoStar: Framebuffer count : 133 -> 108, Renderpass count : 21 -> 18 Change 3617585 by Dmitriy.Dyomin compile fix for CL# 3617574 Change 3617849 by Allan.Bentham Log UnsatisfiedLinkError's content when loadlibrary fails. Change 3617945 by Chris.Babcock Allow UPL variable expansion in addPermission, addFeature, and addLibrary #jira UE-47421 #ue4 #android Change 3618097 by Allan.Bentham Fix Y axis switch with android GLES when rendering triangles to canvas. #jira UE-44510 Change 3618733 by Peter.Sauerbrei fix from Dev-Rendering for tvOS shader compilation Change 3618761 by Peter.Sauerbrei fix for shader crash on startup on iOS Change 3618769 by Peter.Sauerbrei bump metal shader guid to force a rebuild of shaders Change 3620061 by Peter.Sauerbrei fix for resource directory on Asset catalogs #jira UE-49074 Change 3620520 by Peter.Sauerbrei remove the texture warning, the logic was incorrect and in the end we don't need the warning #jira UE-49057 Change 3621811 by Allan.Bentham Add mipindex and array slice index to framebuffer hashing code. #jira UE-49171 Change 3624410 by Jack.Porter Fix issue where the Shared Material Native Libraries checkbox causes packaging for Android to fail #jira UE-49105 Change 3627361 by Jack.Porter Fixing case on iOS files #jira None Change 3627362 by Jack.Porter Fixed case on IOS files #jira None [CL 3627373 by Jack Porter in Main branch]
2017-09-06 01:04:25 -04:00
return true;
Copying //UE4/WEX-Staging/... to //UE4/Main (Source: //WEX/Main @ 3580612) #rb none #lockdown nick.penwarden ================================================================================================= MAJOR FEATURES + CHANGES ================================================================================================= Change 3526838 by David.Nikdel #WEX: make map elements support TitleProperty on their values in the editor #JIRA: none Change 3517937 by Ben.Zeigler #jira UE-46574 Deprecate IPlatformChunkInstall::SetChunkInstallDelgate as it was spelled wrong, was only half implemented, and did not support success vs failure Replace with AddChunkInstallDelegate, which supports a bool error code and is bound once instead of separately for each chunk. All implementations support this delegate at a basic level, although several could be improved to call the failure delegate in more cases Change 3498765 by David.Nikdel #WEX: Added a way to bind a delegate that fires whenever an analytics event is queued. - Bind this delegate and use it to log analytics events (for now) #JIRA: none Change 3495796 by Josh.May #WEX #JIRA: None - Reworked the LoadTimes.DumpReport console command to accept command arguments and added options for alphanumeric sorting (-alphasort), tweakable asset time cutoff (lowtime=X), and file output to the Saved/Profiling directory (file). - Added hooks for automatically generating load time reports for every map load (enabled using the DUMP_LOAD_REPORT_PER_MAP #define). Change 3489241 by Josh.Markiewicz #UE4 - First unfinished pass to GoogleIOS - SDK auth token data needs to copy auth into TMap properly #jira none Change 3487767 by David.Nikdel #Analytics: Make FAnalyticsEventAttribute support typed values - This makes sure the value types in the resultant JSON reflect the code. - Added support for Number (double), Boolean, Null, and JsonFragment types - This should make it so we don't have to whitelist everything to be converted to number on the Grafana processing side. - Made all attributes on FAnalyticsEventAttribute immutable #JIRA: WEX-6696, WEX-6706 Change 3478818 by Chris.Babcock Add detection of Houdini (running on Intel Android CPU) #jira WEX-5009 #ue4 #android #robomerge R1.2 Change 3475449 by Allan.Bentham Add disable force inline option for iOS build, enabled for WEX. #jira UEMOB-167 [CL 3588553 by Peter Sauerbrei in Main branch]
2017-08-15 16:16:21 -04:00
}
//in latest Android, deleteSurroundingText(1, 0) will be called for BACKSPACE
@Override
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3627362) #lockdown Nick.Penwarden #rb None ============================ MAJOR FEATURES & CHANGES ============================ Change 3600639 by Nick.Shin HTML5 remove old emscripten toolchain forgot to remove this (was checked out in another changelist) #jira UE-47813 Change 3600641 by Nick.Shin HTML5 TM-Core crash fixes new PhysX HTML5 libs #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600644 by Nick.Shin HTML5 TM-Core crash fixes emscripten doesn't seem to know how to look at <PxRigidActor> from the PxActor class... #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600647 by Nick.Shin HTML5 UInterpTrackInst::GetGroupActor() pre-null check #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3601439 by Dmitriy.Dyomin Fixed: Protostar leads to device reboot in Galaxy S7 Adreno device. (SM-G930V) #jira UE-48323 Change 3601440 by Dmitriy.Dyomin Fixed: Texture streaming after world origin was rebased Change 3601456 by Dmitriy.Dyomin Added: Async loading bytecode from shader library - Shader library will be packed into single file - Shader library will be created only when packaging project by the book #jira UEMOB-381 Change 3601624 by Jack.Porter Fix landscape crash on HTML5 Exception !IsInRenderingThread() failed. #jira UE-48527 Change 3603890 by Dmitriy.Dyomin GitHub 3905 : Engine crash in LandscapeComponent when streaming levels #3905 #jira UE-48422 Change 3603933 by Dmitriy.Dyomin Fixed: Crash after Splash Screen on Android (ETC2) when Adding r.UseShaderCaching and r.UseShaderPredraw - Added r.SaveShaderCache command to save current cache on demand - Removed support for caching multiple platfroms at the same time, each platform now uses separate cache/file - Significantly reduced size of draw log on disk - Mobile platfroms support only basic caching, logging shaders and bound shader states without full gfx state #jira UE-47553 Change 3604050 by Sorin.Gradinaru #jira UE-47428 Android virtual keyboard polishing Done: Multiline should be disabled when not needed Hide suggestions and autocorrect "Done" / back button behavior to make it feel natural - Done/Enter and the Back key event sent to the engine If the keyboard is up and you click on the same control you're currently inputting into, it will hide the keyboard. Look into animation - not critical. S6 with Swiftkey. The numbers don't show up in our textedit but the string is updated (we see dots in the Slate control) with the password entry Could not reproduce/test: Make sure we don't use negative coords for the input box if the keyboard is at the top of the screen Change 3604081 by Allan.Bentham Reduce redundant log spam from SustainedPerformanceMode on android. Change 3604152 by Allan.Bentham Improved vulkanRHI availability and selection reporting. Change 3604186 by Dmitriy.Dyomin Vulkan: Write to buffers directly on UMA devices (no staging) Change 3604396 by Nick.Shin HTML5 - stats and multi-threading checks more null & multi-threading - and some functions flat out disabled for HTML5 platform the big "don't use on HTML5" is TLockFreeFixedSizeAllocator_TLSCacheBase's manual TLS.PartialBundle memory handler... i'm not sure it's working properly... switched on USE_NIEVE_TLockFreeFixedSizeAllocator_TLSCacheBase sections of code (i.e. basic malloc and free) for PLATFORM_HTML5 - it seems only the stats function was exacerbating the memory bug ... but, shutting this completely out for HTML5... don't know if it's an emscripten compiler/corruption that's causing this... - will send this to emscripten makers as another test case for them to help see what's going on... #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3604752 by Allan.Bentham Reduce battery status log spam. Change 3604825 by Nick.Shin HTML5 emscripten 1.37.19 updated license file #jira UE-47813 Change 3606486 by Jack.Porter Enabled refraction on tvOS #jira UE-47229 Change 3606546 by Dmitriy.Dyomin Vulkan: Missed null check from CL# 3601439 Change 3606654 by Allan.Bentham mobile post process shaders will not attempt depth buffer fetch, instead they will always read from the depth texture. #jira UE-41919 Change 3606672 by Dmitriy.Dyomin Fixed: Vulkan mode crashes without error on Tegra K1 Nvidia Shield due to OOM - fixed r.MobileReduceLoadedMips has no effect - added r.MobileMaxLoadedMips to set a limit to a number of mips - reduced size of vulkan allocation pages on android #jira UE-42838 Change 3607204 by Allan.Bentham Do not attempt getprocaddress for GL_EXT_DEBUG_LABEL functions when the extension is not declared. Change 3607214 by Nick.Shin HTML5 - stats font crash fix #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3609164 by Chris.Babcock More informative Android SDK license requirements and errors #jra UE-48837 #ue4 #android Change 3609175 by Chris.Babcock Linux build fix #jira none Change 3609516 by Dmitriy.Dyomin Fixed: Decals in TM-ShaderModels appearing and disappearing when viewed at certain angles on Android #jira UE-45342 Change 3609618 by Dmitriy.Dyomin Back out changelist 3603933, to help merge from main Change 3610979 by Peter.Sauerbrei addition of asset catalogs for icons on Xcode 9 for iOS 11 Change 3612145 by Dmitriy.Dyomin Resubmitting CL #3603933 (shader cache fixes) Change 3613981 by Chris.Babcock Fix issue with Android password keyboard input #jira WEX-7343 #ue4 #android Change 3614375 by Sorin.Gradinaru #jira UE-44656 StrategyGame Crashes on launch on KindleFire 5th Gen. Kindle Fire HD7 5th (CPU Mali 450) seems to have problems with thread rendering, crashing when returning to the main thread. Added new device profile [Android_Mali_4xx_KindleFire] with a new cvar r.AndroidDisableThreadedRenderingFirstLoad=1, disabling movie player rendering on the intial screen. For subsequent loading screens, the (same) code apparently runs Ok. A warning "Initial loading screen disabled from BaseDeviceProfiles.ini: r.AndroidDisableThreadedRenderingFirstLoad=1" should appear when the thread rendering is disabled Change 3614971 by Cosmin.Sulea UE-46769 - GitHub 3745 : bForcePVRTC4 was ignored. #jira UE-46769 Change 3616431 by Peter.Sauerbrei PR3657,3658 - fixes for InApp purchase bugs courtesy of nverenik Change 3617306 by Jack.Porter Fix issue where undocked tabs had no way to be made visible again when hidden #jira UE-12044 Change 3617312 by Jack.Porter Find a new best MobileDirectionalLights[channel] when then current one is removed from the world (eg by a level streaming operation) #jira UE-47135 #3785 Change 3617383 by Dmitriy.Dyomin Vk - only dynamic buffers in HostVisible on UMA devices Change 3617437 by Dmitriy.Dyomin Vk - SRV allocates one BufferView for each buffer in FVulkanResourceMultiBuffer, so they can be reused (contributed by Samsung) Change 3617474 by Dmitriy.Dyomin Vk - Don't use fences on image acquire on Android Change 3617483 by Dmitriy.Dyomin Vk - Remove redundant dynamic state setup (viewport, scissor, stencilref) (contributed by Samsung) Change 3617521 by Dmitriy.Dyomin Fix CIS warnings Change 3617574 by Dmitriy.Dyomin Vk - Optimized RenderPass pool and Framebuffer pool (reduced vkObject count) (contributed by Samsung) ProtoStar: Framebuffer count : 133 -> 108, Renderpass count : 21 -> 18 Change 3617585 by Dmitriy.Dyomin compile fix for CL# 3617574 Change 3617849 by Allan.Bentham Log UnsatisfiedLinkError's content when loadlibrary fails. Change 3617945 by Chris.Babcock Allow UPL variable expansion in addPermission, addFeature, and addLibrary #jira UE-47421 #ue4 #android Change 3618097 by Allan.Bentham Fix Y axis switch with android GLES when rendering triangles to canvas. #jira UE-44510 Change 3618733 by Peter.Sauerbrei fix from Dev-Rendering for tvOS shader compilation Change 3618761 by Peter.Sauerbrei fix for shader crash on startup on iOS Change 3618769 by Peter.Sauerbrei bump metal shader guid to force a rebuild of shaders Change 3620061 by Peter.Sauerbrei fix for resource directory on Asset catalogs #jira UE-49074 Change 3620520 by Peter.Sauerbrei remove the texture warning, the logic was incorrect and in the end we don't need the warning #jira UE-49057 Change 3621811 by Allan.Bentham Add mipindex and array slice index to framebuffer hashing code. #jira UE-49171 Change 3624410 by Jack.Porter Fix issue where the Shared Material Native Libraries checkbox causes packaging for Android to fail #jira UE-49105 Change 3627361 by Jack.Porter Fixing case on iOS files #jira None Change 3627362 by Jack.Porter Fixed case on IOS files #jira None [CL 3627373 by Jack Porter in Main branch]
2017-09-06 01:04:25 -04:00
public boolean deleteSurroundingText(int beforeLength, int afterLength)
{
////Log.debug("VK: deleteSurroundingText");
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3627362) #lockdown Nick.Penwarden #rb None ============================ MAJOR FEATURES & CHANGES ============================ Change 3600639 by Nick.Shin HTML5 remove old emscripten toolchain forgot to remove this (was checked out in another changelist) #jira UE-47813 Change 3600641 by Nick.Shin HTML5 TM-Core crash fixes new PhysX HTML5 libs #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600644 by Nick.Shin HTML5 TM-Core crash fixes emscripten doesn't seem to know how to look at <PxRigidActor> from the PxActor class... #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600647 by Nick.Shin HTML5 UInterpTrackInst::GetGroupActor() pre-null check #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3601439 by Dmitriy.Dyomin Fixed: Protostar leads to device reboot in Galaxy S7 Adreno device. (SM-G930V) #jira UE-48323 Change 3601440 by Dmitriy.Dyomin Fixed: Texture streaming after world origin was rebased Change 3601456 by Dmitriy.Dyomin Added: Async loading bytecode from shader library - Shader library will be packed into single file - Shader library will be created only when packaging project by the book #jira UEMOB-381 Change 3601624 by Jack.Porter Fix landscape crash on HTML5 Exception !IsInRenderingThread() failed. #jira UE-48527 Change 3603890 by Dmitriy.Dyomin GitHub 3905 : Engine crash in LandscapeComponent when streaming levels #3905 #jira UE-48422 Change 3603933 by Dmitriy.Dyomin Fixed: Crash after Splash Screen on Android (ETC2) when Adding r.UseShaderCaching and r.UseShaderPredraw - Added r.SaveShaderCache command to save current cache on demand - Removed support for caching multiple platfroms at the same time, each platform now uses separate cache/file - Significantly reduced size of draw log on disk - Mobile platfroms support only basic caching, logging shaders and bound shader states without full gfx state #jira UE-47553 Change 3604050 by Sorin.Gradinaru #jira UE-47428 Android virtual keyboard polishing Done: Multiline should be disabled when not needed Hide suggestions and autocorrect "Done" / back button behavior to make it feel natural - Done/Enter and the Back key event sent to the engine If the keyboard is up and you click on the same control you're currently inputting into, it will hide the keyboard. Look into animation - not critical. S6 with Swiftkey. The numbers don't show up in our textedit but the string is updated (we see dots in the Slate control) with the password entry Could not reproduce/test: Make sure we don't use negative coords for the input box if the keyboard is at the top of the screen Change 3604081 by Allan.Bentham Reduce redundant log spam from SustainedPerformanceMode on android. Change 3604152 by Allan.Bentham Improved vulkanRHI availability and selection reporting. Change 3604186 by Dmitriy.Dyomin Vulkan: Write to buffers directly on UMA devices (no staging) Change 3604396 by Nick.Shin HTML5 - stats and multi-threading checks more null & multi-threading - and some functions flat out disabled for HTML5 platform the big "don't use on HTML5" is TLockFreeFixedSizeAllocator_TLSCacheBase's manual TLS.PartialBundle memory handler... i'm not sure it's working properly... switched on USE_NIEVE_TLockFreeFixedSizeAllocator_TLSCacheBase sections of code (i.e. basic malloc and free) for PLATFORM_HTML5 - it seems only the stats function was exacerbating the memory bug ... but, shutting this completely out for HTML5... don't know if it's an emscripten compiler/corruption that's causing this... - will send this to emscripten makers as another test case for them to help see what's going on... #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3604752 by Allan.Bentham Reduce battery status log spam. Change 3604825 by Nick.Shin HTML5 emscripten 1.37.19 updated license file #jira UE-47813 Change 3606486 by Jack.Porter Enabled refraction on tvOS #jira UE-47229 Change 3606546 by Dmitriy.Dyomin Vulkan: Missed null check from CL# 3601439 Change 3606654 by Allan.Bentham mobile post process shaders will not attempt depth buffer fetch, instead they will always read from the depth texture. #jira UE-41919 Change 3606672 by Dmitriy.Dyomin Fixed: Vulkan mode crashes without error on Tegra K1 Nvidia Shield due to OOM - fixed r.MobileReduceLoadedMips has no effect - added r.MobileMaxLoadedMips to set a limit to a number of mips - reduced size of vulkan allocation pages on android #jira UE-42838 Change 3607204 by Allan.Bentham Do not attempt getprocaddress for GL_EXT_DEBUG_LABEL functions when the extension is not declared. Change 3607214 by Nick.Shin HTML5 - stats font crash fix #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3609164 by Chris.Babcock More informative Android SDK license requirements and errors #jra UE-48837 #ue4 #android Change 3609175 by Chris.Babcock Linux build fix #jira none Change 3609516 by Dmitriy.Dyomin Fixed: Decals in TM-ShaderModels appearing and disappearing when viewed at certain angles on Android #jira UE-45342 Change 3609618 by Dmitriy.Dyomin Back out changelist 3603933, to help merge from main Change 3610979 by Peter.Sauerbrei addition of asset catalogs for icons on Xcode 9 for iOS 11 Change 3612145 by Dmitriy.Dyomin Resubmitting CL #3603933 (shader cache fixes) Change 3613981 by Chris.Babcock Fix issue with Android password keyboard input #jira WEX-7343 #ue4 #android Change 3614375 by Sorin.Gradinaru #jira UE-44656 StrategyGame Crashes on launch on KindleFire 5th Gen. Kindle Fire HD7 5th (CPU Mali 450) seems to have problems with thread rendering, crashing when returning to the main thread. Added new device profile [Android_Mali_4xx_KindleFire] with a new cvar r.AndroidDisableThreadedRenderingFirstLoad=1, disabling movie player rendering on the intial screen. For subsequent loading screens, the (same) code apparently runs Ok. A warning "Initial loading screen disabled from BaseDeviceProfiles.ini: r.AndroidDisableThreadedRenderingFirstLoad=1" should appear when the thread rendering is disabled Change 3614971 by Cosmin.Sulea UE-46769 - GitHub 3745 : bForcePVRTC4 was ignored. #jira UE-46769 Change 3616431 by Peter.Sauerbrei PR3657,3658 - fixes for InApp purchase bugs courtesy of nverenik Change 3617306 by Jack.Porter Fix issue where undocked tabs had no way to be made visible again when hidden #jira UE-12044 Change 3617312 by Jack.Porter Find a new best MobileDirectionalLights[channel] when then current one is removed from the world (eg by a level streaming operation) #jira UE-47135 #3785 Change 3617383 by Dmitriy.Dyomin Vk - only dynamic buffers in HostVisible on UMA devices Change 3617437 by Dmitriy.Dyomin Vk - SRV allocates one BufferView for each buffer in FVulkanResourceMultiBuffer, so they can be reused (contributed by Samsung) Change 3617474 by Dmitriy.Dyomin Vk - Don't use fences on image acquire on Android Change 3617483 by Dmitriy.Dyomin Vk - Remove redundant dynamic state setup (viewport, scissor, stencilref) (contributed by Samsung) Change 3617521 by Dmitriy.Dyomin Fix CIS warnings Change 3617574 by Dmitriy.Dyomin Vk - Optimized RenderPass pool and Framebuffer pool (reduced vkObject count) (contributed by Samsung) ProtoStar: Framebuffer count : 133 -> 108, Renderpass count : 21 -> 18 Change 3617585 by Dmitriy.Dyomin compile fix for CL# 3617574 Change 3617849 by Allan.Bentham Log UnsatisfiedLinkError's content when loadlibrary fails. Change 3617945 by Chris.Babcock Allow UPL variable expansion in addPermission, addFeature, and addLibrary #jira UE-47421 #ue4 #android Change 3618097 by Allan.Bentham Fix Y axis switch with android GLES when rendering triangles to canvas. #jira UE-44510 Change 3618733 by Peter.Sauerbrei fix from Dev-Rendering for tvOS shader compilation Change 3618761 by Peter.Sauerbrei fix for shader crash on startup on iOS Change 3618769 by Peter.Sauerbrei bump metal shader guid to force a rebuild of shaders Change 3620061 by Peter.Sauerbrei fix for resource directory on Asset catalogs #jira UE-49074 Change 3620520 by Peter.Sauerbrei remove the texture warning, the logic was incorrect and in the end we don't need the warning #jira UE-49057 Change 3621811 by Allan.Bentham Add mipindex and array slice index to framebuffer hashing code. #jira UE-49171 Change 3624410 by Jack.Porter Fix issue where the Shared Material Native Libraries checkbox causes packaging for Android to fail #jira UE-49105 Change 3627361 by Jack.Porter Fixing case on iOS files #jira None Change 3627362 by Jack.Porter Fixed case on IOS files #jira None [CL 3627373 by Jack Porter in Main branch]
2017-09-06 01:04:25 -04:00
if (beforeLength == 1 && afterLength == 0)
{
Copying //UE4/WEX-Staging/... to //UE4/Main (Source: //WEX/Main @ 3580612) #rb none #lockdown nick.penwarden ================================================================================================= MAJOR FEATURES + CHANGES ================================================================================================= Change 3526838 by David.Nikdel #WEX: make map elements support TitleProperty on their values in the editor #JIRA: none Change 3517937 by Ben.Zeigler #jira UE-46574 Deprecate IPlatformChunkInstall::SetChunkInstallDelgate as it was spelled wrong, was only half implemented, and did not support success vs failure Replace with AddChunkInstallDelegate, which supports a bool error code and is bound once instead of separately for each chunk. All implementations support this delegate at a basic level, although several could be improved to call the failure delegate in more cases Change 3498765 by David.Nikdel #WEX: Added a way to bind a delegate that fires whenever an analytics event is queued. - Bind this delegate and use it to log analytics events (for now) #JIRA: none Change 3495796 by Josh.May #WEX #JIRA: None - Reworked the LoadTimes.DumpReport console command to accept command arguments and added options for alphanumeric sorting (-alphasort), tweakable asset time cutoff (lowtime=X), and file output to the Saved/Profiling directory (file). - Added hooks for automatically generating load time reports for every map load (enabled using the DUMP_LOAD_REPORT_PER_MAP #define). Change 3489241 by Josh.Markiewicz #UE4 - First unfinished pass to GoogleIOS - SDK auth token data needs to copy auth into TMap properly #jira none Change 3487767 by David.Nikdel #Analytics: Make FAnalyticsEventAttribute support typed values - This makes sure the value types in the resultant JSON reflect the code. - Added support for Number (double), Boolean, Null, and JsonFragment types - This should make it so we don't have to whitelist everything to be converted to number on the Grafana processing side. - Made all attributes on FAnalyticsEventAttribute immutable #JIRA: WEX-6696, WEX-6706 Change 3478818 by Chris.Babcock Add detection of Houdini (running on Intel Android CPU) #jira WEX-5009 #ue4 #android #robomerge R1.2 Change 3475449 by Allan.Bentham Add disable force inline option for iOS build, enabled for WEX. #jira UEMOB-167 [CL 3588553 by Peter Sauerbrei in Main branch]
2017-08-15 16:16:21 -04:00
// backspace
return sendKeyEvent(new KeyEvent(KeyEvent.ACTION_DOWN, KeyEvent.KEYCODE_DEL))
&& sendKeyEvent(new KeyEvent(KeyEvent.ACTION_UP, KeyEvent.KEYCODE_DEL));
}
return super.deleteSurroundingText(beforeLength, afterLength);
}
}
}
//create the virtual keyboard input
private void createVirtualKeyboardInput()
{
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3627362) #lockdown Nick.Penwarden #rb None ============================ MAJOR FEATURES & CHANGES ============================ Change 3600639 by Nick.Shin HTML5 remove old emscripten toolchain forgot to remove this (was checked out in another changelist) #jira UE-47813 Change 3600641 by Nick.Shin HTML5 TM-Core crash fixes new PhysX HTML5 libs #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600644 by Nick.Shin HTML5 TM-Core crash fixes emscripten doesn't seem to know how to look at <PxRigidActor> from the PxActor class... #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600647 by Nick.Shin HTML5 UInterpTrackInst::GetGroupActor() pre-null check #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3601439 by Dmitriy.Dyomin Fixed: Protostar leads to device reboot in Galaxy S7 Adreno device. (SM-G930V) #jira UE-48323 Change 3601440 by Dmitriy.Dyomin Fixed: Texture streaming after world origin was rebased Change 3601456 by Dmitriy.Dyomin Added: Async loading bytecode from shader library - Shader library will be packed into single file - Shader library will be created only when packaging project by the book #jira UEMOB-381 Change 3601624 by Jack.Porter Fix landscape crash on HTML5 Exception !IsInRenderingThread() failed. #jira UE-48527 Change 3603890 by Dmitriy.Dyomin GitHub 3905 : Engine crash in LandscapeComponent when streaming levels #3905 #jira UE-48422 Change 3603933 by Dmitriy.Dyomin Fixed: Crash after Splash Screen on Android (ETC2) when Adding r.UseShaderCaching and r.UseShaderPredraw - Added r.SaveShaderCache command to save current cache on demand - Removed support for caching multiple platfroms at the same time, each platform now uses separate cache/file - Significantly reduced size of draw log on disk - Mobile platfroms support only basic caching, logging shaders and bound shader states without full gfx state #jira UE-47553 Change 3604050 by Sorin.Gradinaru #jira UE-47428 Android virtual keyboard polishing Done: Multiline should be disabled when not needed Hide suggestions and autocorrect "Done" / back button behavior to make it feel natural - Done/Enter and the Back key event sent to the engine If the keyboard is up and you click on the same control you're currently inputting into, it will hide the keyboard. Look into animation - not critical. S6 with Swiftkey. The numbers don't show up in our textedit but the string is updated (we see dots in the Slate control) with the password entry Could not reproduce/test: Make sure we don't use negative coords for the input box if the keyboard is at the top of the screen Change 3604081 by Allan.Bentham Reduce redundant log spam from SustainedPerformanceMode on android. Change 3604152 by Allan.Bentham Improved vulkanRHI availability and selection reporting. Change 3604186 by Dmitriy.Dyomin Vulkan: Write to buffers directly on UMA devices (no staging) Change 3604396 by Nick.Shin HTML5 - stats and multi-threading checks more null & multi-threading - and some functions flat out disabled for HTML5 platform the big "don't use on HTML5" is TLockFreeFixedSizeAllocator_TLSCacheBase's manual TLS.PartialBundle memory handler... i'm not sure it's working properly... switched on USE_NIEVE_TLockFreeFixedSizeAllocator_TLSCacheBase sections of code (i.e. basic malloc and free) for PLATFORM_HTML5 - it seems only the stats function was exacerbating the memory bug ... but, shutting this completely out for HTML5... don't know if it's an emscripten compiler/corruption that's causing this... - will send this to emscripten makers as another test case for them to help see what's going on... #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3604752 by Allan.Bentham Reduce battery status log spam. Change 3604825 by Nick.Shin HTML5 emscripten 1.37.19 updated license file #jira UE-47813 Change 3606486 by Jack.Porter Enabled refraction on tvOS #jira UE-47229 Change 3606546 by Dmitriy.Dyomin Vulkan: Missed null check from CL# 3601439 Change 3606654 by Allan.Bentham mobile post process shaders will not attempt depth buffer fetch, instead they will always read from the depth texture. #jira UE-41919 Change 3606672 by Dmitriy.Dyomin Fixed: Vulkan mode crashes without error on Tegra K1 Nvidia Shield due to OOM - fixed r.MobileReduceLoadedMips has no effect - added r.MobileMaxLoadedMips to set a limit to a number of mips - reduced size of vulkan allocation pages on android #jira UE-42838 Change 3607204 by Allan.Bentham Do not attempt getprocaddress for GL_EXT_DEBUG_LABEL functions when the extension is not declared. Change 3607214 by Nick.Shin HTML5 - stats font crash fix #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3609164 by Chris.Babcock More informative Android SDK license requirements and errors #jra UE-48837 #ue4 #android Change 3609175 by Chris.Babcock Linux build fix #jira none Change 3609516 by Dmitriy.Dyomin Fixed: Decals in TM-ShaderModels appearing and disappearing when viewed at certain angles on Android #jira UE-45342 Change 3609618 by Dmitriy.Dyomin Back out changelist 3603933, to help merge from main Change 3610979 by Peter.Sauerbrei addition of asset catalogs for icons on Xcode 9 for iOS 11 Change 3612145 by Dmitriy.Dyomin Resubmitting CL #3603933 (shader cache fixes) Change 3613981 by Chris.Babcock Fix issue with Android password keyboard input #jira WEX-7343 #ue4 #android Change 3614375 by Sorin.Gradinaru #jira UE-44656 StrategyGame Crashes on launch on KindleFire 5th Gen. Kindle Fire HD7 5th (CPU Mali 450) seems to have problems with thread rendering, crashing when returning to the main thread. Added new device profile [Android_Mali_4xx_KindleFire] with a new cvar r.AndroidDisableThreadedRenderingFirstLoad=1, disabling movie player rendering on the intial screen. For subsequent loading screens, the (same) code apparently runs Ok. A warning "Initial loading screen disabled from BaseDeviceProfiles.ini: r.AndroidDisableThreadedRenderingFirstLoad=1" should appear when the thread rendering is disabled Change 3614971 by Cosmin.Sulea UE-46769 - GitHub 3745 : bForcePVRTC4 was ignored. #jira UE-46769 Change 3616431 by Peter.Sauerbrei PR3657,3658 - fixes for InApp purchase bugs courtesy of nverenik Change 3617306 by Jack.Porter Fix issue where undocked tabs had no way to be made visible again when hidden #jira UE-12044 Change 3617312 by Jack.Porter Find a new best MobileDirectionalLights[channel] when then current one is removed from the world (eg by a level streaming operation) #jira UE-47135 #3785 Change 3617383 by Dmitriy.Dyomin Vk - only dynamic buffers in HostVisible on UMA devices Change 3617437 by Dmitriy.Dyomin Vk - SRV allocates one BufferView for each buffer in FVulkanResourceMultiBuffer, so they can be reused (contributed by Samsung) Change 3617474 by Dmitriy.Dyomin Vk - Don't use fences on image acquire on Android Change 3617483 by Dmitriy.Dyomin Vk - Remove redundant dynamic state setup (viewport, scissor, stencilref) (contributed by Samsung) Change 3617521 by Dmitriy.Dyomin Fix CIS warnings Change 3617574 by Dmitriy.Dyomin Vk - Optimized RenderPass pool and Framebuffer pool (reduced vkObject count) (contributed by Samsung) ProtoStar: Framebuffer count : 133 -> 108, Renderpass count : 21 -> 18 Change 3617585 by Dmitriy.Dyomin compile fix for CL# 3617574 Change 3617849 by Allan.Bentham Log UnsatisfiedLinkError's content when loadlibrary fails. Change 3617945 by Chris.Babcock Allow UPL variable expansion in addPermission, addFeature, and addLibrary #jira UE-47421 #ue4 #android Change 3618097 by Allan.Bentham Fix Y axis switch with android GLES when rendering triangles to canvas. #jira UE-44510 Change 3618733 by Peter.Sauerbrei fix from Dev-Rendering for tvOS shader compilation Change 3618761 by Peter.Sauerbrei fix for shader crash on startup on iOS Change 3618769 by Peter.Sauerbrei bump metal shader guid to force a rebuild of shaders Change 3620061 by Peter.Sauerbrei fix for resource directory on Asset catalogs #jira UE-49074 Change 3620520 by Peter.Sauerbrei remove the texture warning, the logic was incorrect and in the end we don't need the warning #jira UE-49057 Change 3621811 by Allan.Bentham Add mipindex and array slice index to framebuffer hashing code. #jira UE-49171 Change 3624410 by Jack.Porter Fix issue where the Shared Material Native Libraries checkbox causes packaging for Android to fail #jira UE-49105 Change 3627361 by Jack.Porter Fixing case on iOS files #jira None Change 3627362 by Jack.Porter Fixed case on IOS files #jira None [CL 3627373 by Jack Porter in Main branch]
2017-09-06 01:04:25 -04:00
getWindow().setSoftInputMode(WindowManager.LayoutParams.SOFT_INPUT_ADJUST_RESIZE);
Copying //UE4/WEX-Staging/... to //UE4/Main (Source: //WEX/Main @ 3580612) #rb none #lockdown nick.penwarden ================================================================================================= MAJOR FEATURES + CHANGES ================================================================================================= Change 3526838 by David.Nikdel #WEX: make map elements support TitleProperty on their values in the editor #JIRA: none Change 3517937 by Ben.Zeigler #jira UE-46574 Deprecate IPlatformChunkInstall::SetChunkInstallDelgate as it was spelled wrong, was only half implemented, and did not support success vs failure Replace with AddChunkInstallDelegate, which supports a bool error code and is bound once instead of separately for each chunk. All implementations support this delegate at a basic level, although several could be improved to call the failure delegate in more cases Change 3498765 by David.Nikdel #WEX: Added a way to bind a delegate that fires whenever an analytics event is queued. - Bind this delegate and use it to log analytics events (for now) #JIRA: none Change 3495796 by Josh.May #WEX #JIRA: None - Reworked the LoadTimes.DumpReport console command to accept command arguments and added options for alphanumeric sorting (-alphasort), tweakable asset time cutoff (lowtime=X), and file output to the Saved/Profiling directory (file). - Added hooks for automatically generating load time reports for every map load (enabled using the DUMP_LOAD_REPORT_PER_MAP #define). Change 3489241 by Josh.Markiewicz #UE4 - First unfinished pass to GoogleIOS - SDK auth token data needs to copy auth into TMap properly #jira none Change 3487767 by David.Nikdel #Analytics: Make FAnalyticsEventAttribute support typed values - This makes sure the value types in the resultant JSON reflect the code. - Added support for Number (double), Boolean, Null, and JsonFragment types - This should make it so we don't have to whitelist everything to be converted to number on the Grafana processing side. - Made all attributes on FAnalyticsEventAttribute immutable #JIRA: WEX-6696, WEX-6706 Change 3478818 by Chris.Babcock Add detection of Houdini (running on Intel Android CPU) #jira WEX-5009 #ue4 #android #robomerge R1.2 Change 3475449 by Allan.Bentham Add disable force inline option for iOS build, enabled for WEX. #jira UEMOB-167 [CL 3588553 by Peter Sauerbrei in Main branch]
2017-08-15 16:16:21 -04:00
newVirtualKeyboardInput = new VirtualKeyboardInput(this);
newVirtualKeyboardInput.setSingleLine(false);
newVirtualKeyboardInput.setBackgroundColor(Color.WHITE);
newVirtualKeyboardInput.setLayoutParams(new RelativeLayout.LayoutParams(LayoutParams.MATCH_PARENT, LayoutParams.WRAP_CONTENT));
newVirtualKeyboardInput.setVisibility(View.GONE);
if (ANDROID_BUILD_VERSION < 11)
{
newVirtualKeyboardInput.setImeOptions(EditorInfo.IME_FLAG_NO_EXTRACT_UI);
}
else
{
newVirtualKeyboardInput.setImeOptions(EditorInfo.IME_FLAG_NO_EXTRACT_UI | EditorInfo.IME_FLAG_NO_FULLSCREEN);
}
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3627362) #lockdown Nick.Penwarden #rb None ============================ MAJOR FEATURES & CHANGES ============================ Change 3600639 by Nick.Shin HTML5 remove old emscripten toolchain forgot to remove this (was checked out in another changelist) #jira UE-47813 Change 3600641 by Nick.Shin HTML5 TM-Core crash fixes new PhysX HTML5 libs #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600644 by Nick.Shin HTML5 TM-Core crash fixes emscripten doesn't seem to know how to look at <PxRigidActor> from the PxActor class... #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600647 by Nick.Shin HTML5 UInterpTrackInst::GetGroupActor() pre-null check #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3601439 by Dmitriy.Dyomin Fixed: Protostar leads to device reboot in Galaxy S7 Adreno device. (SM-G930V) #jira UE-48323 Change 3601440 by Dmitriy.Dyomin Fixed: Texture streaming after world origin was rebased Change 3601456 by Dmitriy.Dyomin Added: Async loading bytecode from shader library - Shader library will be packed into single file - Shader library will be created only when packaging project by the book #jira UEMOB-381 Change 3601624 by Jack.Porter Fix landscape crash on HTML5 Exception !IsInRenderingThread() failed. #jira UE-48527 Change 3603890 by Dmitriy.Dyomin GitHub 3905 : Engine crash in LandscapeComponent when streaming levels #3905 #jira UE-48422 Change 3603933 by Dmitriy.Dyomin Fixed: Crash after Splash Screen on Android (ETC2) when Adding r.UseShaderCaching and r.UseShaderPredraw - Added r.SaveShaderCache command to save current cache on demand - Removed support for caching multiple platfroms at the same time, each platform now uses separate cache/file - Significantly reduced size of draw log on disk - Mobile platfroms support only basic caching, logging shaders and bound shader states without full gfx state #jira UE-47553 Change 3604050 by Sorin.Gradinaru #jira UE-47428 Android virtual keyboard polishing Done: Multiline should be disabled when not needed Hide suggestions and autocorrect "Done" / back button behavior to make it feel natural - Done/Enter and the Back key event sent to the engine If the keyboard is up and you click on the same control you're currently inputting into, it will hide the keyboard. Look into animation - not critical. S6 with Swiftkey. The numbers don't show up in our textedit but the string is updated (we see dots in the Slate control) with the password entry Could not reproduce/test: Make sure we don't use negative coords for the input box if the keyboard is at the top of the screen Change 3604081 by Allan.Bentham Reduce redundant log spam from SustainedPerformanceMode on android. Change 3604152 by Allan.Bentham Improved vulkanRHI availability and selection reporting. Change 3604186 by Dmitriy.Dyomin Vulkan: Write to buffers directly on UMA devices (no staging) Change 3604396 by Nick.Shin HTML5 - stats and multi-threading checks more null & multi-threading - and some functions flat out disabled for HTML5 platform the big "don't use on HTML5" is TLockFreeFixedSizeAllocator_TLSCacheBase's manual TLS.PartialBundle memory handler... i'm not sure it's working properly... switched on USE_NIEVE_TLockFreeFixedSizeAllocator_TLSCacheBase sections of code (i.e. basic malloc and free) for PLATFORM_HTML5 - it seems only the stats function was exacerbating the memory bug ... but, shutting this completely out for HTML5... don't know if it's an emscripten compiler/corruption that's causing this... - will send this to emscripten makers as another test case for them to help see what's going on... #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3604752 by Allan.Bentham Reduce battery status log spam. Change 3604825 by Nick.Shin HTML5 emscripten 1.37.19 updated license file #jira UE-47813 Change 3606486 by Jack.Porter Enabled refraction on tvOS #jira UE-47229 Change 3606546 by Dmitriy.Dyomin Vulkan: Missed null check from CL# 3601439 Change 3606654 by Allan.Bentham mobile post process shaders will not attempt depth buffer fetch, instead they will always read from the depth texture. #jira UE-41919 Change 3606672 by Dmitriy.Dyomin Fixed: Vulkan mode crashes without error on Tegra K1 Nvidia Shield due to OOM - fixed r.MobileReduceLoadedMips has no effect - added r.MobileMaxLoadedMips to set a limit to a number of mips - reduced size of vulkan allocation pages on android #jira UE-42838 Change 3607204 by Allan.Bentham Do not attempt getprocaddress for GL_EXT_DEBUG_LABEL functions when the extension is not declared. Change 3607214 by Nick.Shin HTML5 - stats font crash fix #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3609164 by Chris.Babcock More informative Android SDK license requirements and errors #jra UE-48837 #ue4 #android Change 3609175 by Chris.Babcock Linux build fix #jira none Change 3609516 by Dmitriy.Dyomin Fixed: Decals in TM-ShaderModels appearing and disappearing when viewed at certain angles on Android #jira UE-45342 Change 3609618 by Dmitriy.Dyomin Back out changelist 3603933, to help merge from main Change 3610979 by Peter.Sauerbrei addition of asset catalogs for icons on Xcode 9 for iOS 11 Change 3612145 by Dmitriy.Dyomin Resubmitting CL #3603933 (shader cache fixes) Change 3613981 by Chris.Babcock Fix issue with Android password keyboard input #jira WEX-7343 #ue4 #android Change 3614375 by Sorin.Gradinaru #jira UE-44656 StrategyGame Crashes on launch on KindleFire 5th Gen. Kindle Fire HD7 5th (CPU Mali 450) seems to have problems with thread rendering, crashing when returning to the main thread. Added new device profile [Android_Mali_4xx_KindleFire] with a new cvar r.AndroidDisableThreadedRenderingFirstLoad=1, disabling movie player rendering on the intial screen. For subsequent loading screens, the (same) code apparently runs Ok. A warning "Initial loading screen disabled from BaseDeviceProfiles.ini: r.AndroidDisableThreadedRenderingFirstLoad=1" should appear when the thread rendering is disabled Change 3614971 by Cosmin.Sulea UE-46769 - GitHub 3745 : bForcePVRTC4 was ignored. #jira UE-46769 Change 3616431 by Peter.Sauerbrei PR3657,3658 - fixes for InApp purchase bugs courtesy of nverenik Change 3617306 by Jack.Porter Fix issue where undocked tabs had no way to be made visible again when hidden #jira UE-12044 Change 3617312 by Jack.Porter Find a new best MobileDirectionalLights[channel] when then current one is removed from the world (eg by a level streaming operation) #jira UE-47135 #3785 Change 3617383 by Dmitriy.Dyomin Vk - only dynamic buffers in HostVisible on UMA devices Change 3617437 by Dmitriy.Dyomin Vk - SRV allocates one BufferView for each buffer in FVulkanResourceMultiBuffer, so they can be reused (contributed by Samsung) Change 3617474 by Dmitriy.Dyomin Vk - Don't use fences on image acquire on Android Change 3617483 by Dmitriy.Dyomin Vk - Remove redundant dynamic state setup (viewport, scissor, stencilref) (contributed by Samsung) Change 3617521 by Dmitriy.Dyomin Fix CIS warnings Change 3617574 by Dmitriy.Dyomin Vk - Optimized RenderPass pool and Framebuffer pool (reduced vkObject count) (contributed by Samsung) ProtoStar: Framebuffer count : 133 -> 108, Renderpass count : 21 -> 18 Change 3617585 by Dmitriy.Dyomin compile fix for CL# 3617574 Change 3617849 by Allan.Bentham Log UnsatisfiedLinkError's content when loadlibrary fails. Change 3617945 by Chris.Babcock Allow UPL variable expansion in addPermission, addFeature, and addLibrary #jira UE-47421 #ue4 #android Change 3618097 by Allan.Bentham Fix Y axis switch with android GLES when rendering triangles to canvas. #jira UE-44510 Change 3618733 by Peter.Sauerbrei fix from Dev-Rendering for tvOS shader compilation Change 3618761 by Peter.Sauerbrei fix for shader crash on startup on iOS Change 3618769 by Peter.Sauerbrei bump metal shader guid to force a rebuild of shaders Change 3620061 by Peter.Sauerbrei fix for resource directory on Asset catalogs #jira UE-49074 Change 3620520 by Peter.Sauerbrei remove the texture warning, the logic was incorrect and in the end we don't need the warning #jira UE-49057 Change 3621811 by Allan.Bentham Add mipindex and array slice index to framebuffer hashing code. #jira UE-49171 Change 3624410 by Jack.Porter Fix issue where the Shared Material Native Libraries checkbox causes packaging for Android to fail #jira UE-49105 Change 3627361 by Jack.Porter Fixing case on iOS files #jira None Change 3627362 by Jack.Porter Fixed case on IOS files #jira None [CL 3627373 by Jack Porter in Main branch]
2017-09-06 01:04:25 -04:00
newVirtualKeyboardInput.setOnEditorActionListener(new OnEditorActionListener()
{
@Override
public boolean onEditorAction(TextView view, int actionId, KeyEvent event)
{
////Log.debug("VK: onEditorAction");
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3627362) #lockdown Nick.Penwarden #rb None ============================ MAJOR FEATURES & CHANGES ============================ Change 3600639 by Nick.Shin HTML5 remove old emscripten toolchain forgot to remove this (was checked out in another changelist) #jira UE-47813 Change 3600641 by Nick.Shin HTML5 TM-Core crash fixes new PhysX HTML5 libs #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600644 by Nick.Shin HTML5 TM-Core crash fixes emscripten doesn't seem to know how to look at <PxRigidActor> from the PxActor class... #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600647 by Nick.Shin HTML5 UInterpTrackInst::GetGroupActor() pre-null check #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3601439 by Dmitriy.Dyomin Fixed: Protostar leads to device reboot in Galaxy S7 Adreno device. (SM-G930V) #jira UE-48323 Change 3601440 by Dmitriy.Dyomin Fixed: Texture streaming after world origin was rebased Change 3601456 by Dmitriy.Dyomin Added: Async loading bytecode from shader library - Shader library will be packed into single file - Shader library will be created only when packaging project by the book #jira UEMOB-381 Change 3601624 by Jack.Porter Fix landscape crash on HTML5 Exception !IsInRenderingThread() failed. #jira UE-48527 Change 3603890 by Dmitriy.Dyomin GitHub 3905 : Engine crash in LandscapeComponent when streaming levels #3905 #jira UE-48422 Change 3603933 by Dmitriy.Dyomin Fixed: Crash after Splash Screen on Android (ETC2) when Adding r.UseShaderCaching and r.UseShaderPredraw - Added r.SaveShaderCache command to save current cache on demand - Removed support for caching multiple platfroms at the same time, each platform now uses separate cache/file - Significantly reduced size of draw log on disk - Mobile platfroms support only basic caching, logging shaders and bound shader states without full gfx state #jira UE-47553 Change 3604050 by Sorin.Gradinaru #jira UE-47428 Android virtual keyboard polishing Done: Multiline should be disabled when not needed Hide suggestions and autocorrect "Done" / back button behavior to make it feel natural - Done/Enter and the Back key event sent to the engine If the keyboard is up and you click on the same control you're currently inputting into, it will hide the keyboard. Look into animation - not critical. S6 with Swiftkey. The numbers don't show up in our textedit but the string is updated (we see dots in the Slate control) with the password entry Could not reproduce/test: Make sure we don't use negative coords for the input box if the keyboard is at the top of the screen Change 3604081 by Allan.Bentham Reduce redundant log spam from SustainedPerformanceMode on android. Change 3604152 by Allan.Bentham Improved vulkanRHI availability and selection reporting. Change 3604186 by Dmitriy.Dyomin Vulkan: Write to buffers directly on UMA devices (no staging) Change 3604396 by Nick.Shin HTML5 - stats and multi-threading checks more null & multi-threading - and some functions flat out disabled for HTML5 platform the big "don't use on HTML5" is TLockFreeFixedSizeAllocator_TLSCacheBase's manual TLS.PartialBundle memory handler... i'm not sure it's working properly... switched on USE_NIEVE_TLockFreeFixedSizeAllocator_TLSCacheBase sections of code (i.e. basic malloc and free) for PLATFORM_HTML5 - it seems only the stats function was exacerbating the memory bug ... but, shutting this completely out for HTML5... don't know if it's an emscripten compiler/corruption that's causing this... - will send this to emscripten makers as another test case for them to help see what's going on... #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3604752 by Allan.Bentham Reduce battery status log spam. Change 3604825 by Nick.Shin HTML5 emscripten 1.37.19 updated license file #jira UE-47813 Change 3606486 by Jack.Porter Enabled refraction on tvOS #jira UE-47229 Change 3606546 by Dmitriy.Dyomin Vulkan: Missed null check from CL# 3601439 Change 3606654 by Allan.Bentham mobile post process shaders will not attempt depth buffer fetch, instead they will always read from the depth texture. #jira UE-41919 Change 3606672 by Dmitriy.Dyomin Fixed: Vulkan mode crashes without error on Tegra K1 Nvidia Shield due to OOM - fixed r.MobileReduceLoadedMips has no effect - added r.MobileMaxLoadedMips to set a limit to a number of mips - reduced size of vulkan allocation pages on android #jira UE-42838 Change 3607204 by Allan.Bentham Do not attempt getprocaddress for GL_EXT_DEBUG_LABEL functions when the extension is not declared. Change 3607214 by Nick.Shin HTML5 - stats font crash fix #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3609164 by Chris.Babcock More informative Android SDK license requirements and errors #jra UE-48837 #ue4 #android Change 3609175 by Chris.Babcock Linux build fix #jira none Change 3609516 by Dmitriy.Dyomin Fixed: Decals in TM-ShaderModels appearing and disappearing when viewed at certain angles on Android #jira UE-45342 Change 3609618 by Dmitriy.Dyomin Back out changelist 3603933, to help merge from main Change 3610979 by Peter.Sauerbrei addition of asset catalogs for icons on Xcode 9 for iOS 11 Change 3612145 by Dmitriy.Dyomin Resubmitting CL #3603933 (shader cache fixes) Change 3613981 by Chris.Babcock Fix issue with Android password keyboard input #jira WEX-7343 #ue4 #android Change 3614375 by Sorin.Gradinaru #jira UE-44656 StrategyGame Crashes on launch on KindleFire 5th Gen. Kindle Fire HD7 5th (CPU Mali 450) seems to have problems with thread rendering, crashing when returning to the main thread. Added new device profile [Android_Mali_4xx_KindleFire] with a new cvar r.AndroidDisableThreadedRenderingFirstLoad=1, disabling movie player rendering on the intial screen. For subsequent loading screens, the (same) code apparently runs Ok. A warning "Initial loading screen disabled from BaseDeviceProfiles.ini: r.AndroidDisableThreadedRenderingFirstLoad=1" should appear when the thread rendering is disabled Change 3614971 by Cosmin.Sulea UE-46769 - GitHub 3745 : bForcePVRTC4 was ignored. #jira UE-46769 Change 3616431 by Peter.Sauerbrei PR3657,3658 - fixes for InApp purchase bugs courtesy of nverenik Change 3617306 by Jack.Porter Fix issue where undocked tabs had no way to be made visible again when hidden #jira UE-12044 Change 3617312 by Jack.Porter Find a new best MobileDirectionalLights[channel] when then current one is removed from the world (eg by a level streaming operation) #jira UE-47135 #3785 Change 3617383 by Dmitriy.Dyomin Vk - only dynamic buffers in HostVisible on UMA devices Change 3617437 by Dmitriy.Dyomin Vk - SRV allocates one BufferView for each buffer in FVulkanResourceMultiBuffer, so they can be reused (contributed by Samsung) Change 3617474 by Dmitriy.Dyomin Vk - Don't use fences on image acquire on Android Change 3617483 by Dmitriy.Dyomin Vk - Remove redundant dynamic state setup (viewport, scissor, stencilref) (contributed by Samsung) Change 3617521 by Dmitriy.Dyomin Fix CIS warnings Change 3617574 by Dmitriy.Dyomin Vk - Optimized RenderPass pool and Framebuffer pool (reduced vkObject count) (contributed by Samsung) ProtoStar: Framebuffer count : 133 -> 108, Renderpass count : 21 -> 18 Change 3617585 by Dmitriy.Dyomin compile fix for CL# 3617574 Change 3617849 by Allan.Bentham Log UnsatisfiedLinkError's content when loadlibrary fails. Change 3617945 by Chris.Babcock Allow UPL variable expansion in addPermission, addFeature, and addLibrary #jira UE-47421 #ue4 #android Change 3618097 by Allan.Bentham Fix Y axis switch with android GLES when rendering triangles to canvas. #jira UE-44510 Change 3618733 by Peter.Sauerbrei fix from Dev-Rendering for tvOS shader compilation Change 3618761 by Peter.Sauerbrei fix for shader crash on startup on iOS Change 3618769 by Peter.Sauerbrei bump metal shader guid to force a rebuild of shaders Change 3620061 by Peter.Sauerbrei fix for resource directory on Asset catalogs #jira UE-49074 Change 3620520 by Peter.Sauerbrei remove the texture warning, the logic was incorrect and in the end we don't need the warning #jira UE-49057 Change 3621811 by Allan.Bentham Add mipindex and array slice index to framebuffer hashing code. #jira UE-49171 Change 3624410 by Jack.Porter Fix issue where the Shared Material Native Libraries checkbox causes packaging for Android to fail #jira UE-49105 Change 3627361 by Jack.Porter Fixing case on iOS files #jira None Change 3627362 by Jack.Porter Fixed case on IOS files #jira None [CL 3627373 by Jack Porter in Main branch]
2017-09-06 01:04:25 -04:00
int result = actionId & EditorInfo.IME_MASK_ACTION;
switch(result)
{
case EditorInfo.IME_ACTION_DONE:
AndroidThunkJava_HideVirtualKeyboardInput();
nativeVirtualKeyboardSendKey(KeyEvent.KEYCODE_ENTER);
return true;
}
return false;
}
});
newVirtualKeyboardInput.addTextChangedListener(new TextWatcher()
{
Copying //UE4/WEX-Staging/... to //UE4/Main (Source: //WEX/Main @ 3580612) #rb none #lockdown nick.penwarden ================================================================================================= MAJOR FEATURES + CHANGES ================================================================================================= Change 3526838 by David.Nikdel #WEX: make map elements support TitleProperty on their values in the editor #JIRA: none Change 3517937 by Ben.Zeigler #jira UE-46574 Deprecate IPlatformChunkInstall::SetChunkInstallDelgate as it was spelled wrong, was only half implemented, and did not support success vs failure Replace with AddChunkInstallDelegate, which supports a bool error code and is bound once instead of separately for each chunk. All implementations support this delegate at a basic level, although several could be improved to call the failure delegate in more cases Change 3498765 by David.Nikdel #WEX: Added a way to bind a delegate that fires whenever an analytics event is queued. - Bind this delegate and use it to log analytics events (for now) #JIRA: none Change 3495796 by Josh.May #WEX #JIRA: None - Reworked the LoadTimes.DumpReport console command to accept command arguments and added options for alphanumeric sorting (-alphasort), tweakable asset time cutoff (lowtime=X), and file output to the Saved/Profiling directory (file). - Added hooks for automatically generating load time reports for every map load (enabled using the DUMP_LOAD_REPORT_PER_MAP #define). Change 3489241 by Josh.Markiewicz #UE4 - First unfinished pass to GoogleIOS - SDK auth token data needs to copy auth into TMap properly #jira none Change 3487767 by David.Nikdel #Analytics: Make FAnalyticsEventAttribute support typed values - This makes sure the value types in the resultant JSON reflect the code. - Added support for Number (double), Boolean, Null, and JsonFragment types - This should make it so we don't have to whitelist everything to be converted to number on the Grafana processing side. - Made all attributes on FAnalyticsEventAttribute immutable #JIRA: WEX-6696, WEX-6706 Change 3478818 by Chris.Babcock Add detection of Houdini (running on Intel Android CPU) #jira WEX-5009 #ue4 #android #robomerge R1.2 Change 3475449 by Allan.Bentham Add disable force inline option for iOS build, enabled for WEX. #jira UEMOB-167 [CL 3588553 by Peter Sauerbrei in Main branch]
2017-08-15 16:16:21 -04:00
@Override
public void beforeTextChanged(CharSequence charSequence, int start, int count, int after)
{
}
@Override
public void afterTextChanged(Editable s)
{
}
@Override
public void onTextChanged(CharSequence charSequence, int start, int before, int count)
{
//send to the associated Slate control
//Log.debug("VK onTextChanged " + charSequence);
//#jira UE-49143 Inconsistent virtual keyboard behavior tapping between controls
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3627362) #lockdown Nick.Penwarden #rb None ============================ MAJOR FEATURES & CHANGES ============================ Change 3600639 by Nick.Shin HTML5 remove old emscripten toolchain forgot to remove this (was checked out in another changelist) #jira UE-47813 Change 3600641 by Nick.Shin HTML5 TM-Core crash fixes new PhysX HTML5 libs #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600644 by Nick.Shin HTML5 TM-Core crash fixes emscripten doesn't seem to know how to look at <PxRigidActor> from the PxActor class... #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600647 by Nick.Shin HTML5 UInterpTrackInst::GetGroupActor() pre-null check #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3601439 by Dmitriy.Dyomin Fixed: Protostar leads to device reboot in Galaxy S7 Adreno device. (SM-G930V) #jira UE-48323 Change 3601440 by Dmitriy.Dyomin Fixed: Texture streaming after world origin was rebased Change 3601456 by Dmitriy.Dyomin Added: Async loading bytecode from shader library - Shader library will be packed into single file - Shader library will be created only when packaging project by the book #jira UEMOB-381 Change 3601624 by Jack.Porter Fix landscape crash on HTML5 Exception !IsInRenderingThread() failed. #jira UE-48527 Change 3603890 by Dmitriy.Dyomin GitHub 3905 : Engine crash in LandscapeComponent when streaming levels #3905 #jira UE-48422 Change 3603933 by Dmitriy.Dyomin Fixed: Crash after Splash Screen on Android (ETC2) when Adding r.UseShaderCaching and r.UseShaderPredraw - Added r.SaveShaderCache command to save current cache on demand - Removed support for caching multiple platfroms at the same time, each platform now uses separate cache/file - Significantly reduced size of draw log on disk - Mobile platfroms support only basic caching, logging shaders and bound shader states without full gfx state #jira UE-47553 Change 3604050 by Sorin.Gradinaru #jira UE-47428 Android virtual keyboard polishing Done: Multiline should be disabled when not needed Hide suggestions and autocorrect "Done" / back button behavior to make it feel natural - Done/Enter and the Back key event sent to the engine If the keyboard is up and you click on the same control you're currently inputting into, it will hide the keyboard. Look into animation - not critical. S6 with Swiftkey. The numbers don't show up in our textedit but the string is updated (we see dots in the Slate control) with the password entry Could not reproduce/test: Make sure we don't use negative coords for the input box if the keyboard is at the top of the screen Change 3604081 by Allan.Bentham Reduce redundant log spam from SustainedPerformanceMode on android. Change 3604152 by Allan.Bentham Improved vulkanRHI availability and selection reporting. Change 3604186 by Dmitriy.Dyomin Vulkan: Write to buffers directly on UMA devices (no staging) Change 3604396 by Nick.Shin HTML5 - stats and multi-threading checks more null & multi-threading - and some functions flat out disabled for HTML5 platform the big "don't use on HTML5" is TLockFreeFixedSizeAllocator_TLSCacheBase's manual TLS.PartialBundle memory handler... i'm not sure it's working properly... switched on USE_NIEVE_TLockFreeFixedSizeAllocator_TLSCacheBase sections of code (i.e. basic malloc and free) for PLATFORM_HTML5 - it seems only the stats function was exacerbating the memory bug ... but, shutting this completely out for HTML5... don't know if it's an emscripten compiler/corruption that's causing this... - will send this to emscripten makers as another test case for them to help see what's going on... #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3604752 by Allan.Bentham Reduce battery status log spam. Change 3604825 by Nick.Shin HTML5 emscripten 1.37.19 updated license file #jira UE-47813 Change 3606486 by Jack.Porter Enabled refraction on tvOS #jira UE-47229 Change 3606546 by Dmitriy.Dyomin Vulkan: Missed null check from CL# 3601439 Change 3606654 by Allan.Bentham mobile post process shaders will not attempt depth buffer fetch, instead they will always read from the depth texture. #jira UE-41919 Change 3606672 by Dmitriy.Dyomin Fixed: Vulkan mode crashes without error on Tegra K1 Nvidia Shield due to OOM - fixed r.MobileReduceLoadedMips has no effect - added r.MobileMaxLoadedMips to set a limit to a number of mips - reduced size of vulkan allocation pages on android #jira UE-42838 Change 3607204 by Allan.Bentham Do not attempt getprocaddress for GL_EXT_DEBUG_LABEL functions when the extension is not declared. Change 3607214 by Nick.Shin HTML5 - stats font crash fix #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3609164 by Chris.Babcock More informative Android SDK license requirements and errors #jra UE-48837 #ue4 #android Change 3609175 by Chris.Babcock Linux build fix #jira none Change 3609516 by Dmitriy.Dyomin Fixed: Decals in TM-ShaderModels appearing and disappearing when viewed at certain angles on Android #jira UE-45342 Change 3609618 by Dmitriy.Dyomin Back out changelist 3603933, to help merge from main Change 3610979 by Peter.Sauerbrei addition of asset catalogs for icons on Xcode 9 for iOS 11 Change 3612145 by Dmitriy.Dyomin Resubmitting CL #3603933 (shader cache fixes) Change 3613981 by Chris.Babcock Fix issue with Android password keyboard input #jira WEX-7343 #ue4 #android Change 3614375 by Sorin.Gradinaru #jira UE-44656 StrategyGame Crashes on launch on KindleFire 5th Gen. Kindle Fire HD7 5th (CPU Mali 450) seems to have problems with thread rendering, crashing when returning to the main thread. Added new device profile [Android_Mali_4xx_KindleFire] with a new cvar r.AndroidDisableThreadedRenderingFirstLoad=1, disabling movie player rendering on the intial screen. For subsequent loading screens, the (same) code apparently runs Ok. A warning "Initial loading screen disabled from BaseDeviceProfiles.ini: r.AndroidDisableThreadedRenderingFirstLoad=1" should appear when the thread rendering is disabled Change 3614971 by Cosmin.Sulea UE-46769 - GitHub 3745 : bForcePVRTC4 was ignored. #jira UE-46769 Change 3616431 by Peter.Sauerbrei PR3657,3658 - fixes for InApp purchase bugs courtesy of nverenik Change 3617306 by Jack.Porter Fix issue where undocked tabs had no way to be made visible again when hidden #jira UE-12044 Change 3617312 by Jack.Porter Find a new best MobileDirectionalLights[channel] when then current one is removed from the world (eg by a level streaming operation) #jira UE-47135 #3785 Change 3617383 by Dmitriy.Dyomin Vk - only dynamic buffers in HostVisible on UMA devices Change 3617437 by Dmitriy.Dyomin Vk - SRV allocates one BufferView for each buffer in FVulkanResourceMultiBuffer, so they can be reused (contributed by Samsung) Change 3617474 by Dmitriy.Dyomin Vk - Don't use fences on image acquire on Android Change 3617483 by Dmitriy.Dyomin Vk - Remove redundant dynamic state setup (viewport, scissor, stencilref) (contributed by Samsung) Change 3617521 by Dmitriy.Dyomin Fix CIS warnings Change 3617574 by Dmitriy.Dyomin Vk - Optimized RenderPass pool and Framebuffer pool (reduced vkObject count) (contributed by Samsung) ProtoStar: Framebuffer count : 133 -> 108, Renderpass count : 21 -> 18 Change 3617585 by Dmitriy.Dyomin compile fix for CL# 3617574 Change 3617849 by Allan.Bentham Log UnsatisfiedLinkError's content when loadlibrary fails. Change 3617945 by Chris.Babcock Allow UPL variable expansion in addPermission, addFeature, and addLibrary #jira UE-47421 #ue4 #android Change 3618097 by Allan.Bentham Fix Y axis switch with android GLES when rendering triangles to canvas. #jira UE-44510 Change 3618733 by Peter.Sauerbrei fix from Dev-Rendering for tvOS shader compilation Change 3618761 by Peter.Sauerbrei fix for shader crash on startup on iOS Change 3618769 by Peter.Sauerbrei bump metal shader guid to force a rebuild of shaders Change 3620061 by Peter.Sauerbrei fix for resource directory on Asset catalogs #jira UE-49074 Change 3620520 by Peter.Sauerbrei remove the texture warning, the logic was incorrect and in the end we don't need the warning #jira UE-49057 Change 3621811 by Allan.Bentham Add mipindex and array slice index to framebuffer hashing code. #jira UE-49171 Change 3624410 by Jack.Porter Fix issue where the Shared Material Native Libraries checkbox causes packaging for Android to fail #jira UE-49105 Change 3627361 by Jack.Porter Fixing case on iOS files #jira None Change 3627362 by Jack.Porter Fixed case on IOS files #jira None [CL 3627373 by Jack Porter in Main branch]
2017-09-06 01:04:25 -04:00
if(newVirtualKeyboardInput.getY() > 0)
{
//try to avoid "false empty string" events
//delay the "set empty string" event and wait for a second call
if(charSequence.length() == 0)
{
virtualKeyboardHandler.postDelayed(new Runnable()
{
public void run()
{
String message = newVirtualKeyboardInput.getText().toString();
nativeVirtualKeyboardChanged(message);
}
}, 100);
}
else
{
String message = newVirtualKeyboardInput.getText().toString();
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3771565) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3627858 by Sorin.Gradinaru #jira UE-48948 Crash when pressing backspace on empty line Fixed: UE-48948 Backspace on empty line crashes app (virtual keyboard) UE-49112 Virtual keyboard text field isn't visible after rotating from landscape to portrait UE-49117 Chinese and Korean virtual keyboards don't allow native characters UE-49120 Virtual keyboard number pad "kicks" user back to regular keyboard UE-49121 Gboard and Swift swipe entry are not supported by Virtual keyboard UE-49124 Cursor in virtual keyboard and UMG don't match UE-49128 Virtual Keyboard text field doesn't appear if there is too much text UE-49141 Virtual keyboard is unresponsive with repeated tapping in control (some devices) UE-49139 Tapping in the same text box doesn't make the virtual keyboard disappear Change 3630732 by Sorin.Gradinaru #jira UE-43488 GitHub 3440 : Fixes exposure with planar reflections. #3440 Cancelled the applied exposure scale for non-hdr mobile Change 3631436 by Nick.Shin HTML5 recommended fix for "RuntimeError: integer result unrepresentable" from the emscripten makers #jira UE-49059 HTML5 - Unable to launch project onto HTML 5 from editor Change 3632689 by Sorin.Gradinaru #jira UE - 49301 Text in UMG controls flickers during update from Virtual Keyboard Full refresh of the Slate control for Android experimental VK - the control has focus, but the cursor was removed Change 3632769 by Adrian.Chelu #jira UEMOB-403 Improvements to "Device Mobile Preview" feature Change 3633305 by Allan.Bentham Print out the callstack when a fatal error occurs. Change 3633510 by Chris.Babcock Remove unneeded logging #jira none Change 3634827 by Adrian.Chelu #fixed build editor buildsystem linux Change 3640610 by Adrian.Chelu #fixed Cook Win64 warnings #fixed UE4Editor Static Analysis Win64 warnings Change 3663057 by Sorin.Gradinaru UE-49301 Text in UMG controls flickers during update from Virtual Keyboard #jira UE-49301 #ue4 #android On some Android devices TextWatcher.onTextChanged gets called multiple times when typing/deleting the content of a EditText (internally, the first call resets the entire content, the second fills it with the new value) The workaround is to delays sending "empty string" to the Slate, waiting for 100ms to see if there is a second call (the "real" string to update) The CL contains a fix for a 5/5 crash : select some/all the text from the native edittext, press delete. Change 3663630 by Jack.Porter Fix shader compile error on Galaxy S6 Change 3663972 by Allan.Bentham add ES3.1 framebuffer fetch. #jira UE-46251 Change 3671843 by Nick.Shin HTML5 - silence CIS warnings (changed to INFO message type) #jira UE-50415 ( Pri:1 - 4.18 ) //UE4/Release-4.18: Step "Package ShooterClient HTML5" has completed with 1 Warning: "File packager is creating an asset bundle of 815 MB. This is very large" Change 3677675 by Sorin.Gradinaru Android Experimental Virtual Keyboard 4.18 issues #jira UE-49124 Cursor in virtual keyboard and UMG don't match #jira UE-49139 Tapping in the same text box doesn't make the virtual keyboard disappear #jira UE-49141 Virtual keyboard is unresponsive with repeated tapping in control (some devices) #ue4 #android UE-49124 Cursor in virtual keyboard and UMG don't match - change in SlateTextLayout.cpp - OnPaint() don't display the cursor Changed the show/hide vk routines (Game activity.java) to solve low-repro, Android O issues related to multiple click events. Should also be tested with multiple text boxes (fast click in/out different types of TextBox controls) Change 3681555 by Adrian.Chelu UEMOB-403 Improvements to "Device Mobile Preview" feature Change 3692020 by Sorin.Gradinaru #jira UE-50645 Carriage returns can be pasted into single line UMG fields on Android #ue4 #4.19 #android Change 3692741 by Sorin.Gradinaru Andoid 3D WebBrowser #jira UE-32740 Web Browser on a Widget Component appears to be 2D when launching on to Android #ue4 #android Change 3695475 by Chris.Babcock Per project Android NDK/SDK API settings #jira UEMOB-394 #ue4 #android Change 3701364 by Dmitriy.Dyomin Fixed: WEX - Android - Log spammed with "LogRHI: Error: Unsupported EPixelFormat 28" #jira UE-50714 Change 3701664 by Jack.Porter Fix typo Change 3702355 by Cosmin.Sulea UEMOB-393 - Support "ETC 1.5" packaging #jira UEMOB-393 Change 3704950 by Chris.Babcock Add verification of support for cooked texture format(s) on device at runtime (optional with Validate texture formats checkbox in Android project settings) and skipped for cook on the fly #jira UE-50837 #ue4 #android Change 3709817 by Nick.Shin HTML5 - silence CIS warnings (changed to INFO message type) finally have a repo case to test this proper fix #jira UE-50415 ( Pri:1 - 4.18 ) "Package ShooterClient HTML5" has completed with 1 Warning: "File packager is creating an asset bundle of 815 MB. This is very large" Change 3717598 by Chris.Babcock Fix Android icon paths #jira UE-51585 #ue4 #android Change 3718456 by Adrian.Chelu #fixed spelling in category localized name Change 3719643 by Nick.Shin nuke PLATFORM_HTML5_WIN32 more "old" code to remove #jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code Change 3720342 by Nick.Shin HTML5 redirect logs to console window #jira UE-50747 HTML5 log is not easily accessible to users Change 3720652 by Sorin.Gradinaru UE-50382 Xcode Address Sanitizer feature does not work on iOS #jira 50382 #iOS #ue4 Address sanitizer dylib loader depends on the default SDKROOT parameter (<scheme> => Build Settings => Base SDK => <Build Configuration>) For macosx or missing (also translated as macosx), the path is incorrect for iphone/appletv. Change 3720654 by Sorin.Gradinaru UE-48499 Android Voice Module has a few issues #jira 48499 #Android #ue4 1.Circular Buffer: Does the engine already have an implementation? Do we want this into core libraries? R: There is an generic template class TCircularBuffer, but it lacks functionality like write/read checks, reading/writing data chunks. Plus the code from VoiceModuleAndroid is optimized for circular byte array. I suggest to keep it. 2. Possible memory leaks: void free_circular_buffer (circular_buffer *p) is implemented, but not used. Presumably a memory leak on the variable inrb. Does CreateAudioRecorder need to be paired with any kind of destroy on shutdown? R: Fixed. Using an array ActiveVoiceCaptures to store VoiceCapture references (same as on Windows) 3. Init() There are 4 calls to setup/init things that store the result in "result" but only the last call is checked against success. Should more checks against the values be made at each stage with informative log messaging in the event of failure? R: Fixed. 4. GetVoiceData() // Workaround for dealing with noise after stand-by while(bytes<InVoiceBufferSize) { OutVoiceBuffer[bytes++]=0; } Isn't this just a memzero? R: Fixed. 5. Missing features. Need to implement GetBufferSize and DumpState R: Added GetBufferSize. Can be used like in TestVoice.cpp DumpState is never used (same on Mac, iOS), plus the OpenSL objects do not expose internal properties. Change 3722554 by Cosmin.Sulea UE-44224 - iOS - Remote Build - rsync error: files not transferred #jira UE-44224 Change 3723265 by Allan.Bentham Assign a texture format priority for ETC1a. prevents launch on from using ETC1a all the time.. Change 3729764 by Dmitriy.Dyomin Removed deprecated LightmapUVBias, ShadowmapUVBias from instanced static mesh component per-instance data (80 -> 64 bytes) Change 3729899 by Dmitriy.Dyomin Fixed tiled landcape re-import Change 3730895 by Bogdan.Vasilache UEMOB-442 --> [ Support texture streaming on Android ES 3.1 ] #jira UEMOB-442 Change 3733463 by Chris.Babcock Return error for external texture if not used in pixel shader #jira UE-51763 #ue4 Change 3736226 by Chris.Babcock Change ExposureScale to PreExposure #jira UE-52007 #jira UE-51691 #ue4 #android Change 3740509 by Allan.Bentham Add LQ (direct lighting from stationary spot/point lights) to volumetric lightmaps. #jira UE-50551 Change 3740586 by Cosmin.Sulea UE-51747 - GitHub 4174 : [BUG-FIX] Invalid ASTC texture versioning is corrected. #jira UE-51747 Change 3741110 by Chris.Babcock Fix functional code in checks removed for shipping #ue4 Change 3741117 by Chris.Babcock Fix checkin error for check -> ensure fix #ue4 Change 3741156 by Chris.Babcock Swap order of SDK and NDK overrides in menu to match Android SDK settings #jira UE-52019 #ue4 #android Change 3741271 by Chris.Babcock Use final NDK and SDK levels only in UEBuildSettings.txt and rename the overrides to be clearer #jira UE-52058 #ue4 #android Change 3741464 by Chris.Babcock Add NDK and SDK platform validation (installed) for Android #jira UE-52069 #ue4 #android Change 3744602 by Josh.Adams From Meerkat: - Added optional 0 or 1 param to showlayer that will set the visibility instead of toggling it for entire layer Change 3744603 by Josh.Adams From Meerkat: - Fixed a comment about debug view modes on consoles Change 3744607 by Josh.Adams From Meerkat: - Added HWInstances to the PrimitiveStats view in Statistics window Change 3754890 by Chris.Babcock Updated IntelISPCTexComp DLLs to fix crashes with some processors on Windows #jira UE-52281 #ue4 Change 3755147 by Jack.Porter Fixed Google Cardboard rendering upside down on iPhone 6S+ #jira UE-38555 Change 3755458 by Cosmin.Sulea UE-47801 - RSync Error when Generating SSH Key for Remote Mac Building when Mac username contains a space #jira UE-47801 Change 3755492 by Jack.Porter Fix merge error Change 3759140 by Bogdan.Vasilache UE-52396 --> Assertion in FOpenGLDynamicRHI::CreateOpenGLTexture when launching on Mali Galaxy S III #jira UE-52396 Change 3760536 by Sorin.Gradinaru UE-51262 values for pinch input produce very different results for same area on android device #jira 51262 #iOS #Android #ue4 1. When the pinch goes beyond the viewport boundaries (when zooming out), the touch that goes off-screen is "released" and the zooming effect is over. Solved by remembering last pinch event values 2. "Hack" the initial distance for the pinch/ rotate, by touching the screen and moving the finger to another position before using the second finger. Solved by using the correct values when the pinch event starts Change 3761279 by Chris.Babcock Flag vertex and fragment shaders belonging to materials with external textures #jira UE-52398 #ue4 #android Change 3761494 by Chris.Babcock Fix access to FrameUpdateInfo in MediaPlayer14.java and CameraPlayer14.java with Proguard #jira UE-52471 #ue4 #android Change 3763146 by Jack.Porter Default assets for web browser widget #jira UE-51374 Change 3764242 by Chris.Babcock Disable Niagara vertex factories for mobile and Switch #jira UE-52425 #ue4 #mobile #switch Change 3766027 by Allan.Bentham Fix crash when no LQ volumetric lightmap data exists #jira UE-52508 Change 3766075 by Josh.Adams - Updating UDKRemote. Still needs art updated, and some some unneeded assets removed Change 3766141 by Allan.Bentham Show unbuilt lightmap warning when LQ data is missing from volumetric lightmap in mobile shading mode. Change 3766163 by Josh.Adams - Updated icons and added a generator script when we get a new one Change 3766560 by Allan.Bentham Workaround for broken offsets with automation screenshots. #jira UE-52491 Change 3767193 by Peter.Sauerbrei remove Oculus shader from being cached force a metal shader re-compile #jira UE-52587 Change 3767604 by Peter.Sauerbrei fix the Oculusshader the right way #jira UE-52587 Change 3768543 by Sorin.Gradinaru Android WebBrowser 3D - webbrowser plugin contins the assets, 2D behaviour restored #Android #UE4 #4.19 #jira UE-51374 Web Browser widget is not working on Android #jira UE-52399 Android web browser does not accept input Change 3663915 by Jack.Porter Prevent FTcpListener from busy polling while waiting for connections #jira UE-50125 Change 3709224 by Allan.Bentham Add android target device to gauntlet. Automation screenshot uses high res screenshot api for mobile. #jira UEMOB-360 Change 3741453 by Chris.Babcock Match the 4.18.1 fixes for shipping checks removing code (from CL3741091) #ue4 Change 3769301 by Peter.Sauerbrei fix for missing ue4_stdmetal.lib, courtesty of MarkS #jira UE-52587 Change 3770597 by Sorin.Gradinaru Android WebBrowser - remove the WebBrowser plugin reference from the Engine Load the default material directly from the resources. #Android #UE4 #jira UE-51374 Web Browser widget is not working on Android #jira UE-52399 Android web browser does not accept input [CL 3771573 by Chris Babcock in Main branch]
2017-11-22 16:42:04 -05:00
//#jira UE-50645 Carriage returns can be pasted into single line UMG fields on Android
//oddly enough, we have to use events/filters to control the EditText's copy/paste behaviour
if(newVirtualKeyboardInput.getMaxLines() == 1 && message.contains("\n"))
{
message = message.replaceAll("\n" , " ");
newVirtualKeyboardInput.setText(message);
}
nativeVirtualKeyboardChanged(message);
}
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3627362) #lockdown Nick.Penwarden #rb None ============================ MAJOR FEATURES & CHANGES ============================ Change 3600639 by Nick.Shin HTML5 remove old emscripten toolchain forgot to remove this (was checked out in another changelist) #jira UE-47813 Change 3600641 by Nick.Shin HTML5 TM-Core crash fixes new PhysX HTML5 libs #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600644 by Nick.Shin HTML5 TM-Core crash fixes emscripten doesn't seem to know how to look at <PxRigidActor> from the PxActor class... #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600647 by Nick.Shin HTML5 UInterpTrackInst::GetGroupActor() pre-null check #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3601439 by Dmitriy.Dyomin Fixed: Protostar leads to device reboot in Galaxy S7 Adreno device. (SM-G930V) #jira UE-48323 Change 3601440 by Dmitriy.Dyomin Fixed: Texture streaming after world origin was rebased Change 3601456 by Dmitriy.Dyomin Added: Async loading bytecode from shader library - Shader library will be packed into single file - Shader library will be created only when packaging project by the book #jira UEMOB-381 Change 3601624 by Jack.Porter Fix landscape crash on HTML5 Exception !IsInRenderingThread() failed. #jira UE-48527 Change 3603890 by Dmitriy.Dyomin GitHub 3905 : Engine crash in LandscapeComponent when streaming levels #3905 #jira UE-48422 Change 3603933 by Dmitriy.Dyomin Fixed: Crash after Splash Screen on Android (ETC2) when Adding r.UseShaderCaching and r.UseShaderPredraw - Added r.SaveShaderCache command to save current cache on demand - Removed support for caching multiple platfroms at the same time, each platform now uses separate cache/file - Significantly reduced size of draw log on disk - Mobile platfroms support only basic caching, logging shaders and bound shader states without full gfx state #jira UE-47553 Change 3604050 by Sorin.Gradinaru #jira UE-47428 Android virtual keyboard polishing Done: Multiline should be disabled when not needed Hide suggestions and autocorrect "Done" / back button behavior to make it feel natural - Done/Enter and the Back key event sent to the engine If the keyboard is up and you click on the same control you're currently inputting into, it will hide the keyboard. Look into animation - not critical. S6 with Swiftkey. The numbers don't show up in our textedit but the string is updated (we see dots in the Slate control) with the password entry Could not reproduce/test: Make sure we don't use negative coords for the input box if the keyboard is at the top of the screen Change 3604081 by Allan.Bentham Reduce redundant log spam from SustainedPerformanceMode on android. Change 3604152 by Allan.Bentham Improved vulkanRHI availability and selection reporting. Change 3604186 by Dmitriy.Dyomin Vulkan: Write to buffers directly on UMA devices (no staging) Change 3604396 by Nick.Shin HTML5 - stats and multi-threading checks more null & multi-threading - and some functions flat out disabled for HTML5 platform the big "don't use on HTML5" is TLockFreeFixedSizeAllocator_TLSCacheBase's manual TLS.PartialBundle memory handler... i'm not sure it's working properly... switched on USE_NIEVE_TLockFreeFixedSizeAllocator_TLSCacheBase sections of code (i.e. basic malloc and free) for PLATFORM_HTML5 - it seems only the stats function was exacerbating the memory bug ... but, shutting this completely out for HTML5... don't know if it's an emscripten compiler/corruption that's causing this... - will send this to emscripten makers as another test case for them to help see what's going on... #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3604752 by Allan.Bentham Reduce battery status log spam. Change 3604825 by Nick.Shin HTML5 emscripten 1.37.19 updated license file #jira UE-47813 Change 3606486 by Jack.Porter Enabled refraction on tvOS #jira UE-47229 Change 3606546 by Dmitriy.Dyomin Vulkan: Missed null check from CL# 3601439 Change 3606654 by Allan.Bentham mobile post process shaders will not attempt depth buffer fetch, instead they will always read from the depth texture. #jira UE-41919 Change 3606672 by Dmitriy.Dyomin Fixed: Vulkan mode crashes without error on Tegra K1 Nvidia Shield due to OOM - fixed r.MobileReduceLoadedMips has no effect - added r.MobileMaxLoadedMips to set a limit to a number of mips - reduced size of vulkan allocation pages on android #jira UE-42838 Change 3607204 by Allan.Bentham Do not attempt getprocaddress for GL_EXT_DEBUG_LABEL functions when the extension is not declared. Change 3607214 by Nick.Shin HTML5 - stats font crash fix #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3609164 by Chris.Babcock More informative Android SDK license requirements and errors #jra UE-48837 #ue4 #android Change 3609175 by Chris.Babcock Linux build fix #jira none Change 3609516 by Dmitriy.Dyomin Fixed: Decals in TM-ShaderModels appearing and disappearing when viewed at certain angles on Android #jira UE-45342 Change 3609618 by Dmitriy.Dyomin Back out changelist 3603933, to help merge from main Change 3610979 by Peter.Sauerbrei addition of asset catalogs for icons on Xcode 9 for iOS 11 Change 3612145 by Dmitriy.Dyomin Resubmitting CL #3603933 (shader cache fixes) Change 3613981 by Chris.Babcock Fix issue with Android password keyboard input #jira WEX-7343 #ue4 #android Change 3614375 by Sorin.Gradinaru #jira UE-44656 StrategyGame Crashes on launch on KindleFire 5th Gen. Kindle Fire HD7 5th (CPU Mali 450) seems to have problems with thread rendering, crashing when returning to the main thread. Added new device profile [Android_Mali_4xx_KindleFire] with a new cvar r.AndroidDisableThreadedRenderingFirstLoad=1, disabling movie player rendering on the intial screen. For subsequent loading screens, the (same) code apparently runs Ok. A warning "Initial loading screen disabled from BaseDeviceProfiles.ini: r.AndroidDisableThreadedRenderingFirstLoad=1" should appear when the thread rendering is disabled Change 3614971 by Cosmin.Sulea UE-46769 - GitHub 3745 : bForcePVRTC4 was ignored. #jira UE-46769 Change 3616431 by Peter.Sauerbrei PR3657,3658 - fixes for InApp purchase bugs courtesy of nverenik Change 3617306 by Jack.Porter Fix issue where undocked tabs had no way to be made visible again when hidden #jira UE-12044 Change 3617312 by Jack.Porter Find a new best MobileDirectionalLights[channel] when then current one is removed from the world (eg by a level streaming operation) #jira UE-47135 #3785 Change 3617383 by Dmitriy.Dyomin Vk - only dynamic buffers in HostVisible on UMA devices Change 3617437 by Dmitriy.Dyomin Vk - SRV allocates one BufferView for each buffer in FVulkanResourceMultiBuffer, so they can be reused (contributed by Samsung) Change 3617474 by Dmitriy.Dyomin Vk - Don't use fences on image acquire on Android Change 3617483 by Dmitriy.Dyomin Vk - Remove redundant dynamic state setup (viewport, scissor, stencilref) (contributed by Samsung) Change 3617521 by Dmitriy.Dyomin Fix CIS warnings Change 3617574 by Dmitriy.Dyomin Vk - Optimized RenderPass pool and Framebuffer pool (reduced vkObject count) (contributed by Samsung) ProtoStar: Framebuffer count : 133 -> 108, Renderpass count : 21 -> 18 Change 3617585 by Dmitriy.Dyomin compile fix for CL# 3617574 Change 3617849 by Allan.Bentham Log UnsatisfiedLinkError's content when loadlibrary fails. Change 3617945 by Chris.Babcock Allow UPL variable expansion in addPermission, addFeature, and addLibrary #jira UE-47421 #ue4 #android Change 3618097 by Allan.Bentham Fix Y axis switch with android GLES when rendering triangles to canvas. #jira UE-44510 Change 3618733 by Peter.Sauerbrei fix from Dev-Rendering for tvOS shader compilation Change 3618761 by Peter.Sauerbrei fix for shader crash on startup on iOS Change 3618769 by Peter.Sauerbrei bump metal shader guid to force a rebuild of shaders Change 3620061 by Peter.Sauerbrei fix for resource directory on Asset catalogs #jira UE-49074 Change 3620520 by Peter.Sauerbrei remove the texture warning, the logic was incorrect and in the end we don't need the warning #jira UE-49057 Change 3621811 by Allan.Bentham Add mipindex and array slice index to framebuffer hashing code. #jira UE-49171 Change 3624410 by Jack.Porter Fix issue where the Shared Material Native Libraries checkbox causes packaging for Android to fail #jira UE-49105 Change 3627361 by Jack.Porter Fixing case on iOS files #jira None Change 3627362 by Jack.Porter Fixed case on IOS files #jira None [CL 3627373 by Jack Porter in Main branch]
2017-09-06 01:04:25 -04:00
}
downgradeEasyCorrectionSpans();
}
/**
* Downgrades to simple suggestions all the easy correction spans that are not a spell check
* span.
*/
private void downgradeEasyCorrectionSpans()
{
CharSequence text = newVirtualKeyboardInput.getText();
if(android.os.Build.VERSION.SDK_INT >= 14)
{
if (text instanceof android.text.Spannable)
{
android.text.Spannable spannable = (android.text.Spannable) text;
android.text.style.SuggestionSpan[] suggestionSpans = spannable.getSpans(0, spannable.length(), android.text.style.SuggestionSpan.class);
for (int i = 0; i < suggestionSpans.length; i++)
{
int flags = suggestionSpans[i].getFlags();
if ((flags & android.text.style.SuggestionSpan.FLAG_EASY_CORRECT) != 0 && (flags & android.text.style.SuggestionSpan.FLAG_MISSPELLED) == 0)
{
flags &= ~android.text.style.SuggestionSpan.FLAG_EASY_CORRECT;
suggestionSpans[i].setFlags(flags);
}
}
}
}
Copying //UE4/WEX-Staging/... to //UE4/Main (Source: //WEX/Main @ 3580612) #rb none #lockdown nick.penwarden ================================================================================================= MAJOR FEATURES + CHANGES ================================================================================================= Change 3526838 by David.Nikdel #WEX: make map elements support TitleProperty on their values in the editor #JIRA: none Change 3517937 by Ben.Zeigler #jira UE-46574 Deprecate IPlatformChunkInstall::SetChunkInstallDelgate as it was spelled wrong, was only half implemented, and did not support success vs failure Replace with AddChunkInstallDelegate, which supports a bool error code and is bound once instead of separately for each chunk. All implementations support this delegate at a basic level, although several could be improved to call the failure delegate in more cases Change 3498765 by David.Nikdel #WEX: Added a way to bind a delegate that fires whenever an analytics event is queued. - Bind this delegate and use it to log analytics events (for now) #JIRA: none Change 3495796 by Josh.May #WEX #JIRA: None - Reworked the LoadTimes.DumpReport console command to accept command arguments and added options for alphanumeric sorting (-alphasort), tweakable asset time cutoff (lowtime=X), and file output to the Saved/Profiling directory (file). - Added hooks for automatically generating load time reports for every map load (enabled using the DUMP_LOAD_REPORT_PER_MAP #define). Change 3489241 by Josh.Markiewicz #UE4 - First unfinished pass to GoogleIOS - SDK auth token data needs to copy auth into TMap properly #jira none Change 3487767 by David.Nikdel #Analytics: Make FAnalyticsEventAttribute support typed values - This makes sure the value types in the resultant JSON reflect the code. - Added support for Number (double), Boolean, Null, and JsonFragment types - This should make it so we don't have to whitelist everything to be converted to number on the Grafana processing side. - Made all attributes on FAnalyticsEventAttribute immutable #JIRA: WEX-6696, WEX-6706 Change 3478818 by Chris.Babcock Add detection of Houdini (running on Intel Android CPU) #jira WEX-5009 #ue4 #android #robomerge R1.2 Change 3475449 by Allan.Bentham Add disable force inline option for iOS build, enabled for WEX. #jira UEMOB-167 [CL 3588553 by Peter Sauerbrei in Main branch]
2017-08-15 16:16:21 -04:00
}
});
virtualKeyboardLayout.addView (newVirtualKeyboardInput);
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3627362) #lockdown Nick.Penwarden #rb None ============================ MAJOR FEATURES & CHANGES ============================ Change 3600639 by Nick.Shin HTML5 remove old emscripten toolchain forgot to remove this (was checked out in another changelist) #jira UE-47813 Change 3600641 by Nick.Shin HTML5 TM-Core crash fixes new PhysX HTML5 libs #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600644 by Nick.Shin HTML5 TM-Core crash fixes emscripten doesn't seem to know how to look at <PxRigidActor> from the PxActor class... #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600647 by Nick.Shin HTML5 UInterpTrackInst::GetGroupActor() pre-null check #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3601439 by Dmitriy.Dyomin Fixed: Protostar leads to device reboot in Galaxy S7 Adreno device. (SM-G930V) #jira UE-48323 Change 3601440 by Dmitriy.Dyomin Fixed: Texture streaming after world origin was rebased Change 3601456 by Dmitriy.Dyomin Added: Async loading bytecode from shader library - Shader library will be packed into single file - Shader library will be created only when packaging project by the book #jira UEMOB-381 Change 3601624 by Jack.Porter Fix landscape crash on HTML5 Exception !IsInRenderingThread() failed. #jira UE-48527 Change 3603890 by Dmitriy.Dyomin GitHub 3905 : Engine crash in LandscapeComponent when streaming levels #3905 #jira UE-48422 Change 3603933 by Dmitriy.Dyomin Fixed: Crash after Splash Screen on Android (ETC2) when Adding r.UseShaderCaching and r.UseShaderPredraw - Added r.SaveShaderCache command to save current cache on demand - Removed support for caching multiple platfroms at the same time, each platform now uses separate cache/file - Significantly reduced size of draw log on disk - Mobile platfroms support only basic caching, logging shaders and bound shader states without full gfx state #jira UE-47553 Change 3604050 by Sorin.Gradinaru #jira UE-47428 Android virtual keyboard polishing Done: Multiline should be disabled when not needed Hide suggestions and autocorrect "Done" / back button behavior to make it feel natural - Done/Enter and the Back key event sent to the engine If the keyboard is up and you click on the same control you're currently inputting into, it will hide the keyboard. Look into animation - not critical. S6 with Swiftkey. The numbers don't show up in our textedit but the string is updated (we see dots in the Slate control) with the password entry Could not reproduce/test: Make sure we don't use negative coords for the input box if the keyboard is at the top of the screen Change 3604081 by Allan.Bentham Reduce redundant log spam from SustainedPerformanceMode on android. Change 3604152 by Allan.Bentham Improved vulkanRHI availability and selection reporting. Change 3604186 by Dmitriy.Dyomin Vulkan: Write to buffers directly on UMA devices (no staging) Change 3604396 by Nick.Shin HTML5 - stats and multi-threading checks more null & multi-threading - and some functions flat out disabled for HTML5 platform the big "don't use on HTML5" is TLockFreeFixedSizeAllocator_TLSCacheBase's manual TLS.PartialBundle memory handler... i'm not sure it's working properly... switched on USE_NIEVE_TLockFreeFixedSizeAllocator_TLSCacheBase sections of code (i.e. basic malloc and free) for PLATFORM_HTML5 - it seems only the stats function was exacerbating the memory bug ... but, shutting this completely out for HTML5... don't know if it's an emscripten compiler/corruption that's causing this... - will send this to emscripten makers as another test case for them to help see what's going on... #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3604752 by Allan.Bentham Reduce battery status log spam. Change 3604825 by Nick.Shin HTML5 emscripten 1.37.19 updated license file #jira UE-47813 Change 3606486 by Jack.Porter Enabled refraction on tvOS #jira UE-47229 Change 3606546 by Dmitriy.Dyomin Vulkan: Missed null check from CL# 3601439 Change 3606654 by Allan.Bentham mobile post process shaders will not attempt depth buffer fetch, instead they will always read from the depth texture. #jira UE-41919 Change 3606672 by Dmitriy.Dyomin Fixed: Vulkan mode crashes without error on Tegra K1 Nvidia Shield due to OOM - fixed r.MobileReduceLoadedMips has no effect - added r.MobileMaxLoadedMips to set a limit to a number of mips - reduced size of vulkan allocation pages on android #jira UE-42838 Change 3607204 by Allan.Bentham Do not attempt getprocaddress for GL_EXT_DEBUG_LABEL functions when the extension is not declared. Change 3607214 by Nick.Shin HTML5 - stats font crash fix #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3609164 by Chris.Babcock More informative Android SDK license requirements and errors #jra UE-48837 #ue4 #android Change 3609175 by Chris.Babcock Linux build fix #jira none Change 3609516 by Dmitriy.Dyomin Fixed: Decals in TM-ShaderModels appearing and disappearing when viewed at certain angles on Android #jira UE-45342 Change 3609618 by Dmitriy.Dyomin Back out changelist 3603933, to help merge from main Change 3610979 by Peter.Sauerbrei addition of asset catalogs for icons on Xcode 9 for iOS 11 Change 3612145 by Dmitriy.Dyomin Resubmitting CL #3603933 (shader cache fixes) Change 3613981 by Chris.Babcock Fix issue with Android password keyboard input #jira WEX-7343 #ue4 #android Change 3614375 by Sorin.Gradinaru #jira UE-44656 StrategyGame Crashes on launch on KindleFire 5th Gen. Kindle Fire HD7 5th (CPU Mali 450) seems to have problems with thread rendering, crashing when returning to the main thread. Added new device profile [Android_Mali_4xx_KindleFire] with a new cvar r.AndroidDisableThreadedRenderingFirstLoad=1, disabling movie player rendering on the intial screen. For subsequent loading screens, the (same) code apparently runs Ok. A warning "Initial loading screen disabled from BaseDeviceProfiles.ini: r.AndroidDisableThreadedRenderingFirstLoad=1" should appear when the thread rendering is disabled Change 3614971 by Cosmin.Sulea UE-46769 - GitHub 3745 : bForcePVRTC4 was ignored. #jira UE-46769 Change 3616431 by Peter.Sauerbrei PR3657,3658 - fixes for InApp purchase bugs courtesy of nverenik Change 3617306 by Jack.Porter Fix issue where undocked tabs had no way to be made visible again when hidden #jira UE-12044 Change 3617312 by Jack.Porter Find a new best MobileDirectionalLights[channel] when then current one is removed from the world (eg by a level streaming operation) #jira UE-47135 #3785 Change 3617383 by Dmitriy.Dyomin Vk - only dynamic buffers in HostVisible on UMA devices Change 3617437 by Dmitriy.Dyomin Vk - SRV allocates one BufferView for each buffer in FVulkanResourceMultiBuffer, so they can be reused (contributed by Samsung) Change 3617474 by Dmitriy.Dyomin Vk - Don't use fences on image acquire on Android Change 3617483 by Dmitriy.Dyomin Vk - Remove redundant dynamic state setup (viewport, scissor, stencilref) (contributed by Samsung) Change 3617521 by Dmitriy.Dyomin Fix CIS warnings Change 3617574 by Dmitriy.Dyomin Vk - Optimized RenderPass pool and Framebuffer pool (reduced vkObject count) (contributed by Samsung) ProtoStar: Framebuffer count : 133 -> 108, Renderpass count : 21 -> 18 Change 3617585 by Dmitriy.Dyomin compile fix for CL# 3617574 Change 3617849 by Allan.Bentham Log UnsatisfiedLinkError's content when loadlibrary fails. Change 3617945 by Chris.Babcock Allow UPL variable expansion in addPermission, addFeature, and addLibrary #jira UE-47421 #ue4 #android Change 3618097 by Allan.Bentham Fix Y axis switch with android GLES when rendering triangles to canvas. #jira UE-44510 Change 3618733 by Peter.Sauerbrei fix from Dev-Rendering for tvOS shader compilation Change 3618761 by Peter.Sauerbrei fix for shader crash on startup on iOS Change 3618769 by Peter.Sauerbrei bump metal shader guid to force a rebuild of shaders Change 3620061 by Peter.Sauerbrei fix for resource directory on Asset catalogs #jira UE-49074 Change 3620520 by Peter.Sauerbrei remove the texture warning, the logic was incorrect and in the end we don't need the warning #jira UE-49057 Change 3621811 by Allan.Bentham Add mipindex and array slice index to framebuffer hashing code. #jira UE-49171 Change 3624410 by Jack.Porter Fix issue where the Shared Material Native Libraries checkbox causes packaging for Android to fail #jira UE-49105 Change 3627361 by Jack.Porter Fixing case on iOS files #jira None Change 3627362 by Jack.Porter Fixed case on IOS files #jira None [CL 3627373 by Jack Porter in Main branch]
2017-09-06 01:04:25 -04:00
virtualKeyboardHandler = new Handler(android.os.Looper.getMainLooper());
Copying //UE4/WEX-Staging/... to //UE4/Main (Source: //WEX/Main @ 3580612) #rb none #lockdown nick.penwarden ================================================================================================= MAJOR FEATURES + CHANGES ================================================================================================= Change 3526838 by David.Nikdel #WEX: make map elements support TitleProperty on their values in the editor #JIRA: none Change 3517937 by Ben.Zeigler #jira UE-46574 Deprecate IPlatformChunkInstall::SetChunkInstallDelgate as it was spelled wrong, was only half implemented, and did not support success vs failure Replace with AddChunkInstallDelegate, which supports a bool error code and is bound once instead of separately for each chunk. All implementations support this delegate at a basic level, although several could be improved to call the failure delegate in more cases Change 3498765 by David.Nikdel #WEX: Added a way to bind a delegate that fires whenever an analytics event is queued. - Bind this delegate and use it to log analytics events (for now) #JIRA: none Change 3495796 by Josh.May #WEX #JIRA: None - Reworked the LoadTimes.DumpReport console command to accept command arguments and added options for alphanumeric sorting (-alphasort), tweakable asset time cutoff (lowtime=X), and file output to the Saved/Profiling directory (file). - Added hooks for automatically generating load time reports for every map load (enabled using the DUMP_LOAD_REPORT_PER_MAP #define). Change 3489241 by Josh.Markiewicz #UE4 - First unfinished pass to GoogleIOS - SDK auth token data needs to copy auth into TMap properly #jira none Change 3487767 by David.Nikdel #Analytics: Make FAnalyticsEventAttribute support typed values - This makes sure the value types in the resultant JSON reflect the code. - Added support for Number (double), Boolean, Null, and JsonFragment types - This should make it so we don't have to whitelist everything to be converted to number on the Grafana processing side. - Made all attributes on FAnalyticsEventAttribute immutable #JIRA: WEX-6696, WEX-6706 Change 3478818 by Chris.Babcock Add detection of Houdini (running on Intel Android CPU) #jira WEX-5009 #ue4 #android #robomerge R1.2 Change 3475449 by Allan.Bentham Add disable force inline option for iOS build, enabled for WEX. #jira UEMOB-167 [CL 3588553 by Peter Sauerbrei in Main branch]
2017-08-15 16:16:21 -04:00
}
protected List<View> GetExtraIgnoreViews()
{
return null;
}
Copying //UE4/WEX-Staging/... to //UE4/Main (Source: //WEX/Main @ 3580612) #rb none #lockdown nick.penwarden ================================================================================================= MAJOR FEATURES + CHANGES ================================================================================================= Change 3526838 by David.Nikdel #WEX: make map elements support TitleProperty on their values in the editor #JIRA: none Change 3517937 by Ben.Zeigler #jira UE-46574 Deprecate IPlatformChunkInstall::SetChunkInstallDelgate as it was spelled wrong, was only half implemented, and did not support success vs failure Replace with AddChunkInstallDelegate, which supports a bool error code and is bound once instead of separately for each chunk. All implementations support this delegate at a basic level, although several could be improved to call the failure delegate in more cases Change 3498765 by David.Nikdel #WEX: Added a way to bind a delegate that fires whenever an analytics event is queued. - Bind this delegate and use it to log analytics events (for now) #JIRA: none Change 3495796 by Josh.May #WEX #JIRA: None - Reworked the LoadTimes.DumpReport console command to accept command arguments and added options for alphanumeric sorting (-alphasort), tweakable asset time cutoff (lowtime=X), and file output to the Saved/Profiling directory (file). - Added hooks for automatically generating load time reports for every map load (enabled using the DUMP_LOAD_REPORT_PER_MAP #define). Change 3489241 by Josh.Markiewicz #UE4 - First unfinished pass to GoogleIOS - SDK auth token data needs to copy auth into TMap properly #jira none Change 3487767 by David.Nikdel #Analytics: Make FAnalyticsEventAttribute support typed values - This makes sure the value types in the resultant JSON reflect the code. - Added support for Number (double), Boolean, Null, and JsonFragment types - This should make it so we don't have to whitelist everything to be converted to number on the Grafana processing side. - Made all attributes on FAnalyticsEventAttribute immutable #JIRA: WEX-6696, WEX-6706 Change 3478818 by Chris.Babcock Add detection of Houdini (running on Intel Android CPU) #jira WEX-5009 #ue4 #android #robomerge R1.2 Change 3475449 by Allan.Bentham Add disable force inline option for iOS build, enabled for WEX. #jira UEMOB-167 [CL 3588553 by Peter Sauerbrei in Main branch]
2017-08-15 16:16:21 -04:00
//check if the new virtual keyboard input has received a MOUSE_DOWN event
// or the keyboard animation is playing
public boolean AndroidThunkJava_VirtualInputIgnoreClick(int x, int y)
Copying //UE4/WEX-Staging/... to //UE4/Main (Source: //WEX/Main @ 3580612) #rb none #lockdown nick.penwarden ================================================================================================= MAJOR FEATURES + CHANGES ================================================================================================= Change 3526838 by David.Nikdel #WEX: make map elements support TitleProperty on their values in the editor #JIRA: none Change 3517937 by Ben.Zeigler #jira UE-46574 Deprecate IPlatformChunkInstall::SetChunkInstallDelgate as it was spelled wrong, was only half implemented, and did not support success vs failure Replace with AddChunkInstallDelegate, which supports a bool error code and is bound once instead of separately for each chunk. All implementations support this delegate at a basic level, although several could be improved to call the failure delegate in more cases Change 3498765 by David.Nikdel #WEX: Added a way to bind a delegate that fires whenever an analytics event is queued. - Bind this delegate and use it to log analytics events (for now) #JIRA: none Change 3495796 by Josh.May #WEX #JIRA: None - Reworked the LoadTimes.DumpReport console command to accept command arguments and added options for alphanumeric sorting (-alphasort), tweakable asset time cutoff (lowtime=X), and file output to the Saved/Profiling directory (file). - Added hooks for automatically generating load time reports for every map load (enabled using the DUMP_LOAD_REPORT_PER_MAP #define). Change 3489241 by Josh.Markiewicz #UE4 - First unfinished pass to GoogleIOS - SDK auth token data needs to copy auth into TMap properly #jira none Change 3487767 by David.Nikdel #Analytics: Make FAnalyticsEventAttribute support typed values - This makes sure the value types in the resultant JSON reflect the code. - Added support for Number (double), Boolean, Null, and JsonFragment types - This should make it so we don't have to whitelist everything to be converted to number on the Grafana processing side. - Made all attributes on FAnalyticsEventAttribute immutable #JIRA: WEX-6696, WEX-6706 Change 3478818 by Chris.Babcock Add detection of Houdini (running on Intel Android CPU) #jira WEX-5009 #ue4 #android #robomerge R1.2 Change 3475449 by Allan.Bentham Add disable force inline option for iOS build, enabled for WEX. #jira UEMOB-167 [CL 3588553 by Peter Sauerbrei in Main branch]
2017-08-15 16:16:21 -04:00
{
View view = getCurrentFocus();
if (view == newVirtualKeyboardInput)
{
Rect r = new Rect();
view.getGlobalVisibleRect(r);
if (r.contains(x, y) || newVirtualKeyboardInput.getY() < 0)
Copying //UE4/WEX-Staging/... to //UE4/Main (Source: //WEX/Main @ 3580612) #rb none #lockdown nick.penwarden ================================================================================================= MAJOR FEATURES + CHANGES ================================================================================================= Change 3526838 by David.Nikdel #WEX: make map elements support TitleProperty on their values in the editor #JIRA: none Change 3517937 by Ben.Zeigler #jira UE-46574 Deprecate IPlatformChunkInstall::SetChunkInstallDelgate as it was spelled wrong, was only half implemented, and did not support success vs failure Replace with AddChunkInstallDelegate, which supports a bool error code and is bound once instead of separately for each chunk. All implementations support this delegate at a basic level, although several could be improved to call the failure delegate in more cases Change 3498765 by David.Nikdel #WEX: Added a way to bind a delegate that fires whenever an analytics event is queued. - Bind this delegate and use it to log analytics events (for now) #JIRA: none Change 3495796 by Josh.May #WEX #JIRA: None - Reworked the LoadTimes.DumpReport console command to accept command arguments and added options for alphanumeric sorting (-alphasort), tweakable asset time cutoff (lowtime=X), and file output to the Saved/Profiling directory (file). - Added hooks for automatically generating load time reports for every map load (enabled using the DUMP_LOAD_REPORT_PER_MAP #define). Change 3489241 by Josh.Markiewicz #UE4 - First unfinished pass to GoogleIOS - SDK auth token data needs to copy auth into TMap properly #jira none Change 3487767 by David.Nikdel #Analytics: Make FAnalyticsEventAttribute support typed values - This makes sure the value types in the resultant JSON reflect the code. - Added support for Number (double), Boolean, Null, and JsonFragment types - This should make it so we don't have to whitelist everything to be converted to number on the Grafana processing side. - Made all attributes on FAnalyticsEventAttribute immutable #JIRA: WEX-6696, WEX-6706 Change 3478818 by Chris.Babcock Add detection of Houdini (running on Intel Android CPU) #jira WEX-5009 #ue4 #android #robomerge R1.2 Change 3475449 by Allan.Bentham Add disable force inline option for iOS build, enabled for WEX. #jira UEMOB-167 [CL 3588553 by Peter Sauerbrei in Main branch]
2017-08-15 16:16:21 -04:00
{
//Log.debug("VK: AndroidThunkJava_VirtualInputIgnoreClick true");
Copying //UE4/WEX-Staging/... to //UE4/Main (Source: //WEX/Main @ 3580612) #rb none #lockdown nick.penwarden ================================================================================================= MAJOR FEATURES + CHANGES ================================================================================================= Change 3526838 by David.Nikdel #WEX: make map elements support TitleProperty on their values in the editor #JIRA: none Change 3517937 by Ben.Zeigler #jira UE-46574 Deprecate IPlatformChunkInstall::SetChunkInstallDelgate as it was spelled wrong, was only half implemented, and did not support success vs failure Replace with AddChunkInstallDelegate, which supports a bool error code and is bound once instead of separately for each chunk. All implementations support this delegate at a basic level, although several could be improved to call the failure delegate in more cases Change 3498765 by David.Nikdel #WEX: Added a way to bind a delegate that fires whenever an analytics event is queued. - Bind this delegate and use it to log analytics events (for now) #JIRA: none Change 3495796 by Josh.May #WEX #JIRA: None - Reworked the LoadTimes.DumpReport console command to accept command arguments and added options for alphanumeric sorting (-alphasort), tweakable asset time cutoff (lowtime=X), and file output to the Saved/Profiling directory (file). - Added hooks for automatically generating load time reports for every map load (enabled using the DUMP_LOAD_REPORT_PER_MAP #define). Change 3489241 by Josh.Markiewicz #UE4 - First unfinished pass to GoogleIOS - SDK auth token data needs to copy auth into TMap properly #jira none Change 3487767 by David.Nikdel #Analytics: Make FAnalyticsEventAttribute support typed values - This makes sure the value types in the resultant JSON reflect the code. - Added support for Number (double), Boolean, Null, and JsonFragment types - This should make it so we don't have to whitelist everything to be converted to number on the Grafana processing side. - Made all attributes on FAnalyticsEventAttribute immutable #JIRA: WEX-6696, WEX-6706 Change 3478818 by Chris.Babcock Add detection of Houdini (running on Intel Android CPU) #jira WEX-5009 #ue4 #android #robomerge R1.2 Change 3475449 by Allan.Bentham Add disable force inline option for iOS build, enabled for WEX. #jira UEMOB-167 [CL 3588553 by Peter Sauerbrei in Main branch]
2017-08-15 16:16:21 -04:00
return true;
}
}
else
{
List<View> ExtraIgnoreViews = GetExtraIgnoreViews();
if (ExtraIgnoreViews != null)
{
for (int i = 0; i < ExtraIgnoreViews.size(); i++)
{
Rect r = new Rect();
ExtraIgnoreViews.get(i).getGlobalVisibleRect(r);
if (r.contains(x, y))
{
//Log.debug("Webview: AndroidThunkJava_VirtualInputIgnoreClick true");
return true;
}
}
}
}
//Log.debug("VK: AndroidThunkJava_VirtualInputIgnoreClick false");
Copying //UE4/WEX-Staging/... to //UE4/Main (Source: //WEX/Main @ 3580612) #rb none #lockdown nick.penwarden ================================================================================================= MAJOR FEATURES + CHANGES ================================================================================================= Change 3526838 by David.Nikdel #WEX: make map elements support TitleProperty on their values in the editor #JIRA: none Change 3517937 by Ben.Zeigler #jira UE-46574 Deprecate IPlatformChunkInstall::SetChunkInstallDelgate as it was spelled wrong, was only half implemented, and did not support success vs failure Replace with AddChunkInstallDelegate, which supports a bool error code and is bound once instead of separately for each chunk. All implementations support this delegate at a basic level, although several could be improved to call the failure delegate in more cases Change 3498765 by David.Nikdel #WEX: Added a way to bind a delegate that fires whenever an analytics event is queued. - Bind this delegate and use it to log analytics events (for now) #JIRA: none Change 3495796 by Josh.May #WEX #JIRA: None - Reworked the LoadTimes.DumpReport console command to accept command arguments and added options for alphanumeric sorting (-alphasort), tweakable asset time cutoff (lowtime=X), and file output to the Saved/Profiling directory (file). - Added hooks for automatically generating load time reports for every map load (enabled using the DUMP_LOAD_REPORT_PER_MAP #define). Change 3489241 by Josh.Markiewicz #UE4 - First unfinished pass to GoogleIOS - SDK auth token data needs to copy auth into TMap properly #jira none Change 3487767 by David.Nikdel #Analytics: Make FAnalyticsEventAttribute support typed values - This makes sure the value types in the resultant JSON reflect the code. - Added support for Number (double), Boolean, Null, and JsonFragment types - This should make it so we don't have to whitelist everything to be converted to number on the Grafana processing side. - Made all attributes on FAnalyticsEventAttribute immutable #JIRA: WEX-6696, WEX-6706 Change 3478818 by Chris.Babcock Add detection of Houdini (running on Intel Android CPU) #jira WEX-5009 #ue4 #android #robomerge R1.2 Change 3475449 by Allan.Bentham Add disable force inline option for iOS build, enabled for WEX. #jira UEMOB-167 [CL 3588553 by Peter Sauerbrei in Main branch]
2017-08-15 16:16:21 -04:00
return false;
}
public boolean AndroidThunkJava_LaunchPackage(String packageName, String extraKey, String extraValue)
{
Intent intent;
String intentAction = "";
String intentComponent = "";
int intentActionIndex = packageName.indexOf(":");
if (intentActionIndex >= 0)
{
intentAction = packageName.substring(intentActionIndex + 1);
packageName = packageName.substring(0, intentActionIndex);
intentActionIndex = intentAction.indexOf(":");
if (intentActionIndex >= 0)
{
intentComponent = intentAction.substring(intentActionIndex + 1);
intentAction = intentAction.substring(0, intentActionIndex);
}
}
if (!AndroidThunkJava_IsPackageInstalled(packageName))
{
return false;
}
if (intentAction.equals(""))
{
intent = getPackageManager().getLaunchIntentForPackage(packageName);
if (intent == null)
{
return false;
}
}
else
{
intent = new Intent(intentAction);
if (intent == null)
{
return false;
}
intent.setPackage(packageName);
intent.setFlags(Intent.FLAG_ACTIVITY_NEW_TASK);
}
if (!extraKey.equals(""))
{
intent.putExtra(extraKey, extraValue);
}
if (!intentComponent.equals(""))
{
intent.setComponent(new android.content.ComponentName(packageName, intentComponent));
}
if (intent.resolveActivity(getPackageManager()) != null)
{
startActivity(intent);
System.exit(0);
return true;
}
return false;
}
public boolean AndroidThunkJava_SendBroadcast(String packageName, String extraKey, String extraValue, boolean bExit)
{
Intent intent;
String intentAction = "";
String intentComponent = "";
int intentActionIndex = packageName.indexOf(":");
if (intentActionIndex >= 0)
{
intentAction = packageName.substring(intentActionIndex + 1);
packageName = packageName.substring(0, intentActionIndex);
intentActionIndex = intentAction.indexOf(":");
if (intentActionIndex >= 0)
{
intentComponent = intentAction.substring(intentActionIndex + 1);
intentAction = intentAction.substring(0, intentActionIndex);
}
}
if (!AndroidThunkJava_IsPackageInstalled(packageName))
{
return false;
}
if (intentAction.equals(""))
{
intent = getPackageManager().getLaunchIntentForPackage(packageName);
if (intent == null)
{
return false;
}
}
else
{
intent = new Intent(intentAction);
if (intent == null)
{
return false;
}
intent.setPackage(packageName);
intent.setFlags(Intent.FLAG_ACTIVITY_NEW_TASK);
}
if (!extraKey.equals(""))
{
intent.putExtra(extraKey, extraValue);
}
if (!intentComponent.equals(""))
{
intent.setComponent(new android.content.ComponentName(packageName, intentComponent));
}
getApplicationContext().sendBroadcast(intent);
if (bExit)
{
System.exit(0);
}
return true;
}
public void AndroidThunkJava_RestartApplication(String RestartExtra)
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 4047413) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3795481 by Nick.Shin HTML5 - disable SupportsScreenPercentage() - render the full screen otherwise, this is causing HTML5 screen to only render a portion of the screen and in black... - there may be another function is that not getting fired off "to render the screen" properly - this may be due to IsMobileHDR checks that are not fully accounted for the HTML5 platform #jira UE-52640 HTML5 only renders a black rectangle in the browser when launched Change 3807007 by Nick.Shin HTML5 - remove webgl1 only precompile guards (UE4_HTML5_TARGET_WEBGL2) toolchain can "fallback" to webgl1 -- webgl2 functions in UE4 code are "if checked"/configured/setup at start up #jira UE-51267 WebGL1 fails to compile Change 3822593 by Nick.Shin #jira UE-27141 Remove all #if PLATFORM_HTML5 from high level code Change 3823512 by Nick.Shin #jira UE-27141 Remove all #if PLATFORM_HTML5 from high level code Change 3824639 by Nick.Shin HTML5 - OSX - RunMacHTML5LaunchHelper.command - more helpful warning messages #jira UE-49861 A copied RunMacHTML5LaunchHelper.command gives unspecific Mono error Change 3829092 by Josh.Adams - Updated UnrealRemote to 1.4.1 Change 3832708 by Chris.Babcock Allow UE4Commandline.txt in APK #jira #ue4 #android Change 3835867 by Nick.Shin HTML5 - code cleanup origial work was for: UE-27141 (Remove all #if PLATFORM_HTML5 from high level code) this exposed an issue that i totally forgot about (.../Engine/Source/Developer/... only does builds tools -- which does not make use of PLATFORM_XXX preprocessor) tested with HTML5 builds with QAGame project :: TM-ShaderModels map #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3839967 by Mi.Wang Override MaxObjectInGame on Android to save ~30M with the ObjectArray size. #Android Change 3842022 by Mi.Wang Fix an AssetRegistry size calculation bug. Change 3843552 by Sorin.Gradinaru UE-54139 Possible crash with new virtual keyboard on Android if suggestions not disabled #4.19 #Android #jira UE-54139 S8 on 7.0 is not hiding suggestions and disabling predictive input. There are cases with this that can cause a crash. Fix: On text change, downgrade to simple suggestions all the easy correction spans that are not a spell check span (remove android.text.style.SuggestionSpan.FLAG_EASY_CORRECT flags) Change 3844210 by Nick.Shin HTML5 - filter out "windows/super" keys - these are not used in UE4 - but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead... #jira UE-54056 HTML5 crashes inside browser upon pressing windows key Change 3844874 by Nick.Shin HTML5 - detect "SyntaxError: " and do a forced reload - an actual syntax error would be caught during compile time - this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page #jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit Change 3846695 by Nick.Shin #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3847309 by Nick.Shin HTML5 - (not to) show virtual joystick - virtual joysticks are not shown by default-- and the mouse not captured - this now behaves like the win64 client version #jira UE-33854 Virtual Joysticks In HTML5 if Mobile/Tablet Project is chosen Change 3847310 by Nick.Shin HTML5 - set controller axis and button max value in code instead of relying on emscripten_get_gamepad_status() - seems emscripten might be uninitialized by the time controlers are used... #jira UE-28513 - Using a controller in HTML5 causes error Change 3850606 by Nick.Shin HTML5 - more static warning fix ups #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3850624 by Nick.Shin HTML5 - tell user/developer to show unsupported WebGL browsers on old hardware -- will need to try another browser note: using following jira to track progress: #jira UE-47066 Packaged HTML 5 Map Prompts for Firefox Update in Chrome Change 3855610 by Sorin.Gradinaru UE-49173 Progress bar causes black screen on iOS #iOS #4.20 #jira UE-49173 The bug occurs on iOS with Metal, when the last Slate element to be draw in the scene is a ScrollBar with progress between 0 and 1. As a workaround, adding another widget (eg. button, image) in the Blueprint solves the problem. The bug can be reproduced by adding OutDrawElements.PushClip & OutDrawElements.PopClip in any SWidget::OnPaint. The solution is to disable the scissor RHICmdList.SetScissorRect(false, 0, 0, 0, 0); in FSlateRHIRenderingPolicy::DrawElements after the batch rendering Change 3855652 by Sorin.Gradinaru iOS 3D browser UE-53248 Web Browser on a Widget Component is 2D when launching on to iOS #jira UE-53248 #iOS #4.20 Uses the same WebTexture from the WebBrowser plugin as the Android version. + Code contributed by Juan.Belon from Alea S.r.l at https://udn.unrealengine.com/questions/390166/3d-world-space-widget-is-being-rendered-in-screen.html Change 3856174 by Nick.Shin HTML5 - python forking will still error while trying to terminate already terminated processes - added same "WindowsError code 5" handler found in subprocess.py #jira UE-51618 HTML5 fails to build, [Error 5] Access is denied Change 3863322 by Sorin.Gradinaru UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format #jira UE-54317 #Android #4.19 Change 3878088 by Nick.Shin UEMOB-425 superceeds this jira #jira UE-25257 Mac HTML5 project crashes upon downloading expression HasFoundDataDirectory failed Change 3884560 by Jack.Porter Fix logspam in FAVMoviePlayer #jira UE-54760 Change 3886533 by Mi.Wang Fix a potential crash that the VirtualKeyboardWidget has been hide while trying to use in gamethread. Change 3889081 by Sorin.Gradinaru UE-54490 Android Startup Movie audio still playing when app paused, and after app resumed the movie is blackscreen until engine ticked. #Android #4.20 #jira UE-54490 Call ForceCompletion for the intial movie player on onPause. Call App Restart on Resume. Programmatically restarting an Android application basically consists in killing the current app, then using the launch intent as parameter for startActivity. This can be done only in onResume , which means that the movie player still has to be manually paused/stopped in onPause. I╞ve tried to kill the activity on onPause, tested on several devices, with various problems: the app doesn╞t restart anymore (onResume is not called) or the app is automatically sent to background (seems to be crashing when using the multitasking soft key). Change 3890320 by Chris.Babcock Fix initializer ordering #jira UE-55189 #ue4 Change 3958226 by Nick.Shin HTML5 disable memory poison tests and fix a bug during Realloc() // for Linux... and in turn for HTML5 #jria none Change 3958250 by Nick.Shin HTML5 - FText::FormatStr - skip if multi-threading not supported #jira none Change 3968328 by Nick.Shin HTML5 CORS fixes still need datarouter.ol.epicgames.com fixes to completely solve these issues. (API server own estimates no later than mid-April) note: the following are all related: + answerhub 756723 - HTML5 CORS / Access-Control-Allow-Headers + answerhub 756942 - HTML5 CORS Issue to my Hosts API / Hosted Server + UE-22285 - Session events are not generated for HTML5 + UE-19330 - HTML5 Analytics cross-origin request blocked header Access-Control-Allow-Origin missing #jira UE-19330 Change 3971405 by Nick.Shin HTML5 suppress double printing to console.log #jira none Change 3978767 by Nick.Shin HTML5 CORS fixes note: the following are all related: + answerhub 756723 - HTML5 CORS / Access-Control-Allow-Headers + answerhub 756942 - HTML5 CORS Issue to my Hosts API / Hosted Server + UE-22285 - Session events are not generated for HTML5 + UE-19330 - HTML5 Analytics cross-origin request blocked header Access-Control-Allow-Origin missing tested (against datarouter.ol.epicgames.com fixes) and found to be functional #jira UE-22285 Change 3981103 by Nick.Shin HTML5 - num pad keys crashes project match latest Engine/Source/Runtime/InputCore/Private/Linux/LinuxPlatformInput.cpp to HTML5PlatformInput.cpp also fix a HUD crash... #jira UE-54056 HTML5 crashes inside browser upon pressing windows key Change 3983424 by Sorin.Gradinaru UE-57107 Attempting to load a streamed media source causes the app to become unresponsive when device is not connected to internet #jira UE-57107 #Android #4.20 The ANR is because the android.media.MediaExtractor.setDataSource(UrlPath) calls an underlying api which retries the download (10-30 times). Additional issue (all platforms): the MediaFrameworkTest/StreamSource_Infiltrator souce seems to have been removed (no longer at https://docs.unrealengine.com/latest/attachments/Engine/MediaFramework/HowTo/StreamMediaSource/Infiltrator%20Demo.mp4). According to the docs (https://docs.unrealengine.com/en-US/Engine/MediaFramework/HowTo/StreamMediaSource) the new location of the Sample Video is at https://dnnrz1gqa.blob.core.windows.net/portals/attachments/Engine/MediaFramework/HowTo/StreamMediaSource/Infiltrator%20Demo.mp4?sr=b&si=DNNFileManagerPolicy&sig=F%2BBpnYueeQTUTSW0nCRSrXEfr35LIawe7C3MQoe2%2FPI%3D Change 3985248 by Nick.Shin HTML5 game window size add project setting drop down box to select canvas scaling mode #jira UE-46555 HTML5 game window does not scale with browser size Change 3986190 by Sorin.Gradinaru UE-56076 Android Launch On "Running..." toast intermittently doesn't appear #jira UE-56076 #Android #4.10 When cancelling Launch on Device, always call CancelContinuations for the current task Change 3986412 by Nick.Shin CIS error fix #jira none Change 3987007 by Nick.Shin HTML5 fullscreen size fix - when using FIXED scale mode initially, there's some strange padding margins - but, setting UE4_fullscreenScaleMode to anything "but FIXED scale mode" will work... #jira UE-46555 HTML5 game window does not scale with browser size Change 3988408 by Nick.Shin HTML5 call EndSession() onbeforeunload() ? should PreExit() be called instead? #jira UE-57207 Session End event is not generated for HTML5 Change 3991828 by Nick.Shin HTML5 shipping build crash some FVector2D needs ContainsNaN() checks #jira UE-57401 Projects packaged for Shipping HTML5 do not launch the engine in the browser Change 3992884 by Nick.Shin HTML5 call EndSession() onbeforeunload() code cleanup #jira UE-57207 Session End event is not generated for HTML5 Change 3992887 by Nick.Shin datarouter: Session events code cleanup #jira UE-22285 - Session events are not generated for HTML5 Change 4002603 by Sorin.Gradinaru UE-56177 Unplugging a device while launching onto it from a source build will result in the "Running..." toast staying open #jira UE-56177 #Android #iOS #4.10 Using the device discovery to signal when the running device gets disconnected Change 4007162 by Dmitriy.Dyomin Merging using Dev-Mobile->FortMain Added ObjectOrientation material node for decals, returns decal projection direction ( X-axis) #jira none Change 4012196 by Sorin.Gradinaru UE-57120 Lighting needs to be rebuilt error appears on Camera test app on Nexus 9 and Note 4. #jira UE-57120 #Android #4.20 Level lightings rebuilt and QA-Media_Camera_BuiltData.uasset added. The message appeared (rarely and only on certain devices) because the engine tries to load the pre-computed lightmap data on the render thread, then to add it to the scene on the game thread (in FPrecomputedVolumetricLightmap::AddToScene). Most of the times there is a desync and the data is not yet loaded when the lightmap is validated (in FScene::AddPrecomputedVolumetricLightmap). Change 4013034 by Sorin.Gradinaru UE-55427 iOS application crashes when suspending and resuming the startup movie in rapid succession #jira UE-55427 #iOS #4.20 Caused by ToggleSuspend waiting for FDefaultGameMoviePlayer::WaitForMovieToFinish() Renamed InitialMovie to StartupMovie, including the methods related to the Android platform. Change 4015449 by Sorin.Gradinaru UE-38306 "Running xxx on yyy" panel Cancel button should terminate app #jira UE-38306 #Android #4.10 Run on device: Pressing Cancel on the "Running..." message should stop the application, if running Cancel Android builds using "adb shell am force-stop <bundle_id> <device_id>" Note: Using a new AutomationTool command (re-starting the Automation tool after canceling the BuildCookRun task chain) is too slow - takes 3-10 sec depending on the PC configuration. AutomationTool is used now only to correctly retrieve the bundle id for each Android device. This is done inside the BuildCookRun command when the application is deployed on the device(s). Cannot simply use the current project's properties to retrieve the bundle id, because when using Launch-> Device Launcher, the user can choose to cook&deploy a different project/texture format, also the user can create & use a profile with multiple devices / with different texture formats. Change 4016057 by Sorin.Gradinaru UE-57845 GitHub 4666 : Pull request clipboard on android #jira UE-57845 #4.20 #Android #4666 https://github.com/EpicGames/UnrealEngine/pull/4666 Implemented Clipboard function on Android. Change 4020229 by Sorin.Gradinaru UE-57845 GitHub 4666 : Pull request clipboard on android #jira UE-57845 #Android #4.20 GameActivity.java: moving the methods related to clipboard above the native public declarations Change 4021188 by Sorin.Gradinaru UE-57876 Location accuracy is ignored by ULocationServicesIOSImpl #jira UE-57876 #iOS #4.30 In ULocationServicesIOSImpl::InitLocationServices(ELocationAccuracy Accuracy, float UpdateFrequency, float MinDistance) the first param must be converted to CLLocationAccuracy and used as the first param of LocationDelegateinitLocationServices, rather than using the hardcoded kCLLocationAccuracyHundredMeters. Also fixed a compilation error (!) when enabling The Location Services plugin on iOS Change 4024839 by Sorin.Gradinaru UE-38306 "Running xxx on yyy" panel Cancel button should terminate app #jira UE-38306 #Android #4.10 Removed unnecessary #include "AndroidTargetDevice.h", causing circular reference => nightly build errors Change 4024962 by Cosmin.Sulea UE-56294 - Packaging step fails when packaging project for distribution #jira UE-56294 Change 4026122 by Sorin.Gradinaru UE-57149 Razer Phone: Crash after Switching Camera Format 22-26 times #jira UE-57149 #Android #4.20 jobject obj = env->GetObjectArrayElement must be followed by env->DeleteLocalRef(obj) The bug can probably be reproduced by using a MediaPlayer. Change 4038185 by Nick.Shin HTML5 - merge error fix MallocAnsi.cpp was stomped on #jira UE-58367 //UE4/Dev-Mobile - Compile UE4Game HTML5 - use of undeclared identifier 'malloc_usable_size' Change 4039521 by Dmitriy.Dyomin Export WorldBrowser API so plugin makers can use it #jira UE-57323 Change 4039523 by Dmitriy.Dyomin Exposed MobilePatchingLibrary API #jira UE-55941 Change 4039526 by Dmitriy.Dyomin Fixed: Hierarchy filtering does not work in world composition #jira UE-57900 Change 4039529 by Dmitriy.Dyomin Fixed: 'Apply Fogging' in Material does not work on Mobile (GitHub 4357) #jira UE-53618 #4357 Change 4039874 by Sorin.Gradinaru UEMOB-436 Support "All Android" Launch On and Project Launcher options The main change is in the DeviceProxy class. A new type ("All devices" proxy) was added, and the proxy now holds a list of physical device IDs for every variant (texture format), instead of a single device ID. The "All devices" proxy is updated automatically by the device discovery thread. The change was necessary because the list in the Project Launcher is using the device proxy list. #jira UEMOB-436 #Android #UE4 #4.19 Change 4041446 by John.Mauney Fix that Chris B made locally on my machine #jira UE-58420 Change 4041791 by Jack.Porter Fix CIS incremental UE4Editor Win64 #jira 0 [CL 4047603 by Jack Porter in Main branch]
2018-05-02 22:53:38 -04:00
{
Context context = getApplicationContext();
// get the launch intent
PackageManager packageManager = context.getPackageManager();
Intent intent = packageManager.getLaunchIntentForPackage(context.getPackageName());
// make an "restart intent", to be used to re-launch an application's task in its base state
intent.addFlags(Intent.FLAG_ACTIVITY_CLEAR_TOP | Intent.FLAG_ACTIVITY_NEW_TASK | Intent.FLAG_ACTIVITY_CLEAR_TASK);
intent.putExtra("RestartExtra", RestartExtra);
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 4047413) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3795481 by Nick.Shin HTML5 - disable SupportsScreenPercentage() - render the full screen otherwise, this is causing HTML5 screen to only render a portion of the screen and in black... - there may be another function is that not getting fired off "to render the screen" properly - this may be due to IsMobileHDR checks that are not fully accounted for the HTML5 platform #jira UE-52640 HTML5 only renders a black rectangle in the browser when launched Change 3807007 by Nick.Shin HTML5 - remove webgl1 only precompile guards (UE4_HTML5_TARGET_WEBGL2) toolchain can "fallback" to webgl1 -- webgl2 functions in UE4 code are "if checked"/configured/setup at start up #jira UE-51267 WebGL1 fails to compile Change 3822593 by Nick.Shin #jira UE-27141 Remove all #if PLATFORM_HTML5 from high level code Change 3823512 by Nick.Shin #jira UE-27141 Remove all #if PLATFORM_HTML5 from high level code Change 3824639 by Nick.Shin HTML5 - OSX - RunMacHTML5LaunchHelper.command - more helpful warning messages #jira UE-49861 A copied RunMacHTML5LaunchHelper.command gives unspecific Mono error Change 3829092 by Josh.Adams - Updated UnrealRemote to 1.4.1 Change 3832708 by Chris.Babcock Allow UE4Commandline.txt in APK #jira #ue4 #android Change 3835867 by Nick.Shin HTML5 - code cleanup origial work was for: UE-27141 (Remove all #if PLATFORM_HTML5 from high level code) this exposed an issue that i totally forgot about (.../Engine/Source/Developer/... only does builds tools -- which does not make use of PLATFORM_XXX preprocessor) tested with HTML5 builds with QAGame project :: TM-ShaderModels map #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3839967 by Mi.Wang Override MaxObjectInGame on Android to save ~30M with the ObjectArray size. #Android Change 3842022 by Mi.Wang Fix an AssetRegistry size calculation bug. Change 3843552 by Sorin.Gradinaru UE-54139 Possible crash with new virtual keyboard on Android if suggestions not disabled #4.19 #Android #jira UE-54139 S8 on 7.0 is not hiding suggestions and disabling predictive input. There are cases with this that can cause a crash. Fix: On text change, downgrade to simple suggestions all the easy correction spans that are not a spell check span (remove android.text.style.SuggestionSpan.FLAG_EASY_CORRECT flags) Change 3844210 by Nick.Shin HTML5 - filter out "windows/super" keys - these are not used in UE4 - but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead... #jira UE-54056 HTML5 crashes inside browser upon pressing windows key Change 3844874 by Nick.Shin HTML5 - detect "SyntaxError: " and do a forced reload - an actual syntax error would be caught during compile time - this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page #jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit Change 3846695 by Nick.Shin #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3847309 by Nick.Shin HTML5 - (not to) show virtual joystick - virtual joysticks are not shown by default-- and the mouse not captured - this now behaves like the win64 client version #jira UE-33854 Virtual Joysticks In HTML5 if Mobile/Tablet Project is chosen Change 3847310 by Nick.Shin HTML5 - set controller axis and button max value in code instead of relying on emscripten_get_gamepad_status() - seems emscripten might be uninitialized by the time controlers are used... #jira UE-28513 - Using a controller in HTML5 causes error Change 3850606 by Nick.Shin HTML5 - more static warning fix ups #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3850624 by Nick.Shin HTML5 - tell user/developer to show unsupported WebGL browsers on old hardware -- will need to try another browser note: using following jira to track progress: #jira UE-47066 Packaged HTML 5 Map Prompts for Firefox Update in Chrome Change 3855610 by Sorin.Gradinaru UE-49173 Progress bar causes black screen on iOS #iOS #4.20 #jira UE-49173 The bug occurs on iOS with Metal, when the last Slate element to be draw in the scene is a ScrollBar with progress between 0 and 1. As a workaround, adding another widget (eg. button, image) in the Blueprint solves the problem. The bug can be reproduced by adding OutDrawElements.PushClip & OutDrawElements.PopClip in any SWidget::OnPaint. The solution is to disable the scissor RHICmdList.SetScissorRect(false, 0, 0, 0, 0); in FSlateRHIRenderingPolicy::DrawElements after the batch rendering Change 3855652 by Sorin.Gradinaru iOS 3D browser UE-53248 Web Browser on a Widget Component is 2D when launching on to iOS #jira UE-53248 #iOS #4.20 Uses the same WebTexture from the WebBrowser plugin as the Android version. + Code contributed by Juan.Belon from Alea S.r.l at https://udn.unrealengine.com/questions/390166/3d-world-space-widget-is-being-rendered-in-screen.html Change 3856174 by Nick.Shin HTML5 - python forking will still error while trying to terminate already terminated processes - added same "WindowsError code 5" handler found in subprocess.py #jira UE-51618 HTML5 fails to build, [Error 5] Access is denied Change 3863322 by Sorin.Gradinaru UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format #jira UE-54317 #Android #4.19 Change 3878088 by Nick.Shin UEMOB-425 superceeds this jira #jira UE-25257 Mac HTML5 project crashes upon downloading expression HasFoundDataDirectory failed Change 3884560 by Jack.Porter Fix logspam in FAVMoviePlayer #jira UE-54760 Change 3886533 by Mi.Wang Fix a potential crash that the VirtualKeyboardWidget has been hide while trying to use in gamethread. Change 3889081 by Sorin.Gradinaru UE-54490 Android Startup Movie audio still playing when app paused, and after app resumed the movie is blackscreen until engine ticked. #Android #4.20 #jira UE-54490 Call ForceCompletion for the intial movie player on onPause. Call App Restart on Resume. Programmatically restarting an Android application basically consists in killing the current app, then using the launch intent as parameter for startActivity. This can be done only in onResume , which means that the movie player still has to be manually paused/stopped in onPause. I╞ve tried to kill the activity on onPause, tested on several devices, with various problems: the app doesn╞t restart anymore (onResume is not called) or the app is automatically sent to background (seems to be crashing when using the multitasking soft key). Change 3890320 by Chris.Babcock Fix initializer ordering #jira UE-55189 #ue4 Change 3958226 by Nick.Shin HTML5 disable memory poison tests and fix a bug during Realloc() // for Linux... and in turn for HTML5 #jria none Change 3958250 by Nick.Shin HTML5 - FText::FormatStr - skip if multi-threading not supported #jira none Change 3968328 by Nick.Shin HTML5 CORS fixes still need datarouter.ol.epicgames.com fixes to completely solve these issues. (API server own estimates no later than mid-April) note: the following are all related: + answerhub 756723 - HTML5 CORS / Access-Control-Allow-Headers + answerhub 756942 - HTML5 CORS Issue to my Hosts API / Hosted Server + UE-22285 - Session events are not generated for HTML5 + UE-19330 - HTML5 Analytics cross-origin request blocked header Access-Control-Allow-Origin missing #jira UE-19330 Change 3971405 by Nick.Shin HTML5 suppress double printing to console.log #jira none Change 3978767 by Nick.Shin HTML5 CORS fixes note: the following are all related: + answerhub 756723 - HTML5 CORS / Access-Control-Allow-Headers + answerhub 756942 - HTML5 CORS Issue to my Hosts API / Hosted Server + UE-22285 - Session events are not generated for HTML5 + UE-19330 - HTML5 Analytics cross-origin request blocked header Access-Control-Allow-Origin missing tested (against datarouter.ol.epicgames.com fixes) and found to be functional #jira UE-22285 Change 3981103 by Nick.Shin HTML5 - num pad keys crashes project match latest Engine/Source/Runtime/InputCore/Private/Linux/LinuxPlatformInput.cpp to HTML5PlatformInput.cpp also fix a HUD crash... #jira UE-54056 HTML5 crashes inside browser upon pressing windows key Change 3983424 by Sorin.Gradinaru UE-57107 Attempting to load a streamed media source causes the app to become unresponsive when device is not connected to internet #jira UE-57107 #Android #4.20 The ANR is because the android.media.MediaExtractor.setDataSource(UrlPath) calls an underlying api which retries the download (10-30 times). Additional issue (all platforms): the MediaFrameworkTest/StreamSource_Infiltrator souce seems to have been removed (no longer at https://docs.unrealengine.com/latest/attachments/Engine/MediaFramework/HowTo/StreamMediaSource/Infiltrator%20Demo.mp4). According to the docs (https://docs.unrealengine.com/en-US/Engine/MediaFramework/HowTo/StreamMediaSource) the new location of the Sample Video is at https://dnnrz1gqa.blob.core.windows.net/portals/attachments/Engine/MediaFramework/HowTo/StreamMediaSource/Infiltrator%20Demo.mp4?sr=b&si=DNNFileManagerPolicy&sig=F%2BBpnYueeQTUTSW0nCRSrXEfr35LIawe7C3MQoe2%2FPI%3D Change 3985248 by Nick.Shin HTML5 game window size add project setting drop down box to select canvas scaling mode #jira UE-46555 HTML5 game window does not scale with browser size Change 3986190 by Sorin.Gradinaru UE-56076 Android Launch On "Running..." toast intermittently doesn't appear #jira UE-56076 #Android #4.10 When cancelling Launch on Device, always call CancelContinuations for the current task Change 3986412 by Nick.Shin CIS error fix #jira none Change 3987007 by Nick.Shin HTML5 fullscreen size fix - when using FIXED scale mode initially, there's some strange padding margins - but, setting UE4_fullscreenScaleMode to anything "but FIXED scale mode" will work... #jira UE-46555 HTML5 game window does not scale with browser size Change 3988408 by Nick.Shin HTML5 call EndSession() onbeforeunload() ? should PreExit() be called instead? #jira UE-57207 Session End event is not generated for HTML5 Change 3991828 by Nick.Shin HTML5 shipping build crash some FVector2D needs ContainsNaN() checks #jira UE-57401 Projects packaged for Shipping HTML5 do not launch the engine in the browser Change 3992884 by Nick.Shin HTML5 call EndSession() onbeforeunload() code cleanup #jira UE-57207 Session End event is not generated for HTML5 Change 3992887 by Nick.Shin datarouter: Session events code cleanup #jira UE-22285 - Session events are not generated for HTML5 Change 4002603 by Sorin.Gradinaru UE-56177 Unplugging a device while launching onto it from a source build will result in the "Running..." toast staying open #jira UE-56177 #Android #iOS #4.10 Using the device discovery to signal when the running device gets disconnected Change 4007162 by Dmitriy.Dyomin Merging using Dev-Mobile->FortMain Added ObjectOrientation material node for decals, returns decal projection direction ( X-axis) #jira none Change 4012196 by Sorin.Gradinaru UE-57120 Lighting needs to be rebuilt error appears on Camera test app on Nexus 9 and Note 4. #jira UE-57120 #Android #4.20 Level lightings rebuilt and QA-Media_Camera_BuiltData.uasset added. The message appeared (rarely and only on certain devices) because the engine tries to load the pre-computed lightmap data on the render thread, then to add it to the scene on the game thread (in FPrecomputedVolumetricLightmap::AddToScene). Most of the times there is a desync and the data is not yet loaded when the lightmap is validated (in FScene::AddPrecomputedVolumetricLightmap). Change 4013034 by Sorin.Gradinaru UE-55427 iOS application crashes when suspending and resuming the startup movie in rapid succession #jira UE-55427 #iOS #4.20 Caused by ToggleSuspend waiting for FDefaultGameMoviePlayer::WaitForMovieToFinish() Renamed InitialMovie to StartupMovie, including the methods related to the Android platform. Change 4015449 by Sorin.Gradinaru UE-38306 "Running xxx on yyy" panel Cancel button should terminate app #jira UE-38306 #Android #4.10 Run on device: Pressing Cancel on the "Running..." message should stop the application, if running Cancel Android builds using "adb shell am force-stop <bundle_id> <device_id>" Note: Using a new AutomationTool command (re-starting the Automation tool after canceling the BuildCookRun task chain) is too slow - takes 3-10 sec depending on the PC configuration. AutomationTool is used now only to correctly retrieve the bundle id for each Android device. This is done inside the BuildCookRun command when the application is deployed on the device(s). Cannot simply use the current project's properties to retrieve the bundle id, because when using Launch-> Device Launcher, the user can choose to cook&deploy a different project/texture format, also the user can create & use a profile with multiple devices / with different texture formats. Change 4016057 by Sorin.Gradinaru UE-57845 GitHub 4666 : Pull request clipboard on android #jira UE-57845 #4.20 #Android #4666 https://github.com/EpicGames/UnrealEngine/pull/4666 Implemented Clipboard function on Android. Change 4020229 by Sorin.Gradinaru UE-57845 GitHub 4666 : Pull request clipboard on android #jira UE-57845 #Android #4.20 GameActivity.java: moving the methods related to clipboard above the native public declarations Change 4021188 by Sorin.Gradinaru UE-57876 Location accuracy is ignored by ULocationServicesIOSImpl #jira UE-57876 #iOS #4.30 In ULocationServicesIOSImpl::InitLocationServices(ELocationAccuracy Accuracy, float UpdateFrequency, float MinDistance) the first param must be converted to CLLocationAccuracy and used as the first param of LocationDelegateinitLocationServices, rather than using the hardcoded kCLLocationAccuracyHundredMeters. Also fixed a compilation error (!) when enabling The Location Services plugin on iOS Change 4024839 by Sorin.Gradinaru UE-38306 "Running xxx on yyy" panel Cancel button should terminate app #jira UE-38306 #Android #4.10 Removed unnecessary #include "AndroidTargetDevice.h", causing circular reference => nightly build errors Change 4024962 by Cosmin.Sulea UE-56294 - Packaging step fails when packaging project for distribution #jira UE-56294 Change 4026122 by Sorin.Gradinaru UE-57149 Razer Phone: Crash after Switching Camera Format 22-26 times #jira UE-57149 #Android #4.20 jobject obj = env->GetObjectArrayElement must be followed by env->DeleteLocalRef(obj) The bug can probably be reproduced by using a MediaPlayer. Change 4038185 by Nick.Shin HTML5 - merge error fix MallocAnsi.cpp was stomped on #jira UE-58367 //UE4/Dev-Mobile - Compile UE4Game HTML5 - use of undeclared identifier 'malloc_usable_size' Change 4039521 by Dmitriy.Dyomin Export WorldBrowser API so plugin makers can use it #jira UE-57323 Change 4039523 by Dmitriy.Dyomin Exposed MobilePatchingLibrary API #jira UE-55941 Change 4039526 by Dmitriy.Dyomin Fixed: Hierarchy filtering does not work in world composition #jira UE-57900 Change 4039529 by Dmitriy.Dyomin Fixed: 'Apply Fogging' in Material does not work on Mobile (GitHub 4357) #jira UE-53618 #4357 Change 4039874 by Sorin.Gradinaru UEMOB-436 Support "All Android" Launch On and Project Launcher options The main change is in the DeviceProxy class. A new type ("All devices" proxy) was added, and the proxy now holds a list of physical device IDs for every variant (texture format), instead of a single device ID. The "All devices" proxy is updated automatically by the device discovery thread. The change was necessary because the list in the Project Launcher is using the device proxy list. #jira UEMOB-436 #Android #UE4 #4.19 Change 4041446 by John.Mauney Fix that Chris B made locally on my machine #jira UE-58420 Change 4041791 by Jack.Porter Fix CIS incremental UE4Editor Win64 #jira 0 [CL 4047603 by Jack Porter in Main branch]
2018-05-02 22:53:38 -04:00
context.startActivity(intent);
// kill the current application instance. Undefined behaviour after this!
Runtime.getRuntime().exit(0);
}
public void AndroidThunkJava_ClipboardCopy(String text)
{
ClipData clip = ClipData.newPlainText("Copied Text", text);
clipboardManager.setPrimaryClip(clip);
}
public String AndroidThunkJava_ClipboardPaste()
{
if(clipboardManager.hasPrimaryClip())
{
ClipData.Item item = clipboardManager.getPrimaryClip().getItemAt(0);
return item.getText().toString();
}
return "";
}
public int AndroidThunkJava_GetDeviceOrientation()
{
return getWindowManager().getDefaultDisplay().getRotation();
}
@SuppressWarnings("deprecation")
public boolean AndroidThunkJava_CookieManager_SetCookie(String Url, String Value)
{
if (android.os.Build.VERSION.SDK_INT >= android.os.Build.VERSION_CODES.LOLLIPOP)
{
CookieManager cookieManager = CookieManager.getInstance();
if (cookieManager != null)
{
cookieManager.setAcceptCookie(true);
cookieManager.setCookie(Url, Value); // could use callback for API 21+
cookieManager.flush();
return true;
}
}
else
{
Context context = getApplicationContext();
CookieSyncManager syncManager = CookieSyncManager.createInstance(context);
syncManager.sync();
CookieManager cookieManager = CookieManager.getInstance();
if (cookieManager != null)
{
cookieManager.setAcceptCookie(true);
cookieManager.setCookie(Url, Value);
syncManager.sync();
return true;
}
}
return false;
}
@SuppressWarnings("deprecation")
public String AndroidThunkJava_CookieManager_GetCookies(String Url)
{
if (android.os.Build.VERSION.SDK_INT < android.os.Build.VERSION_CODES.LOLLIPOP)
{
Context context = getApplicationContext();
CookieSyncManager syncManager = CookieSyncManager.createInstance(context);
syncManager.sync();
}
CookieManager cookieManager = CookieManager.getInstance();
if (cookieManager != null)
{
cookieManager.setAcceptCookie(true);
return cookieManager.getCookie(Url);
}
return null;
}
@SuppressWarnings("deprecation")
public boolean AndroidThunkJava_CookieManager_RemoveCookies(String Url)
{
if (android.os.Build.VERSION.SDK_INT < android.os.Build.VERSION_CODES.LOLLIPOP)
{
Context context = getApplicationContext();
CookieSyncManager syncManager = CookieSyncManager.createInstance(context);
syncManager.sync();
CookieManager cookieManager = CookieManager.getInstance();
if (cookieManager != null)
{
cookieManager.setAcceptCookie(true);
String cookies = cookieManager.getCookie(Url);
if (cookies == null)
{
return false;
}
cookieManager.setCookie(Url, "expires=Sat, 1 Jan 2000 00:00:01 UTC;");
cookieManager.removeExpiredCookie();
syncManager.sync();
return true;
}
return false;
}
CookieManager cookieManager = CookieManager.getInstance();
if (cookieManager != null)
{
cookieManager.setAcceptCookie(true);
String cookies = cookieManager.getCookie(Url);
if (cookies == null)
{
return false;
}
cookieManager.setCookie(Url, "expires=Sat, 1 Jan 2000 00:00:01 UTC;"); // could use callback for API 21+
cookieManager.flush();
return true;
}
return false;
}
public native int nativeGetCPUFamily();
public native boolean nativeSupportsNEON();
public native void nativeSetAffinityInfo(boolean bEnableAffinity, int bigCoreMask, int littleCoreMask);
public native void nativeSetConfigRulesVariables(String[] KeyValuePairs);
public native boolean nativeIsShippingBuild();
public native void nativeSetAndroidStartupState(boolean bDebuggerAttached);
public native void nativeSetGlobalActivity(boolean bUseExternalFilesDir, boolean bPublicLogFiles, String internalFilePath, String externalFilePath, boolean bOBBInAPK, String APKPath);
public native void nativeSetWindowInfo(boolean bIsPortrait, int DepthBufferPreference);
public native void nativeSetObbInfo(String ProjectName, String PackageName, int Version, int PatchVersion, String AppType);
public native void nativeSetAndroidVersionInformation( String AndroidVersion, String PhoneMake, String PhoneModel, String PhoneBuildNumber, String OSLanguage );
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2719147 on 2015/10/07 by Mark.Satterthwaite Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track. Change 2719182 on 2015/10/07 by Mark.Satterthwaite Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient. Change 2719185 on 2015/10/07 by Mark.Satterthwaite Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw. Change 2719434 on 2015/10/07 by Mark.Satterthwaite Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server. Change 2724764 on 2015/10/12 by Josh.Adams [Initial AppleTV support] Merging //depot/YakBranch/... to //UE4/Dev-Platform/... Change 2726266 on 2015/10/13 by Lee.Clark PS4 - Calc reserve size required for DMA copy when using unsafe command buffers Change 2726401 on 2015/10/13 by Mark.Satterthwaite Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected. #jira UE-15228 Change 2726421 on 2015/10/13 by Lee.Clark PS4 - Don't try to clear invalid targets Change 2727040 on 2015/10/13 by Michael.Trepka Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72 Change 2729783 on 2015/10/15 by Keith.Judge Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty. Change 2729847 on 2015/10/15 by Mark.Satterthwaite Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff. #jira UE-21992 Change 2729865 on 2015/10/15 by Keith.Judge Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition. Change 2729897 on 2015/10/15 by Keith.Judge Fast Semantics - Make sure all GetData() calls are made safe with GPU fences. Change 2729972 on 2015/10/15 by Keith.Judge Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly. This should be marginally quicker as it stops a double call to ClearState(). Change 2731503 on 2015/10/16 by Keith.Judge Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict). Change 2731596 on 2015/10/16 by Keith.Judge Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step. Change 2731928 on 2015/10/16 by Michael.Trepka PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl) Change 2731934 on 2015/10/16 by Michael.Trepka PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura) Change 2732018 on 2015/10/16 by Mark.Satterthwaite Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached. - The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders. - Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this. - Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL. Change 2732365 on 2015/10/16 by Josh.Adams - Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On) Change 2733170 on 2015/10/18 by Terence.Burns Fix for Android IAP query not returning entire inventory. Change 2733174 on 2015/10/18 by Terence.Burns Fix Movie player issue where wait for movie to finish isnt being respected. Seems a stray bUserCanceled event flag was causing this not to be observed. Added some verbose logging to apple movie player. Change 2733488 on 2015/10/19 by Mark.Satterthwaite Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information. - Fixed a bug that would cause invalid shader membership and draw state information to be logged. - Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too. Change 2735226 on 2015/10/20 by Mark.Satterthwaite Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently. #jira UE-21214 #jira UE-19913 Change 2736722 on 2015/10/21 by Daniel.Lamb Improved performance of cooking stats system. Change 2737172 on 2015/10/21 by Daniel.Lamb Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00
public native void nativeSetSurfaceViewInfo(int width, int height);
public native void nativeSetSafezoneInfo(boolean bIsPortrait, float left, float top, float right, float bottom);
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2719147 on 2015/10/07 by Mark.Satterthwaite Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track. Change 2719182 on 2015/10/07 by Mark.Satterthwaite Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient. Change 2719185 on 2015/10/07 by Mark.Satterthwaite Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw. Change 2719434 on 2015/10/07 by Mark.Satterthwaite Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server. Change 2724764 on 2015/10/12 by Josh.Adams [Initial AppleTV support] Merging //depot/YakBranch/... to //UE4/Dev-Platform/... Change 2726266 on 2015/10/13 by Lee.Clark PS4 - Calc reserve size required for DMA copy when using unsafe command buffers Change 2726401 on 2015/10/13 by Mark.Satterthwaite Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected. #jira UE-15228 Change 2726421 on 2015/10/13 by Lee.Clark PS4 - Don't try to clear invalid targets Change 2727040 on 2015/10/13 by Michael.Trepka Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72 Change 2729783 on 2015/10/15 by Keith.Judge Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty. Change 2729847 on 2015/10/15 by Mark.Satterthwaite Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff. #jira UE-21992 Change 2729865 on 2015/10/15 by Keith.Judge Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition. Change 2729897 on 2015/10/15 by Keith.Judge Fast Semantics - Make sure all GetData() calls are made safe with GPU fences. Change 2729972 on 2015/10/15 by Keith.Judge Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly. This should be marginally quicker as it stops a double call to ClearState(). Change 2731503 on 2015/10/16 by Keith.Judge Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict). Change 2731596 on 2015/10/16 by Keith.Judge Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step. Change 2731928 on 2015/10/16 by Michael.Trepka PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl) Change 2731934 on 2015/10/16 by Michael.Trepka PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura) Change 2732018 on 2015/10/16 by Mark.Satterthwaite Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached. - The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders. - Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this. - Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL. Change 2732365 on 2015/10/16 by Josh.Adams - Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On) Change 2733170 on 2015/10/18 by Terence.Burns Fix for Android IAP query not returning entire inventory. Change 2733174 on 2015/10/18 by Terence.Burns Fix Movie player issue where wait for movie to finish isnt being respected. Seems a stray bUserCanceled event flag was causing this not to be observed. Added some verbose logging to apple movie player. Change 2733488 on 2015/10/19 by Mark.Satterthwaite Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information. - Fixed a bug that would cause invalid shader membership and draw state information to be logged. - Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too. Change 2735226 on 2015/10/20 by Mark.Satterthwaite Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently. #jira UE-21214 #jira UE-19913 Change 2736722 on 2015/10/21 by Daniel.Lamb Improved performance of cooking stats system. Change 2737172 on 2015/10/21 by Daniel.Lamb Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00
public native void nativeConsoleCommand(String commandString);
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
public native void nativeVirtualKeyboardChanged(String contents);
public native void nativeVirtualKeyboardResult(boolean update, String contents);
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3627362) #lockdown Nick.Penwarden #rb None ============================ MAJOR FEATURES & CHANGES ============================ Change 3600639 by Nick.Shin HTML5 remove old emscripten toolchain forgot to remove this (was checked out in another changelist) #jira UE-47813 Change 3600641 by Nick.Shin HTML5 TM-Core crash fixes new PhysX HTML5 libs #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600644 by Nick.Shin HTML5 TM-Core crash fixes emscripten doesn't seem to know how to look at <PxRigidActor> from the PxActor class... #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600647 by Nick.Shin HTML5 UInterpTrackInst::GetGroupActor() pre-null check #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3601439 by Dmitriy.Dyomin Fixed: Protostar leads to device reboot in Galaxy S7 Adreno device. (SM-G930V) #jira UE-48323 Change 3601440 by Dmitriy.Dyomin Fixed: Texture streaming after world origin was rebased Change 3601456 by Dmitriy.Dyomin Added: Async loading bytecode from shader library - Shader library will be packed into single file - Shader library will be created only when packaging project by the book #jira UEMOB-381 Change 3601624 by Jack.Porter Fix landscape crash on HTML5 Exception !IsInRenderingThread() failed. #jira UE-48527 Change 3603890 by Dmitriy.Dyomin GitHub 3905 : Engine crash in LandscapeComponent when streaming levels #3905 #jira UE-48422 Change 3603933 by Dmitriy.Dyomin Fixed: Crash after Splash Screen on Android (ETC2) when Adding r.UseShaderCaching and r.UseShaderPredraw - Added r.SaveShaderCache command to save current cache on demand - Removed support for caching multiple platfroms at the same time, each platform now uses separate cache/file - Significantly reduced size of draw log on disk - Mobile platfroms support only basic caching, logging shaders and bound shader states without full gfx state #jira UE-47553 Change 3604050 by Sorin.Gradinaru #jira UE-47428 Android virtual keyboard polishing Done: Multiline should be disabled when not needed Hide suggestions and autocorrect "Done" / back button behavior to make it feel natural - Done/Enter and the Back key event sent to the engine If the keyboard is up and you click on the same control you're currently inputting into, it will hide the keyboard. Look into animation - not critical. S6 with Swiftkey. The numbers don't show up in our textedit but the string is updated (we see dots in the Slate control) with the password entry Could not reproduce/test: Make sure we don't use negative coords for the input box if the keyboard is at the top of the screen Change 3604081 by Allan.Bentham Reduce redundant log spam from SustainedPerformanceMode on android. Change 3604152 by Allan.Bentham Improved vulkanRHI availability and selection reporting. Change 3604186 by Dmitriy.Dyomin Vulkan: Write to buffers directly on UMA devices (no staging) Change 3604396 by Nick.Shin HTML5 - stats and multi-threading checks more null & multi-threading - and some functions flat out disabled for HTML5 platform the big "don't use on HTML5" is TLockFreeFixedSizeAllocator_TLSCacheBase's manual TLS.PartialBundle memory handler... i'm not sure it's working properly... switched on USE_NIEVE_TLockFreeFixedSizeAllocator_TLSCacheBase sections of code (i.e. basic malloc and free) for PLATFORM_HTML5 - it seems only the stats function was exacerbating the memory bug ... but, shutting this completely out for HTML5... don't know if it's an emscripten compiler/corruption that's causing this... - will send this to emscripten makers as another test case for them to help see what's going on... #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3604752 by Allan.Bentham Reduce battery status log spam. Change 3604825 by Nick.Shin HTML5 emscripten 1.37.19 updated license file #jira UE-47813 Change 3606486 by Jack.Porter Enabled refraction on tvOS #jira UE-47229 Change 3606546 by Dmitriy.Dyomin Vulkan: Missed null check from CL# 3601439 Change 3606654 by Allan.Bentham mobile post process shaders will not attempt depth buffer fetch, instead they will always read from the depth texture. #jira UE-41919 Change 3606672 by Dmitriy.Dyomin Fixed: Vulkan mode crashes without error on Tegra K1 Nvidia Shield due to OOM - fixed r.MobileReduceLoadedMips has no effect - added r.MobileMaxLoadedMips to set a limit to a number of mips - reduced size of vulkan allocation pages on android #jira UE-42838 Change 3607204 by Allan.Bentham Do not attempt getprocaddress for GL_EXT_DEBUG_LABEL functions when the extension is not declared. Change 3607214 by Nick.Shin HTML5 - stats font crash fix #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3609164 by Chris.Babcock More informative Android SDK license requirements and errors #jra UE-48837 #ue4 #android Change 3609175 by Chris.Babcock Linux build fix #jira none Change 3609516 by Dmitriy.Dyomin Fixed: Decals in TM-ShaderModels appearing and disappearing when viewed at certain angles on Android #jira UE-45342 Change 3609618 by Dmitriy.Dyomin Back out changelist 3603933, to help merge from main Change 3610979 by Peter.Sauerbrei addition of asset catalogs for icons on Xcode 9 for iOS 11 Change 3612145 by Dmitriy.Dyomin Resubmitting CL #3603933 (shader cache fixes) Change 3613981 by Chris.Babcock Fix issue with Android password keyboard input #jira WEX-7343 #ue4 #android Change 3614375 by Sorin.Gradinaru #jira UE-44656 StrategyGame Crashes on launch on KindleFire 5th Gen. Kindle Fire HD7 5th (CPU Mali 450) seems to have problems with thread rendering, crashing when returning to the main thread. Added new device profile [Android_Mali_4xx_KindleFire] with a new cvar r.AndroidDisableThreadedRenderingFirstLoad=1, disabling movie player rendering on the intial screen. For subsequent loading screens, the (same) code apparently runs Ok. A warning "Initial loading screen disabled from BaseDeviceProfiles.ini: r.AndroidDisableThreadedRenderingFirstLoad=1" should appear when the thread rendering is disabled Change 3614971 by Cosmin.Sulea UE-46769 - GitHub 3745 : bForcePVRTC4 was ignored. #jira UE-46769 Change 3616431 by Peter.Sauerbrei PR3657,3658 - fixes for InApp purchase bugs courtesy of nverenik Change 3617306 by Jack.Porter Fix issue where undocked tabs had no way to be made visible again when hidden #jira UE-12044 Change 3617312 by Jack.Porter Find a new best MobileDirectionalLights[channel] when then current one is removed from the world (eg by a level streaming operation) #jira UE-47135 #3785 Change 3617383 by Dmitriy.Dyomin Vk - only dynamic buffers in HostVisible on UMA devices Change 3617437 by Dmitriy.Dyomin Vk - SRV allocates one BufferView for each buffer in FVulkanResourceMultiBuffer, so they can be reused (contributed by Samsung) Change 3617474 by Dmitriy.Dyomin Vk - Don't use fences on image acquire on Android Change 3617483 by Dmitriy.Dyomin Vk - Remove redundant dynamic state setup (viewport, scissor, stencilref) (contributed by Samsung) Change 3617521 by Dmitriy.Dyomin Fix CIS warnings Change 3617574 by Dmitriy.Dyomin Vk - Optimized RenderPass pool and Framebuffer pool (reduced vkObject count) (contributed by Samsung) ProtoStar: Framebuffer count : 133 -> 108, Renderpass count : 21 -> 18 Change 3617585 by Dmitriy.Dyomin compile fix for CL# 3617574 Change 3617849 by Allan.Bentham Log UnsatisfiedLinkError's content when loadlibrary fails. Change 3617945 by Chris.Babcock Allow UPL variable expansion in addPermission, addFeature, and addLibrary #jira UE-47421 #ue4 #android Change 3618097 by Allan.Bentham Fix Y axis switch with android GLES when rendering triangles to canvas. #jira UE-44510 Change 3618733 by Peter.Sauerbrei fix from Dev-Rendering for tvOS shader compilation Change 3618761 by Peter.Sauerbrei fix for shader crash on startup on iOS Change 3618769 by Peter.Sauerbrei bump metal shader guid to force a rebuild of shaders Change 3620061 by Peter.Sauerbrei fix for resource directory on Asset catalogs #jira UE-49074 Change 3620520 by Peter.Sauerbrei remove the texture warning, the logic was incorrect and in the end we don't need the warning #jira UE-49057 Change 3621811 by Allan.Bentham Add mipindex and array slice index to framebuffer hashing code. #jira UE-49171 Change 3624410 by Jack.Porter Fix issue where the Shared Material Native Libraries checkbox causes packaging for Android to fail #jira UE-49105 Change 3627361 by Jack.Porter Fixing case on iOS files #jira None Change 3627362 by Jack.Porter Fixed case on IOS files #jira None [CL 3627373 by Jack Porter in Main branch]
2017-09-06 01:04:25 -04:00
public native void nativeVirtualKeyboardSendKey(int keyCode);
public native void nativeVirtualKeyboardSendTextSelection(String contents, int selStart, int selEnd);
public native void nativeVirtualKeyboardSendSelection(int selStart, int selEnd);
public native void nativeInitHMDs();
public native void nativeResumeMainInit();
public native void nativeOnActivityResult(GameActivity activity, int requestCode, int resultCode, Intent data);
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3011102 on 2016/06/13 by Steve.Cano After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function. #jira UE-26421 #ue4 #android Change 3015801 on 2016/06/16 by Dmitriy.Dyomin Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work. #jira UE-30878 Change 3015903 on 2016/06/16 by Dmitriy.Dyomin Fixed: Levels window has Refresh/UI issues when World Composition is active #jira UE-26160 Change 3018352 on 2016/06/17 by Chris.Babcock Handle Android media prepare failure (URL without internet for example) #jira UE-32029 #ue4 #android Change 3026387 on 2016/06/24 by Jack.Porter Remove FFuncTestManager warning about PIE when running on a standalone game binary Change 3026398 on 2016/06/24 by Jack.Porter Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK Change 3027553 on 2016/06/25 by Niklas.Smedberg OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two). Change 3027554 on 2016/06/25 by Niklas.Smedberg Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming) Change 3028061 on 2016/06/26 by Jack.Porter Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser. Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly. Change 3029220 on 2016/06/27 by Steve.Cano Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS. #jira UE-6135 #ue4 #android Change 3030420 on 2016/06/28 by Jack.Porter Fix crash with RenderOutputValidation when running with cooked content Change 3030426 on 2016/06/28 by Jack.Porter Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0. A return value of 0 indicates the connection was shutdown in an orderly manner. Change 3030973 on 2016/06/28 by Steve.Cano Added a landscape downloader background along with the options to change it from within Android settings #ue4 #android #jira UE-32318 Change 3031757 on 2016/06/28 by Chris.Babcock Remove unused methods from AndroidJNI header #ue4 #android Change 3032387 on 2016/06/29 by Allan.Bentham Rename android es31+aep -> glesdeferred. Change 3032711 on 2016/06/29 by Allan.Bentham Rename GLSL_310_ES_EXT shader define: ES31_AEP_PROFILE -> ESDEFERRED_PROFILE bumped UE_SHADER_GLSL_310_ES_EXT_VER version number. Change 3033698 on 2016/06/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3034210 on 2016/06/30 by Steve.Cano Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true. #jira UE-32302 #ue4 #android Change 3034530 on 2016/06/30 by Chris.Babcock Rename FManifestReader to FAndroidFileManifestReader in AndroidFile #jira UE-32679 #ue4 #android Change 3034612 on 2016/06/30 by Steve.Cano Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values) #jira UE-25325 #ue4 #android Change 3034679 on 2016/06/30 by Chris.Babcock Fix tooltip (.command for mac, not .sh) #jira UE-32302 #ue4 #android Change 3038881 on 2016/07/05 by Jack.Porter Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices #jira UEMOB-115 Change 3039240 on 2016/07/06 by Jack.Porter TcpMessageTransport - connection-based message bus transport. #jira UEMOB-112 #jira UEMOB-113 Change 3039252 on 2016/07/06 by Jack.Porter Enable messaging and session services and functional testing on Android when launched with -messaging Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport #jira UEMOB-112 #jira UEMOB-113 Change 3039264 on 2016/07/06 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3040041 on 2016/07/06 by Chris.Babcock Pass proper value to script generator functions #jira UE-32861 #ue4 #android Change 3040890 on 2016/07/07 by Allan.Bentham Fix shadow crash #jira UE-32884 Change 3041458 on 2016/07/07 by Peter.Sauerbrei fix for IOS launch on failures Change 3041542 on 2016/07/07 by Peter.Sauerbrei better fix for the multi-device deployment issue Change 3041774 on 2016/07/07 by Steve.Cano Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml #jira UE-16992 #android #ue4 Change 3042222 on 2016/07/08 by Dmitriy.Dyomin Mobile packaging scenarious Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content Added Archive step to launcher profiles to be able to store build product into specified directory Changes to a cooker to be able to pack DLC based with a different flavor to a release App Changes to DLC packaging to be able to build streaming data without chunking pak files #jira UEMOB-119 Change 3042244 on 2016/07/08 by Dmitriy.Dyomin Fixed crash in FTcpMessageTransportConnection::Stop Change 3042270 on 2016/07/08 by Dmitriy.Dyomin GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama contributed by: EverNewJoy #jira UE-29867 Change 3042449 on 2016/07/08 by Dmitriy.Dyomin Fixing Mac Editor build erros from CL# 3042222 Change 3042480 on 2016/07/08 by Allan.Bentham Add ES3.1 profile & compiler_glsl_es3_1 to shaders. Change 3042481 on 2016/07/08 by Allan.Bentham hlslcc - ES3.1 changes. set ES3.1 version number to 310 Do not use ES2 keywords for ES3.1. Generate Layout Locations for ES3.1 bump version. Change 3042483 on 2016/07/08 by Allan.Bentham Add mobile ES3.1 support. Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required. Change 3042485 on 2016/07/08 by Allan.Bentham Undo android XGE change. Change 3042506 on 2016/07/08 by Dmitriy.Dyomin One more compile fix from CL# 3042222 Change 3044173 on 2016/07/10 by Dmitriy.Dyomin UAT: Added support for building target platforms with multiple cook flavors ex: -targetplatform=Android -cookflavor=ETC1+ETC2 Change 3044213 on 2016/07/11 by Dmitriy.Dyomin Fixed: Can't stream in a level whose name is a substring of another streaming level #jira UE-32999 Change 3044221 on 2016/07/11 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3044815 on 2016/07/11 by Allan.Bentham Corrected NAME_GLSL_ES3_1_ANDROID format string. Change 3046911 on 2016/07/12 by Chris.Babcock Add handling of OnTextChanged for virtual keyboard input on Android #jira UE-32348 #ue4 #android Change 3046958 on 2016/07/12 by Chris.Babcock Rename some functions with Error in the name to prevent false coloring in the logs #jira UE-30541 #ue4 #android Change 3047169 on 2016/07/12 by Chris.Babcock Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio) #jira UE-30610 #pr #2372 #ue4 #android Change 3047406 on 2016/07/12 by Jack.Porter Add missing import to GameActivity.java Change 3047442 on 2016/07/13 by Dmitriy.Dyomin Added: Mobile custom post-process Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location. #jira UEMOB-147 Change 3047466 on 2016/07/13 by Dmitriy.Dyomin Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices Change 3047746 on 2016/07/13 by Jack.Porter Rename FBasePassFowardDynamicPointLightInfo Change 3047778 on 2016/07/13 by Jack.Porter Missing file for rename FBasePassFowardDynamicPointLightInfo Change 3047788 on 2016/07/13 by Allan.Bentham Fix incorrect TargetPlatformDescriptor string generation. Change 3047790 on 2016/07/13 by Allan.Bentham Fixed half3x3 matrix use with ES3.1 glsl Fixed couple of interpolator precision mismatch. Fixed ES3.1 support detection issues Change 3047816 on 2016/07/13 by Allan.Bentham Remove AndroidGL4 remnants. Change 3048926 on 2016/07/13 by Chris.Babcock Added detection of Amazon Fire TV to disable requiring virtual joysticks #ue4 #android Change 3049335 on 2016/07/14 by Dmitriy.Dyomin Fixing UAT crash when packaging project for iOS Change 3049390 on 2016/07/14 by Jack.Porter Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss" This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi. #code_review: Ben.Marsh Change 3049391 on 2016/07/14 by Jack.Porter Fixed incorrect comment order in CL 3049390 Change 3049545 on 2016/07/14 by Dmitriy.Dyomin Reworking some code from CL#3047442 to make static analizer happy Change 3049626 on 2016/07/14 by Allan.Bentham Automatic CSM shader toggling #jira UE-27429 Change 3051574 on 2016/07/15 by Jack.Porter Support for lighting channels on Mobile - Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set - CSM shadows from stationary or movable directional lights correctly follow their lighting channels - No channel limitations for dynamic point lights Notes: Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight. Separate uniform buffers for mobile directional light are generated for each lighting channel. CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view. #code_review Daniel.Wright #jira UEMOB-110 Change 3051699 on 2016/07/15 by Steve.Cano Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn). #jira UE-20320 #ue4 #android Change 3051744 on 2016/07/15 by Chris.Babcock Fix Android Vulkan include path checks (contributed by kodomastro) #jira UE-33311 #PR #2602 #ue4 #android Change 3052023 on 2016/07/15 by Chris.Babcock Fix shadowed variables Change 3052110 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - missing template - accessor function for MobileDirectionalLights from scene Change 3052242 on 2016/07/15 by Chris.Babcock Compile fixes for light channel support on mobile - removed dependency on C++14 feature Change 3052730 on 2016/07/16 by Dmitriy.Dyomin Win32 build fix Change 3053041 on 2016/07/17 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3053054 on 2016/07/17 by Jack.Porter Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath() Change 3053055 on 2016/07/17 by Jack.Porter Fixed local variable aliasing in unity build Change 3053206 on 2016/07/18 by Jack.Porter Support ExecuteJavascript on iOS and Android Expose ExecuteJavascript to widget blueprint Fix ExecuteJavascript unicode string support on desktop platforms #jira UEMOB-152 Change 3053323 on 2016/07/18 by Dmitriy.Dyomin Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01) #jira UEMOB-107 Change 3053723 on 2016/07/18 by Jack.Porter Fix for UnrealTournamentProto.Automation.cs build errors Change 3055090 on 2016/07/19 by Dmitriy.Dyomin Junk OnlineBlueprintSupport module binaries [CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
public native void nativeGoogleClientConnectCompleted(boolean bSuccess, String accessToken);
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
public native void nativeVirtualKeyboardShown(int left, int top, int right, int bottom);
Copying //UE4/WEX-Staging/... to //UE4/Main (Source: //WEX/Main @ 3580612) #rb none #lockdown nick.penwarden ================================================================================================= MAJOR FEATURES + CHANGES ================================================================================================= Change 3526838 by David.Nikdel #WEX: make map elements support TitleProperty on their values in the editor #JIRA: none Change 3517937 by Ben.Zeigler #jira UE-46574 Deprecate IPlatformChunkInstall::SetChunkInstallDelgate as it was spelled wrong, was only half implemented, and did not support success vs failure Replace with AddChunkInstallDelegate, which supports a bool error code and is bound once instead of separately for each chunk. All implementations support this delegate at a basic level, although several could be improved to call the failure delegate in more cases Change 3498765 by David.Nikdel #WEX: Added a way to bind a delegate that fires whenever an analytics event is queued. - Bind this delegate and use it to log analytics events (for now) #JIRA: none Change 3495796 by Josh.May #WEX #JIRA: None - Reworked the LoadTimes.DumpReport console command to accept command arguments and added options for alphanumeric sorting (-alphasort), tweakable asset time cutoff (lowtime=X), and file output to the Saved/Profiling directory (file). - Added hooks for automatically generating load time reports for every map load (enabled using the DUMP_LOAD_REPORT_PER_MAP #define). Change 3489241 by Josh.Markiewicz #UE4 - First unfinished pass to GoogleIOS - SDK auth token data needs to copy auth into TMap properly #jira none Change 3487767 by David.Nikdel #Analytics: Make FAnalyticsEventAttribute support typed values - This makes sure the value types in the resultant JSON reflect the code. - Added support for Number (double), Boolean, Null, and JsonFragment types - This should make it so we don't have to whitelist everything to be converted to number on the Grafana processing side. - Made all attributes on FAnalyticsEventAttribute immutable #JIRA: WEX-6696, WEX-6706 Change 3478818 by Chris.Babcock Add detection of Houdini (running on Intel Android CPU) #jira WEX-5009 #ue4 #android #robomerge R1.2 Change 3475449 by Allan.Bentham Add disable force inline option for iOS build, enabled for WEX. #jira UEMOB-167 [CL 3588553 by Peter Sauerbrei in Main branch]
2017-08-15 16:16:21 -04:00
public native void nativeVirtualKeyboardVisible(boolean bShown);
public native void nativeOnConfigurationChanged(boolean bPortrait);
public native void nativeOnInitialDownloadStarted();
public native void nativeOnInitialDownloadCompleted();
static
{
System.loadLibrary("c++_shared");
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2719147 on 2015/10/07 by Mark.Satterthwaite Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track. Change 2719182 on 2015/10/07 by Mark.Satterthwaite Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient. Change 2719185 on 2015/10/07 by Mark.Satterthwaite Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw. Change 2719434 on 2015/10/07 by Mark.Satterthwaite Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server. Change 2724764 on 2015/10/12 by Josh.Adams [Initial AppleTV support] Merging //depot/YakBranch/... to //UE4/Dev-Platform/... Change 2726266 on 2015/10/13 by Lee.Clark PS4 - Calc reserve size required for DMA copy when using unsafe command buffers Change 2726401 on 2015/10/13 by Mark.Satterthwaite Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected. #jira UE-15228 Change 2726421 on 2015/10/13 by Lee.Clark PS4 - Don't try to clear invalid targets Change 2727040 on 2015/10/13 by Michael.Trepka Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72 Change 2729783 on 2015/10/15 by Keith.Judge Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty. Change 2729847 on 2015/10/15 by Mark.Satterthwaite Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff. #jira UE-21992 Change 2729865 on 2015/10/15 by Keith.Judge Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition. Change 2729897 on 2015/10/15 by Keith.Judge Fast Semantics - Make sure all GetData() calls are made safe with GPU fences. Change 2729972 on 2015/10/15 by Keith.Judge Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly. This should be marginally quicker as it stops a double call to ClearState(). Change 2731503 on 2015/10/16 by Keith.Judge Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict). Change 2731596 on 2015/10/16 by Keith.Judge Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step. Change 2731928 on 2015/10/16 by Michael.Trepka PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl) Change 2731934 on 2015/10/16 by Michael.Trepka PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura) Change 2732018 on 2015/10/16 by Mark.Satterthwaite Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached. - The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders. - Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this. - Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL. Change 2732365 on 2015/10/16 by Josh.Adams - Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On) Change 2733170 on 2015/10/18 by Terence.Burns Fix for Android IAP query not returning entire inventory. Change 2733174 on 2015/10/18 by Terence.Burns Fix Movie player issue where wait for movie to finish isnt being respected. Seems a stray bUserCanceled event flag was causing this not to be observed. Added some verbose logging to apple movie player. Change 2733488 on 2015/10/19 by Mark.Satterthwaite Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information. - Fixed a bug that would cause invalid shader membership and draw state information to be logged. - Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too. Change 2735226 on 2015/10/20 by Mark.Satterthwaite Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently. #jira UE-21214 #jira UE-19913 Change 2736722 on 2015/10/21 by Daniel.Lamb Improved performance of cooking stats system. Change 2737172 on 2015/10/21 by Daniel.Lamb Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00
//$${soLoadLibrary}$$
System.loadLibrary("UE4");
}
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 3600060) #rb none #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3292215 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and wbegl2 support - emscripten toolchain #jira UEPLAT-1437 Switch [to] web assembly #rb none Change 3293994 on 2017/02/09 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - OSX toolchain #jira UEPLAT-1437 Switch [to] web assembly #rb none 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 #rb none 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 #rb none Change 3462146 on 2017/05/26 by Nick.Shin HTML5 - merge from Release-4.16 to Dev-Mobile #jira none #rb none #rnx Change 3504996 on 2017/06/22 by Cosmin.Sulea UEMOB-362 - Add per-texture and per-format compression quality override settings #rb Dmitriy.Dyomin #jira UEMOB-362 #codereview Dmitriy.Dyomin #codereview Jack.Porter Change 3505056 on 2017/06/22 by Cosmin.Sulea Back out changelist 3504996 - due to errors generated in xboxOne, PS4 and Switch versions #rb none Change 3508049 on 2017/06/23 by Nick.Shin HTML5 toolchain notes corrections #jira none #rb none #rnx Change 3508663 on 2017/06/24 by Nick.Shin HTML5LaunchHelper.exe on linux - redo - it seems that i need to also check-in the exe and pdb file instead of having CIS make and checking-in them itself... - modified c# program to output a version number to help track which version of HTML5LaunchHelper is running... #jira UE-45302 HTML5LaunchHelper.exe hosts the files in the current working directory on Linux #rnx #rb none Change 3509210 on 2017/06/26 by Dmitriy.Dyomin ExposureScale will be applied during tonemap pass when MobileHDR is on #rb jack.porter #codereview Allan.Bentham Change 3511058 on 2017/06/27 by Cosmin.Sulea UEMOB-362 - Add per-texture and per-format compression quality override settings - resubmitted #rb Dmitriy.Dyomin #jira UEMOB-362 #codereview Dmitriy.Dyomin Change 3511069 on 2017/06/27 by Jack.Porter PS4, XboxOne and Switch fixes for changes to ITextureFormat interface #rb Dmitriy.Dyomin #jira UEMOB-362 Change 3513028 on 2017/06/28 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) #rb None Change 3517409 on 2017/06/30 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) #rb None Change 3517730 on 2017/06/30 by Cosmin.Sulea UEMOB-328 - Improve handling of iOS signing key on remote Mac system keychain when using remote toolchain #rb Jack.Porter #jira UEMOB-328 #codereview: peter.sauerbrei Change 3517757 on 2017/06/30 by Cosmin.Sulea UE-46245 - Building with remote toolchain does not use Project Setting for iOS signing identity which can cause signing errors #rb Jack.Porter #jira UE-46245 #codereview: peter.sauerbrei Change 3518149 on 2017/06/30 by Adrian.Chelu UE-43035 Tilt axis for X and Z are not consistent between Android and iOS devices #rb Jack.Porter #jira UE-46245 #codereview: Chris Babcock <chris.babcock@epicgames.com> Change 3524242 on 2017/07/06 by Nick.Shin HTML5 - refraction shader note: this CL also contains fixes to webgl2 [float4 vs half2] and a [% vs Mod()] material custom function changes to some TM-ShaderModels shaders specifically: fixes to and similar with: DitherTemporalAA #jria UE-46434 No Refraction in QA Game TM-Shadermodels HTML5 #rb none #rn #codereview jack.porter dmitriy.dyomin Change 3535295 on 2017/07/13 by Allan.Bentham #jira UEMOB-390 Add Android cpu stats. add 'stat AndroidCPU' to android's console spinner UI. increase GetCPUState's core count support to 16. #jira UE-45888 Use cvar value to limit android cpu stat update rate. #rb none Change 3535306 on 2017/07/13 by Allan.Bentham Add missing pragma once #rb none Change 3537047 on 2017/07/13 by Ben.Marsh Fixing case of iOS directories, pt1 #rb none Change 3537051 on 2017/07/13 by Ben.Marsh Fixing case of iOS directories, pt2 #rb none Change 3537373 on 2017/07/14 by Allan.Bentham Add scope level android egl error verification. work around minor issue with invalid egl config property. #rb chris.babcock Change 3541735 on 2017/07/18 by Allan.Bentham Add 'sustained performance mode' support for API 24+ devices. #jira UEMOB-386 #rb chris.babcock Change 3543001 on 2017/07/18 by Sorin.Gradinaru #jira UE-45766 Improved Virtual Keyboard cannot receive non-English characters. - for Android, add an native EditBox above the virtual keyboard to receive the text and pass it to the object from the slate #rb Chris.Babcock Change 3554399 on 2017/07/25 by Nick.Shin STATS disabled for non multi-threaded platforms #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox #rnx #rb none Change 3554402 on 2017/07/25 by Nick.Shin STATS TaskGraph disabled for non multi-threaded platforms #jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test #rb none #rnx Change 3556957 on 2017/07/26 by Nick.Shin HTML5 - WASM enabled by default - part 1 -- commenting out asmjs stuff begin sunsetting ASM.JS note to self: CL#3462146 "backout" asmjs #jira UEMOB-416 WASM enabled by default #rnx #rb none Change 3557654 on 2017/07/26 by Nick.Shin HTML5 - WASM enabled by default - part 2 -- remove asmjs code sunsetting ASM.JS note to self: CL#3462146 "backout" asmjs #jira UEMOB-416 WASM enabled by default #rn #rb none Change 3557910 on 2017/07/27 by Jack.Porter Support Client configuration when packaging in the editor #jira UE-39973 #rb Dmitriy.Dyomin Change 3557917 on 2017/07/27 by Jack.Porter Missing file from CL 3557910 #rb trivial Change 3559642 on 2017/07/27 by Nick.Shin STATS TaskGraph disabled for non multi-threaded platforms - both "LockFree stress test" and "task graph benchmark" are disabled - no multi-threading for WASM exist yet (note: ASM.JS has been sunsetted) - stat command crash "fixed" - but, font size are totally broken - i can look at this (much) later... - new bug: physx will crash on "gc and level load stress test" -- please bug this as a new jira #jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test #rb none #rnx Change 3565656 on 2017/07/31 by Dmitriy.Dyomin Added a way to lock level position in Word Composition #jira UE-47713 #rb none Change 3565757 on 2017/08/01 by Dmitriy.Dyomin compile fix #rb none Change 3567446 on 2017/08/01 by Chris.Babcock Allow addElement and addElements to only insert once with once="true" attribute in UPL #jira UE-47951 #ue4 #android #rb Peter.Sauerbrei Change 3567592 on 2017/08/01 by Chris.Babcock Use absolute path for repositories for Gradle #jira UE-47952 #ue4 #android #rb Tim.Lincoln Change 3568690 on 2017/08/02 by Chris.Babcock Removed warnings for once attribute in UPL #ue4 #android #rb none Change 3569975 on 2017/08/02 by Chris.Babcock Add <baseBuildGradleAdditions> to UPL to allow additions to the root-level build.gradle #jira UE-47995 #ue4 #android #rb Tim.Lincoln Change 3570117 on 2017/08/02 by Chris.Babcock Add <setBoolFromPropertyContains> to UPL - sets bool to true if string list in ini matches contains attribute #jira UE-47996 #ue4 #android #rb Jack.Porter Change 3571552 on 2017/08/03 by Chris.Babcock Removed unneeded settings.gradle file (generated) #jira UE-48041 #ue4 #android #rb none Change 3572224 on 2017/08/04 by Dmitriy.Dyomin Better selection tracking in world composition #rb none Change 3573662 on 2017/08/04 by Nick.Shin HTML5 remove PreLoadMap "feature" (was only available/used with HTML5) - asyncronous loads are not allowed during UEngine::LoadMap() - the files/code will be repurposed for pakfile CHUNK support #jira UEMOB-425 HTML5 streaming content investigation (part 1 of 2) #rn #rb none Change 3574471 on 2017/08/07 by Dmitriy.Dyomin Export ULevelStreamingKismet::LoadLevelInstance function #rb none Change 3576262 on 2017/08/08 by Dmitriy.Dyomin Fixed: widget clipping issues in world composition #rb none Change 3576845 on 2017/08/08 by Nick.Shin set HTML5LaunchHelper application's icon to UE4.ico #jira UE-19225 HTML5LaunchHelper application does not have an unreal icon #rb none #rnx Change 3578313 on 2017/08/09 by Dmitriy.Dyomin Added: an RHI call to invalidate/clear cached state, RHIInvalidateCachedState #jira UEMOB-435 #rb jack.porter Change 3578364 on 2017/08/09 by Dmitriy.Dyomin Vertex Fog is disabled on mobile by default. If scene uses vertex fog - Mobile preview and device will show on screen message: PROJECT HAS VERTEX FOG ON MOBILE DISABLED This saves about 90 instructions in VS and a few in PS #jira UEMOB-166 #rb jack.porter Change 3578703 on 2017/08/09 by Nick.Shin set HTML5LaunchHelper application's icon to UE4.ico forgot to check in exe and pdb file #jira UE-19225 HTML5LaunchHelper application does not have an unreal icon #rb none #rnx Change 3578961 on 2017/08/09 by Peter.Sauerbrei deprecate IOS 8 as the minimum OS supported. #jira UEMOB-429 #rb chris.babcock Change 3579319 on 2017/08/09 by Peter.Sauerbrei fixes for compile errors with Xcode 9 beta 4 #rb none Change 3579356 on 2017/08/09 by Peter.Sauerbrei modified minimum IOS to build with #rb chris.babcock Change 3579687 on 2017/08/09 by Chris.Babcock Fix GoogleVR Gradle packaging #jira UE-48239 #ue4 #android #rb none Change 3579921 on 2017/08/10 by Dmitriy.Dyomin GitHub 3670 : More zoom levels for World Composition (300) #contributedby: user37337 #jira UE-45977 #3670 #rb none Change 3580576 on 2017/08/10 by Peter.Sauerbrei detection of iPad Pro 10.5 and IPad Pro 12.9 (2nd Gen) #rb chris.babcock Change 3580611 on 2017/08/10 by Chris.Babcock Set online provider back to GooglePlay and remove forcing IAP permission (contributed by umerov1999) #jira UE-48185 #PR #3876 #ue4 #android #rb Peter.Sauerbrei Change 3582166 on 2017/08/11 by Nick.Shin nuke PLATFORM_HTML5_WIN32 PLATFORM_HTML5_WIN32 code removal tested successfully with (force rebuild and repackaging): * Win64 server (WindowsServer) * Win64 client (WindowsNoEditor) * HTML5 client all playing together via websocket net driver (i've attached a screen shot of this in jira) code changes touches: physics, audio and main build files #jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code #rb ben.marsh #rnx #codereview josh.adams #fyi ori.cohen, aaron.mclera Change 3582474 on 2017/08/11 by Chris.Babcock Don't use V2 signing for Gear VR APKs #jira UE-48354 #ue4 #android #rb Peter.Sauerbrei Change 3582614 on 2017/08/11 by Chris.Babcock Filter out unneeded architectures from APK for Gradle builds #jira UE-48355 #ue4 #android #rb Peter.Sauerbrei Change 3582923 on 2017/08/11 by Nick.Shin backport release 4.17 to dev-mobile #jira none #rb none #rnx Change 3582924 on 2017/08/11 by Nick.Shin FNetworkFileServerHttp - error gracefully when port is already in use #jira UE-46409 [CrashReport] Assertion on Mac: Could not create a libwebsocket - FNetworkFileServerHttp::Init() #rnx #rb none Change 3582925 on 2017/08/11 by Nick.Shin HTML5 - turn off pak file compression in favor of gzip packages #jira UE-46729 HTML5 - on shipping builds - turn off pak file compression in favor of gzip packages #rn #rb none Change 3583943 on 2017/08/14 by Cosmin.Sulea UEMOB-363 - second iteration - Project wide texture quality control by texture group #rb Dmitriy Dyomin #jira UEMOB-363 Change 3583967 on 2017/08/14 by Cosmin.Sulea Back out changelist 3583943 #rb none Change 3584121 on 2017/08/14 by Peter.Sauerbrei fix for mac compile failure #rb none Change 3587877 on 2017/08/15 by Peter.Sauerbrei josh's suggested fix is not working for Xcode 8.3, so brute forcing for now #rb none Change 3588612 on 2017/08/15 by Peter.Sauerbrei Xcode 9 project compatbility updates #rb chris.babcock #codereview michael.trepka Change 3589223 on 2017/08/15 by Dmitriy.Dyomin Fixed: bNavigationAutoUpdateEnabled was not always working when reopeinig the map Fixed: Navigation Build was not clearing some mesh tiles when bNavigationAutoUpdateEnabled is enabled Fixed: Streaming out a level in editor was not always updating NavMesh debug draw #rb lukasz.furman Change 3589900 on 2017/08/16 by Dmitriy.Dyomin Support vulkan validation layers on Android, only in Debug and Development configuration (requires r.Vulkan.EnableValidation=1) #codereview chris.babcock, rolando.caloca #rb none Change 3590592 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 OSX #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 OSX Change 3590597 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 Linux #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 Linux Change 3590624 on 2017/08/16 by Nick.Shin HTML5 emscripten 1.37.19 toolchain #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 toolchain Change 3591720 on 2017/08/16 by Chris.Babcock Enable Gradle by default and add button to accept Android SDK license to project settings #jira UE-48519 #ue4 #android #rb Tim.Lincoln #fyi Peter.Sauerbrei Change 3591998 on 2017/08/16 by Chris.Babcock Fix nonunity build #ue4 #android #rb none Change 3592407 on 2017/08/17 by Nick.Shin HTML5 emscripten 1.37.19 Win64 #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 Win64 Change 3592479 on 2017/08/17 by Nick.Shin HTML5 3rd Party Libs - compiled with emscripten 1.37.19 #jira UE-47813 #rb none #rn HTML5 3rd Party Libs - compiled with emscripten 1.37.19 toolchain Change 3592480 on 2017/08/17 by Nick.Shin HTML5 emscripten 1.37.19 toolchain Epic edits as well as setting UE4 HTML c# scripts to use new toolchain #jira UE-47813 #rb none #rn HTML5 emscripten 1.37.19 toolchain Epic edits Change 3592481 on 2017/08/17 by Nick.Shin HTML5 remove old emscripten toolchain #jira UE-47813 #rb none #rn HTML5 remove old emscripten toolchain Change 3592485 on 2017/08/17 by Nick.Shin HTML5 undo CanUseXGE - this might be breaking CIS for HTML5 builds... #jira UE-47813 #rb none #rnx Change 3592549 on 2017/08/17 by Dmitriy.Dyomin Added GetDiskTotalAndFreeSpace for IOS and Android #jira UE-46479 #codereview chris.babcock, peter.sauerbrei #rb none Change 3594045 on 2017/08/17 by Peter.Sauerbrei comment about potential failure case in the remote tool chain #rb none Change 3594342 on 2017/08/17 by Peter.Sauerbrei Merging //UE4/Main/... to //UE4/Dev-Mobile/... #rb none Change 3594920 on 2017/08/17 by Peter.Sauerbrei fix for non-unity builds (accidentally merged something incorrectly) #rb none Change 3595347 on 2017/08/17 by Chris.Babcock merge fixes for Android #ue4 #android #rb Peter.Sauerbrei #lockdown Peter.Sauerbrei Change 3595752 on 2017/08/17 by Chris.Babcock Update Facebook plugin to support Gradle #jira UE-48569 #ue4 #android #fyi Josh.Markiewicz #rb none #lockdown Peter.Sauerbrei Change 3595849 on 2017/08/17 by Chris.Babcock Fix issue with libovrplatformloader.so for non armv7 targets #jira UE-48533 #ue4 #android #rb none #lockdown Peter.Sauerbrei Change 3596419 on 2017/08/18 by Peter.Sauerbrei fix for Mac Editor build failure #rb none Change 3597023 on 2017/08/18 by Peter.Sauerbrei fix for game editor build failure #rb none Change 3597032 on 2017/08/18 by Peter.Sauerbrei fix for app bundle id in Info-Editor.plist #rb none Change 3597034 on 2017/08/18 by Peter.Sauerbrei put back the info.plist, found the real problem #rb none Change 3597197 on 2017/08/18 by Peter.Sauerbrei pull Info.plist from the build products #rb none [CL 3600450 by Chris Babcock in Main branch]
2017-08-21 15:05:19 -04:00
public native void nativeHandleSensorEvents(float[] tilt, float[] rotation_rate, float[] gravity, float[] acceleration);
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 4047413) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3795481 by Nick.Shin HTML5 - disable SupportsScreenPercentage() - render the full screen otherwise, this is causing HTML5 screen to only render a portion of the screen and in black... - there may be another function is that not getting fired off "to render the screen" properly - this may be due to IsMobileHDR checks that are not fully accounted for the HTML5 platform #jira UE-52640 HTML5 only renders a black rectangle in the browser when launched Change 3807007 by Nick.Shin HTML5 - remove webgl1 only precompile guards (UE4_HTML5_TARGET_WEBGL2) toolchain can "fallback" to webgl1 -- webgl2 functions in UE4 code are "if checked"/configured/setup at start up #jira UE-51267 WebGL1 fails to compile Change 3822593 by Nick.Shin #jira UE-27141 Remove all #if PLATFORM_HTML5 from high level code Change 3823512 by Nick.Shin #jira UE-27141 Remove all #if PLATFORM_HTML5 from high level code Change 3824639 by Nick.Shin HTML5 - OSX - RunMacHTML5LaunchHelper.command - more helpful warning messages #jira UE-49861 A copied RunMacHTML5LaunchHelper.command gives unspecific Mono error Change 3829092 by Josh.Adams - Updated UnrealRemote to 1.4.1 Change 3832708 by Chris.Babcock Allow UE4Commandline.txt in APK #jira #ue4 #android Change 3835867 by Nick.Shin HTML5 - code cleanup origial work was for: UE-27141 (Remove all #if PLATFORM_HTML5 from high level code) this exposed an issue that i totally forgot about (.../Engine/Source/Developer/... only does builds tools -- which does not make use of PLATFORM_XXX preprocessor) tested with HTML5 builds with QAGame project :: TM-ShaderModels map #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3839967 by Mi.Wang Override MaxObjectInGame on Android to save ~30M with the ObjectArray size. #Android Change 3842022 by Mi.Wang Fix an AssetRegistry size calculation bug. Change 3843552 by Sorin.Gradinaru UE-54139 Possible crash with new virtual keyboard on Android if suggestions not disabled #4.19 #Android #jira UE-54139 S8 on 7.0 is not hiding suggestions and disabling predictive input. There are cases with this that can cause a crash. Fix: On text change, downgrade to simple suggestions all the easy correction spans that are not a spell check span (remove android.text.style.SuggestionSpan.FLAG_EASY_CORRECT flags) Change 3844210 by Nick.Shin HTML5 - filter out "windows/super" keys - these are not used in UE4 - but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead... #jira UE-54056 HTML5 crashes inside browser upon pressing windows key Change 3844874 by Nick.Shin HTML5 - detect "SyntaxError: " and do a forced reload - an actual syntax error would be caught during compile time - this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page #jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit Change 3846695 by Nick.Shin #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3847309 by Nick.Shin HTML5 - (not to) show virtual joystick - virtual joysticks are not shown by default-- and the mouse not captured - this now behaves like the win64 client version #jira UE-33854 Virtual Joysticks In HTML5 if Mobile/Tablet Project is chosen Change 3847310 by Nick.Shin HTML5 - set controller axis and button max value in code instead of relying on emscripten_get_gamepad_status() - seems emscripten might be uninitialized by the time controlers are used... #jira UE-28513 - Using a controller in HTML5 causes error Change 3850606 by Nick.Shin HTML5 - more static warning fix ups #jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning Change 3850624 by Nick.Shin HTML5 - tell user/developer to show unsupported WebGL browsers on old hardware -- will need to try another browser note: using following jira to track progress: #jira UE-47066 Packaged HTML 5 Map Prompts for Firefox Update in Chrome Change 3855610 by Sorin.Gradinaru UE-49173 Progress bar causes black screen on iOS #iOS #4.20 #jira UE-49173 The bug occurs on iOS with Metal, when the last Slate element to be draw in the scene is a ScrollBar with progress between 0 and 1. As a workaround, adding another widget (eg. button, image) in the Blueprint solves the problem. The bug can be reproduced by adding OutDrawElements.PushClip & OutDrawElements.PopClip in any SWidget::OnPaint. The solution is to disable the scissor RHICmdList.SetScissorRect(false, 0, 0, 0, 0); in FSlateRHIRenderingPolicy::DrawElements after the batch rendering Change 3855652 by Sorin.Gradinaru iOS 3D browser UE-53248 Web Browser on a Widget Component is 2D when launching on to iOS #jira UE-53248 #iOS #4.20 Uses the same WebTexture from the WebBrowser plugin as the Android version. + Code contributed by Juan.Belon from Alea S.r.l at https://udn.unrealengine.com/questions/390166/3d-world-space-widget-is-being-rendered-in-screen.html Change 3856174 by Nick.Shin HTML5 - python forking will still error while trying to terminate already terminated processes - added same "WindowsError code 5" handler found in subprocess.py #jira UE-51618 HTML5 fails to build, [Error 5] Access is denied Change 3863322 by Sorin.Gradinaru UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format #jira UE-54317 #Android #4.19 Change 3878088 by Nick.Shin UEMOB-425 superceeds this jira #jira UE-25257 Mac HTML5 project crashes upon downloading expression HasFoundDataDirectory failed Change 3884560 by Jack.Porter Fix logspam in FAVMoviePlayer #jira UE-54760 Change 3886533 by Mi.Wang Fix a potential crash that the VirtualKeyboardWidget has been hide while trying to use in gamethread. Change 3889081 by Sorin.Gradinaru UE-54490 Android Startup Movie audio still playing when app paused, and after app resumed the movie is blackscreen until engine ticked. #Android #4.20 #jira UE-54490 Call ForceCompletion for the intial movie player on onPause. Call App Restart on Resume. Programmatically restarting an Android application basically consists in killing the current app, then using the launch intent as parameter for startActivity. This can be done only in onResume , which means that the movie player still has to be manually paused/stopped in onPause. I╞ve tried to kill the activity on onPause, tested on several devices, with various problems: the app doesn╞t restart anymore (onResume is not called) or the app is automatically sent to background (seems to be crashing when using the multitasking soft key). Change 3890320 by Chris.Babcock Fix initializer ordering #jira UE-55189 #ue4 Change 3958226 by Nick.Shin HTML5 disable memory poison tests and fix a bug during Realloc() // for Linux... and in turn for HTML5 #jria none Change 3958250 by Nick.Shin HTML5 - FText::FormatStr - skip if multi-threading not supported #jira none Change 3968328 by Nick.Shin HTML5 CORS fixes still need datarouter.ol.epicgames.com fixes to completely solve these issues. (API server own estimates no later than mid-April) note: the following are all related: + answerhub 756723 - HTML5 CORS / Access-Control-Allow-Headers + answerhub 756942 - HTML5 CORS Issue to my Hosts API / Hosted Server + UE-22285 - Session events are not generated for HTML5 + UE-19330 - HTML5 Analytics cross-origin request blocked header Access-Control-Allow-Origin missing #jira UE-19330 Change 3971405 by Nick.Shin HTML5 suppress double printing to console.log #jira none Change 3978767 by Nick.Shin HTML5 CORS fixes note: the following are all related: + answerhub 756723 - HTML5 CORS / Access-Control-Allow-Headers + answerhub 756942 - HTML5 CORS Issue to my Hosts API / Hosted Server + UE-22285 - Session events are not generated for HTML5 + UE-19330 - HTML5 Analytics cross-origin request blocked header Access-Control-Allow-Origin missing tested (against datarouter.ol.epicgames.com fixes) and found to be functional #jira UE-22285 Change 3981103 by Nick.Shin HTML5 - num pad keys crashes project match latest Engine/Source/Runtime/InputCore/Private/Linux/LinuxPlatformInput.cpp to HTML5PlatformInput.cpp also fix a HUD crash... #jira UE-54056 HTML5 crashes inside browser upon pressing windows key Change 3983424 by Sorin.Gradinaru UE-57107 Attempting to load a streamed media source causes the app to become unresponsive when device is not connected to internet #jira UE-57107 #Android #4.20 The ANR is because the android.media.MediaExtractor.setDataSource(UrlPath) calls an underlying api which retries the download (10-30 times). Additional issue (all platforms): the MediaFrameworkTest/StreamSource_Infiltrator souce seems to have been removed (no longer at https://docs.unrealengine.com/latest/attachments/Engine/MediaFramework/HowTo/StreamMediaSource/Infiltrator%20Demo.mp4). According to the docs (https://docs.unrealengine.com/en-US/Engine/MediaFramework/HowTo/StreamMediaSource) the new location of the Sample Video is at https://dnnrz1gqa.blob.core.windows.net/portals/attachments/Engine/MediaFramework/HowTo/StreamMediaSource/Infiltrator%20Demo.mp4?sr=b&si=DNNFileManagerPolicy&sig=F%2BBpnYueeQTUTSW0nCRSrXEfr35LIawe7C3MQoe2%2FPI%3D Change 3985248 by Nick.Shin HTML5 game window size add project setting drop down box to select canvas scaling mode #jira UE-46555 HTML5 game window does not scale with browser size Change 3986190 by Sorin.Gradinaru UE-56076 Android Launch On "Running..." toast intermittently doesn't appear #jira UE-56076 #Android #4.10 When cancelling Launch on Device, always call CancelContinuations for the current task Change 3986412 by Nick.Shin CIS error fix #jira none Change 3987007 by Nick.Shin HTML5 fullscreen size fix - when using FIXED scale mode initially, there's some strange padding margins - but, setting UE4_fullscreenScaleMode to anything "but FIXED scale mode" will work... #jira UE-46555 HTML5 game window does not scale with browser size Change 3988408 by Nick.Shin HTML5 call EndSession() onbeforeunload() ? should PreExit() be called instead? #jira UE-57207 Session End event is not generated for HTML5 Change 3991828 by Nick.Shin HTML5 shipping build crash some FVector2D needs ContainsNaN() checks #jira UE-57401 Projects packaged for Shipping HTML5 do not launch the engine in the browser Change 3992884 by Nick.Shin HTML5 call EndSession() onbeforeunload() code cleanup #jira UE-57207 Session End event is not generated for HTML5 Change 3992887 by Nick.Shin datarouter: Session events code cleanup #jira UE-22285 - Session events are not generated for HTML5 Change 4002603 by Sorin.Gradinaru UE-56177 Unplugging a device while launching onto it from a source build will result in the "Running..." toast staying open #jira UE-56177 #Android #iOS #4.10 Using the device discovery to signal when the running device gets disconnected Change 4007162 by Dmitriy.Dyomin Merging using Dev-Mobile->FortMain Added ObjectOrientation material node for decals, returns decal projection direction ( X-axis) #jira none Change 4012196 by Sorin.Gradinaru UE-57120 Lighting needs to be rebuilt error appears on Camera test app on Nexus 9 and Note 4. #jira UE-57120 #Android #4.20 Level lightings rebuilt and QA-Media_Camera_BuiltData.uasset added. The message appeared (rarely and only on certain devices) because the engine tries to load the pre-computed lightmap data on the render thread, then to add it to the scene on the game thread (in FPrecomputedVolumetricLightmap::AddToScene). Most of the times there is a desync and the data is not yet loaded when the lightmap is validated (in FScene::AddPrecomputedVolumetricLightmap). Change 4013034 by Sorin.Gradinaru UE-55427 iOS application crashes when suspending and resuming the startup movie in rapid succession #jira UE-55427 #iOS #4.20 Caused by ToggleSuspend waiting for FDefaultGameMoviePlayer::WaitForMovieToFinish() Renamed InitialMovie to StartupMovie, including the methods related to the Android platform. Change 4015449 by Sorin.Gradinaru UE-38306 "Running xxx on yyy" panel Cancel button should terminate app #jira UE-38306 #Android #4.10 Run on device: Pressing Cancel on the "Running..." message should stop the application, if running Cancel Android builds using "adb shell am force-stop <bundle_id> <device_id>" Note: Using a new AutomationTool command (re-starting the Automation tool after canceling the BuildCookRun task chain) is too slow - takes 3-10 sec depending on the PC configuration. AutomationTool is used now only to correctly retrieve the bundle id for each Android device. This is done inside the BuildCookRun command when the application is deployed on the device(s). Cannot simply use the current project's properties to retrieve the bundle id, because when using Launch-> Device Launcher, the user can choose to cook&deploy a different project/texture format, also the user can create & use a profile with multiple devices / with different texture formats. Change 4016057 by Sorin.Gradinaru UE-57845 GitHub 4666 : Pull request clipboard on android #jira UE-57845 #4.20 #Android #4666 https://github.com/EpicGames/UnrealEngine/pull/4666 Implemented Clipboard function on Android. Change 4020229 by Sorin.Gradinaru UE-57845 GitHub 4666 : Pull request clipboard on android #jira UE-57845 #Android #4.20 GameActivity.java: moving the methods related to clipboard above the native public declarations Change 4021188 by Sorin.Gradinaru UE-57876 Location accuracy is ignored by ULocationServicesIOSImpl #jira UE-57876 #iOS #4.30 In ULocationServicesIOSImpl::InitLocationServices(ELocationAccuracy Accuracy, float UpdateFrequency, float MinDistance) the first param must be converted to CLLocationAccuracy and used as the first param of LocationDelegateinitLocationServices, rather than using the hardcoded kCLLocationAccuracyHundredMeters. Also fixed a compilation error (!) when enabling The Location Services plugin on iOS Change 4024839 by Sorin.Gradinaru UE-38306 "Running xxx on yyy" panel Cancel button should terminate app #jira UE-38306 #Android #4.10 Removed unnecessary #include "AndroidTargetDevice.h", causing circular reference => nightly build errors Change 4024962 by Cosmin.Sulea UE-56294 - Packaging step fails when packaging project for distribution #jira UE-56294 Change 4026122 by Sorin.Gradinaru UE-57149 Razer Phone: Crash after Switching Camera Format 22-26 times #jira UE-57149 #Android #4.20 jobject obj = env->GetObjectArrayElement must be followed by env->DeleteLocalRef(obj) The bug can probably be reproduced by using a MediaPlayer. Change 4038185 by Nick.Shin HTML5 - merge error fix MallocAnsi.cpp was stomped on #jira UE-58367 //UE4/Dev-Mobile - Compile UE4Game HTML5 - use of undeclared identifier 'malloc_usable_size' Change 4039521 by Dmitriy.Dyomin Export WorldBrowser API so plugin makers can use it #jira UE-57323 Change 4039523 by Dmitriy.Dyomin Exposed MobilePatchingLibrary API #jira UE-55941 Change 4039526 by Dmitriy.Dyomin Fixed: Hierarchy filtering does not work in world composition #jira UE-57900 Change 4039529 by Dmitriy.Dyomin Fixed: 'Apply Fogging' in Material does not work on Mobile (GitHub 4357) #jira UE-53618 #4357 Change 4039874 by Sorin.Gradinaru UEMOB-436 Support "All Android" Launch On and Project Launcher options The main change is in the DeviceProxy class. A new type ("All devices" proxy) was added, and the proxy now holds a list of physical device IDs for every variant (texture format), instead of a single device ID. The "All devices" proxy is updated automatically by the device discovery thread. The change was necessary because the list in the Project Launcher is using the device proxy list. #jira UEMOB-436 #Android #UE4 #4.19 Change 4041446 by John.Mauney Fix that Chris B made locally on my machine #jira UE-58420 Change 4041791 by Jack.Porter Fix CIS incremental UE4Editor Win64 #jira 0 [CL 4047603 by Jack Porter in Main branch]
2018-05-02 22:53:38 -04:00
private static ClipboardManager clipboardManager;
}