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// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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//////////////////////////////////////////////////////////////////////////
// THIS CLASS IS NOW DEPRECATED AND WILL BE REMOVED IN NEXT VERSION
// Please check GameplayDebugger.h for details.
# include "GameplayDebuggerPrivatePCH.h"
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# include "Engine/GameInstance.h"
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# include "Engine/Canvas.h"
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# include "Debug/DebugDrawService.h"
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# include "GameFramework/HUD.h"
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# include "GameFramework/Pawn.h"
# include "GameplayDebugger.h"
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# include "GameplayDebuggingComponent.h"
# include "GameplayDebuggingHUDComponent.h"
# include "GameplayDebuggingReplicator.h"
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# include "GameplayDebuggingControllerComponent.h"
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# include "BehaviorTreeDelegates.h"
# if WITH_EDITOR
# include "Editor/EditorEngine.h"
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# include "LevelEditorViewport.h"
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# endif // WITH_EDITOR
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# include "UnrealNetwork.h"
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FOnSelectionChanged AGameplayDebuggingReplicator : : OnSelectionChangedDelegate ;
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AGameplayDebuggingReplicator : : AGameplayDebuggingReplicator ( const FObjectInitializer & ObjectInitializer )
: Super ( ObjectInitializer )
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, MaxEQSQueries ( 5 )
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, bIsGlobalInWorld ( true )
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, LastDrawAtFrame ( 0 )
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, PlayerControllersUpdateDelay ( 0 )
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{
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# if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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// Structure to hold one-time initialization
struct FConstructorStatics
{
ConstructorHelpers : : FObjectFinderOptional < UTexture2D > RedIcon ;
ConstructorHelpers : : FObjectFinderOptional < UTexture2D > GreenIcon ;
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// both icons are needed to debug AI
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FConstructorStatics ( )
: RedIcon ( TEXT ( " /Engine/EngineResources/AICON-Red.AICON-Red " ) )
, GreenIcon ( TEXT ( " /Engine/EngineResources/AICON-Green.AICON-Green " ) )
{
}
} ;
static FConstructorStatics ConstructorStatics ;
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DefaultTexture_Red = ConstructorStatics . RedIcon . Get ( ) ;
DefaultTexture_Green = ConstructorStatics . GreenIcon . Get ( ) ;
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PrimaryActorTick . bCanEverTick = true ;
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PrimaryActorTick . bStartWithTickEnabled = false ;
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USceneComponent * SceneComponent = CreateDefaultSubobject < USceneComponent > ( TEXT ( " SceneComponent " ) ) ;
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RootComponent = SceneComponent ;
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# if WITH_EDITOR
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SetIsTemporarilyHiddenInEditor ( true ) ;
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# endif
# if WITH_EDITORONLY_DATA
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SetTickableWhenPaused ( true ) ;
SetActorHiddenInGame ( false ) ;
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bHiddenEdLevel = true ;
bHiddenEdLayer = true ;
bHiddenEd = true ;
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bEditable = false ;
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# endif
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DebuggerShowFlags = GameplayDebuggerSettings ( ) . DebuggerShowFlags ;
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FGameplayDebuggerSettings Settings = GameplayDebuggerSettings ( this ) ;
# define UPDATE_VIEW_PROPS(__FlagName__) __FlagName__ = Settings.CheckFlag(EAIDebugDrawDataView::__FlagName__);
UPDATE_VIEW_PROPS ( OverHead ) ;
UPDATE_VIEW_PROPS ( Basic ) ;
UPDATE_VIEW_PROPS ( BehaviorTree ) ;
UPDATE_VIEW_PROPS ( EQS ) ;
UPDATE_VIEW_PROPS ( Perception ) ;
UPDATE_VIEW_PROPS ( GameView1 ) ;
UPDATE_VIEW_PROPS ( GameView2 ) ;
UPDATE_VIEW_PROPS ( GameView3 ) ;
UPDATE_VIEW_PROPS ( GameView4 ) ;
UPDATE_VIEW_PROPS ( GameView5 ) ;
# undef UPDATE_VIEW_PROPS
EnableEQSOnHUD = true ;
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if ( ! HasAnyFlags ( RF_ClassDefaultObject ) )
{
SetActorTickEnabled ( true ) ;
bReplicates = false ;
SetRemoteRoleForBackwardsCompat ( ROLE_SimulatedProxy ) ;
SetReplicates ( true ) ;
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AGameplayDebuggingReplicator : : OnSelectionChangedDelegate . AddUObject ( this , & AGameplayDebuggingReplicator : : ServerSetActorToDebug ) ;
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}
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# endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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}
void AGameplayDebuggingReplicator : : GetLifetimeReplicatedProps ( TArray < FLifetimeProperty > & OutLifetimeProps ) const
{
Super : : GetLifetimeReplicatedProps ( OutLifetimeProps ) ;
# if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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DOREPLIFETIME_CONDITION ( AGameplayDebuggingReplicator , DebugComponent , COND_OwnerOnly ) ;
DOREPLIFETIME_CONDITION ( AGameplayDebuggingReplicator , LocalPlayerOwner , COND_OwnerOnly ) ;
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DOREPLIFETIME_CONDITION ( AGameplayDebuggingReplicator , bIsGlobalInWorld , COND_OwnerOnly ) ;
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DOREPLIFETIME_CONDITION ( AGameplayDebuggingReplicator , LastSelectedActorToDebug , COND_OwnerOnly ) ;
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# endif
}
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bool AGameplayDebuggingReplicator : : IsNetRelevantFor ( const AActor * RealViewer , const AActor * ViewTarget , const FVector & SrcLocation ) const
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{
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return LocalPlayerOwner = = RealViewer ;
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}
void AGameplayDebuggingReplicator : : PostInitializeComponents ( )
{
Super : : PostInitializeComponents ( ) ;
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# if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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SetActorTickEnabled ( true ) ;
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# endif
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}
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# if WITH_EDITOR
void AGameplayDebuggingReplicator : : PostEditChangeProperty ( FPropertyChangedEvent & PropertyChangedEvent )
{
Super : : PostEditChangeProperty ( PropertyChangedEvent ) ;
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# if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
Copying //UE4/Orion-Staging to Dev-Main (Originating from //Orion/Main at CL-2777663)
#lockdown Nick.Penwarden
Change 2777555 on 2015/11/23 by Antony.Carter
Friend List Sub Menu restyling to new designs
#RB Nicholas.Davies
#TESTS Check 3 sub menus of friends list (Online Status, Friends List, Settings) still function correctly with new styling.
Change 2777506 on 2015/11/23 by Andrew.Rodham
Sequencer: Copy/Paste command binding is no longer active if the seuqnece widget is not focused
This addresses UE-23423
#tests Tested copy/paste inside and outside of sequencer
#codereview Max.Chen
#rb Max.Chen
Change 2777505 on 2015/11/23 by Andrew.Rodham
Sequencer: Undoing the addition of a spawnable now ensures its actor instance is deleted correctly
This addresses UE-23450
#tests tested the repro steps on the bug
#codereview Max.Chen
#rb Max.Chen
Change 2777489 on 2015/11/23 by Andrew.Rodham
Sequencer: Workflow optimizations for spawnables
- Editing a property on an instance of a spawnable now automatically propagates to the spawnable defaults, provided the property is not keyed
- Fixed a few cases where spawnables were left lingering around while scrubbing or switching between sub-sequences
- Fixed the root sequence instance being evaluated when there was a sub-sequence focused.
- Selection states are now remembered for spawnable objects when they are destroyed/re-spawned
#codereview Max.Chen
#tests tested loks of object types as spawnables in PIE and in editor
#rb Max.Chen
Change 2777321 on 2015/11/23 by Terence.Burns
Updated the usage of World->UpdateStreamingLevels to FlushStreaming levels on the advice of Dmitriy. Need this to ensure that the streaming is completed before we send it off to lightmass.
#rb Dmitriy.Dyomin
#Tests Run the RebuildLightmaps UAT script.
Change 2777091 on 2015/11/22 by Andrew.Grant
Changed "inappropriate outmost" warning on package load to an error. At the very least we want this for a day or two on Orion to surface errors quickly, but may be a good thing to make a standard error since it indicates something that's likely broken.
#rb none
#tests Golden path in game, cooked content
#codereview Nick.Penwarden, Michael.Noland
Change 2777037 on 2015/11/22 by Laurent.Delayen
Additional debug info to track down https://jira.ol.epicgames.net/browse/OR-9675
#rb martin.wilson
#codereview martin.wilson
#tests Golden path (PIE) + compiled for PS4
Change 2777030 on 2015/11/22 by Sam.Zamani
#online,externalui,ps4
- added footer option for closing the embedded web browser
#rb none
#tests exec command to try on ps4
Change 2777019 on 2015/11/22 by Marcus.Wassmer
Possible fix for OR-9851
#rb none
#test GoldenPath, PS4
#codereview Nick.Darnell,Matt.Kuhlenschmidt
Change 2776932 on 2015/11/22 by Max.Chen
Sequencer: Fix editor selection so that it's not modified in response to the sequencer outliner tree node changing selection if the user is not explicitly selecting in the tree.
#RB none
#tests Select an actor that Sequencer doesn't control and it shouldn't deselect.
Change 2776900 on 2015/11/21 by Marcus.Wassmer
HighQuality particle lights.
#rb Brian.Karis
#test GoldenPath, HQ Particles w/wo ShadowCasting.
#codereview Olaf.Piesche, Simon.Tovey, Tim.Elek
Change 2776868 on 2015/11/21 by Brian.Karis
Reduced temporal aa responsiveness back where it was.
Change 2776867 on 2015/11/21 by Brian.Karis
Removed shading terminator bias meant for shadow map acne but it made character faces look worse.
Change 2776840 on 2015/11/21 by Brian.Karis
Hair indirect lighting implemented.
Improvements to hair shading model. No longer uses backlit parameter.
#rb marcus.wassmer
#tests editor
Change 2776748 on 2015/11/21 by Max.Preussner
Sequencer: Continued to implement track label editor
Note: still disabled, because there are a couple remaining issues
#codereview: max.chen
#rb: max.chen
#test: Editor, Runtime
Change 2776493 on 2015/11/20 by Max.Preussner
Sequencer: Wrapped the node tree context menu actions for editing in an 'Edit' section
#codereview: max.chen
#rb: max.chen
2015-11-24 16:45:24 -05:00
// @note patching up OR-9814
UGameplayDebuggingComponent * DummyPointer = GetDebugComponent ( ) ;
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if ( ! PropertyChangedEvent . Property )
{
return ;
}
FGameplayDebuggerSettings Settings = GameplayDebuggerSettings ( this ) ;
# define CHECK_AND_UPDATE_FLAGS(__FlagName_) \
if ( PropertyChangedEvent . Property - > GetFName ( ) = = GET_MEMBER_NAME_CHECKED ( AGameplayDebuggingReplicator , __FlagName_ ) ) \
{ \
__FlagName_ ? Settings . SetFlag ( EAIDebugDrawDataView : : __FlagName_ ) : Settings . ClearFlag ( EAIDebugDrawDataView : : __FlagName_ ) ; \
Copying //UE4/Orion-Staging to Dev-Main (Originating from //Orion/Main at CL-2777663)
#lockdown Nick.Penwarden
Change 2777555 on 2015/11/23 by Antony.Carter
Friend List Sub Menu restyling to new designs
#RB Nicholas.Davies
#TESTS Check 3 sub menus of friends list (Online Status, Friends List, Settings) still function correctly with new styling.
Change 2777506 on 2015/11/23 by Andrew.Rodham
Sequencer: Copy/Paste command binding is no longer active if the seuqnece widget is not focused
This addresses UE-23423
#tests Tested copy/paste inside and outside of sequencer
#codereview Max.Chen
#rb Max.Chen
Change 2777505 on 2015/11/23 by Andrew.Rodham
Sequencer: Undoing the addition of a spawnable now ensures its actor instance is deleted correctly
This addresses UE-23450
#tests tested the repro steps on the bug
#codereview Max.Chen
#rb Max.Chen
Change 2777489 on 2015/11/23 by Andrew.Rodham
Sequencer: Workflow optimizations for spawnables
- Editing a property on an instance of a spawnable now automatically propagates to the spawnable defaults, provided the property is not keyed
- Fixed a few cases where spawnables were left lingering around while scrubbing or switching between sub-sequences
- Fixed the root sequence instance being evaluated when there was a sub-sequence focused.
- Selection states are now remembered for spawnable objects when they are destroyed/re-spawned
#codereview Max.Chen
#tests tested loks of object types as spawnables in PIE and in editor
#rb Max.Chen
Change 2777321 on 2015/11/23 by Terence.Burns
Updated the usage of World->UpdateStreamingLevels to FlushStreaming levels on the advice of Dmitriy. Need this to ensure that the streaming is completed before we send it off to lightmass.
#rb Dmitriy.Dyomin
#Tests Run the RebuildLightmaps UAT script.
Change 2777091 on 2015/11/22 by Andrew.Grant
Changed "inappropriate outmost" warning on package load to an error. At the very least we want this for a day or two on Orion to surface errors quickly, but may be a good thing to make a standard error since it indicates something that's likely broken.
#rb none
#tests Golden path in game, cooked content
#codereview Nick.Penwarden, Michael.Noland
Change 2777037 on 2015/11/22 by Laurent.Delayen
Additional debug info to track down https://jira.ol.epicgames.net/browse/OR-9675
#rb martin.wilson
#codereview martin.wilson
#tests Golden path (PIE) + compiled for PS4
Change 2777030 on 2015/11/22 by Sam.Zamani
#online,externalui,ps4
- added footer option for closing the embedded web browser
#rb none
#tests exec command to try on ps4
Change 2777019 on 2015/11/22 by Marcus.Wassmer
Possible fix for OR-9851
#rb none
#test GoldenPath, PS4
#codereview Nick.Darnell,Matt.Kuhlenschmidt
Change 2776932 on 2015/11/22 by Max.Chen
Sequencer: Fix editor selection so that it's not modified in response to the sequencer outliner tree node changing selection if the user is not explicitly selecting in the tree.
#RB none
#tests Select an actor that Sequencer doesn't control and it shouldn't deselect.
Change 2776900 on 2015/11/21 by Marcus.Wassmer
HighQuality particle lights.
#rb Brian.Karis
#test GoldenPath, HQ Particles w/wo ShadowCasting.
#codereview Olaf.Piesche, Simon.Tovey, Tim.Elek
Change 2776868 on 2015/11/21 by Brian.Karis
Reduced temporal aa responsiveness back where it was.
Change 2776867 on 2015/11/21 by Brian.Karis
Removed shading terminator bias meant for shadow map acne but it made character faces look worse.
Change 2776840 on 2015/11/21 by Brian.Karis
Hair indirect lighting implemented.
Improvements to hair shading model. No longer uses backlit parameter.
#rb marcus.wassmer
#tests editor
Change 2776748 on 2015/11/21 by Max.Preussner
Sequencer: Continued to implement track label editor
Note: still disabled, because there are a couple remaining issues
#codereview: max.chen
#rb: max.chen
#test: Editor, Runtime
Change 2776493 on 2015/11/20 by Max.Preussner
Sequencer: Wrapped the node tree context menu actions for editing in an 'Edit' section
#codereview: max.chen
#rb: max.chen
2015-11-24 16:45:24 -05:00
DebugComponent - > ServerReplicateData ( Settings . CheckFlag ( EAIDebugDrawDataView : : __FlagName_ ) ? EDebugComponentMessage : : ActivateDataView : EDebugComponentMessage : : DeactivateDataView , EAIDebugDrawDataView : : __FlagName_ ) ; \
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} else
CHECK_AND_UPDATE_FLAGS ( OverHead )
CHECK_AND_UPDATE_FLAGS ( Basic )
CHECK_AND_UPDATE_FLAGS ( BehaviorTree )
CHECK_AND_UPDATE_FLAGS ( EQS )
CHECK_AND_UPDATE_FLAGS ( Perception )
CHECK_AND_UPDATE_FLAGS ( GameView1 )
CHECK_AND_UPDATE_FLAGS ( GameView2 )
CHECK_AND_UPDATE_FLAGS ( GameView3 )
CHECK_AND_UPDATE_FLAGS ( GameView4 )
CHECK_AND_UPDATE_FLAGS ( GameView5 ) { }
# if WITH_EQS
if ( PropertyChangedEvent . Property - > GetFName ( ) = = GET_MEMBER_NAME_CHECKED ( AGameplayDebuggingReplicator , EQS ) )
{
Copying //UE4/Orion-Staging to Dev-Main (Originating from //Orion/Main at CL-2777663)
#lockdown Nick.Penwarden
Change 2777555 on 2015/11/23 by Antony.Carter
Friend List Sub Menu restyling to new designs
#RB Nicholas.Davies
#TESTS Check 3 sub menus of friends list (Online Status, Friends List, Settings) still function correctly with new styling.
Change 2777506 on 2015/11/23 by Andrew.Rodham
Sequencer: Copy/Paste command binding is no longer active if the seuqnece widget is not focused
This addresses UE-23423
#tests Tested copy/paste inside and outside of sequencer
#codereview Max.Chen
#rb Max.Chen
Change 2777505 on 2015/11/23 by Andrew.Rodham
Sequencer: Undoing the addition of a spawnable now ensures its actor instance is deleted correctly
This addresses UE-23450
#tests tested the repro steps on the bug
#codereview Max.Chen
#rb Max.Chen
Change 2777489 on 2015/11/23 by Andrew.Rodham
Sequencer: Workflow optimizations for spawnables
- Editing a property on an instance of a spawnable now automatically propagates to the spawnable defaults, provided the property is not keyed
- Fixed a few cases where spawnables were left lingering around while scrubbing or switching between sub-sequences
- Fixed the root sequence instance being evaluated when there was a sub-sequence focused.
- Selection states are now remembered for spawnable objects when they are destroyed/re-spawned
#codereview Max.Chen
#tests tested loks of object types as spawnables in PIE and in editor
#rb Max.Chen
Change 2777321 on 2015/11/23 by Terence.Burns
Updated the usage of World->UpdateStreamingLevels to FlushStreaming levels on the advice of Dmitriy. Need this to ensure that the streaming is completed before we send it off to lightmass.
#rb Dmitriy.Dyomin
#Tests Run the RebuildLightmaps UAT script.
Change 2777091 on 2015/11/22 by Andrew.Grant
Changed "inappropriate outmost" warning on package load to an error. At the very least we want this for a day or two on Orion to surface errors quickly, but may be a good thing to make a standard error since it indicates something that's likely broken.
#rb none
#tests Golden path in game, cooked content
#codereview Nick.Penwarden, Michael.Noland
Change 2777037 on 2015/11/22 by Laurent.Delayen
Additional debug info to track down https://jira.ol.epicgames.net/browse/OR-9675
#rb martin.wilson
#codereview martin.wilson
#tests Golden path (PIE) + compiled for PS4
Change 2777030 on 2015/11/22 by Sam.Zamani
#online,externalui,ps4
- added footer option for closing the embedded web browser
#rb none
#tests exec command to try on ps4
Change 2777019 on 2015/11/22 by Marcus.Wassmer
Possible fix for OR-9851
#rb none
#test GoldenPath, PS4
#codereview Nick.Darnell,Matt.Kuhlenschmidt
Change 2776932 on 2015/11/22 by Max.Chen
Sequencer: Fix editor selection so that it's not modified in response to the sequencer outliner tree node changing selection if the user is not explicitly selecting in the tree.
#RB none
#tests Select an actor that Sequencer doesn't control and it shouldn't deselect.
Change 2776900 on 2015/11/21 by Marcus.Wassmer
HighQuality particle lights.
#rb Brian.Karis
#test GoldenPath, HQ Particles w/wo ShadowCasting.
#codereview Olaf.Piesche, Simon.Tovey, Tim.Elek
Change 2776868 on 2015/11/21 by Brian.Karis
Reduced temporal aa responsiveness back where it was.
Change 2776867 on 2015/11/21 by Brian.Karis
Removed shading terminator bias meant for shadow map acne but it made character faces look worse.
Change 2776840 on 2015/11/21 by Brian.Karis
Hair indirect lighting implemented.
Improvements to hair shading model. No longer uses backlit parameter.
#rb marcus.wassmer
#tests editor
Change 2776748 on 2015/11/21 by Max.Preussner
Sequencer: Continued to implement track label editor
Note: still disabled, because there are a couple remaining issues
#codereview: max.chen
#rb: max.chen
#test: Editor, Runtime
Change 2776493 on 2015/11/20 by Max.Preussner
Sequencer: Wrapped the node tree context menu actions for editing in an 'Edit' section
#codereview: max.chen
#rb: max.chen
2015-11-24 16:45:24 -05:00
DebugComponent - > EnableClientEQSSceneProxy ( EQS ) ;
DebugComponent - > SetEQSIndex ( ActiveEQSIndex ) ;
DebugComponent - > MarkRenderStateDirty ( ) ;
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}
if ( PropertyChangedEvent . Property - > GetFName ( ) = = GET_MEMBER_NAME_CHECKED ( AGameplayDebuggingReplicator , ActiveEQSIndex ) )
{
Copying //UE4/Orion-Staging to Dev-Main (Originating from //Orion/Main at CL-2777663)
#lockdown Nick.Penwarden
Change 2777555 on 2015/11/23 by Antony.Carter
Friend List Sub Menu restyling to new designs
#RB Nicholas.Davies
#TESTS Check 3 sub menus of friends list (Online Status, Friends List, Settings) still function correctly with new styling.
Change 2777506 on 2015/11/23 by Andrew.Rodham
Sequencer: Copy/Paste command binding is no longer active if the seuqnece widget is not focused
This addresses UE-23423
#tests Tested copy/paste inside and outside of sequencer
#codereview Max.Chen
#rb Max.Chen
Change 2777505 on 2015/11/23 by Andrew.Rodham
Sequencer: Undoing the addition of a spawnable now ensures its actor instance is deleted correctly
This addresses UE-23450
#tests tested the repro steps on the bug
#codereview Max.Chen
#rb Max.Chen
Change 2777489 on 2015/11/23 by Andrew.Rodham
Sequencer: Workflow optimizations for spawnables
- Editing a property on an instance of a spawnable now automatically propagates to the spawnable defaults, provided the property is not keyed
- Fixed a few cases where spawnables were left lingering around while scrubbing or switching between sub-sequences
- Fixed the root sequence instance being evaluated when there was a sub-sequence focused.
- Selection states are now remembered for spawnable objects when they are destroyed/re-spawned
#codereview Max.Chen
#tests tested loks of object types as spawnables in PIE and in editor
#rb Max.Chen
Change 2777321 on 2015/11/23 by Terence.Burns
Updated the usage of World->UpdateStreamingLevels to FlushStreaming levels on the advice of Dmitriy. Need this to ensure that the streaming is completed before we send it off to lightmass.
#rb Dmitriy.Dyomin
#Tests Run the RebuildLightmaps UAT script.
Change 2777091 on 2015/11/22 by Andrew.Grant
Changed "inappropriate outmost" warning on package load to an error. At the very least we want this for a day or two on Orion to surface errors quickly, but may be a good thing to make a standard error since it indicates something that's likely broken.
#rb none
#tests Golden path in game, cooked content
#codereview Nick.Penwarden, Michael.Noland
Change 2777037 on 2015/11/22 by Laurent.Delayen
Additional debug info to track down https://jira.ol.epicgames.net/browse/OR-9675
#rb martin.wilson
#codereview martin.wilson
#tests Golden path (PIE) + compiled for PS4
Change 2777030 on 2015/11/22 by Sam.Zamani
#online,externalui,ps4
- added footer option for closing the embedded web browser
#rb none
#tests exec command to try on ps4
Change 2777019 on 2015/11/22 by Marcus.Wassmer
Possible fix for OR-9851
#rb none
#test GoldenPath, PS4
#codereview Nick.Darnell,Matt.Kuhlenschmidt
Change 2776932 on 2015/11/22 by Max.Chen
Sequencer: Fix editor selection so that it's not modified in response to the sequencer outliner tree node changing selection if the user is not explicitly selecting in the tree.
#RB none
#tests Select an actor that Sequencer doesn't control and it shouldn't deselect.
Change 2776900 on 2015/11/21 by Marcus.Wassmer
HighQuality particle lights.
#rb Brian.Karis
#test GoldenPath, HQ Particles w/wo ShadowCasting.
#codereview Olaf.Piesche, Simon.Tovey, Tim.Elek
Change 2776868 on 2015/11/21 by Brian.Karis
Reduced temporal aa responsiveness back where it was.
Change 2776867 on 2015/11/21 by Brian.Karis
Removed shading terminator bias meant for shadow map acne but it made character faces look worse.
Change 2776840 on 2015/11/21 by Brian.Karis
Hair indirect lighting implemented.
Improvements to hair shading model. No longer uses backlit parameter.
#rb marcus.wassmer
#tests editor
Change 2776748 on 2015/11/21 by Max.Preussner
Sequencer: Continued to implement track label editor
Note: still disabled, because there are a couple remaining issues
#codereview: max.chen
#rb: max.chen
#test: Editor, Runtime
Change 2776493 on 2015/11/20 by Max.Preussner
Sequencer: Wrapped the node tree context menu actions for editing in an 'Edit' section
#codereview: max.chen
#rb: max.chen
2015-11-24 16:45:24 -05:00
DebugComponent - > SetEQSIndex ( ActiveEQSIndex ) ;
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}
# endif // WITH_EQS
# undef CHECK_AND_UPDATE_FLAGS
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# endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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}
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# endif //WITH_EDITOR
2014-09-09 12:17:30 -04:00
2014-08-07 17:34:29 -04:00
void AGameplayDebuggingReplicator : : BeginPlay ( )
{
Super : : BeginPlay ( ) ;
2014-08-21 20:30:51 -04:00
2015-02-27 09:26:32 -05:00
# if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
2014-09-09 12:17:30 -04:00
if ( Role = = ROLE_Authority )
{
bReplicates = false ;
SetRemoteRoleForBackwardsCompat ( ROLE_SimulatedProxy ) ;
SetReplicates ( true ) ;
if ( ! DebugComponentClass . IsValid ( ) & & GetWorld ( ) & & GetNetMode ( ) < ENetMode : : NM_Client )
{
DebugComponentClass = StaticLoadClass ( UGameplayDebuggingComponent : : StaticClass ( ) , NULL , * DebugComponentClassName , NULL , LOAD_None , NULL ) ;
if ( ! DebugComponentClass . IsValid ( ) )
{
DebugComponentClass = UGameplayDebuggingComponent : : StaticClass ( ) ;
}
}
Copying //UE4/Orion-Staging to Dev-Main (Originating from //Orion/Main at CL-2777663)
#lockdown Nick.Penwarden
Change 2777555 on 2015/11/23 by Antony.Carter
Friend List Sub Menu restyling to new designs
#RB Nicholas.Davies
#TESTS Check 3 sub menus of friends list (Online Status, Friends List, Settings) still function correctly with new styling.
Change 2777506 on 2015/11/23 by Andrew.Rodham
Sequencer: Copy/Paste command binding is no longer active if the seuqnece widget is not focused
This addresses UE-23423
#tests Tested copy/paste inside and outside of sequencer
#codereview Max.Chen
#rb Max.Chen
Change 2777505 on 2015/11/23 by Andrew.Rodham
Sequencer: Undoing the addition of a spawnable now ensures its actor instance is deleted correctly
This addresses UE-23450
#tests tested the repro steps on the bug
#codereview Max.Chen
#rb Max.Chen
Change 2777489 on 2015/11/23 by Andrew.Rodham
Sequencer: Workflow optimizations for spawnables
- Editing a property on an instance of a spawnable now automatically propagates to the spawnable defaults, provided the property is not keyed
- Fixed a few cases where spawnables were left lingering around while scrubbing or switching between sub-sequences
- Fixed the root sequence instance being evaluated when there was a sub-sequence focused.
- Selection states are now remembered for spawnable objects when they are destroyed/re-spawned
#codereview Max.Chen
#tests tested loks of object types as spawnables in PIE and in editor
#rb Max.Chen
Change 2777321 on 2015/11/23 by Terence.Burns
Updated the usage of World->UpdateStreamingLevels to FlushStreaming levels on the advice of Dmitriy. Need this to ensure that the streaming is completed before we send it off to lightmass.
#rb Dmitriy.Dyomin
#Tests Run the RebuildLightmaps UAT script.
Change 2777091 on 2015/11/22 by Andrew.Grant
Changed "inappropriate outmost" warning on package load to an error. At the very least we want this for a day or two on Orion to surface errors quickly, but may be a good thing to make a standard error since it indicates something that's likely broken.
#rb none
#tests Golden path in game, cooked content
#codereview Nick.Penwarden, Michael.Noland
Change 2777037 on 2015/11/22 by Laurent.Delayen
Additional debug info to track down https://jira.ol.epicgames.net/browse/OR-9675
#rb martin.wilson
#codereview martin.wilson
#tests Golden path (PIE) + compiled for PS4
Change 2777030 on 2015/11/22 by Sam.Zamani
#online,externalui,ps4
- added footer option for closing the embedded web browser
#rb none
#tests exec command to try on ps4
Change 2777019 on 2015/11/22 by Marcus.Wassmer
Possible fix for OR-9851
#rb none
#test GoldenPath, PS4
#codereview Nick.Darnell,Matt.Kuhlenschmidt
Change 2776932 on 2015/11/22 by Max.Chen
Sequencer: Fix editor selection so that it's not modified in response to the sequencer outliner tree node changing selection if the user is not explicitly selecting in the tree.
#RB none
#tests Select an actor that Sequencer doesn't control and it shouldn't deselect.
Change 2776900 on 2015/11/21 by Marcus.Wassmer
HighQuality particle lights.
#rb Brian.Karis
#test GoldenPath, HQ Particles w/wo ShadowCasting.
#codereview Olaf.Piesche, Simon.Tovey, Tim.Elek
Change 2776868 on 2015/11/21 by Brian.Karis
Reduced temporal aa responsiveness back where it was.
Change 2776867 on 2015/11/21 by Brian.Karis
Removed shading terminator bias meant for shadow map acne but it made character faces look worse.
Change 2776840 on 2015/11/21 by Brian.Karis
Hair indirect lighting implemented.
Improvements to hair shading model. No longer uses backlit parameter.
#rb marcus.wassmer
#tests editor
Change 2776748 on 2015/11/21 by Max.Preussner
Sequencer: Continued to implement track label editor
Note: still disabled, because there are a couple remaining issues
#codereview: max.chen
#rb: max.chen
#test: Editor, Runtime
Change 2776493 on 2015/11/20 by Max.Preussner
Sequencer: Wrapped the node tree context menu actions for editing in an 'Edit' section
#codereview: max.chen
#rb: max.chen
2015-11-24 16:45:24 -05:00
// @note patching up OR-9814
const UGameplayDebuggingComponent * DummyPointer = GetDebugComponent ( ) ;
Copying //UE4/Orion-Staging (Orion Main @ CL-2792706 to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2792706 on 2015/12/07 by Terence.Burns
Rebuild lightmaps automation changes
- Sync and Build binary files for execution
- Much improved error handling
- Email notification support added.
#Note - This should massively simplify the batch script we use to rebuild lightmaps.
#rb none
#Tests Run the RebuildLightmaps commandlet many times to ensure it runs and errors correctly.
Change 2791950 on 2015/12/05 by Matt.Kuhlenschmidt
Added settings to toggle on and off display of Ping and FPS values.
Server FPS will be disabled before ship
#rb none #test pc/ps4 golden path, pie
Change 2791827 on 2015/12/05 by Marcus.Wassmer
Fix texture memory leak. Fixes automation using too much memory.
#rb Brad.Angelcyk
#codereview bob.ferreira
#test automation runs, editor.
Change 2791313 on 2015/12/04 by Martin.Mittring
fixed PS4 compiling
#rb:Michael.Noland
#test:not
Change 2791014 on 2015/12/04 by Martin.Mittring
nicer cvar help for r.PS4ContinuousSubmits
#rb:Olaf.Piesche
#code_review:Marcus.Wassmer
#test:PC
Change 2791011 on 2015/12/04 by Martin.Mittring
fixed compile error when disabling ENABLE_TEXTURE_TRACKING
#rb:Olaf.Piesche
#test:run Paragon on PC
Change 2790848 on 2015/12/04 by Martin.Mittring
missing changes
nicer cvar help, optimized unneccessary referencecounting, removed redundant code
#rb:Olaf.Piesche
#test:PC Paragon
Change 2790840 on 2015/12/04 by Martin.Mittring
nicer cvar help, optimized unneccessary referencecounting, removed redundant code
#rb:Olaf.Piesche
#test:PC Paragon
Change 2791585 on 2015/12/04 by Michael.Noland
Rendering: Added a more actionable error message to a check() failure for a FStaticLightingMesh that has already been processed when building lighting in a map that contains HLOD
#rb None
#tests Built lighting in a map that was crashing at this check() and verified that the message indicated the problematic mesh
Change 2791244 on 2015/12/04 by Ryan.Brucks
Submitting all my Paragon Content before the new Agora Branch.
Change 2791240 on 2015/12/04 by Marcus.Wassmer
Bump to .061 patch and new pub tools to pass cert
#rb non
#test compile ps4
Change 2791132 on 2015/12/04 by ryan.brucks
RenderToTextureMacros: fixed issue with polygon index being +1 on accident
Change 2790747 on 2015/12/04 by Terence.Burns
Rebuild Lightmaps Automation Script - Adding the -unattended switch for build machines.
#rb None
#tests Run through the Rebuild Lightmaps UAT script process.
Change 2790589 on 2015/12/04 by Bart.Bressler
- Invite PS4 friend option for add party member button now works properly, also fixes crash. Fixes OR-10359.
#rb sam.zamani
#tests invited ps4 player using Invite PS4 Friend option, confirmed that player joined mcp party and ps4 session
Change 2790418 on 2015/12/04 by James.Golding
Roll back HLOD lightmap UV change, Oz reporting issues when building lighting, need more investigation
#rb none
#tests none
Change 2790333 on 2015/12/04 by James.Golding
Add fallback to FMeshUtilities::PropagatePaintedColorsToRawMesh when mesh has been reduced in engine and WedgeMap is missing
#rb martin.wilson
#codereview jurre.debaare
#tests Built HLOD meshes in the editor
Change 2790292 on 2015/12/04 by Olaf.Piesche
Free the new particle array at the beginning of the tick for each instance; that way, even if we're not rendering the array will be cleared and we don't keep injecting new particles that never get killed until rendering resumes
#rb marcus.wassmer
#tests Editor, PIE
Change 2790003 on 2015/12/04 by James.Golding
Fix possible crash in ALODActor::RemoveSubActor
#rb keith.judge
#codereview jurre.debaare
#tests Generated HLOD proxy in editor
Change 2789998 on 2015/12/04 by James.Golding
2015-12-08 09:25:02 -05:00
if ( DummyPointer = = nullptr )
Copying //UE4/Orion-Staging to Dev-Main (Originating from //Orion/Main at CL-2777663)
#lockdown Nick.Penwarden
Change 2777555 on 2015/11/23 by Antony.Carter
Friend List Sub Menu restyling to new designs
#RB Nicholas.Davies
#TESTS Check 3 sub menus of friends list (Online Status, Friends List, Settings) still function correctly with new styling.
Change 2777506 on 2015/11/23 by Andrew.Rodham
Sequencer: Copy/Paste command binding is no longer active if the seuqnece widget is not focused
This addresses UE-23423
#tests Tested copy/paste inside and outside of sequencer
#codereview Max.Chen
#rb Max.Chen
Change 2777505 on 2015/11/23 by Andrew.Rodham
Sequencer: Undoing the addition of a spawnable now ensures its actor instance is deleted correctly
This addresses UE-23450
#tests tested the repro steps on the bug
#codereview Max.Chen
#rb Max.Chen
Change 2777489 on 2015/11/23 by Andrew.Rodham
Sequencer: Workflow optimizations for spawnables
- Editing a property on an instance of a spawnable now automatically propagates to the spawnable defaults, provided the property is not keyed
- Fixed a few cases where spawnables were left lingering around while scrubbing or switching between sub-sequences
- Fixed the root sequence instance being evaluated when there was a sub-sequence focused.
- Selection states are now remembered for spawnable objects when they are destroyed/re-spawned
#codereview Max.Chen
#tests tested loks of object types as spawnables in PIE and in editor
#rb Max.Chen
Change 2777321 on 2015/11/23 by Terence.Burns
Updated the usage of World->UpdateStreamingLevels to FlushStreaming levels on the advice of Dmitriy. Need this to ensure that the streaming is completed before we send it off to lightmass.
#rb Dmitriy.Dyomin
#Tests Run the RebuildLightmaps UAT script.
Change 2777091 on 2015/11/22 by Andrew.Grant
Changed "inappropriate outmost" warning on package load to an error. At the very least we want this for a day or two on Orion to surface errors quickly, but may be a good thing to make a standard error since it indicates something that's likely broken.
#rb none
#tests Golden path in game, cooked content
#codereview Nick.Penwarden, Michael.Noland
Change 2777037 on 2015/11/22 by Laurent.Delayen
Additional debug info to track down https://jira.ol.epicgames.net/browse/OR-9675
#rb martin.wilson
#codereview martin.wilson
#tests Golden path (PIE) + compiled for PS4
Change 2777030 on 2015/11/22 by Sam.Zamani
#online,externalui,ps4
- added footer option for closing the embedded web browser
#rb none
#tests exec command to try on ps4
Change 2777019 on 2015/11/22 by Marcus.Wassmer
Possible fix for OR-9851
#rb none
#test GoldenPath, PS4
#codereview Nick.Darnell,Matt.Kuhlenschmidt
Change 2776932 on 2015/11/22 by Max.Chen
Sequencer: Fix editor selection so that it's not modified in response to the sequencer outliner tree node changing selection if the user is not explicitly selecting in the tree.
#RB none
#tests Select an actor that Sequencer doesn't control and it shouldn't deselect.
Change 2776900 on 2015/11/21 by Marcus.Wassmer
HighQuality particle lights.
#rb Brian.Karis
#test GoldenPath, HQ Particles w/wo ShadowCasting.
#codereview Olaf.Piesche, Simon.Tovey, Tim.Elek
Change 2776868 on 2015/11/21 by Brian.Karis
Reduced temporal aa responsiveness back where it was.
Change 2776867 on 2015/11/21 by Brian.Karis
Removed shading terminator bias meant for shadow map acne but it made character faces look worse.
Change 2776840 on 2015/11/21 by Brian.Karis
Hair indirect lighting implemented.
Improvements to hair shading model. No longer uses backlit parameter.
#rb marcus.wassmer
#tests editor
Change 2776748 on 2015/11/21 by Max.Preussner
Sequencer: Continued to implement track label editor
Note: still disabled, because there are a couple remaining issues
#codereview: max.chen
#rb: max.chen
#test: Editor, Runtime
Change 2776493 on 2015/11/20 by Max.Preussner
Sequencer: Wrapped the node tree context menu actions for editing in an 'Edit' section
#codereview: max.chen
#rb: max.chen
2015-11-24 16:45:24 -05:00
{
UE_LOG ( LogGameplayDebugger , Error , TEXT ( " Unable to create UGameplayDebuggingComponent instance! " ) ) ;
}
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}
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if ( GetWorld ( ) & & GetNetMode ( ) ! = ENetMode : : NM_DedicatedServer )
{
if ( GIsEditor )
{
UDebugDrawService : : Register ( TEXT ( " DebugAI " ) , FDebugDrawDelegate : : CreateUObject ( this , & AGameplayDebuggingReplicator : : OnDebugAIDelegate ) ) ;
}
UDebugDrawService : : Register ( TEXT ( " Game " ) , FDebugDrawDelegate : : CreateUObject ( this , & AGameplayDebuggingReplicator : : DrawDebugDataDelegate ) ) ;
if ( ! DebugComponentHUDClass . IsValid ( ) )
{
DebugComponentHUDClass = StaticLoadClass ( AGameplayDebuggingHUDComponent : : StaticClass ( ) , NULL , * DebugComponentHUDClassName , NULL , LOAD_None , NULL ) ;
if ( ! DebugComponentHUDClass . IsValid ( ) )
{
DebugComponentHUDClass = AGameplayDebuggingHUDComponent : : StaticClass ( ) ;
}
}
}
2014-08-21 20:30:51 -04:00
# if WITH_EDITOR
const UEditorEngine * EEngine = Cast < UEditorEngine > ( GEngine ) ;
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if ( EEngine & & ( EEngine - > bIsSimulatingInEditor | | EEngine - > EditorWorld ) & & GetWorld ( ) ! = EEngine - > EditorWorld & & ! IsGlobalInWorld ( ) & & GCurrentLevelEditingViewportClient & & GCurrentLevelEditingViewportClient - > EngineShowFlags . DebugAI )
2014-08-21 20:30:51 -04:00
{
SetIsTemporarilyHiddenInEditor ( false ) ;
SetActorHiddenInGame ( false ) ;
bHiddenEdLevel = false ;
bHiddenEdLayer = false ;
bHiddenEd = false ;
bEditable = true ;
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if ( DebugComponent )
{
DebugComponent - > ServerReplicateData ( EDebugComponentMessage : : ActivateReplication , EAIDebugDrawDataView : : Empty ) ;
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FGameplayDebuggerSettings Settings = GameplayDebuggerSettings ( this ) ;
DebugComponent - > ServerReplicateData ( Settings . CheckFlag ( EAIDebugDrawDataView : : OverHead ) ? EDebugComponentMessage : : ActivateDataView : EDebugComponentMessage : : DeactivateDataView , EAIDebugDrawDataView : : OverHead ) ;
DebugComponent - > ServerReplicateData ( Settings . CheckFlag ( EAIDebugDrawDataView : : Basic ) ? EDebugComponentMessage : : ActivateDataView : EDebugComponentMessage : : DeactivateDataView , EAIDebugDrawDataView : : Basic ) ;
DebugComponent - > ServerReplicateData ( Settings . CheckFlag ( EAIDebugDrawDataView : : BehaviorTree ) ? EDebugComponentMessage : : ActivateDataView : EDebugComponentMessage : : DeactivateDataView , EAIDebugDrawDataView : : BehaviorTree ) ;
DebugComponent - > ServerReplicateData ( Settings . CheckFlag ( EAIDebugDrawDataView : : EQS ) ? EDebugComponentMessage : : ActivateDataView : EDebugComponentMessage : : DeactivateDataView , EAIDebugDrawDataView : : EQS ) ;
DebugComponent - > ServerReplicateData ( Settings . CheckFlag ( EAIDebugDrawDataView : : Perception ) ? EDebugComponentMessage : : ActivateDataView : EDebugComponentMessage : : DeactivateDataView , EAIDebugDrawDataView : : Perception ) ;
DebugComponent - > ServerReplicateData ( Settings . CheckFlag ( EAIDebugDrawDataView : : GameView1 ) ? EDebugComponentMessage : : ActivateDataView : EDebugComponentMessage : : DeactivateDataView , EAIDebugDrawDataView : : GameView1 ) ;
DebugComponent - > ServerReplicateData ( Settings . CheckFlag ( EAIDebugDrawDataView : : GameView2 ) ? EDebugComponentMessage : : ActivateDataView : EDebugComponentMessage : : DeactivateDataView , EAIDebugDrawDataView : : GameView2 ) ;
DebugComponent - > ServerReplicateData ( Settings . CheckFlag ( EAIDebugDrawDataView : : GameView3 ) ? EDebugComponentMessage : : ActivateDataView : EDebugComponentMessage : : DeactivateDataView , EAIDebugDrawDataView : : GameView3 ) ;
DebugComponent - > ServerReplicateData ( Settings . CheckFlag ( EAIDebugDrawDataView : : GameView4 ) ? EDebugComponentMessage : : ActivateDataView : EDebugComponentMessage : : DeactivateDataView , EAIDebugDrawDataView : : GameView4 ) ;
DebugComponent - > ServerReplicateData ( Settings . CheckFlag ( EAIDebugDrawDataView : : GameView5 ) ? EDebugComponentMessage : : ActivateDataView : EDebugComponentMessage : : DeactivateDataView , EAIDebugDrawDataView : : GameView5 ) ;
2014-09-09 12:17:30 -04:00
}
2014-08-21 20:30:51 -04:00
}
else
{
SetTickableWhenPaused ( true ) ;
SetIsTemporarilyHiddenInEditor ( true ) ;
SetActorHiddenInGame ( false ) ;
bHiddenEdLevel = true ;
bHiddenEdLayer = true ;
bHiddenEd = true ;
bEditable = false ;
2014-09-09 12:17:30 -04:00
if ( DebugComponent )
{
DebugComponent - > ServerReplicateData ( EDebugComponentMessage : : DeactivateDataView , EAIDebugDrawDataView : : Empty ) ;
}
2014-08-21 20:30:51 -04:00
}
# endif
2014-06-25 09:28:40 -04:00
if ( GetWorld ( ) & & GetNetMode ( ) ! = ENetMode : : NM_DedicatedServer )
2014-06-10 13:56:35 -04:00
{
if ( GIsEditor )
{
UDebugDrawService : : Register ( TEXT ( " DebugAI " ) , FDebugDrawDelegate : : CreateUObject ( this , & AGameplayDebuggingReplicator : : OnDebugAIDelegate ) ) ;
}
UDebugDrawService : : Register ( TEXT ( " Game " ) , FDebugDrawDelegate : : CreateUObject ( this , & AGameplayDebuggingReplicator : : DrawDebugDataDelegate ) ) ;
if ( ! DebugComponentHUDClass . IsValid ( ) )
{
DebugComponentHUDClass = StaticLoadClass ( AGameplayDebuggingHUDComponent : : StaticClass ( ) , NULL , * DebugComponentHUDClassName , NULL , LOAD_None , NULL ) ;
if ( ! DebugComponentHUDClass . IsValid ( ) )
{
DebugComponentHUDClass = AGameplayDebuggingHUDComponent : : StaticClass ( ) ;
}
}
}
2015-02-23 15:58:14 -05:00
if ( bAutoActivate )
{
OnRep_AutoActivate ( ) ;
}
2015-02-27 09:26:32 -05:00
# endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
2015-02-23 15:58:14 -05:00
}
2015-05-27 12:43:28 -04:00
void AGameplayDebuggingReplicator : : BeginDestroy ( )
{
# if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
2015-06-09 06:57:31 -04:00
if ( GEngine )
{
GEngine - > bEnableOnScreenDebugMessages = true ;
}
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if ( IsDrawEnabled ( ) )
{
EnableDraw ( false ) ;
}
# endif
Super : : BeginDestroy ( ) ;
}
2015-02-23 15:58:14 -05:00
void AGameplayDebuggingReplicator : : PostNetInit ( )
{
Super : : PostNetInit ( ) ;
2015-02-27 09:26:32 -05:00
# if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
2015-02-23 15:58:14 -05:00
if ( bAutoActivate )
{
OnRep_AutoActivate ( ) ;
}
2015-02-27 09:26:32 -05:00
# endif
2015-02-23 15:58:14 -05:00
}
void AGameplayDebuggingReplicator : : ClientAutoActivate_Implementation ( )
{
2015-02-27 09:26:32 -05:00
# if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
2015-02-23 15:58:14 -05:00
// we are already replicated so let's activate tool
if ( GetWorld ( ) & & GetNetMode ( ) = = ENetMode : : NM_Client & & ! IsToolCreated ( ) & & ! IsGlobalInWorld ( ) )
{
Copying //UE4/Dev-Framework to //UE4/Main @ 2830052
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2807479 on 2015/12/17 by Zak.Middleton
#ue4 - Optimize allocations in FFinalPostProcessSettings. Fix bug skipping an element when updating the ContributingCubemaps array if one is removed during an iteration.
#rb Aaron.Mcleran
#codereview Martin.Mittring
#jira UE-24485
Change 2807695 on 2015/12/17 by Aaron.McLeran
Changing the VolumeScale sound concurrency implementation to be a volume scalar on older sounds in a concurrency group rather than scale new sounds.
#rb zak.middleton
Change 2808628 on 2015/12/18 by Thomas.Sarkanen
Minor optimization: Dont call GetWorld() 3 times in a row in USceneComponent::ShouldRender()
#rb Martin.Wilson
Change 2810090 on 2015/12/21 by Ori.Cohen
Allow collision and trail particles to run off the game thread.
Clean up missing marshelled AsyncComponentToWorld
Change 2814518 on 2016/01/04 by Marc.Audy
Use Reset instead of Empty
Change 2814530 on 2016/01/04 by James.Golding
UE-2689 Hook up lots of new icons for component classes
#rb thomas.sarkanen
Change 2814665 on 2016/01/04 by Marc.Audy
PR #1860:Fix ChildActorComponent linking issue when extended from game (Contributed by lion03)
Change 2814686 on 2016/01/04 by Benn.Gallagher
Fix for radial force components applying impulses multiple times to destructible components
#rb Ori.Cohen
Change 2815221 on 2016/01/04 by Aaron.McLeran
UE-24528 Fixing focus-distance scaling and focus priority scaling working with concurrency settings.
USoundAttenuation:
- Added methods to SoundAttenuation to get focus, attenuation, and distance scale based on focus factor.
- Added NonFocusDistanceScale parameter to attenuation settings customization so its setable by users
USoundBase:
- Added function on USoundBase which checks IsLooping, which checks the duration
- Removed functions IsAudible and IsAudibleSimple from USoundBase since that functionality is accomplished differently and takes into account focus-distance scaling now.
FActiveSound:
- Caching values of FocusPriorityScale and FocusDistanceScale to Active sound so that can be used for audibility checks
- Included FocusDistanceScale when computing bIsAudible in Active sound
- Moved GetAttenuationListenerData and the accompanying private struct FAttenuationListenerData to FAudioDevice since the audio device and moved code which computes focus factor and geometry into FAudioDevice::GetFocusFactor since it needs to be computed before an active sound exist
FAudioDevice:
- Added SoundIsAudible function which queries a particular sound if its audible based on attenuation settings, focus factor, etc. Will optionally return computed MaxDistance to avoid recomputing it in certain cases.
- Added a few helper functions: FindClosestListenerIndex, GetAttenuationListenerData
- Added GetFocusFactor, which performs the vector math to determine focus factor (0.0 is in-focus, 1.0 is out of focus) for a given sound and listener and attenuation focus settings.
- Updated CreateComponent and PlaySoundAtLocation functions to use the new SoundIsAudible function rather than the old IsAudibleSimple
#rb zak.middleton
Change 2815694 on 2016/01/05 by thomas.sarkanen
Added test texture
Change 2815695 on 2016/01/05 by thomas.sarkanen
Modified test texture
Change 2815709 on 2016/01/05 by James.Golding
PR #1778 : New BP-callablle function AActor::WasRecentlyRendered, with optional tolerance in seconds
https://github.com/EpicGames/UnrealEngine/pull/1778
#github 1778
#jira UE-23674
#rb jurre.debaare
Change 2815711 on 2016/01/05 by James.Golding
PR #1534 : Add missing default tolerance value for FVector2D::Equal
https://github.com/EpicGames/UnrealEngine/pull/1534
#github 1534
#jira UE-20838
#rb jurre.debaare
Change 2815714 on 2016/01/05 by James.Golding
PR #1887 : Added 'Thickness' Parameter to all valid options in Draw Debug Helper
https://github.com/EpicGames/UnrealEngine/pull/1887
#github 1887
#jira UE-24802
#rb jurre.debaare
Change 2815725 on 2016/01/05 by James.Golding
Added comment that USkeletalMeshComponent::bEnablePhysicsOnDedicatedServer cannot be changed at runtime
#jira UE-20439
Change 2815813 on 2016/01/05 by Marc.Audy
Move dispatch of transition functions to new OnMatchStateSet virtual which is called from SetMatchState allowing subclasses to insert their own handling between the set of the variable and dispatch to GameState and Blueprints rather than having to override the entire function.
#codereview Peter.Knepley
Change 2815884 on 2016/01/05 by James.Golding
- Avoid PSC iterating over all particle emitters each tick to check for changes in DetailMode. Now remember global DetailMode when we last checked, and only iterate again if that has changed.
- Add 'WarmupTime' and 'CPUCollision' to Asset Registry Tags for Particle Systems
#rb simon.tovey
#codereview gil.gribb
Change 2816306 on 2016/01/05 by Marc.Audy
(4.11) Pass boolean to OnComponentDestroyed that indicates if the entire Actor's hierarchy is being destroyed. If so we can avoid doing a lot of expensive tear down, particularly detaching each component one at a time from the hierarchy and causing massive position/bounds updates.
#rb Zak.Middleton, James.Golding
2016-01-15 13:01:30 -05:00
if ( IsToolCreated ( ) )
{
EnableDraw ( ! IsDrawEnabled ( ) ) ;
}
else
{
CreateTool ( ) ;
EnableTool ( ) ;
}
2015-02-23 15:58:14 -05:00
}
2015-02-27 09:26:32 -05:00
# endif
2014-10-01 08:53:33 -04:00
}
2014-06-10 13:56:35 -04:00
2014-10-01 08:53:33 -04:00
void AGameplayDebuggingReplicator : : OnRep_AutoActivate ( )
{
2015-02-27 09:26:32 -05:00
# if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
2014-09-29 21:43:13 -04:00
// we are already replicated so let's activate tool
if ( GetWorld ( ) & & GetNetMode ( ) = = ENetMode : : NM_Client & & ! IsToolCreated ( ) & & ! IsGlobalInWorld ( ) )
{
Copying //UE4/Dev-Framework to //UE4/Main @ 2830052
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2807479 on 2015/12/17 by Zak.Middleton
#ue4 - Optimize allocations in FFinalPostProcessSettings. Fix bug skipping an element when updating the ContributingCubemaps array if one is removed during an iteration.
#rb Aaron.Mcleran
#codereview Martin.Mittring
#jira UE-24485
Change 2807695 on 2015/12/17 by Aaron.McLeran
Changing the VolumeScale sound concurrency implementation to be a volume scalar on older sounds in a concurrency group rather than scale new sounds.
#rb zak.middleton
Change 2808628 on 2015/12/18 by Thomas.Sarkanen
Minor optimization: Dont call GetWorld() 3 times in a row in USceneComponent::ShouldRender()
#rb Martin.Wilson
Change 2810090 on 2015/12/21 by Ori.Cohen
Allow collision and trail particles to run off the game thread.
Clean up missing marshelled AsyncComponentToWorld
Change 2814518 on 2016/01/04 by Marc.Audy
Use Reset instead of Empty
Change 2814530 on 2016/01/04 by James.Golding
UE-2689 Hook up lots of new icons for component classes
#rb thomas.sarkanen
Change 2814665 on 2016/01/04 by Marc.Audy
PR #1860:Fix ChildActorComponent linking issue when extended from game (Contributed by lion03)
Change 2814686 on 2016/01/04 by Benn.Gallagher
Fix for radial force components applying impulses multiple times to destructible components
#rb Ori.Cohen
Change 2815221 on 2016/01/04 by Aaron.McLeran
UE-24528 Fixing focus-distance scaling and focus priority scaling working with concurrency settings.
USoundAttenuation:
- Added methods to SoundAttenuation to get focus, attenuation, and distance scale based on focus factor.
- Added NonFocusDistanceScale parameter to attenuation settings customization so its setable by users
USoundBase:
- Added function on USoundBase which checks IsLooping, which checks the duration
- Removed functions IsAudible and IsAudibleSimple from USoundBase since that functionality is accomplished differently and takes into account focus-distance scaling now.
FActiveSound:
- Caching values of FocusPriorityScale and FocusDistanceScale to Active sound so that can be used for audibility checks
- Included FocusDistanceScale when computing bIsAudible in Active sound
- Moved GetAttenuationListenerData and the accompanying private struct FAttenuationListenerData to FAudioDevice since the audio device and moved code which computes focus factor and geometry into FAudioDevice::GetFocusFactor since it needs to be computed before an active sound exist
FAudioDevice:
- Added SoundIsAudible function which queries a particular sound if its audible based on attenuation settings, focus factor, etc. Will optionally return computed MaxDistance to avoid recomputing it in certain cases.
- Added a few helper functions: FindClosestListenerIndex, GetAttenuationListenerData
- Added GetFocusFactor, which performs the vector math to determine focus factor (0.0 is in-focus, 1.0 is out of focus) for a given sound and listener and attenuation focus settings.
- Updated CreateComponent and PlaySoundAtLocation functions to use the new SoundIsAudible function rather than the old IsAudibleSimple
#rb zak.middleton
Change 2815694 on 2016/01/05 by thomas.sarkanen
Added test texture
Change 2815695 on 2016/01/05 by thomas.sarkanen
Modified test texture
Change 2815709 on 2016/01/05 by James.Golding
PR #1778 : New BP-callablle function AActor::WasRecentlyRendered, with optional tolerance in seconds
https://github.com/EpicGames/UnrealEngine/pull/1778
#github 1778
#jira UE-23674
#rb jurre.debaare
Change 2815711 on 2016/01/05 by James.Golding
PR #1534 : Add missing default tolerance value for FVector2D::Equal
https://github.com/EpicGames/UnrealEngine/pull/1534
#github 1534
#jira UE-20838
#rb jurre.debaare
Change 2815714 on 2016/01/05 by James.Golding
PR #1887 : Added 'Thickness' Parameter to all valid options in Draw Debug Helper
https://github.com/EpicGames/UnrealEngine/pull/1887
#github 1887
#jira UE-24802
#rb jurre.debaare
Change 2815725 on 2016/01/05 by James.Golding
Added comment that USkeletalMeshComponent::bEnablePhysicsOnDedicatedServer cannot be changed at runtime
#jira UE-20439
Change 2815813 on 2016/01/05 by Marc.Audy
Move dispatch of transition functions to new OnMatchStateSet virtual which is called from SetMatchState allowing subclasses to insert their own handling between the set of the variable and dispatch to GameState and Blueprints rather than having to override the entire function.
#codereview Peter.Knepley
Change 2815884 on 2016/01/05 by James.Golding
- Avoid PSC iterating over all particle emitters each tick to check for changes in DetailMode. Now remember global DetailMode when we last checked, and only iterate again if that has changed.
- Add 'WarmupTime' and 'CPUCollision' to Asset Registry Tags for Particle Systems
#rb simon.tovey
#codereview gil.gribb
Change 2816306 on 2016/01/05 by Marc.Audy
(4.11) Pass boolean to OnComponentDestroyed that indicates if the entire Actor's hierarchy is being destroyed. If so we can avoid doing a lot of expensive tear down, particularly detaching each component one at a time from the hierarchy and causing massive position/bounds updates.
#rb Zak.Middleton, James.Golding
2016-01-15 13:01:30 -05:00
if ( IsToolCreated ( ) )
{
EnableDraw ( ! IsDrawEnabled ( ) ) ;
}
else
{
CreateTool ( ) ;
EnableTool ( ) ;
}
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}
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# endif
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}
UGameplayDebuggingComponent * AGameplayDebuggingReplicator : : GetDebugComponent ( )
{
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# if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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if ( IsPendingKill ( ) = = false & & ! DebugComponent & & DebugComponentClass . IsValid ( ) & & GetNetMode ( ) < ENetMode : : NM_Client )
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{
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DebugComponent = NewObject < UGameplayDebuggingComponent > ( this , DebugComponentClass . Get ( ) , TEXT ( " DebugComponent " ) , RF_Transient ) ;
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DebugComponent - > SetIsReplicated ( true ) ;
DebugComponent - > RegisterComponent ( ) ;
DebugComponent - > Activate ( ) ;
}
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# endif
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return DebugComponent ;
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}
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class UNetConnection * AGameplayDebuggingReplicator : : GetNetConnection ( ) const
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{
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# if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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if ( LocalPlayerOwner & & LocalPlayerOwner - > IsPendingKill ( ) = = false & & IsPendingKill ( ) = = false )
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{
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return LocalPlayerOwner - > GetNetConnection ( ) ;
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}
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# endif
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return NULL ;
}
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bool AGameplayDebuggingReplicator : : ClientEnableTargetSelection_Validate ( bool , APlayerController * )
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{
return true ;
}
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void AGameplayDebuggingReplicator : : ClientEnableTargetSelection_Implementation ( bool bEnable , APlayerController * Context )
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{
2015-02-27 09:26:32 -05:00
# if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
Copying //UE4/Orion-Staging to Dev-Main (Originating from //Orion/Main at CL-2777663)
#lockdown Nick.Penwarden
Change 2777555 on 2015/11/23 by Antony.Carter
Friend List Sub Menu restyling to new designs
#RB Nicholas.Davies
#TESTS Check 3 sub menus of friends list (Online Status, Friends List, Settings) still function correctly with new styling.
Change 2777506 on 2015/11/23 by Andrew.Rodham
Sequencer: Copy/Paste command binding is no longer active if the seuqnece widget is not focused
This addresses UE-23423
#tests Tested copy/paste inside and outside of sequencer
#codereview Max.Chen
#rb Max.Chen
Change 2777505 on 2015/11/23 by Andrew.Rodham
Sequencer: Undoing the addition of a spawnable now ensures its actor instance is deleted correctly
This addresses UE-23450
#tests tested the repro steps on the bug
#codereview Max.Chen
#rb Max.Chen
Change 2777489 on 2015/11/23 by Andrew.Rodham
Sequencer: Workflow optimizations for spawnables
- Editing a property on an instance of a spawnable now automatically propagates to the spawnable defaults, provided the property is not keyed
- Fixed a few cases where spawnables were left lingering around while scrubbing or switching between sub-sequences
- Fixed the root sequence instance being evaluated when there was a sub-sequence focused.
- Selection states are now remembered for spawnable objects when they are destroyed/re-spawned
#codereview Max.Chen
#tests tested loks of object types as spawnables in PIE and in editor
#rb Max.Chen
Change 2777321 on 2015/11/23 by Terence.Burns
Updated the usage of World->UpdateStreamingLevels to FlushStreaming levels on the advice of Dmitriy. Need this to ensure that the streaming is completed before we send it off to lightmass.
#rb Dmitriy.Dyomin
#Tests Run the RebuildLightmaps UAT script.
Change 2777091 on 2015/11/22 by Andrew.Grant
Changed "inappropriate outmost" warning on package load to an error. At the very least we want this for a day or two on Orion to surface errors quickly, but may be a good thing to make a standard error since it indicates something that's likely broken.
#rb none
#tests Golden path in game, cooked content
#codereview Nick.Penwarden, Michael.Noland
Change 2777037 on 2015/11/22 by Laurent.Delayen
Additional debug info to track down https://jira.ol.epicgames.net/browse/OR-9675
#rb martin.wilson
#codereview martin.wilson
#tests Golden path (PIE) + compiled for PS4
Change 2777030 on 2015/11/22 by Sam.Zamani
#online,externalui,ps4
- added footer option for closing the embedded web browser
#rb none
#tests exec command to try on ps4
Change 2777019 on 2015/11/22 by Marcus.Wassmer
Possible fix for OR-9851
#rb none
#test GoldenPath, PS4
#codereview Nick.Darnell,Matt.Kuhlenschmidt
Change 2776932 on 2015/11/22 by Max.Chen
Sequencer: Fix editor selection so that it's not modified in response to the sequencer outliner tree node changing selection if the user is not explicitly selecting in the tree.
#RB none
#tests Select an actor that Sequencer doesn't control and it shouldn't deselect.
Change 2776900 on 2015/11/21 by Marcus.Wassmer
HighQuality particle lights.
#rb Brian.Karis
#test GoldenPath, HQ Particles w/wo ShadowCasting.
#codereview Olaf.Piesche, Simon.Tovey, Tim.Elek
Change 2776868 on 2015/11/21 by Brian.Karis
Reduced temporal aa responsiveness back where it was.
Change 2776867 on 2015/11/21 by Brian.Karis
Removed shading terminator bias meant for shadow map acne but it made character faces look worse.
Change 2776840 on 2015/11/21 by Brian.Karis
Hair indirect lighting implemented.
Improvements to hair shading model. No longer uses backlit parameter.
#rb marcus.wassmer
#tests editor
Change 2776748 on 2015/11/21 by Max.Preussner
Sequencer: Continued to implement track label editor
Note: still disabled, because there are a couple remaining issues
#codereview: max.chen
#rb: max.chen
#test: Editor, Runtime
Change 2776493 on 2015/11/20 by Max.Preussner
Sequencer: Wrapped the node tree context menu actions for editing in an 'Edit' section
#codereview: max.chen
#rb: max.chen
2015-11-24 16:45:24 -05:00
// @note patching up OR-9814
const UGameplayDebuggingComponent * DummyPointer = GetDebugComponent ( ) ;
if ( DebugComponent )
2014-06-10 13:56:35 -04:00
{
Copying //UE4/Orion-Staging to Dev-Main (Originating from //Orion/Main at CL-2777663)
#lockdown Nick.Penwarden
Change 2777555 on 2015/11/23 by Antony.Carter
Friend List Sub Menu restyling to new designs
#RB Nicholas.Davies
#TESTS Check 3 sub menus of friends list (Online Status, Friends List, Settings) still function correctly with new styling.
Change 2777506 on 2015/11/23 by Andrew.Rodham
Sequencer: Copy/Paste command binding is no longer active if the seuqnece widget is not focused
This addresses UE-23423
#tests Tested copy/paste inside and outside of sequencer
#codereview Max.Chen
#rb Max.Chen
Change 2777505 on 2015/11/23 by Andrew.Rodham
Sequencer: Undoing the addition of a spawnable now ensures its actor instance is deleted correctly
This addresses UE-23450
#tests tested the repro steps on the bug
#codereview Max.Chen
#rb Max.Chen
Change 2777489 on 2015/11/23 by Andrew.Rodham
Sequencer: Workflow optimizations for spawnables
- Editing a property on an instance of a spawnable now automatically propagates to the spawnable defaults, provided the property is not keyed
- Fixed a few cases where spawnables were left lingering around while scrubbing or switching between sub-sequences
- Fixed the root sequence instance being evaluated when there was a sub-sequence focused.
- Selection states are now remembered for spawnable objects when they are destroyed/re-spawned
#codereview Max.Chen
#tests tested loks of object types as spawnables in PIE and in editor
#rb Max.Chen
Change 2777321 on 2015/11/23 by Terence.Burns
Updated the usage of World->UpdateStreamingLevels to FlushStreaming levels on the advice of Dmitriy. Need this to ensure that the streaming is completed before we send it off to lightmass.
#rb Dmitriy.Dyomin
#Tests Run the RebuildLightmaps UAT script.
Change 2777091 on 2015/11/22 by Andrew.Grant
Changed "inappropriate outmost" warning on package load to an error. At the very least we want this for a day or two on Orion to surface errors quickly, but may be a good thing to make a standard error since it indicates something that's likely broken.
#rb none
#tests Golden path in game, cooked content
#codereview Nick.Penwarden, Michael.Noland
Change 2777037 on 2015/11/22 by Laurent.Delayen
Additional debug info to track down https://jira.ol.epicgames.net/browse/OR-9675
#rb martin.wilson
#codereview martin.wilson
#tests Golden path (PIE) + compiled for PS4
Change 2777030 on 2015/11/22 by Sam.Zamani
#online,externalui,ps4
- added footer option for closing the embedded web browser
#rb none
#tests exec command to try on ps4
Change 2777019 on 2015/11/22 by Marcus.Wassmer
Possible fix for OR-9851
#rb none
#test GoldenPath, PS4
#codereview Nick.Darnell,Matt.Kuhlenschmidt
Change 2776932 on 2015/11/22 by Max.Chen
Sequencer: Fix editor selection so that it's not modified in response to the sequencer outliner tree node changing selection if the user is not explicitly selecting in the tree.
#RB none
#tests Select an actor that Sequencer doesn't control and it shouldn't deselect.
Change 2776900 on 2015/11/21 by Marcus.Wassmer
HighQuality particle lights.
#rb Brian.Karis
#test GoldenPath, HQ Particles w/wo ShadowCasting.
#codereview Olaf.Piesche, Simon.Tovey, Tim.Elek
Change 2776868 on 2015/11/21 by Brian.Karis
Reduced temporal aa responsiveness back where it was.
Change 2776867 on 2015/11/21 by Brian.Karis
Removed shading terminator bias meant for shadow map acne but it made character faces look worse.
Change 2776840 on 2015/11/21 by Brian.Karis
Hair indirect lighting implemented.
Improvements to hair shading model. No longer uses backlit parameter.
#rb marcus.wassmer
#tests editor
Change 2776748 on 2015/11/21 by Max.Preussner
Sequencer: Continued to implement track label editor
Note: still disabled, because there are a couple remaining issues
#codereview: max.chen
#rb: max.chen
#test: Editor, Runtime
Change 2776493 on 2015/11/20 by Max.Preussner
Sequencer: Wrapped the node tree context menu actions for editing in an 'Edit' section
#codereview: max.chen
#rb: max.chen
2015-11-24 16:45:24 -05:00
DebugComponent - > ClientEnableTargetSelection ( bEnable ) ;
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}
2015-02-27 09:26:32 -05:00
# endif
2014-06-10 13:56:35 -04:00
}
bool AGameplayDebuggingReplicator : : ClientReplicateMessage_Validate ( class AActor * Actor , uint32 InMessage , uint32 DataView )
{
return true ;
}
void AGameplayDebuggingReplicator : : ClientReplicateMessage_Implementation ( class AActor * Actor , uint32 InMessage , uint32 DataView )
{
}
bool AGameplayDebuggingReplicator : : ServerReplicateMessage_Validate ( class AActor * Actor , uint32 InMessage , uint32 DataView )
{
return true ;
}
void AGameplayDebuggingReplicator : : ServerReplicateMessage_Implementation ( class AActor * Actor , uint32 InMessage , uint32 DataView )
{
# if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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if ( ( EDebugComponentMessage : : Type ) InMessage = = EDebugComponentMessage : : DeactivateReplilcation )
{
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ServerSetActorToDebug ( NULL ) ;
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MarkComponentsRenderStateDirty ( ) ;
}
Copying //UE4/Orion-Staging to Dev-Main (Originating from //Orion/Main at CL-2777663)
#lockdown Nick.Penwarden
Change 2777555 on 2015/11/23 by Antony.Carter
Friend List Sub Menu restyling to new designs
#RB Nicholas.Davies
#TESTS Check 3 sub menus of friends list (Online Status, Friends List, Settings) still function correctly with new styling.
Change 2777506 on 2015/11/23 by Andrew.Rodham
Sequencer: Copy/Paste command binding is no longer active if the seuqnece widget is not focused
This addresses UE-23423
#tests Tested copy/paste inside and outside of sequencer
#codereview Max.Chen
#rb Max.Chen
Change 2777505 on 2015/11/23 by Andrew.Rodham
Sequencer: Undoing the addition of a spawnable now ensures its actor instance is deleted correctly
This addresses UE-23450
#tests tested the repro steps on the bug
#codereview Max.Chen
#rb Max.Chen
Change 2777489 on 2015/11/23 by Andrew.Rodham
Sequencer: Workflow optimizations for spawnables
- Editing a property on an instance of a spawnable now automatically propagates to the spawnable defaults, provided the property is not keyed
- Fixed a few cases where spawnables were left lingering around while scrubbing or switching between sub-sequences
- Fixed the root sequence instance being evaluated when there was a sub-sequence focused.
- Selection states are now remembered for spawnable objects when they are destroyed/re-spawned
#codereview Max.Chen
#tests tested loks of object types as spawnables in PIE and in editor
#rb Max.Chen
Change 2777321 on 2015/11/23 by Terence.Burns
Updated the usage of World->UpdateStreamingLevels to FlushStreaming levels on the advice of Dmitriy. Need this to ensure that the streaming is completed before we send it off to lightmass.
#rb Dmitriy.Dyomin
#Tests Run the RebuildLightmaps UAT script.
Change 2777091 on 2015/11/22 by Andrew.Grant
Changed "inappropriate outmost" warning on package load to an error. At the very least we want this for a day or two on Orion to surface errors quickly, but may be a good thing to make a standard error since it indicates something that's likely broken.
#rb none
#tests Golden path in game, cooked content
#codereview Nick.Penwarden, Michael.Noland
Change 2777037 on 2015/11/22 by Laurent.Delayen
Additional debug info to track down https://jira.ol.epicgames.net/browse/OR-9675
#rb martin.wilson
#codereview martin.wilson
#tests Golden path (PIE) + compiled for PS4
Change 2777030 on 2015/11/22 by Sam.Zamani
#online,externalui,ps4
- added footer option for closing the embedded web browser
#rb none
#tests exec command to try on ps4
Change 2777019 on 2015/11/22 by Marcus.Wassmer
Possible fix for OR-9851
#rb none
#test GoldenPath, PS4
#codereview Nick.Darnell,Matt.Kuhlenschmidt
Change 2776932 on 2015/11/22 by Max.Chen
Sequencer: Fix editor selection so that it's not modified in response to the sequencer outliner tree node changing selection if the user is not explicitly selecting in the tree.
#RB none
#tests Select an actor that Sequencer doesn't control and it shouldn't deselect.
Change 2776900 on 2015/11/21 by Marcus.Wassmer
HighQuality particle lights.
#rb Brian.Karis
#test GoldenPath, HQ Particles w/wo ShadowCasting.
#codereview Olaf.Piesche, Simon.Tovey, Tim.Elek
Change 2776868 on 2015/11/21 by Brian.Karis
Reduced temporal aa responsiveness back where it was.
Change 2776867 on 2015/11/21 by Brian.Karis
Removed shading terminator bias meant for shadow map acne but it made character faces look worse.
Change 2776840 on 2015/11/21 by Brian.Karis
Hair indirect lighting implemented.
Improvements to hair shading model. No longer uses backlit parameter.
#rb marcus.wassmer
#tests editor
Change 2776748 on 2015/11/21 by Max.Preussner
Sequencer: Continued to implement track label editor
Note: still disabled, because there are a couple remaining issues
#codereview: max.chen
#rb: max.chen
#test: Editor, Runtime
Change 2776493 on 2015/11/20 by Max.Preussner
Sequencer: Wrapped the node tree context menu actions for editing in an 'Edit' section
#codereview: max.chen
#rb: max.chen
2015-11-24 16:45:24 -05:00
// @note patching up OR-9814
const UGameplayDebuggingComponent * DummyPointer = GetDebugComponent ( ) ;
if ( DebugComponent )
2014-06-10 13:56:35 -04:00
{
Copying //UE4/Orion-Staging to Dev-Main (Originating from //Orion/Main at CL-2777663)
#lockdown Nick.Penwarden
Change 2777555 on 2015/11/23 by Antony.Carter
Friend List Sub Menu restyling to new designs
#RB Nicholas.Davies
#TESTS Check 3 sub menus of friends list (Online Status, Friends List, Settings) still function correctly with new styling.
Change 2777506 on 2015/11/23 by Andrew.Rodham
Sequencer: Copy/Paste command binding is no longer active if the seuqnece widget is not focused
This addresses UE-23423
#tests Tested copy/paste inside and outside of sequencer
#codereview Max.Chen
#rb Max.Chen
Change 2777505 on 2015/11/23 by Andrew.Rodham
Sequencer: Undoing the addition of a spawnable now ensures its actor instance is deleted correctly
This addresses UE-23450
#tests tested the repro steps on the bug
#codereview Max.Chen
#rb Max.Chen
Change 2777489 on 2015/11/23 by Andrew.Rodham
Sequencer: Workflow optimizations for spawnables
- Editing a property on an instance of a spawnable now automatically propagates to the spawnable defaults, provided the property is not keyed
- Fixed a few cases where spawnables were left lingering around while scrubbing or switching between sub-sequences
- Fixed the root sequence instance being evaluated when there was a sub-sequence focused.
- Selection states are now remembered for spawnable objects when they are destroyed/re-spawned
#codereview Max.Chen
#tests tested loks of object types as spawnables in PIE and in editor
#rb Max.Chen
Change 2777321 on 2015/11/23 by Terence.Burns
Updated the usage of World->UpdateStreamingLevels to FlushStreaming levels on the advice of Dmitriy. Need this to ensure that the streaming is completed before we send it off to lightmass.
#rb Dmitriy.Dyomin
#Tests Run the RebuildLightmaps UAT script.
Change 2777091 on 2015/11/22 by Andrew.Grant
Changed "inappropriate outmost" warning on package load to an error. At the very least we want this for a day or two on Orion to surface errors quickly, but may be a good thing to make a standard error since it indicates something that's likely broken.
#rb none
#tests Golden path in game, cooked content
#codereview Nick.Penwarden, Michael.Noland
Change 2777037 on 2015/11/22 by Laurent.Delayen
Additional debug info to track down https://jira.ol.epicgames.net/browse/OR-9675
#rb martin.wilson
#codereview martin.wilson
#tests Golden path (PIE) + compiled for PS4
Change 2777030 on 2015/11/22 by Sam.Zamani
#online,externalui,ps4
- added footer option for closing the embedded web browser
#rb none
#tests exec command to try on ps4
Change 2777019 on 2015/11/22 by Marcus.Wassmer
Possible fix for OR-9851
#rb none
#test GoldenPath, PS4
#codereview Nick.Darnell,Matt.Kuhlenschmidt
Change 2776932 on 2015/11/22 by Max.Chen
Sequencer: Fix editor selection so that it's not modified in response to the sequencer outliner tree node changing selection if the user is not explicitly selecting in the tree.
#RB none
#tests Select an actor that Sequencer doesn't control and it shouldn't deselect.
Change 2776900 on 2015/11/21 by Marcus.Wassmer
HighQuality particle lights.
#rb Brian.Karis
#test GoldenPath, HQ Particles w/wo ShadowCasting.
#codereview Olaf.Piesche, Simon.Tovey, Tim.Elek
Change 2776868 on 2015/11/21 by Brian.Karis
Reduced temporal aa responsiveness back where it was.
Change 2776867 on 2015/11/21 by Brian.Karis
Removed shading terminator bias meant for shadow map acne but it made character faces look worse.
Change 2776840 on 2015/11/21 by Brian.Karis
Hair indirect lighting implemented.
Improvements to hair shading model. No longer uses backlit parameter.
#rb marcus.wassmer
#tests editor
Change 2776748 on 2015/11/21 by Max.Preussner
Sequencer: Continued to implement track label editor
Note: still disabled, because there are a couple remaining issues
#codereview: max.chen
#rb: max.chen
#test: Editor, Runtime
Change 2776493 on 2015/11/20 by Max.Preussner
Sequencer: Wrapped the node tree context menu actions for editing in an 'Edit' section
#codereview: max.chen
#rb: max.chen
2015-11-24 16:45:24 -05:00
DebugComponent - > ServerReplicateData ( ( EDebugComponentMessage : : Type ) InMessage , ( EAIDebugDrawDataView : : Type ) DataView ) ;
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}
# endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
}
bool AGameplayDebuggingReplicator : : IsDrawEnabled ( )
{
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# if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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return bEnabledDraw & & GetWorld ( ) & & GetNetMode ( ) ! = ENetMode : : NM_DedicatedServer ;
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# else
return false ;
# endif
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}
void AGameplayDebuggingReplicator : : EnableDraw ( bool bEnable )
{
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# if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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bEnabledDraw = bEnable ;
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if ( AHUD * const GameHUD = LocalPlayerOwner ? LocalPlayerOwner - > GetHUD ( ) : NULL )
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{
GameHUD - > bShowHUD = bEnable ? false : true ;
}
GEngine - > bEnableOnScreenDebugMessages = bEnable ? false : true ;
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if ( DebugComponent )
{
const bool bEnabledEQSView = GameplayDebuggerSettings ( this ) . CheckFlag ( EAIDebugDrawDataView : : EQS ) ;
DebugComponent - > EnableClientEQSSceneProxy ( bEnable & & bEnabledEQSView ? true : false ) ;
DebugComponent - > MarkRenderStateDirty ( ) ;
}
2015-02-27 09:26:32 -05:00
# endif
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}
bool AGameplayDebuggingReplicator : : IsToolCreated ( )
{
UGameplayDebuggingControllerComponent * GDC = FindComponentByClass < UGameplayDebuggingControllerComponent > ( ) ;
2014-06-25 09:28:40 -04:00
return LocalPlayerOwner & & GDC ;
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}
2014-06-25 09:28:40 -04:00
void AGameplayDebuggingReplicator : : CreateTool ( )
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{
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# if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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if ( GetWorld ( ) & & GetNetMode ( ) ! = ENetMode : : NM_DedicatedServer )
{
UGameplayDebuggingControllerComponent * GDC = FindComponentByClass < UGameplayDebuggingControllerComponent > ( ) ;
if ( ! GDC )
{
2014-12-11 11:44:40 -05:00
DebugComponentControllerClass = StaticLoadClass ( UGameplayDebuggingControllerComponent : : StaticClass ( ) , NULL , * DebugComponentControllerClassName , NULL , LOAD_None , NULL ) ;
if ( ! DebugComponentControllerClass . IsValid ( ) )
{
DebugComponentControllerClass = AGameplayDebuggingHUDComponent : : StaticClass ( ) ;
}
2015-02-03 05:40:57 -05:00
GDC = NewObject < UGameplayDebuggingControllerComponent > ( this , DebugComponentControllerClass . Get ( ) ) ;
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GDC - > SetPlayerOwner ( LocalPlayerOwner ) ;
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GDC - > RegisterComponent ( ) ;
}
}
2015-02-27 09:26:32 -05:00
# endif
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}
void AGameplayDebuggingReplicator : : EnableTool ( )
{
2015-02-27 09:26:32 -05:00
# if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
Copying //UE4/Orion-Staging to Dev-Main (Originating from //Orion/Main at CL-2777663)
#lockdown Nick.Penwarden
Change 2777555 on 2015/11/23 by Antony.Carter
Friend List Sub Menu restyling to new designs
#RB Nicholas.Davies
#TESTS Check 3 sub menus of friends list (Online Status, Friends List, Settings) still function correctly with new styling.
Change 2777506 on 2015/11/23 by Andrew.Rodham
Sequencer: Copy/Paste command binding is no longer active if the seuqnece widget is not focused
This addresses UE-23423
#tests Tested copy/paste inside and outside of sequencer
#codereview Max.Chen
#rb Max.Chen
Change 2777505 on 2015/11/23 by Andrew.Rodham
Sequencer: Undoing the addition of a spawnable now ensures its actor instance is deleted correctly
This addresses UE-23450
#tests tested the repro steps on the bug
#codereview Max.Chen
#rb Max.Chen
Change 2777489 on 2015/11/23 by Andrew.Rodham
Sequencer: Workflow optimizations for spawnables
- Editing a property on an instance of a spawnable now automatically propagates to the spawnable defaults, provided the property is not keyed
- Fixed a few cases where spawnables were left lingering around while scrubbing or switching between sub-sequences
- Fixed the root sequence instance being evaluated when there was a sub-sequence focused.
- Selection states are now remembered for spawnable objects when they are destroyed/re-spawned
#codereview Max.Chen
#tests tested loks of object types as spawnables in PIE and in editor
#rb Max.Chen
Change 2777321 on 2015/11/23 by Terence.Burns
Updated the usage of World->UpdateStreamingLevels to FlushStreaming levels on the advice of Dmitriy. Need this to ensure that the streaming is completed before we send it off to lightmass.
#rb Dmitriy.Dyomin
#Tests Run the RebuildLightmaps UAT script.
Change 2777091 on 2015/11/22 by Andrew.Grant
Changed "inappropriate outmost" warning on package load to an error. At the very least we want this for a day or two on Orion to surface errors quickly, but may be a good thing to make a standard error since it indicates something that's likely broken.
#rb none
#tests Golden path in game, cooked content
#codereview Nick.Penwarden, Michael.Noland
Change 2777037 on 2015/11/22 by Laurent.Delayen
Additional debug info to track down https://jira.ol.epicgames.net/browse/OR-9675
#rb martin.wilson
#codereview martin.wilson
#tests Golden path (PIE) + compiled for PS4
Change 2777030 on 2015/11/22 by Sam.Zamani
#online,externalui,ps4
- added footer option for closing the embedded web browser
#rb none
#tests exec command to try on ps4
Change 2777019 on 2015/11/22 by Marcus.Wassmer
Possible fix for OR-9851
#rb none
#test GoldenPath, PS4
#codereview Nick.Darnell,Matt.Kuhlenschmidt
Change 2776932 on 2015/11/22 by Max.Chen
Sequencer: Fix editor selection so that it's not modified in response to the sequencer outliner tree node changing selection if the user is not explicitly selecting in the tree.
#RB none
#tests Select an actor that Sequencer doesn't control and it shouldn't deselect.
Change 2776900 on 2015/11/21 by Marcus.Wassmer
HighQuality particle lights.
#rb Brian.Karis
#test GoldenPath, HQ Particles w/wo ShadowCasting.
#codereview Olaf.Piesche, Simon.Tovey, Tim.Elek
Change 2776868 on 2015/11/21 by Brian.Karis
Reduced temporal aa responsiveness back where it was.
Change 2776867 on 2015/11/21 by Brian.Karis
Removed shading terminator bias meant for shadow map acne but it made character faces look worse.
Change 2776840 on 2015/11/21 by Brian.Karis
Hair indirect lighting implemented.
Improvements to hair shading model. No longer uses backlit parameter.
#rb marcus.wassmer
#tests editor
Change 2776748 on 2015/11/21 by Max.Preussner
Sequencer: Continued to implement track label editor
Note: still disabled, because there are a couple remaining issues
#codereview: max.chen
#rb: max.chen
#test: Editor, Runtime
Change 2776493 on 2015/11/20 by Max.Preussner
Sequencer: Wrapped the node tree context menu actions for editing in an 'Edit' section
#codereview: max.chen
#rb: max.chen
2015-11-24 16:45:24 -05:00
// @note patching up OR-9814
if ( GetWorld ( ) & & GetNetMode ( ) ! = ENetMode : : NM_DedicatedServer & & DebugComponent ! = nullptr )
2014-06-10 13:56:35 -04:00
{
Copying //UE4/Orion-Staging to Dev-Main (Originating from //Orion/Main at CL-2777663)
#lockdown Nick.Penwarden
Change 2777555 on 2015/11/23 by Antony.Carter
Friend List Sub Menu restyling to new designs
#RB Nicholas.Davies
#TESTS Check 3 sub menus of friends list (Online Status, Friends List, Settings) still function correctly with new styling.
Change 2777506 on 2015/11/23 by Andrew.Rodham
Sequencer: Copy/Paste command binding is no longer active if the seuqnece widget is not focused
This addresses UE-23423
#tests Tested copy/paste inside and outside of sequencer
#codereview Max.Chen
#rb Max.Chen
Change 2777505 on 2015/11/23 by Andrew.Rodham
Sequencer: Undoing the addition of a spawnable now ensures its actor instance is deleted correctly
This addresses UE-23450
#tests tested the repro steps on the bug
#codereview Max.Chen
#rb Max.Chen
Change 2777489 on 2015/11/23 by Andrew.Rodham
Sequencer: Workflow optimizations for spawnables
- Editing a property on an instance of a spawnable now automatically propagates to the spawnable defaults, provided the property is not keyed
- Fixed a few cases where spawnables were left lingering around while scrubbing or switching between sub-sequences
- Fixed the root sequence instance being evaluated when there was a sub-sequence focused.
- Selection states are now remembered for spawnable objects when they are destroyed/re-spawned
#codereview Max.Chen
#tests tested loks of object types as spawnables in PIE and in editor
#rb Max.Chen
Change 2777321 on 2015/11/23 by Terence.Burns
Updated the usage of World->UpdateStreamingLevels to FlushStreaming levels on the advice of Dmitriy. Need this to ensure that the streaming is completed before we send it off to lightmass.
#rb Dmitriy.Dyomin
#Tests Run the RebuildLightmaps UAT script.
Change 2777091 on 2015/11/22 by Andrew.Grant
Changed "inappropriate outmost" warning on package load to an error. At the very least we want this for a day or two on Orion to surface errors quickly, but may be a good thing to make a standard error since it indicates something that's likely broken.
#rb none
#tests Golden path in game, cooked content
#codereview Nick.Penwarden, Michael.Noland
Change 2777037 on 2015/11/22 by Laurent.Delayen
Additional debug info to track down https://jira.ol.epicgames.net/browse/OR-9675
#rb martin.wilson
#codereview martin.wilson
#tests Golden path (PIE) + compiled for PS4
Change 2777030 on 2015/11/22 by Sam.Zamani
#online,externalui,ps4
- added footer option for closing the embedded web browser
#rb none
#tests exec command to try on ps4
Change 2777019 on 2015/11/22 by Marcus.Wassmer
Possible fix for OR-9851
#rb none
#test GoldenPath, PS4
#codereview Nick.Darnell,Matt.Kuhlenschmidt
Change 2776932 on 2015/11/22 by Max.Chen
Sequencer: Fix editor selection so that it's not modified in response to the sequencer outliner tree node changing selection if the user is not explicitly selecting in the tree.
#RB none
#tests Select an actor that Sequencer doesn't control and it shouldn't deselect.
Change 2776900 on 2015/11/21 by Marcus.Wassmer
HighQuality particle lights.
#rb Brian.Karis
#test GoldenPath, HQ Particles w/wo ShadowCasting.
#codereview Olaf.Piesche, Simon.Tovey, Tim.Elek
Change 2776868 on 2015/11/21 by Brian.Karis
Reduced temporal aa responsiveness back where it was.
Change 2776867 on 2015/11/21 by Brian.Karis
Removed shading terminator bias meant for shadow map acne but it made character faces look worse.
Change 2776840 on 2015/11/21 by Brian.Karis
Hair indirect lighting implemented.
Improvements to hair shading model. No longer uses backlit parameter.
#rb marcus.wassmer
#tests editor
Change 2776748 on 2015/11/21 by Max.Preussner
Sequencer: Continued to implement track label editor
Note: still disabled, because there are a couple remaining issues
#codereview: max.chen
#rb: max.chen
#test: Editor, Runtime
Change 2776493 on 2015/11/20 by Max.Preussner
Sequencer: Wrapped the node tree context menu actions for editing in an 'Edit' section
#codereview: max.chen
#rb: max.chen
2015-11-24 16:45:24 -05:00
UGameplayDebuggingControllerComponent * GDC = FindComponentByClass < UGameplayDebuggingControllerComponent > ( ) ;
2014-06-10 13:56:35 -04:00
if ( GDC )
{
// simulate key press
GDC - > OnActivationKeyPressed ( ) ;
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
ClientEnableTargetSelection ( true , LocalPlayerOwner ) ;
Copying //UE4/Orion-Staging to Dev-Main (Originating from //Orion/Main at CL-2777663)
#lockdown Nick.Penwarden
Change 2777555 on 2015/11/23 by Antony.Carter
Friend List Sub Menu restyling to new designs
#RB Nicholas.Davies
#TESTS Check 3 sub menus of friends list (Online Status, Friends List, Settings) still function correctly with new styling.
Change 2777506 on 2015/11/23 by Andrew.Rodham
Sequencer: Copy/Paste command binding is no longer active if the seuqnece widget is not focused
This addresses UE-23423
#tests Tested copy/paste inside and outside of sequencer
#codereview Max.Chen
#rb Max.Chen
Change 2777505 on 2015/11/23 by Andrew.Rodham
Sequencer: Undoing the addition of a spawnable now ensures its actor instance is deleted correctly
This addresses UE-23450
#tests tested the repro steps on the bug
#codereview Max.Chen
#rb Max.Chen
Change 2777489 on 2015/11/23 by Andrew.Rodham
Sequencer: Workflow optimizations for spawnables
- Editing a property on an instance of a spawnable now automatically propagates to the spawnable defaults, provided the property is not keyed
- Fixed a few cases where spawnables were left lingering around while scrubbing or switching between sub-sequences
- Fixed the root sequence instance being evaluated when there was a sub-sequence focused.
- Selection states are now remembered for spawnable objects when they are destroyed/re-spawned
#codereview Max.Chen
#tests tested loks of object types as spawnables in PIE and in editor
#rb Max.Chen
Change 2777321 on 2015/11/23 by Terence.Burns
Updated the usage of World->UpdateStreamingLevels to FlushStreaming levels on the advice of Dmitriy. Need this to ensure that the streaming is completed before we send it off to lightmass.
#rb Dmitriy.Dyomin
#Tests Run the RebuildLightmaps UAT script.
Change 2777091 on 2015/11/22 by Andrew.Grant
Changed "inappropriate outmost" warning on package load to an error. At the very least we want this for a day or two on Orion to surface errors quickly, but may be a good thing to make a standard error since it indicates something that's likely broken.
#rb none
#tests Golden path in game, cooked content
#codereview Nick.Penwarden, Michael.Noland
Change 2777037 on 2015/11/22 by Laurent.Delayen
Additional debug info to track down https://jira.ol.epicgames.net/browse/OR-9675
#rb martin.wilson
#codereview martin.wilson
#tests Golden path (PIE) + compiled for PS4
Change 2777030 on 2015/11/22 by Sam.Zamani
#online,externalui,ps4
- added footer option for closing the embedded web browser
#rb none
#tests exec command to try on ps4
Change 2777019 on 2015/11/22 by Marcus.Wassmer
Possible fix for OR-9851
#rb none
#test GoldenPath, PS4
#codereview Nick.Darnell,Matt.Kuhlenschmidt
Change 2776932 on 2015/11/22 by Max.Chen
Sequencer: Fix editor selection so that it's not modified in response to the sequencer outliner tree node changing selection if the user is not explicitly selecting in the tree.
#RB none
#tests Select an actor that Sequencer doesn't control and it shouldn't deselect.
Change 2776900 on 2015/11/21 by Marcus.Wassmer
HighQuality particle lights.
#rb Brian.Karis
#test GoldenPath, HQ Particles w/wo ShadowCasting.
#codereview Olaf.Piesche, Simon.Tovey, Tim.Elek
Change 2776868 on 2015/11/21 by Brian.Karis
Reduced temporal aa responsiveness back where it was.
Change 2776867 on 2015/11/21 by Brian.Karis
Removed shading terminator bias meant for shadow map acne but it made character faces look worse.
Change 2776840 on 2015/11/21 by Brian.Karis
Hair indirect lighting implemented.
Improvements to hair shading model. No longer uses backlit parameter.
#rb marcus.wassmer
#tests editor
Change 2776748 on 2015/11/21 by Max.Preussner
Sequencer: Continued to implement track label editor
Note: still disabled, because there are a couple remaining issues
#codereview: max.chen
#rb: max.chen
#test: Editor, Runtime
Change 2776493 on 2015/11/20 by Max.Preussner
Sequencer: Wrapped the node tree context menu actions for editing in an 'Edit' section
#codereview: max.chen
#rb: max.chen
2015-11-24 16:45:24 -05:00
// @note patching up OR-9814
DebugComponent - > SelectTargetToDebug ( ) ;
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GDC - > OnActivationKeyReleased ( ) ;
}
}
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# endif
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}
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void AGameplayDebuggingReplicator : : TickActor ( float DeltaTime , enum ELevelTick TickType , FActorTickFunction & ThisTickFunction )
{
Super : : TickActor ( DeltaTime , TickType , ThisTickFunction ) ;
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# if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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UWorld * World = GetWorld ( ) ;
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if ( ! IsGlobalInWorld ( ) | | ! World | | GetNetMode ( ) = = ENetMode : : NM_Client | | ! GameplayDebugger : : IsAvailable ( ) )
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{
// global level replicator don't have any local player and it's prepared to work only on servers
return ;
}
UGameInstance * GameInstance = World - > GetGameInstance ( ) ;
if ( ! GameInstance | | ! World - > IsGameWorld ( ) )
{
return ;
}
PlayerControllersUpdateDelay - = DeltaTime ;
if ( PlayerControllersUpdateDelay < = 0 )
{
for ( FConstPlayerControllerIterator Iterator = World - > GetPlayerControllerIterator ( ) ; Iterator ; Iterator + + )
{
APlayerController * PC = * Iterator ;
if ( PC )
{
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GameplayDebugger & Debugger = GameplayDebugger : : Get ( ) ;
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Debugger . CreateGameplayDebuggerForPlayerController ( PC ) ;
}
}
PlayerControllersUpdateDelay = 5 ;
}
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# endif
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}
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bool AGameplayDebuggingReplicator : : ServerSetActorToDebug_Validate ( AActor * InActor )
{
return true ;
}
void AGameplayDebuggingReplicator : : ServerSetActorToDebug_Implementation ( AActor * InActor )
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{
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# if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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if ( LastSelectedActorToDebug ! = InActor )
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{
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LastSelectedActorToDebug = InActor ;
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UGameplayDebuggingComponent : : OnDebuggingTargetChangedDelegate . Broadcast ( InActor , InActor ? InActor - > IsSelected ( ) : false ) ;
APawn * TargetPawn = Cast < APawn > ( InActor ) ;
if ( TargetPawn )
{
FBehaviorTreeDelegates : : OnDebugSelected . Broadcast ( TargetPawn ) ;
}
}
Copying //UE4/Orion-Staging to Dev-Main (Originating from //Orion/Main at CL-2777663)
#lockdown Nick.Penwarden
Change 2777555 on 2015/11/23 by Antony.Carter
Friend List Sub Menu restyling to new designs
#RB Nicholas.Davies
#TESTS Check 3 sub menus of friends list (Online Status, Friends List, Settings) still function correctly with new styling.
Change 2777506 on 2015/11/23 by Andrew.Rodham
Sequencer: Copy/Paste command binding is no longer active if the seuqnece widget is not focused
This addresses UE-23423
#tests Tested copy/paste inside and outside of sequencer
#codereview Max.Chen
#rb Max.Chen
Change 2777505 on 2015/11/23 by Andrew.Rodham
Sequencer: Undoing the addition of a spawnable now ensures its actor instance is deleted correctly
This addresses UE-23450
#tests tested the repro steps on the bug
#codereview Max.Chen
#rb Max.Chen
Change 2777489 on 2015/11/23 by Andrew.Rodham
Sequencer: Workflow optimizations for spawnables
- Editing a property on an instance of a spawnable now automatically propagates to the spawnable defaults, provided the property is not keyed
- Fixed a few cases where spawnables were left lingering around while scrubbing or switching between sub-sequences
- Fixed the root sequence instance being evaluated when there was a sub-sequence focused.
- Selection states are now remembered for spawnable objects when they are destroyed/re-spawned
#codereview Max.Chen
#tests tested loks of object types as spawnables in PIE and in editor
#rb Max.Chen
Change 2777321 on 2015/11/23 by Terence.Burns
Updated the usage of World->UpdateStreamingLevels to FlushStreaming levels on the advice of Dmitriy. Need this to ensure that the streaming is completed before we send it off to lightmass.
#rb Dmitriy.Dyomin
#Tests Run the RebuildLightmaps UAT script.
Change 2777091 on 2015/11/22 by Andrew.Grant
Changed "inappropriate outmost" warning on package load to an error. At the very least we want this for a day or two on Orion to surface errors quickly, but may be a good thing to make a standard error since it indicates something that's likely broken.
#rb none
#tests Golden path in game, cooked content
#codereview Nick.Penwarden, Michael.Noland
Change 2777037 on 2015/11/22 by Laurent.Delayen
Additional debug info to track down https://jira.ol.epicgames.net/browse/OR-9675
#rb martin.wilson
#codereview martin.wilson
#tests Golden path (PIE) + compiled for PS4
Change 2777030 on 2015/11/22 by Sam.Zamani
#online,externalui,ps4
- added footer option for closing the embedded web browser
#rb none
#tests exec command to try on ps4
Change 2777019 on 2015/11/22 by Marcus.Wassmer
Possible fix for OR-9851
#rb none
#test GoldenPath, PS4
#codereview Nick.Darnell,Matt.Kuhlenschmidt
Change 2776932 on 2015/11/22 by Max.Chen
Sequencer: Fix editor selection so that it's not modified in response to the sequencer outliner tree node changing selection if the user is not explicitly selecting in the tree.
#RB none
#tests Select an actor that Sequencer doesn't control and it shouldn't deselect.
Change 2776900 on 2015/11/21 by Marcus.Wassmer
HighQuality particle lights.
#rb Brian.Karis
#test GoldenPath, HQ Particles w/wo ShadowCasting.
#codereview Olaf.Piesche, Simon.Tovey, Tim.Elek
Change 2776868 on 2015/11/21 by Brian.Karis
Reduced temporal aa responsiveness back where it was.
Change 2776867 on 2015/11/21 by Brian.Karis
Removed shading terminator bias meant for shadow map acne but it made character faces look worse.
Change 2776840 on 2015/11/21 by Brian.Karis
Hair indirect lighting implemented.
Improvements to hair shading model. No longer uses backlit parameter.
#rb marcus.wassmer
#tests editor
Change 2776748 on 2015/11/21 by Max.Preussner
Sequencer: Continued to implement track label editor
Note: still disabled, because there are a couple remaining issues
#codereview: max.chen
#rb: max.chen
#test: Editor, Runtime
Change 2776493 on 2015/11/20 by Max.Preussner
Sequencer: Wrapped the node tree context menu actions for editing in an 'Edit' section
#codereview: max.chen
#rb: max.chen
2015-11-24 16:45:24 -05:00
// @note patching up OR-9814
const UGameplayDebuggingComponent * DummyPointer = GetDebugComponent ( ) ;
if ( DebugComponent )
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{
Copying //UE4/Orion-Staging to Dev-Main (Originating from //Orion/Main at CL-2777663)
#lockdown Nick.Penwarden
Change 2777555 on 2015/11/23 by Antony.Carter
Friend List Sub Menu restyling to new designs
#RB Nicholas.Davies
#TESTS Check 3 sub menus of friends list (Online Status, Friends List, Settings) still function correctly with new styling.
Change 2777506 on 2015/11/23 by Andrew.Rodham
Sequencer: Copy/Paste command binding is no longer active if the seuqnece widget is not focused
This addresses UE-23423
#tests Tested copy/paste inside and outside of sequencer
#codereview Max.Chen
#rb Max.Chen
Change 2777505 on 2015/11/23 by Andrew.Rodham
Sequencer: Undoing the addition of a spawnable now ensures its actor instance is deleted correctly
This addresses UE-23450
#tests tested the repro steps on the bug
#codereview Max.Chen
#rb Max.Chen
Change 2777489 on 2015/11/23 by Andrew.Rodham
Sequencer: Workflow optimizations for spawnables
- Editing a property on an instance of a spawnable now automatically propagates to the spawnable defaults, provided the property is not keyed
- Fixed a few cases where spawnables were left lingering around while scrubbing or switching between sub-sequences
- Fixed the root sequence instance being evaluated when there was a sub-sequence focused.
- Selection states are now remembered for spawnable objects when they are destroyed/re-spawned
#codereview Max.Chen
#tests tested loks of object types as spawnables in PIE and in editor
#rb Max.Chen
Change 2777321 on 2015/11/23 by Terence.Burns
Updated the usage of World->UpdateStreamingLevels to FlushStreaming levels on the advice of Dmitriy. Need this to ensure that the streaming is completed before we send it off to lightmass.
#rb Dmitriy.Dyomin
#Tests Run the RebuildLightmaps UAT script.
Change 2777091 on 2015/11/22 by Andrew.Grant
Changed "inappropriate outmost" warning on package load to an error. At the very least we want this for a day or two on Orion to surface errors quickly, but may be a good thing to make a standard error since it indicates something that's likely broken.
#rb none
#tests Golden path in game, cooked content
#codereview Nick.Penwarden, Michael.Noland
Change 2777037 on 2015/11/22 by Laurent.Delayen
Additional debug info to track down https://jira.ol.epicgames.net/browse/OR-9675
#rb martin.wilson
#codereview martin.wilson
#tests Golden path (PIE) + compiled for PS4
Change 2777030 on 2015/11/22 by Sam.Zamani
#online,externalui,ps4
- added footer option for closing the embedded web browser
#rb none
#tests exec command to try on ps4
Change 2777019 on 2015/11/22 by Marcus.Wassmer
Possible fix for OR-9851
#rb none
#test GoldenPath, PS4
#codereview Nick.Darnell,Matt.Kuhlenschmidt
Change 2776932 on 2015/11/22 by Max.Chen
Sequencer: Fix editor selection so that it's not modified in response to the sequencer outliner tree node changing selection if the user is not explicitly selecting in the tree.
#RB none
#tests Select an actor that Sequencer doesn't control and it shouldn't deselect.
Change 2776900 on 2015/11/21 by Marcus.Wassmer
HighQuality particle lights.
#rb Brian.Karis
#test GoldenPath, HQ Particles w/wo ShadowCasting.
#codereview Olaf.Piesche, Simon.Tovey, Tim.Elek
Change 2776868 on 2015/11/21 by Brian.Karis
Reduced temporal aa responsiveness back where it was.
Change 2776867 on 2015/11/21 by Brian.Karis
Removed shading terminator bias meant for shadow map acne but it made character faces look worse.
Change 2776840 on 2015/11/21 by Brian.Karis
Hair indirect lighting implemented.
Improvements to hair shading model. No longer uses backlit parameter.
#rb marcus.wassmer
#tests editor
Change 2776748 on 2015/11/21 by Max.Preussner
Sequencer: Continued to implement track label editor
Note: still disabled, because there are a couple remaining issues
#codereview: max.chen
#rb: max.chen
#test: Editor, Runtime
Change 2776493 on 2015/11/20 by Max.Preussner
Sequencer: Wrapped the node tree context menu actions for editing in an 'Edit' section
#codereview: max.chen
#rb: max.chen
2015-11-24 16:45:24 -05:00
DebugComponent - > SetActorToDebug ( InActor ) ;
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}
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# endif
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}
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void AGameplayDebuggingReplicator : : OnDebugAIDelegate ( class UCanvas * Canvas , class APlayerController * PC )
{
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# if WITH_EDITOR && !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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if ( ! GIsEditor )
{
return ;
}
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if ( ! LocalPlayerOwner | | IsGlobalInWorld ( ) )
{
return ;
}
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UEditorEngine * EEngine = Cast < UEditorEngine > ( GEngine ) ;
if ( GFrameNumber = = LastDrawAtFrame | | ! EEngine | | ! EEngine - > bIsSimulatingInEditor )
{
return ;
}
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if ( ! Canvas | | ! Canvas - > SceneView | | Canvas - > SceneView - > bIsGameView = = false )
{
return ;
}
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LastDrawAtFrame = GFrameNumber ;
FEngineShowFlags EngineShowFlags = Canvas & & Canvas - > SceneView & & Canvas - > SceneView - > Family ? Canvas - > SceneView - > Family - > EngineShowFlags : FEngineShowFlags ( GIsEditor ? EShowFlagInitMode : : ESFIM_Editor : EShowFlagInitMode : : ESFIM_Game ) ;
if ( ! EngineShowFlags . DebugAI )
{
return ;
}
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EnableDraw ( true ) ;
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UWorld * World = GetWorld ( ) ;
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UGameplayDebuggingComponent * DebuggingComponent = GetDebugComponent ( ) ;
if ( World & & DebuggingComponent & & DebuggingComponent - > GetOwnerRole ( ) = = ROLE_Authority )
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{
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UGameplayDebuggingControllerComponent * GDC = FindComponentByClass < UGameplayDebuggingControllerComponent > ( ) ;
TArray < int32 > OryginalReplicateViewDataCounters ;
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OryginalReplicateViewDataCounters = DebuggingComponent - > ReplicateViewDataCounters ;
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for ( uint32 Index = 0 ; Index < EAIDebugDrawDataView : : MAX ; + + Index )
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{
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DebuggingComponent - > ReplicateViewDataCounters [ Index ] = GameplayDebuggerSettings ( this ) . CheckFlag ( ( EAIDebugDrawDataView : : Type ) Index ) ? 1 : 0 ;
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}
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// looks like Simulate in UE4 Editor - let's find selected Pawn to debug
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AActor * FullSelectedTarget = NULL ;
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for ( FConstPawnIterator Iterator = World - > GetPawnIterator ( ) ; Iterator ; + + Iterator )
{
AActor * NewTarget = Cast < AActor > ( * Iterator ) ;
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if ( NewTarget - > IsSelected ( ) & & ! FullSelectedTarget )
{
FullSelectedTarget = NewTarget ;
continue ;
}
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//We needs to collect data manually in Simulate
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DebuggingComponent - > SetActorToDebug ( NewTarget ) ;
DebuggingComponent - > CollectDataToReplicate ( NewTarget - > IsSelected ( ) ) ;
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DrawDebugData ( Canvas , PC ) ;
}
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const AActor * OldActor = LastSelectedActorToDebug ;
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ServerSetActorToDebug ( FullSelectedTarget ) ;
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if ( FullSelectedTarget )
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{
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DebuggingComponent - > CollectDataToReplicate ( true ) ;
DebuggingComponent - > SetEQSIndex ( ActiveEQSIndex ) ;
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DrawDebugData ( Canvas , PC ) ;
}
if ( GetSelectedActorToDebug ( ) ! = OldActor )
{
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DebuggingComponent - > MarkRenderStateDirty ( ) ;
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}
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DebuggingComponent - > ReplicateViewDataCounters = OryginalReplicateViewDataCounters ;
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}
# endif
}
void AGameplayDebuggingReplicator : : DrawDebugDataDelegate ( class UCanvas * Canvas , class APlayerController * PC )
{
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# if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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if ( GetWorld ( ) = = NULL | | IsPendingKill ( ) | | Canvas = = NULL | | Canvas - > IsPendingKill ( ) )
{
return ;
}
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if ( ! LocalPlayerOwner | | IsGlobalInWorld ( ) | | ! IsDrawEnabled ( ) )
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{
return ;
}
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if ( Canvas - > SceneView ! = NULL & & ! Canvas - > SceneView - > bIsGameView )
{
return ;
}
if ( GFrameNumber = = LastDrawAtFrame )
{
return ;
}
LastDrawAtFrame = GFrameNumber ;
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const UGameplayDebuggingControllerComponent * GDC = FindComponentByClass < UGameplayDebuggingControllerComponent > ( ) ;
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if ( ! GDC )
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{
return ;
}
if ( GetWorld ( ) - > bPlayersOnly & & Role = = ROLE_Authority )
{
for ( FConstPawnIterator Iterator = GetWorld ( ) - > GetPawnIterator ( ) ; Iterator ; + + Iterator )
{
AActor * NewTarget = Cast < AActor > ( * Iterator ) ;
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if ( NewTarget - > IsSelected ( ) & & GetSelectedActorToDebug ( ) ! = NewTarget )
{
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ServerSetActorToDebug ( NewTarget ) ;
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}
Copying //UE4/Orion-Staging to Dev-Main (Originating from //Orion/Main at CL-2777663)
#lockdown Nick.Penwarden
Change 2777555 on 2015/11/23 by Antony.Carter
Friend List Sub Menu restyling to new designs
#RB Nicholas.Davies
#TESTS Check 3 sub menus of friends list (Online Status, Friends List, Settings) still function correctly with new styling.
Change 2777506 on 2015/11/23 by Andrew.Rodham
Sequencer: Copy/Paste command binding is no longer active if the seuqnece widget is not focused
This addresses UE-23423
#tests Tested copy/paste inside and outside of sequencer
#codereview Max.Chen
#rb Max.Chen
Change 2777505 on 2015/11/23 by Andrew.Rodham
Sequencer: Undoing the addition of a spawnable now ensures its actor instance is deleted correctly
This addresses UE-23450
#tests tested the repro steps on the bug
#codereview Max.Chen
#rb Max.Chen
Change 2777489 on 2015/11/23 by Andrew.Rodham
Sequencer: Workflow optimizations for spawnables
- Editing a property on an instance of a spawnable now automatically propagates to the spawnable defaults, provided the property is not keyed
- Fixed a few cases where spawnables were left lingering around while scrubbing or switching between sub-sequences
- Fixed the root sequence instance being evaluated when there was a sub-sequence focused.
- Selection states are now remembered for spawnable objects when they are destroyed/re-spawned
#codereview Max.Chen
#tests tested loks of object types as spawnables in PIE and in editor
#rb Max.Chen
Change 2777321 on 2015/11/23 by Terence.Burns
Updated the usage of World->UpdateStreamingLevels to FlushStreaming levels on the advice of Dmitriy. Need this to ensure that the streaming is completed before we send it off to lightmass.
#rb Dmitriy.Dyomin
#Tests Run the RebuildLightmaps UAT script.
Change 2777091 on 2015/11/22 by Andrew.Grant
Changed "inappropriate outmost" warning on package load to an error. At the very least we want this for a day or two on Orion to surface errors quickly, but may be a good thing to make a standard error since it indicates something that's likely broken.
#rb none
#tests Golden path in game, cooked content
#codereview Nick.Penwarden, Michael.Noland
Change 2777037 on 2015/11/22 by Laurent.Delayen
Additional debug info to track down https://jira.ol.epicgames.net/browse/OR-9675
#rb martin.wilson
#codereview martin.wilson
#tests Golden path (PIE) + compiled for PS4
Change 2777030 on 2015/11/22 by Sam.Zamani
#online,externalui,ps4
- added footer option for closing the embedded web browser
#rb none
#tests exec command to try on ps4
Change 2777019 on 2015/11/22 by Marcus.Wassmer
Possible fix for OR-9851
#rb none
#test GoldenPath, PS4
#codereview Nick.Darnell,Matt.Kuhlenschmidt
Change 2776932 on 2015/11/22 by Max.Chen
Sequencer: Fix editor selection so that it's not modified in response to the sequencer outliner tree node changing selection if the user is not explicitly selecting in the tree.
#RB none
#tests Select an actor that Sequencer doesn't control and it shouldn't deselect.
Change 2776900 on 2015/11/21 by Marcus.Wassmer
HighQuality particle lights.
#rb Brian.Karis
#test GoldenPath, HQ Particles w/wo ShadowCasting.
#codereview Olaf.Piesche, Simon.Tovey, Tim.Elek
Change 2776868 on 2015/11/21 by Brian.Karis
Reduced temporal aa responsiveness back where it was.
Change 2776867 on 2015/11/21 by Brian.Karis
Removed shading terminator bias meant for shadow map acne but it made character faces look worse.
Change 2776840 on 2015/11/21 by Brian.Karis
Hair indirect lighting implemented.
Improvements to hair shading model. No longer uses backlit parameter.
#rb marcus.wassmer
#tests editor
Change 2776748 on 2015/11/21 by Max.Preussner
Sequencer: Continued to implement track label editor
Note: still disabled, because there are a couple remaining issues
#codereview: max.chen
#rb: max.chen
#test: Editor, Runtime
Change 2776493 on 2015/11/20 by Max.Preussner
Sequencer: Wrapped the node tree context menu actions for editing in an 'Edit' section
#codereview: max.chen
#rb: max.chen
2015-11-24 16:45:24 -05:00
// @note patching up OR-9814
const UGameplayDebuggingComponent * DummyPointer = GetDebugComponent ( ) ;
if ( DebugComponent )
{
DebugComponent - > SetActorToDebug ( NewTarget ) ;
DebugComponent - > CollectDataToReplicate ( true ) ;
}
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}
}
DrawDebugData ( Canvas , PC ) ;
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# endif
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}
void AGameplayDebuggingReplicator : : DrawDebugData ( class UCanvas * Canvas , class APlayerController * PC )
{
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# if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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if ( ! LocalPlayerOwner )
{
return ;
}
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bool bAllowToDraw = Canvas & & Canvas - > SceneView & & ( Canvas - > SceneView - > ViewActor = = LocalPlayerOwner - > AcknowledgedPawn | | Canvas - > SceneView - > ViewActor = = LocalPlayerOwner - > GetPawnOrSpectator ( ) ) ;
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if ( ! bAllowToDraw )
{
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// check for spectator debug camera
UGameplayDebuggingControllerComponent * GDC = FindComponentByClass < UGameplayDebuggingControllerComponent > ( ) ;
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// bAllowToDraw here used to check GDC->GetDebugCameraController().IsValid(), but it doesn't seem to be necessary, and it was preventing display in some desired cases.
bAllowToDraw = GDC & & ( Canvas - > SceneView - > ViewActor - > GetInstigatorController ( ) = = GDC - > GetDebugCameraController ( ) . Get ( ) ) ;
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if ( ! bAllowToDraw )
{
return ;
}
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}
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if ( ! DebugRenderer . IsValid ( ) & & DebugComponentHUDClass . IsValid ( ) )
{
FActorSpawnParameters SpawnInfo ;
SpawnInfo . Owner = NULL ;
SpawnInfo . Instigator = NULL ;
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SpawnInfo . SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod : : AlwaysSpawn ;
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DebugRenderer = GetWorld ( ) - > SpawnActor < AGameplayDebuggingHUDComponent > ( DebugComponentHUDClass . Get ( ) , SpawnInfo ) ;
DebugRenderer - > SetCanvas ( Canvas ) ;
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DebugRenderer - > SetPlayerOwner ( LocalPlayerOwner ) ;
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DebugRenderer - > SetWorld ( GetWorld ( ) ) ;
}
if ( DebugRenderer ! = NULL )
{
DebugRenderer - > SetCanvas ( Canvas ) ;
DebugRenderer - > Render ( ) ;
}
# endif
}
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void AGameplayDebuggingReplicator : : DebugNextPawn ( UClass * CompareClass , APawn * CurrentPawn )
{
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# if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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APawn * LastSeen = nullptr ;
APawn * FirstSeen = nullptr ;
// Search through the list looking for the next one of this type
for ( FConstPawnIterator It = GetWorld ( ) - > GetPawnIterator ( ) ; It ; It + + )
{
APawn * IterPawn = * It ;
if ( IterPawn - > IsA ( CompareClass ) )
{
if ( LastSeen = = CurrentPawn )
{
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ServerSetActorToDebug ( IterPawn ) ;
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return ;
}
LastSeen = IterPawn ;
if ( FirstSeen = = nullptr )
{
FirstSeen = IterPawn ;
}
}
}
// See if we need to wrap around the list
if ( FirstSeen ! = nullptr )
{
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ServerSetActorToDebug ( FirstSeen ) ;
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}
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# endif
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}
void AGameplayDebuggingReplicator : : DebugPrevPawn ( UClass * CompareClass , APawn * CurrentPawn )
{
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# if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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APawn * LastSeen = nullptr ;
APawn * PrevSeen = nullptr ;
APawn * FirstSeen = nullptr ;
// Search through the list looking for the prev one of this type
for ( FConstPawnIterator It = GetWorld ( ) - > GetPawnIterator ( ) ; It ; It + + )
{
APawn * IterPawn = * It ;
if ( IterPawn - > IsA ( CompareClass ) )
{
if ( LastSeen = = CurrentPawn & & FirstSeen ! = CurrentPawn )
{
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ServerSetActorToDebug ( PrevSeen ) ;
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return ;
}
PrevSeen = LastSeen ;
LastSeen = IterPawn ;
if ( FirstSeen = = nullptr )
{
FirstSeen = IterPawn ;
if ( CurrentPawn = = nullptr )
{
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ServerSetActorToDebug ( FirstSeen ) ;
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return ;
}
}
}
}
// Wrap from the beginning to the end
if ( FirstSeen = = CurrentPawn )
{
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ServerSetActorToDebug ( LastSeen ) ;
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}
// Handle getting the previous to the end
else if ( LastSeen = = CurrentPawn )
{
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ServerSetActorToDebug ( PrevSeen ) ;
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}
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# endif
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}