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UnrealEngineUWP/Engine/Source/Developer/iOS/IOSPlatformEditor/Private/IOSTargetSettingsCustomization.cpp

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// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#include "IOSPlatformEditorPrivatePCH.h"
#include "SWidgetSwitcher.h"
#include "IDetailPropertyRow.h"
#include "IOSTargetSettingsCustomization.h"
#include "DetailLayoutBuilder.h"
#include "DetailCategoryBuilder.h"
#include "PropertyEditing.h"
#include "DesktopPlatformModule.h"
#include "MainFrame.h"
#include "ScopedTransaction.h"
#include "SExternalImageReference.h"
#include "SHyperlinkLaunchURL.h"
#include "SPlatformSetupMessage.h"
#include "PlatformIconInfo.h"
#include "SourceControlHelpers.h"
#include "ManifestUpdateHelper.h"
#include "SNotificationList.h"
#include "NotificationManager.h"
#include "TargetPlatform.h"
#include "GameProjectGenerationModule.h"
#include "SHyperlink.h"
#include "SProvisionListRow.h"
#include "SCertificateListRow.h"
Copying //UE4/Dev-Build to Dev-Main (//UE4/Dev-Main) ========================== MAJOR FEATURES + CHANGES ========================== Change 2718441 on 2015/10/06 by Ben.Marsh@Ben.Marsh_T3245_Stream Allow nodes to be added with an "explicit" frequency, meaning that they'll only be part of manually triggered builds (not CIS). Change 2718698 on 2015/10/06 by Ben.Marsh@Ben.Marsh_T3245_Stream Add a type of node that can execute an arbitrary sequence of tasks, and allow constructing graphs of such nodes from an XML file. Change 2723013 on 2015/10/09 by Ben.Marsh@Ben.Marsh_T3245_Stream Small utility to quickly capture a workspace, or delete files to restore the workspace to a previously captured state (and output a p4 sync list to restore it) Change 2744521 on 2015/10/28 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream Adding config entries to determine which platforms/configurations are available Currently only written out as part of the Rocket Build process but could be done elsewhere for other types of installed build. A near identical singleton class is used in both C++ and C# to load the config section and check whether configuration/platform combinations are valid. Change 2773723 on 2015/11/19 by Ben.Marsh@Ben.Marsh_T3245_Stream Copying UnrealGameSync into Engine/Source/Programs. Change 2773914 on 2015/11/19 by Ben.Marsh@Ben.Marsh_T3245_Stream PR #1687: [GitDependencies] New feature: ignore file support (.gitdepsignore) (Contributed by nbjk667) Change 2775317 on 2015/11/20 by Ben.Marsh@Ben.Marsh_T3245_Stream Add a -listtps option to UBT, which will find all the TPS files in any directory that's compiled into a target. Change 2780832 on 2015/11/25 by Ben.Marsh@Ben.Marsh_T3245_Stream Allow compiling a single file in UBT. Pass -singlefile=<Path> on command line to UBT to use. Change 2781071 on 2015/11/25 by Ben.Marsh@Ben.Marsh_T3245_Stream Precompile all valid engine modules for Rocket by default. Modules may set the PrecompileForTargets field to control which configurations they should be compiled for. Modules which currently fail to compile have this set to PrecompileTargetsType.None. #codereview Matthew.Griffin Change 2784469 on 2015/12/01 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream Added -FastPDB commandline parameter for UBT, so that we can make use of the /DEBUG:FASTLINK option in VS2015 Change 2784722 on 2015/12/01 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream Made -FastPDB option part of BuildConfiguration instead of checking commandline at each place it's used. Also added option to override if someone doesn't want it automatically added to their project files. Change 2787501 on 2015/12/02 by Ben.Marsh@Ben.Marsh_T3245_Stream Restore change to gather VC environment directly from registry. #lockdown Nick.Penwarden [CL 2790002 by Ben Marsh in Main branch]
2015-12-04 09:32:58 -05:00
#include "EngineBuildSettings.h"
#define LOCTEXT_NAMESPACE "IOSTargetSettings"
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3046626) #rb none #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2948322 on 2016/04/19 by Nick.Shin update libwebsockets to v1.7.4 part 4 of 4 - doing this in stages for tracking purposes #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 2970016 on 2016/05/07 by Nick.Shin undo all of the following upgrades: - zlib - openssl - libcurl - libwebsockets and reset webrtc #jira UE-30298 - Fortnite and Orion crash on login Change 3020547 on 2016/06/20 by Jeff.Campeau Support for applocal deployment of binaries -applocaldir added to UAT to specify a per project directory to gather packages for applocal deployment Added ApplocalPrerequisitesDirectory property to packaging settings to set -applocaldir for packages built from the editor. Change 3020552 on 2016/06/20 by Jeff.Campeau Add switch to disable debug symbol cache creation Change 3020567 on 2016/06/20 by Jeff.Campeau constexpr enabled for Xbox One Change 3020568 on 2016/06/20 by Jeff.Campeau Separate setting for debug #jira UEPLAT-1348 Change 3020628 on 2016/06/20 by Jeff.Campeau Use global view instead of relying on current thread (fixes issues if pump message is called from a different thread). Change 3020629 on 2016/06/20 by Jeff.Campeau Use Slate tick to drive message processing during blocking loads (improves PLM). Change 3020633 on 2016/06/20 by Jeff.Campeau Fix Xbox One toolchain pathing to work for environment variables with and without trailing slashes. Pass requested XDK edition to VCVars batch file (fixes issues in building with a newer XDK installed SxS than the engine is configured for). Change 3020873 on 2016/06/21 by Lee.Clark PS4 - Fix missing audio when using A3D. Change 3021225 on 2016/06/21 by Keith.Judge Optimized away a bunch of GetVertexShader() calls in FSplineMeshVertexFactoryShaderParameters::SetMesh(). Saves about 0.9ms across a 100ms capture. Change 3021286 on 2016/06/21 by Dmitry.Rekman Linux: symbolication for memory profiler. - Also repaired/improved finding function name from debug info and overall callstack parsing. #tests Ran Linux editor and TestPAL, crashed multiple times Change 3021512 on 2016/06/21 by Mark.Satterthwaite Compile fixes for new clang version. Change 3021521 on 2016/06/21 by Mark.Satterthwaite Duplicate Fortnite CL #3013418: Don't release Metal buffers directly into the buffer pool, instead defer this until the command-buffer is known to have finished. This prevents the CPU from trying to modify the buffer while the GPU is still reading it if the GPU has fallen so far behind the CPU and therefore eliminates one possible cause of invalid access on the GPU. Change 3021528 on 2016/06/21 by Mark.Satterthwaite Make the Metal buffer pool cull after 30 frames - this will better match Apple's GART which unwires unused allocations after 1sec of idle, making them as expensive to use allocating a new buffer. Change 3021595 on 2016/06/21 by Mark.Satterthwaite Consolidate the way in which optional Metal features are exposed across macOS, iOS & tvOS devices & expose all the available features, unifying more of the code across all three platforms. - Implement Metal Depth-16 and stencil-texture-view support where available. - Use counting queries in Metal when available and expected (i.e. Metal_SM4+ or Metal_MRT+). - On latest iOS devices running Metal export support for GRHISupportsBaseVertexIndex & GRHISupportsFirstInstance when available. - On latest iOS devices running Metal export support for indirect buffer draw and dispatch calls. - Specify Metal layered rendering like any other and change the code so that there aren't preprocessor defines in the code. This lets the Metal MRT path assert if anyone ever tries to issue a layered draw call as its only supported on Mac. - Add support to Metal for setting UAVs from a uniform buffer. - Remove unused GlobalUniform header from MetalRHI. - Remove unnecessary FrameCount delay from Metal resource free lists. Change 3021702 on 2016/06/21 by Mark.Satterthwaite Fix mis-use of FreeListMutex instead of PoolMutex in MetalContext. Change 3022152 on 2016/06/21 by Nick.Shin Back out revision 5 from //UE4/Dev-Platform/Engine/Source/Runtime/NetworkFileSystem/Private/NetworkFileServerHttp.cpp forgot to un-do this when the giant revert (CL: #2970016) was done #jira UE-22166 HTML5 Cook on the fly will launch and then close browser Change 3022409 on 2016/06/21 by Dmitry.Rekman Fixed inability to run Setup.sh on Ubuntu 14.04 (UE-29289). - Contains PR #2258 (contributed by wshearn). Change 3022541 on 2016/06/22 by Lee.Clark PS4 - Make sure the render target masks are set correctly for disabled render targets. Fixes a validation check for shaders expecting to write to NULL render targets. Change 3022973 on 2016/06/22 by Michael.Trepka Fixed a problem in MacToolChain where both BuildConfiguration.bGeneratedSYMFile and BuildConfiguration.bUsePDBFiles set to false would not disable dSYM generation. Change 3023106 on 2016/06/22 by Dmitry.Rekman Linux: enable code to catch memory stomps during async loading. - Changed FLinuxPlatformMemory::BinnedAllocFrom/FreeToOS() to use mmap()/munmap(). Updated platform function signature accordingly. #tests Ran OrionServer on Linux (and OrionClient on Windows as a zero probe), tested also with running Linux editor with binned malloc. Change 3023256 on 2016/06/22 by Mark.Satterthwaite Fix compile errors from latest Metal changes that broke iOS. Change 3023268 on 2016/06/22 by Mark.Satterthwaite Use the Linux mmap/munmap/mprotect code to implement BinnedAllocFromOS/BinnedFreeToOS/PageProtect on Apple platforms as they are all equivalent. Change 3023651 on 2016/06/22 by Mark.Satterthwaite Make Metal SM5 the default for 10.11.5 or later, this time most of the features should be working on AMD & Nvidia, though tiled-reflections and distance-field AO/Shadows must still be forcibly disabled on Intel. Change 3023777 on 2016/06/22 by Brent.Pease + Update config for Android and iOS Change 3023781 on 2016/06/22 by Chris.Babcock Use mmap/munmap for Android BinnedAllocFromOS #ue4 #android Change 3023947 on 2016/06/22 by Mark.Satterthwaite Added a command-line switch for Mac "-RedirectNSLog" that will capture the output of NSLog using an NSPipe and write it into our log instead when not running under the debugger, thereby capturing output from underlying libraries that would otherwise be lost when outside a debugger. Change 3024434 on 2016/06/23 by Lee.Clark PS4 - Remove Delta Color Compression support Change 3024735 on 2016/06/23 by Mark.Satterthwaite Changes to MetalStatistics module initialisation. Change 3024741 on 2016/06/23 by Mark.Satterthwaite Change the way we test for Metal GPU support to avoid instantiating any MTLDevice's until MetalRHI is loaded so we can properly instantiate optional modules. Change 3025477 on 2016/06/23 by Brent.Pease + Added UnrealPluginLanguage.cs based on AndroidPluginLanguage.cs + Change UEDeployAndroid.cs to use UnrealPluginLanguage Change 3026085 on 2016/06/23 by Jeff.Campeau Separate Xbox One target settings for editor only values Move values that need to be loaded by the editor into the default inis (editor won't load target specific inis) Eliminate circular dependency on Xbox One settings (causing settings to either not load or memory corruption on shutdown) Clean up cached ini sections for UBT/UAT Change 3026093 on 2016/06/23 by Jeff.Campeau Cleanup unused files Change 3026745 on 2016/06/24 by Mark.Satterthwaite + Implemented rudimentary runtime debugging of MetalRHI with several different levels of complexity controlled by the new console-variable "rhi.Metal.RuntimeDebugLevel". + The MetalStateCache must also correctly set the render-pass descriptor when the previous render-target load action was 'Clear' as we will need to switch render targets or we'll mistakenly clear again. + Queries must not reset the MetalStateCache when they overflow the available buffer space, they simply break the encoder. - By default "rhi.Metal.RuntimeDebugLevel" is off & it is compiled out for Shipping - when enabled each higher level collects more data or changes the MetalRHI behaviour to make a command-buffer failure mode debuggable at the expense of performance. In order for this to work the number of command-buffers that may be allocated from the command-queue is also controllable via a console-variable "rhi.Metal.CommandQueueSize" which must be set prior to startup. Change 3026831 on 2016/06/24 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3026940 on 2016/06/24 by Brent.Pease PR #2458: added GetGameBundleId blueprint function (Contributed by derekvanvliet) Change 3027396 on 2016/06/24 by Brent.Pease Add BuildGraph.csproj to get Xamarin .sln builds working again Change 3029211 on 2016/06/27 by Michael.Trepka Added a setting (on by default) to make the game window preserve its content's aspect ratio while being resized by user Change 3029518 on 2016/06/27 by Josh.Adams Rollback //UE4/Dev-Platform/Engine/Build/BatchFiles/Mac/xcodeunlock.sh to revision 1 Change 3030385 on 2016/06/28 by Keith.Judge Fix XB1 deployment issues with AppXManifest for Paragon. Change 3030416 on 2016/06/28 by Lee.Clark PS4 - Fix Mediaplayer IsPlaying Change 3030922 on 2016/06/28 by Keith.Judge XB1 - Add pass through _RenderThread resource creation functions to D3D11.x RHI. Stops the render/RHI threads from stalling so much. Change 3030948 on 2016/06/28 by Jeff.Campeau Revert to using constant chunk indexes instead of polling the OS. (OS API has a bug that will not be fixed.) Change 3031016 on 2016/06/28 by Brent.Pease UEPLAT-1244 - Archive dSYM file UEPLAT-1359 - Support creating dSYM bundle Changes: + Added ios settings flag for dsym bundle + Added ios setting for creating xcode archive + xcode archive is now only put in the mac host or build machine's ~/Library/Developer/Xcode/Archives folder, it is not copied into the -archive folder like the ipa is Change 3031352 on 2016/06/28 by Bob.Tellez Added tps file for xcodeunlock Change 3031604 on 2016/06/28 by Mark.Satterthwaite Add an additional cast to flush-to-zero in the Metal shader translator bounds-checking code to avoid an internal GPU compiler error. Change 3031879 on 2016/06/28 by Brent.Pease + PhysX libraries for bitcode support on tvOS. Change 3032374 on 2016/06/29 by Keith.Judge Enable Oodle Handler Component on Xbox One Change 3032407 on 2016/06/29 by Keith.Judge Xbox One - Disable UpdateBufferStats when STATS is 0. Small perf gain. Change 3032432 on 2016/06/29 by Keith.Judge XB1 CPU Perf - Make CreateVertexDeclaration_RenderThread much faster by implementing a pass through to the RHI function rather than stalling the RHI thread. Change 3033474 on 2016/06/29 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3033603 on 2016/06/29 by Brent.Pease + Support UnrealPluginLanguage for IOS and TVOS builds + Allow ios/tvos UPL files an opportunity to modify a package's info.plist file Change 3034004 on 2016/06/30 by Lee.Clark PS4 - Use SDK 3.508.101 Change 3034007 on 2016/06/30 by Lee.Clark PS4 - VRTracker now uses SCE_VR_TRACKER_ROBUSTNESS_LEVEL_HIGH Change 3034173 on 2016/06/30 by Lee.Clark PS4 - Make sure depth target is null when eliminating fast clears. Fixes a GNM Validation failure Change 3034498 on 2016/06/30 by Jeff.Campeau Use MSBuild version 14 when generating project files. Change 3034943 on 2016/06/30 by Mark.Satterthwaite For Metal modify the MTLVertexDescriptor when calls to SetStreamSource provide different strides than the initial vertex-declaration which then requires compiling a different MTLRenderPipelineState. This silences errors reported by the Metal debug layer where the larger stride would see the shader read beyond the end of the buffer, but the smaller stride provided by SetStreamSource would work correctly. This may eliminate some more causes of Page-Fault GPU restarts. Change 3035416 on 2016/07/01 by Lee.Clark PS4 - Replace export vertex shader check with a CFLAG Change 3036093 on 2016/07/01 by Brent.Pease + Fix dSYM bundle path on Windows ios builds + Search for DeltaCopy directory if its not found from the user settings + Do not build an XCArchive file when building for ios on non-mac platforms Change 3036726 on 2016/07/02 by Brent.Pease + Add missing tvOS bitcode library Change 3037455 on 2016/07/05 by Lee.Clark PS4 - Default SmoothFrameRate to false Change 3037470 on 2016/07/05 by Keith.Judge Xbox One - Allow framerate smoothing, but default to off for consistency with PS4. Change 3038322 on 2016/07/05 by Jeremiah.Waldron Fix for asset packages with Unicode characters in their name not being loaded on Android. Fixing AndroidString's WIDECHAR* Strstr(WIDECHAR*, WIDECHAR*) function - Using an implementation of wcsstr, with a fix integrated for the incorrect implementation in Android ndk master branch, instead of converting the incoming WIDECHAR strings to ANSI strings just to be able to use strstr on them. The previous method was prone to causing the FString's Find and Contains functions to return false positives because when we convert wide to ansi, any character over the value of 255 is just set to '?' This in turn caused any package path strings with one of those characters in it to fail to load since they would be interpreted as having a question mark in their path, which is an invalid path character. #jira UE-18643 #android Change 3038693 on 2016/07/05 by Mark.Satterthwaite Change the way we store debug info for Metal shaders - the KeepDebugInfo flag now does precisely that, storing the shader code into the Metal header along with the path it was generated from. That means if KeepDebugInfo is enabled and Optimise is disabled then we can still access the shader code from within the Metal tools. On iOS/tvOS the shader code will be runtime compiled so that it shows up in the tooling but on Macs it will prefer to load the optimised version and simply unpack the shader code to the path from which it was compiled. This only works if we change the Metal shader compiler to emit temporary Metal files to the OS temporary directory so that the tools can read the file directly. Change 3039880 on 2016/07/06 by Mark.Satterthwaite Implement point-light shadow caching for RHI's that support specifying the render target layer from the vertex shader in lieu of geometry shaders. This requires changing FScreenVSForGS to TScreenVSForGS so that there can be a vertex-shader-layer variant (only compiled on RHI's that use it) whose output matches FCopyShadowMapsCubePS input. This alternative rendering path also requires adding the instance count to DrawRectangle so that we can render to all faces of the cubemap from a single draw call. Change 3040407 on 2016/07/06 by Michael.Trepka Added View->Enter Full Screen menu item for games on Mac Change 3040550 on 2016/07/06 by Mark.Satterthwaite Intel Metal compiler requires bool expressions be cast to 'int' rather than 'uint'. Change 3041098 on 2016/07/07 by Peter.Sauerbrei initial changes to get IOS builds from PC in launcher release of engine Change 3041310 on 2016/07/07 by Keith.Judge Xbox One - Optimize away GetDesc() and checks for D3D11_USAGE_DYNAMIC deep in the state cache as it's impossible for any buffer to have that flag set. Change 3041327 on 2016/07/07 by Keith.Judge Xbox One - Remove pointless memory barrier call in D3D11Query Change 3041352 on 2016/07/07 by Keith.Judge Xbox One - Add _RenderThread version of UpdateTexture2D() that just passes through to the RHI one. Saves a fairly significant chunk of time on the render/RHI thread when this is called a lot. Change 3041419 on 2016/07/07 by Jeff.Campeau Xbox One toolchain fix for VS2015 Update 3 Change 3041635 on 2016/07/07 by Jeff.Campeau Don't change game render resolution in response to WM_SIZE messages when in fullscreen (the game will restore the correct video mode when the window is restored). #jira OR-15578 Change 3041735 on 2016/07/07 by Peter.Sauerbrei re-enabled the build parameters for launcher release builds in IOS Change 3041783 on 2016/07/07 by Joe.Graf Changed bAutpApplyFailed to bAutoApplyFailed (typo) Change 3041784 on 2016/07/07 by Joe.Graf Fixed missing %s from a log message in UResavePackagesCommandlet Change 3042434 on 2016/07/08 by Lee.Clark PS4 - Fix compilation failure when Unsafe Command Buffers are enabled. Change 3042658 on 2016/07/08 by Lee.Clark PS4 - Use SDK 3.508.201 Change 3042970 on 2016/07/08 by Josh.Adams Redoing CL in 3040890 in Dev-Platform Change 3043243 on 2016/07/08 by Chris.Babcock clamped allowed slot range for gameplay debugger's categories copy of CL# 3040313 from //UE4/Dev-Framework #jira UE-32866 Change 3043500 on 2016/07/08 by Mark.Satterthwaite Downgrade "-Wdelete-non-virtual-dtor " to a warning again for Xcode 8 on iOS/tvOS to match macOS. Change 3044628 on 2016/07/11 by Mark.Satterthwaite Disable ShaderCache by default - it was implemented prior to RHI-thread/parallel-execution so it isn't thread-safe and can't be enabled by default on Mac now that Metal supports these features. #jira UE-32989 Change 3044948 on 2016/07/11 by Dmitry.Rekman Fix editor crash (happened on Linux, but not really specific to it) (UE-32973) - We can pass flags with shadows enabled when rendering asset thumbnails; thus disable shadows always when r.ShadowQuality is 0. (Redoing CL 3029574 by Bob). - Also fix mismatched 'noperspective' qualifier that caused NVidia drivers to refuse to link GL shaders. #jira UE-32973 Change 3045322 on 2016/07/11 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3046028 on 2016/07/12 by Lee.Clark PS4 - Check for correct SDK installation Allow use of 7th core when Morpheus is enabled Change 3046339 on 2016/07/12 by Peter.Sauerbrei fix for incorrect error message when iPhone Plus icon is the correct size [CL 3046645 by Josh Adams in Main branch]
2016-07-12 15:06:08 -04:00
DEFINE_LOG_CATEGORY_STATIC(LogIOSTargetSettings, Log, All);
bool SProvisionListRow::bInitialized = false;
FCheckBoxStyle SProvisionListRow::ProvisionCheckBoxStyle;
Copying //UE4/Dev-Platform to //UE4/Main (Source: //UE4/Dev-Platform @ 3008177) ========================== MAJOR FEATURES + CHANGES ========================== Change 2948322 on 2016/04/19 by Nick.Shin update libwebsockets to v1.7.4 part 4 of 4 - doing this in stages for tracking purposes #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 2970016 on 2016/05/07 by Nick.Shin undo all of the following upgrades: - zlib - openssl - libcurl - libwebsockets and reset webrtc #jira UE-30298 - Fortnite and Orion crash on login #lockdown josh.adams Change 2970373 on 2016/05/09 by Lee.Clark PS4 - Fix NumInstances not getting reset after DrawIndirect calls Change 2972873 on 2016/05/10 by Michael.Trepka Correct initial position for SlateViewer windows on Mac Change 2974363 on 2016/05/11 by Mark.Satterthwaite Fix invoking buils using distcc from UFE - the command-line executed to access the number of parallel tasks was incorrect. Change 2975921 on 2016/05/12 by Michael.Trepka Removed unused AdjustWindowRegion declaration from LinuxWindow.h #codereview Dmitry.Rekman Change 2977002 on 2016/05/13 by Michael.Trepka Make sure dSYM generation action in UBT on Mac does not start before the source dylib is ready #codereview Ben.Marsh Change 2977337 on 2016/05/13 by Brent.Pease UE-27805 - Adding special characters into the BundleDisplayName or BundleName causes packaging error + Prevent illegal characters from being entered in the packaging UI + Report an error from iPhonePackager if a illegal bundle id is specified + Convert special characters to XML equivalents - Correctly check for the presence of iTunes 12 when packaging iOS games on Windows - Improve ios certificate and provision message in package settings UI #codereview peter.sauerbrei Change 2977509 on 2016/05/13 by Brent.Pease + Fix mac compile error Change 2978036 on 2016/05/14 by Mark.Satterthwaite One-line tweak that resolves incorrect rendering of the colour LUT because float imprecision allows -ve values to be passed into a call to pow which then generates NaN. #jira UE-30777 Change 2978037 on 2016/05/14 by Mark.Satterthwaite Fix a heap-use-after-free bug spotted by AddressSanitizer - you can't assume that the UObject system will be available in ShutdownModule() - on OS X it may have been killed a long time ago. Change 2978333 on 2016/05/16 by Lee.Clark Fix packaging of non-code projects when plugins are enabled #codereview Peter.Sauerbrei Change 2978780 on 2016/05/16 by Mark.Satterthwaite Reduce temporary allocations required to set uniform parameters in Metal. Change 2979680 on 2016/05/16 by Nick.Shin editor's HTML5 platform settings was missing due to the emscripten SDK move should have been included with CL: #2946251 Change 2979681 on 2016/05/16 by Nick.Shin cleaned up websocket processing for HTML5 #jira UE-13657 - HTML5 plugin OnRawRecieve overflow Change 2979701 on 2016/05/16 by Brent.Pease UE-28421 - Message box cannot be closed after accessing the home screen on iOS + Implement a timeout when waiting for a reply after sending background/foreground/suspend events from the main thread to the game thread. This solves the immediate problem presented in the jira bug report, however, there are deeper issues with the consequences of blocking the game thread that are not addressed. Perhaps structuring the game thread loop to know about modal dialogs so that it can receive these events even when a modal dialog is up could be a better longer term solution Change 2980766 on 2016/05/17 by Jeremiah.Waldron Adding Android build support for HarfBuzz - using a combination of android-cmake (from https://github.com/taka-no-me/android-cmake) to create the build files and Visual Studio 2015 to compile them - Adding Debug and RelWithDebInfo compiled binaries to harfbuzz-1.2.4/Android/<arch>/<config> Tested armv7 with TextShapingTest project on a GalaxyNote3 and text showed up correctly #jira UE-28586 #codereview chris.babcock Change 2980953 on 2016/05/17 by Jeremiah.Waldron Changing HarfBuzz build script and libs to use Release instead of RelWithDebInfo #jira UE-28586 Change 2981039 on 2016/05/17 by Jeff.Campeau ICMP support disabled for Xbox One and basic address processing wrappers provided (needed for Oodle support) Change 2981054 on 2016/05/17 by Jeff.Campeau Enable Live OSS for Orion on Xbox One Change 2981553 on 2016/05/18 by Jeff.Campeau Enable Oodle for Xbox One Change 2981555 on 2016/05/18 by Jeff.Campeau Scalability settings for Xbox One Change 2981774 on 2016/05/18 by Keith.Judge Xbox One - Duplicating Movie Player fix from 4.12. Change 2981789 on 2016/05/18 by Keith.Judge Xbox One - Duplicate fast semantics rendertarget unbind/clear/rebind fix from 4.12. Change 2981802 on 2016/05/18 by Keith.Judge Xbox One - Duplicate of distance field AO/Shadow fixes from 4.12. Change 2981875 on 2016/05/18 by Keith.Judge Xbox One - Dynamic VB/IB refactor. Duplicated from 4.12. Change 2981900 on 2016/05/18 by Keith.Judge Xbox One - D3D11Query refactor. Duplicated from 4.12 Change 2981945 on 2016/05/18 by Nick.Shin filled out response headers for HTML5 platform #jira UE-26047 - HTML5 HTTP Response Headers not implemented Change 2981981 on 2016/05/18 by Lee.Clark PS4 - Fix COTF not updating files #codereview Daniel.Lamb Change 2982246 on 2016/05/18 by Michael.Trepka Fixed Mono compile errors in UT build scripts Change 2983869 on 2016/05/19 by Mark.Satterthwaite Explicitly retain/release all the MTLTexture objects in FMetalSurface without the assumptions about them being the same object - the recent stencil & SRV related changes make those assumptions invalid and could lead to over-releasing some textures. #jira UE-29557 Change 2983871 on 2016/05/19 by Mark.Satterthwaite Pool Metal texture update buffers to reduce churn. Change 2983892 on 2016/05/19 by Mark.Satterthwaite Duplicate 4.12 CL #2972885: Enable Metal resource lifetime delay on all platforms, not just iOS to try and address intermittent invalid resource errors. Change 2983898 on 2016/05/19 by Mark.Satterthwaite Duplicate 4.12 CL #2982825: Correctly wait for the dispatch semaphore when clearing the Metal resource free lists. Change 2983911 on 2016/05/19 by Mark.Satterthwaite Change Metal SubmitCommandsHint to use an enum of flags rather than boolean variables to control behaviour so that its clearer to the reader what is going to happen. Change 2983916 on 2016/05/19 by Mark.Satterthwaite Duplicate 4.12 CL #2974765: Workaround for UE-30069 - on Nvidia Macs we are breaking the GMux swap the second time we run the engine and it isn't clear why, so instead explicitly select the Metal device ourselves and don't allow the OS to swap the GPU driving the display. This will potentially reduce performance a little if the discrete GPU isn't already driving the display but until we know how we are clobbering the GMux/driver it is all we can do. This only applies to 10.11.5 with the default OS X drivers where there is more than one GPU in the system, earlier versions of OS X and the Nvidia WebDrivers are unaffected. Change 2984874 on 2016/05/20 by Keith.Judge Xbox One - Re-enable shader DXBC intermediate bytecode stripping, except for geometry and hull shaders where there's a possibility of runtime recompilation in certain combinations. Saves ~2MB in TM-ShaderModels, will save more in larger maps. #jira UEPLAT-1295 Change 2985446 on 2016/05/20 by Mark.Satterthwaite Remove the non-functional -metaldebug option from MetalRHI. Change 2985827 on 2016/05/20 by Nick.Shin call EndSession() onbeforeunload() note: API CHANGE - HTML5JavaScripteFx.{js,h} - UE_MakeHTTPDataRequest() #jira UE-22285 - Session End events are not generated for HTML5 Change 2986013 on 2016/05/20 by Jeremiah.Waldron PR #2387: In-App Purchases - parameters needed for Receipt Validation (Contributed by gameDNAstudio) Also touches IOS because of added RawPrice member in FInAppPurchaseProductInfo Pulled from Release-4.12 CL #jira UE-30782 #codereview chris.babcock, Peter.Sauerbrei Change 2986057 on 2016/05/20 by Mark.Satterthwaite Further changes to ensure that UE-30710 really is fixed while also not live-leaking memory in MetalRHI. Change 2986059 on 2016/05/20 by Mark.Satterthwaite Move the Metal uniform buffers into the same resource pool as all the other buffers and add stats for how many buffers are in the pool, how much memory is in use, free and wasted (due to aligned-buffer sizes). Change 2986060 on 2016/05/20 by Mark.Satterthwaite Disable tiled-reflections on Nvidia & Intel Metal until they sort out the sample command on cube-arrays ignoring the lod level. Change 2986063 on 2016/05/20 by Mark.Satterthwaite Missing change from previous CL. Change 2986066 on 2016/05/20 by Mark.Satterthwaite More Metal stats tracking the number & memory size of id<MTLBuffer>'s allocated/released each frame. Change 2986455 on 2016/05/23 by Keith.Judge Xbox One - Fix precompile promise in shader compiler to not stop subsequent defines from being parsed by D3DCompiler. Change 2986886 on 2016/05/23 by Mark.Satterthwaite Duplicate 4.12 CL #2986880: Fix UE-31124 due to bad array iteration logic - amazing that this hadn't been seen earlier. Change 2986955 on 2016/05/23 by Brent.Pease + Do not error out if "[PROJECT_NAME]" is in the bundle ID #codereview peter.sauerbrei Change 2987304 on 2016/05/23 by Chris.Babcock Remove old Android platforms #ue4 #android #codeview Josh.Adams Change 2987571 on 2016/05/23 by Mark.Satterthwaite Duplicate CL #2967998: Integrate - MaterialParameterCollections now create default resources (uniform buffers) which are used when no valid FScene is present (eg DrawTile while exporting materials to lightmass) #jira UE-31111 Change 2987591 on 2016/05/23 by Mark.Satterthwaite Remove usage of MTLRender/ComputeEncoder setSamplerState/s calls that take Min & Max Lod overrides - they currently don't work as expected on some GPU drivers and as we don't use them anywhere and I can't see that we will removing them costs us nothing and fixes tiled reflections on Nvidia with Metal SM5. Change 2987679 on 2016/05/23 by Mark.Satterthwaite Re-enable tiled reflections on Nvidia by default now that they work. Change 2987799 on 2016/05/24 by Mark.Satterthwaite Add a shader compile option "r.Shaders.ZeroInitialise" that we can turn on to force explicit zero-initialisation of local & temporary variables in hlslcc - so far only implemented for Metal. The default behaviour remains to omit zero-initialisation but the option is helpful to eliminate or track down uninitialised access in shaders that are causing real bugs (e.g. POM material relying on zero-initialised loop counters causing hangs/bad rendering on Mac). Change 2989395 on 2016/05/25 by Lee.Clark PS4 - Fix shader output / render target format mismatch for sparse MRT. Change 2990003 on 2016/05/25 by Jeremiah.Waldron When creating our own ConfigCacheIni in GetConfigCacheIni_APL, do not assume that the Engine ini was requested. Instead use the baseIniName passed to the function. Change 2990393 on 2016/05/25 by Mark.Satterthwaite Back out changelist 2961310 - causes more problems than it solves. DistanceField rendering will still work on Intel Metal SM5 and may work on AMD but will be broken on Nvidia due to a bad access within the compute shader - there's no bounds checking in Metal... Change 2990516 on 2016/05/25 by Brent.Pease + UEPLAT-1294 - Support for local notifications + UEPLAT-1254 - Add BP event for device orientation change + Added a new class based on UGameInstance for mobile device callbacks + Ensured IOSAppDelegate.cpp follows convention for lambda functions Change 2991361 on 2016/05/26 by Jeremiah.Waldron Move InAppPurchase class to StoreHelper.java so GooglePlay and Amazon store helpers can use it Change 2992450 on 2016/05/27 by Mark.Satterthwaite Optional r.Shaders.BoundsChecking flag to control whether shader platforms should manually enforce buffer access bounds - HLSL returns zero or ignores invalid reads & writes but Metal leaves the behaviour undefined and some drivers then fail. By default this is off and its whatever the native platform behaviour is, enabling it will cost some amount of performance as the shader translator inserts additional instructions to try and match D3D as accurately as possible. This is required to fix GPU restart errors on some Metal drivers when using SM5 rendering features including DistanceField shaders. Change 2993027 on 2016/05/27 by Mark.Satterthwaite Fix typo for new CFLAG_BoundsChecking enumeration value. Change 2993594 on 2016/05/27 by Mark.Satterthwaite Build fix - check not assert... Change 2993595 on 2016/05/27 by Mark.Satterthwaite Fix typo from Xcode hang... Change 2993614 on 2016/05/28 by Mark.Satterthwaite At least for now enable shader zero-initialisation and bounds-checking on Mac to ensure that Metal shaders are compiled with semantics that approximate those HLSL assumes. This may cost some performance but will avoid a few GPU restarts on some vendor drivers. Change 2993747 on 2016/05/28 by Mark.Satterthwaite Separate texture & buffer references in the Metal backend as they bind to separate arrays in the runtime to avoid giving the side-table buffer an innaccessible binding index. Also the side-table doesn't need to be emitted if no buffer SRV or UAV is used. Change 2994256 on 2016/05/31 by Lee.Clark PS4 - Fix unitialized Head Position from HMD tracker when tracking fails. Fixes a problem with A3D audio not working. #codereview Chad.Taylor,Aaron.McLeran Change 2994281 on 2016/05/31 by Rolando.Caloca DP - Allow hlslcc to process type casts containing the 'const' keyword - it isn't strictly complete as it will simply omit the type qualifier from the cast in the AST but it is sufficient for FortniteFoliage_MasterMaterial to compile. #codereview Mark.Satterthwaite, Dmitry.Rekman #jira UE-31411 Change 2994467 on 2016/05/31 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 2994493 on 2016/05/31 by Daniel.Lamb Fixed issue with DDC commandlet not caching things from the startup packages list. Change 2994644 on 2016/05/31 by Mark.Satterthwaite Updated hlslcc Mac binaries with fix for UE-31411 which RCO accepted and submitted + script for building parsers on POSIX OSes hooked up to an Xcode scheme in the project. Change 2996074 on 2016/06/01 by Lee.Clark PS4 - Fix GS mode not getting disabled when using parallel contexts. #codereview Marcus.Wassmer Change 2996129 on 2016/06/01 by Brent.Pease Manual merge of Pete's dsym generation fix (CL#2996089) from the 4.12 branch. Change 2996130 on 2016/06/01 by Jeremiah.Waldron PR #2387 part 2 (Contributed by gameDNAstudio) Adding ability to consume purchases during GooglePlay RestorePurchases This also touches IOS due to changes to base classes and function signatures #codereview chris.babcock, Peter.Sauerbrei Change 2996441 on 2016/06/01 by Jeremiah.Waldron Relates to PR #2387: Adding ability to consume purchases during GooglePlay RestorePurchases (Contributed by gameDNAstudio) Missing changes from part 2 reworked so that there is still only one RestorePurchases function which takes the product IDs and consumable flags. I reflected this in StoreHelper so no casting is necessary in GameActivity and the soon-to-be-added AmazonStoreHelper in the GameCircle plugin will still work dynamically with GameActivity since it will call StoreHelper functionality rather than a GooglePlayStoreHelper specific function. #codereview chris.babcock Change 2996514 on 2016/06/01 by Jeff.Campeau Fix merge issue from main #jira UE-31502 Change 2996740 on 2016/06/01 by Jonathan.Fitzpatrick https://jira.ol.epicgames.net/browse/UE-31446 Two PS4 source files fail during unity builds due to name conflict with handleReserveFailed. Renamed handleReserveFailed to handleReserveFailedLightweight Change 2997235 on 2016/06/01 by Jeremiah.Waldron RestorePurchases fix up in Match3 since the new Restore consumable stuff adds an additional pin to the Restore node. The IAP product in Match3 is non-consumable so just passing an empty array where necessary Change 2997241 on 2016/06/01 by Jeremiah.Waldron OnlineSubsystemGameCircle Plugin - Leaderboards - Achievements - Friends - IAP - External UI Interface - Runtime Settings in Project Settings Plugin section when plugin is enabled - Disabled by default #jira UEPLAT-105 #codereview chris.babcock Change 2997618 on 2016/06/02 by Lee.Clark #UE4Docs: Removed PS4MapFileUtil info Change 2997840 on 2016/06/02 by Jeremiah.Waldron Removing trace logging from OnlineSubsystemGameCircle_APL Change 2998754 on 2016/06/02 by Brent.Pease Change BlueprintMobileLibrary to BlueprintPlatformLibrary Change 3000762 on 2016/06/03 by Jeff.Campeau Add example rating info to ShooterGame Change 3001037 on 2016/06/04 by Brent.Pease + Add ui screens for delegate test, local notification test, and iap test + Implement delegate test Change 3001250 on 2016/06/05 by Brent.Pease + Initial pass at IAP test screen Change 3001639 on 2016/06/06 by Jeff.Campeau Fix Xbox One build issue with DX12 #codereview Zabir.Hoque Change 3002574 on 2016/06/06 by Jeremiah.Waldron Adding Android Install Location to Android platform runtime settings and manifest generation Change 3002780 on 2016/06/06 by Brent.Pease + Initial implementation of local notification test Change 3003005 on 2016/06/06 by Jeremiah.Waldron OnlineSubsystemGameCircle plugin - adding setting for Fire TV support. Using that specification in the APL to Add/Update android.hardware.touchscreen feature required attribute Change 3004392 on 2016/06/07 by Jeremiah.Waldron Fixing typo in APL comment :) Change 3005768 on 2016/06/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3005929 on 2016/06/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3006151 on 2016/06/08 by Peter.Sauerbrei fix for LocalNotifications not available on TVOS #lockdown josh.adams Change 3006183 on 2016/06/08 by Brent.Pease Manual merge CL#3000242 from Release-4.12 into Dev-Platform #lockdown josh.adams Change 3006296 on 2016/06/08 by Peter.Sauerbrei submit an updated iPhonePackager and support DLLs #lockdown josh.adams Change 3006378 on 2016/06/08 by Peter.Sauerbrei fix for API update to RestorePurchases #codereview brent.pease #lockdown josh.adams #lockdown nick.penwarden [CL 3008183 by Josh Adams in Main branch]
2016-06-09 17:45:44 -04:00
const FString gProjectNameText("[PROJECT_NAME]");
//////////////////////////////////////////////////////////////////////////
// FIOSTargetSettingsCustomization
namespace FIOSTargetSettingsCustomizationConstants
{
const FText DisabledTip = LOCTEXT("GitHubSourceRequiredToolTip", "This requires GitHub source.");
}
TSharedRef<IDetailCustomization> FIOSTargetSettingsCustomization::MakeInstance()
{
return MakeShareable(new FIOSTargetSettingsCustomization);
}
FIOSTargetSettingsCustomization::FIOSTargetSettingsCustomization()
: EngineInfoPath(FString::Printf(TEXT("%sBuild/IOS/UE4Game-Info.plist"), *FPaths::EngineDir()))
, GameInfoPath(FString::Printf(TEXT("%sBuild/IOS/Info.plist"), *FPaths::GameDir()))
, EngineGraphicsPath(FString::Printf(TEXT("%sBuild/IOS/Resources/Graphics"), *FPaths::EngineDir()))
, GameGraphicsPath(FString::Printf(TEXT("%sBuild/IOS/Resources/Graphics"), *FPaths::GameDir()))
{
new (IconNames) FPlatformIconInfo(TEXT("Icon29.png"), LOCTEXT("SettingsIcon_iPhone", "iPhone Settings Icon"), FText::GetEmpty(), 29, 29, FPlatformIconInfo::Optional);// also iOS6 spotlight search
new (IconNames) FPlatformIconInfo(TEXT("Icon29@2x.png"), LOCTEXT("SettingsIcon_iPhoneRetina", "iPhone Retina Settings Icon"), FText::GetEmpty(), 58, 58, FPlatformIconInfo::Optional); // also iOS6 spotlight search
new (IconNames) FPlatformIconInfo(TEXT("Icon40.png"), LOCTEXT("SpotlightIcon_iOS7", "iOS7 Spotlight Icon"), FText::GetEmpty(), 40, 40, FPlatformIconInfo::Optional);
new (IconNames) FPlatformIconInfo(TEXT("Icon40@2x.png"), LOCTEXT("SpotlightIcon_Retina_iOS7", "Retina iOS7 Spotlight Icon"), FText::GetEmpty(), 80, 80, FPlatformIconInfo::Optional);
new (IconNames) FPlatformIconInfo(TEXT("Icon50.png"), LOCTEXT("SpotlightIcon_iPad_iOS6", "iPad iOS6 Spotlight Icon"), FText::GetEmpty(), 50, 50, FPlatformIconInfo::Optional);
new (IconNames) FPlatformIconInfo(TEXT("Icon50@2x.png"), LOCTEXT("SpotlightIcon_iPadRetina_iOS6", "iPad Retina iOS6 Spotlight Icon"), FText::GetEmpty(), 100, 100, FPlatformIconInfo::Optional);
new (IconNames) FPlatformIconInfo(TEXT("Icon57.png"), LOCTEXT("AppIcon_iPhone_iOS6", "iPhone iOS6 App Icon"), FText::GetEmpty(), 57, 57, FPlatformIconInfo::Required);
new (IconNames) FPlatformIconInfo(TEXT("Icon57@2x.png"), LOCTEXT("AppIcon_iPhoneRetina_iOS6", "iPhone Retina iOS6 App Icon"), FText::GetEmpty(), 114, 114, FPlatformIconInfo::Required);
new (IconNames) FPlatformIconInfo(TEXT("Icon60@2x.png"), LOCTEXT("AppIcon_iPhoneRetina_iOS7", "iPhone Retina iOS7 App Icon"), FText::GetEmpty(), 120, 120, FPlatformIconInfo::Required);
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3046626) #rb none #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2948322 on 2016/04/19 by Nick.Shin update libwebsockets to v1.7.4 part 4 of 4 - doing this in stages for tracking purposes #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 2970016 on 2016/05/07 by Nick.Shin undo all of the following upgrades: - zlib - openssl - libcurl - libwebsockets and reset webrtc #jira UE-30298 - Fortnite and Orion crash on login Change 3020547 on 2016/06/20 by Jeff.Campeau Support for applocal deployment of binaries -applocaldir added to UAT to specify a per project directory to gather packages for applocal deployment Added ApplocalPrerequisitesDirectory property to packaging settings to set -applocaldir for packages built from the editor. Change 3020552 on 2016/06/20 by Jeff.Campeau Add switch to disable debug symbol cache creation Change 3020567 on 2016/06/20 by Jeff.Campeau constexpr enabled for Xbox One Change 3020568 on 2016/06/20 by Jeff.Campeau Separate setting for debug #jira UEPLAT-1348 Change 3020628 on 2016/06/20 by Jeff.Campeau Use global view instead of relying on current thread (fixes issues if pump message is called from a different thread). Change 3020629 on 2016/06/20 by Jeff.Campeau Use Slate tick to drive message processing during blocking loads (improves PLM). Change 3020633 on 2016/06/20 by Jeff.Campeau Fix Xbox One toolchain pathing to work for environment variables with and without trailing slashes. Pass requested XDK edition to VCVars batch file (fixes issues in building with a newer XDK installed SxS than the engine is configured for). Change 3020873 on 2016/06/21 by Lee.Clark PS4 - Fix missing audio when using A3D. Change 3021225 on 2016/06/21 by Keith.Judge Optimized away a bunch of GetVertexShader() calls in FSplineMeshVertexFactoryShaderParameters::SetMesh(). Saves about 0.9ms across a 100ms capture. Change 3021286 on 2016/06/21 by Dmitry.Rekman Linux: symbolication for memory profiler. - Also repaired/improved finding function name from debug info and overall callstack parsing. #tests Ran Linux editor and TestPAL, crashed multiple times Change 3021512 on 2016/06/21 by Mark.Satterthwaite Compile fixes for new clang version. Change 3021521 on 2016/06/21 by Mark.Satterthwaite Duplicate Fortnite CL #3013418: Don't release Metal buffers directly into the buffer pool, instead defer this until the command-buffer is known to have finished. This prevents the CPU from trying to modify the buffer while the GPU is still reading it if the GPU has fallen so far behind the CPU and therefore eliminates one possible cause of invalid access on the GPU. Change 3021528 on 2016/06/21 by Mark.Satterthwaite Make the Metal buffer pool cull after 30 frames - this will better match Apple's GART which unwires unused allocations after 1sec of idle, making them as expensive to use allocating a new buffer. Change 3021595 on 2016/06/21 by Mark.Satterthwaite Consolidate the way in which optional Metal features are exposed across macOS, iOS & tvOS devices & expose all the available features, unifying more of the code across all three platforms. - Implement Metal Depth-16 and stencil-texture-view support where available. - Use counting queries in Metal when available and expected (i.e. Metal_SM4+ or Metal_MRT+). - On latest iOS devices running Metal export support for GRHISupportsBaseVertexIndex & GRHISupportsFirstInstance when available. - On latest iOS devices running Metal export support for indirect buffer draw and dispatch calls. - Specify Metal layered rendering like any other and change the code so that there aren't preprocessor defines in the code. This lets the Metal MRT path assert if anyone ever tries to issue a layered draw call as its only supported on Mac. - Add support to Metal for setting UAVs from a uniform buffer. - Remove unused GlobalUniform header from MetalRHI. - Remove unnecessary FrameCount delay from Metal resource free lists. Change 3021702 on 2016/06/21 by Mark.Satterthwaite Fix mis-use of FreeListMutex instead of PoolMutex in MetalContext. Change 3022152 on 2016/06/21 by Nick.Shin Back out revision 5 from //UE4/Dev-Platform/Engine/Source/Runtime/NetworkFileSystem/Private/NetworkFileServerHttp.cpp forgot to un-do this when the giant revert (CL: #2970016) was done #jira UE-22166 HTML5 Cook on the fly will launch and then close browser Change 3022409 on 2016/06/21 by Dmitry.Rekman Fixed inability to run Setup.sh on Ubuntu 14.04 (UE-29289). - Contains PR #2258 (contributed by wshearn). Change 3022541 on 2016/06/22 by Lee.Clark PS4 - Make sure the render target masks are set correctly for disabled render targets. Fixes a validation check for shaders expecting to write to NULL render targets. Change 3022973 on 2016/06/22 by Michael.Trepka Fixed a problem in MacToolChain where both BuildConfiguration.bGeneratedSYMFile and BuildConfiguration.bUsePDBFiles set to false would not disable dSYM generation. Change 3023106 on 2016/06/22 by Dmitry.Rekman Linux: enable code to catch memory stomps during async loading. - Changed FLinuxPlatformMemory::BinnedAllocFrom/FreeToOS() to use mmap()/munmap(). Updated platform function signature accordingly. #tests Ran OrionServer on Linux (and OrionClient on Windows as a zero probe), tested also with running Linux editor with binned malloc. Change 3023256 on 2016/06/22 by Mark.Satterthwaite Fix compile errors from latest Metal changes that broke iOS. Change 3023268 on 2016/06/22 by Mark.Satterthwaite Use the Linux mmap/munmap/mprotect code to implement BinnedAllocFromOS/BinnedFreeToOS/PageProtect on Apple platforms as they are all equivalent. Change 3023651 on 2016/06/22 by Mark.Satterthwaite Make Metal SM5 the default for 10.11.5 or later, this time most of the features should be working on AMD & Nvidia, though tiled-reflections and distance-field AO/Shadows must still be forcibly disabled on Intel. Change 3023777 on 2016/06/22 by Brent.Pease + Update config for Android and iOS Change 3023781 on 2016/06/22 by Chris.Babcock Use mmap/munmap for Android BinnedAllocFromOS #ue4 #android Change 3023947 on 2016/06/22 by Mark.Satterthwaite Added a command-line switch for Mac "-RedirectNSLog" that will capture the output of NSLog using an NSPipe and write it into our log instead when not running under the debugger, thereby capturing output from underlying libraries that would otherwise be lost when outside a debugger. Change 3024434 on 2016/06/23 by Lee.Clark PS4 - Remove Delta Color Compression support Change 3024735 on 2016/06/23 by Mark.Satterthwaite Changes to MetalStatistics module initialisation. Change 3024741 on 2016/06/23 by Mark.Satterthwaite Change the way we test for Metal GPU support to avoid instantiating any MTLDevice's until MetalRHI is loaded so we can properly instantiate optional modules. Change 3025477 on 2016/06/23 by Brent.Pease + Added UnrealPluginLanguage.cs based on AndroidPluginLanguage.cs + Change UEDeployAndroid.cs to use UnrealPluginLanguage Change 3026085 on 2016/06/23 by Jeff.Campeau Separate Xbox One target settings for editor only values Move values that need to be loaded by the editor into the default inis (editor won't load target specific inis) Eliminate circular dependency on Xbox One settings (causing settings to either not load or memory corruption on shutdown) Clean up cached ini sections for UBT/UAT Change 3026093 on 2016/06/23 by Jeff.Campeau Cleanup unused files Change 3026745 on 2016/06/24 by Mark.Satterthwaite + Implemented rudimentary runtime debugging of MetalRHI with several different levels of complexity controlled by the new console-variable "rhi.Metal.RuntimeDebugLevel". + The MetalStateCache must also correctly set the render-pass descriptor when the previous render-target load action was 'Clear' as we will need to switch render targets or we'll mistakenly clear again. + Queries must not reset the MetalStateCache when they overflow the available buffer space, they simply break the encoder. - By default "rhi.Metal.RuntimeDebugLevel" is off & it is compiled out for Shipping - when enabled each higher level collects more data or changes the MetalRHI behaviour to make a command-buffer failure mode debuggable at the expense of performance. In order for this to work the number of command-buffers that may be allocated from the command-queue is also controllable via a console-variable "rhi.Metal.CommandQueueSize" which must be set prior to startup. Change 3026831 on 2016/06/24 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3026940 on 2016/06/24 by Brent.Pease PR #2458: added GetGameBundleId blueprint function (Contributed by derekvanvliet) Change 3027396 on 2016/06/24 by Brent.Pease Add BuildGraph.csproj to get Xamarin .sln builds working again Change 3029211 on 2016/06/27 by Michael.Trepka Added a setting (on by default) to make the game window preserve its content's aspect ratio while being resized by user Change 3029518 on 2016/06/27 by Josh.Adams Rollback //UE4/Dev-Platform/Engine/Build/BatchFiles/Mac/xcodeunlock.sh to revision 1 Change 3030385 on 2016/06/28 by Keith.Judge Fix XB1 deployment issues with AppXManifest for Paragon. Change 3030416 on 2016/06/28 by Lee.Clark PS4 - Fix Mediaplayer IsPlaying Change 3030922 on 2016/06/28 by Keith.Judge XB1 - Add pass through _RenderThread resource creation functions to D3D11.x RHI. Stops the render/RHI threads from stalling so much. Change 3030948 on 2016/06/28 by Jeff.Campeau Revert to using constant chunk indexes instead of polling the OS. (OS API has a bug that will not be fixed.) Change 3031016 on 2016/06/28 by Brent.Pease UEPLAT-1244 - Archive dSYM file UEPLAT-1359 - Support creating dSYM bundle Changes: + Added ios settings flag for dsym bundle + Added ios setting for creating xcode archive + xcode archive is now only put in the mac host or build machine's ~/Library/Developer/Xcode/Archives folder, it is not copied into the -archive folder like the ipa is Change 3031352 on 2016/06/28 by Bob.Tellez Added tps file for xcodeunlock Change 3031604 on 2016/06/28 by Mark.Satterthwaite Add an additional cast to flush-to-zero in the Metal shader translator bounds-checking code to avoid an internal GPU compiler error. Change 3031879 on 2016/06/28 by Brent.Pease + PhysX libraries for bitcode support on tvOS. Change 3032374 on 2016/06/29 by Keith.Judge Enable Oodle Handler Component on Xbox One Change 3032407 on 2016/06/29 by Keith.Judge Xbox One - Disable UpdateBufferStats when STATS is 0. Small perf gain. Change 3032432 on 2016/06/29 by Keith.Judge XB1 CPU Perf - Make CreateVertexDeclaration_RenderThread much faster by implementing a pass through to the RHI function rather than stalling the RHI thread. Change 3033474 on 2016/06/29 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3033603 on 2016/06/29 by Brent.Pease + Support UnrealPluginLanguage for IOS and TVOS builds + Allow ios/tvos UPL files an opportunity to modify a package's info.plist file Change 3034004 on 2016/06/30 by Lee.Clark PS4 - Use SDK 3.508.101 Change 3034007 on 2016/06/30 by Lee.Clark PS4 - VRTracker now uses SCE_VR_TRACKER_ROBUSTNESS_LEVEL_HIGH Change 3034173 on 2016/06/30 by Lee.Clark PS4 - Make sure depth target is null when eliminating fast clears. Fixes a GNM Validation failure Change 3034498 on 2016/06/30 by Jeff.Campeau Use MSBuild version 14 when generating project files. Change 3034943 on 2016/06/30 by Mark.Satterthwaite For Metal modify the MTLVertexDescriptor when calls to SetStreamSource provide different strides than the initial vertex-declaration which then requires compiling a different MTLRenderPipelineState. This silences errors reported by the Metal debug layer where the larger stride would see the shader read beyond the end of the buffer, but the smaller stride provided by SetStreamSource would work correctly. This may eliminate some more causes of Page-Fault GPU restarts. Change 3035416 on 2016/07/01 by Lee.Clark PS4 - Replace export vertex shader check with a CFLAG Change 3036093 on 2016/07/01 by Brent.Pease + Fix dSYM bundle path on Windows ios builds + Search for DeltaCopy directory if its not found from the user settings + Do not build an XCArchive file when building for ios on non-mac platforms Change 3036726 on 2016/07/02 by Brent.Pease + Add missing tvOS bitcode library Change 3037455 on 2016/07/05 by Lee.Clark PS4 - Default SmoothFrameRate to false Change 3037470 on 2016/07/05 by Keith.Judge Xbox One - Allow framerate smoothing, but default to off for consistency with PS4. Change 3038322 on 2016/07/05 by Jeremiah.Waldron Fix for asset packages with Unicode characters in their name not being loaded on Android. Fixing AndroidString's WIDECHAR* Strstr(WIDECHAR*, WIDECHAR*) function - Using an implementation of wcsstr, with a fix integrated for the incorrect implementation in Android ndk master branch, instead of converting the incoming WIDECHAR strings to ANSI strings just to be able to use strstr on them. The previous method was prone to causing the FString's Find and Contains functions to return false positives because when we convert wide to ansi, any character over the value of 255 is just set to '?' This in turn caused any package path strings with one of those characters in it to fail to load since they would be interpreted as having a question mark in their path, which is an invalid path character. #jira UE-18643 #android Change 3038693 on 2016/07/05 by Mark.Satterthwaite Change the way we store debug info for Metal shaders - the KeepDebugInfo flag now does precisely that, storing the shader code into the Metal header along with the path it was generated from. That means if KeepDebugInfo is enabled and Optimise is disabled then we can still access the shader code from within the Metal tools. On iOS/tvOS the shader code will be runtime compiled so that it shows up in the tooling but on Macs it will prefer to load the optimised version and simply unpack the shader code to the path from which it was compiled. This only works if we change the Metal shader compiler to emit temporary Metal files to the OS temporary directory so that the tools can read the file directly. Change 3039880 on 2016/07/06 by Mark.Satterthwaite Implement point-light shadow caching for RHI's that support specifying the render target layer from the vertex shader in lieu of geometry shaders. This requires changing FScreenVSForGS to TScreenVSForGS so that there can be a vertex-shader-layer variant (only compiled on RHI's that use it) whose output matches FCopyShadowMapsCubePS input. This alternative rendering path also requires adding the instance count to DrawRectangle so that we can render to all faces of the cubemap from a single draw call. Change 3040407 on 2016/07/06 by Michael.Trepka Added View->Enter Full Screen menu item for games on Mac Change 3040550 on 2016/07/06 by Mark.Satterthwaite Intel Metal compiler requires bool expressions be cast to 'int' rather than 'uint'. Change 3041098 on 2016/07/07 by Peter.Sauerbrei initial changes to get IOS builds from PC in launcher release of engine Change 3041310 on 2016/07/07 by Keith.Judge Xbox One - Optimize away GetDesc() and checks for D3D11_USAGE_DYNAMIC deep in the state cache as it's impossible for any buffer to have that flag set. Change 3041327 on 2016/07/07 by Keith.Judge Xbox One - Remove pointless memory barrier call in D3D11Query Change 3041352 on 2016/07/07 by Keith.Judge Xbox One - Add _RenderThread version of UpdateTexture2D() that just passes through to the RHI one. Saves a fairly significant chunk of time on the render/RHI thread when this is called a lot. Change 3041419 on 2016/07/07 by Jeff.Campeau Xbox One toolchain fix for VS2015 Update 3 Change 3041635 on 2016/07/07 by Jeff.Campeau Don't change game render resolution in response to WM_SIZE messages when in fullscreen (the game will restore the correct video mode when the window is restored). #jira OR-15578 Change 3041735 on 2016/07/07 by Peter.Sauerbrei re-enabled the build parameters for launcher release builds in IOS Change 3041783 on 2016/07/07 by Joe.Graf Changed bAutpApplyFailed to bAutoApplyFailed (typo) Change 3041784 on 2016/07/07 by Joe.Graf Fixed missing %s from a log message in UResavePackagesCommandlet Change 3042434 on 2016/07/08 by Lee.Clark PS4 - Fix compilation failure when Unsafe Command Buffers are enabled. Change 3042658 on 2016/07/08 by Lee.Clark PS4 - Use SDK 3.508.201 Change 3042970 on 2016/07/08 by Josh.Adams Redoing CL in 3040890 in Dev-Platform Change 3043243 on 2016/07/08 by Chris.Babcock clamped allowed slot range for gameplay debugger's categories copy of CL# 3040313 from //UE4/Dev-Framework #jira UE-32866 Change 3043500 on 2016/07/08 by Mark.Satterthwaite Downgrade "-Wdelete-non-virtual-dtor " to a warning again for Xcode 8 on iOS/tvOS to match macOS. Change 3044628 on 2016/07/11 by Mark.Satterthwaite Disable ShaderCache by default - it was implemented prior to RHI-thread/parallel-execution so it isn't thread-safe and can't be enabled by default on Mac now that Metal supports these features. #jira UE-32989 Change 3044948 on 2016/07/11 by Dmitry.Rekman Fix editor crash (happened on Linux, but not really specific to it) (UE-32973) - We can pass flags with shadows enabled when rendering asset thumbnails; thus disable shadows always when r.ShadowQuality is 0. (Redoing CL 3029574 by Bob). - Also fix mismatched 'noperspective' qualifier that caused NVidia drivers to refuse to link GL shaders. #jira UE-32973 Change 3045322 on 2016/07/11 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3046028 on 2016/07/12 by Lee.Clark PS4 - Check for correct SDK installation Allow use of 7th core when Morpheus is enabled Change 3046339 on 2016/07/12 by Peter.Sauerbrei fix for incorrect error message when iPhone Plus icon is the correct size [CL 3046645 by Josh Adams in Main branch]
2016-07-12 15:06:08 -04:00
new (IconNames)FPlatformIconInfo(TEXT("Icon60@3x.png"), LOCTEXT("AppIcon_iPhoneRetina_iOS8", "iPhone Plus Retina iOS8 App Icon"), FText::GetEmpty(), 180, 180, FPlatformIconInfo::Required);
Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2909747) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2898120 on 2016/03/07 by Chris.Babcock Disable NvTimerQuery on Nexus 9 before Android 6.0 to fix slow frame updates #jira UE-28013 #ue4 #android Change 2898539 on 2016/03/08 by Matthew.Griffin Merging //UE4/Dev-Build to //UE4/Release-4.11 Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2898788 on 2016/03/08 by Keith.Judge Latest DX12.x integration from Microsoft. Brings XB1 up to PC level of functionality and improved perf. #jira UEPLAT-325 Change 2898836 on 2016/03/08 by Taizyd.Korambayil #jira UE-27990 Reimported River_Basin_02 Mesh with Adjacency Buffer Change 2898897 on 2016/03/08 by Sean.Gribbin #Jira UE-26550 Adding name to credits of Match 3 Change 2898938 on 2016/03/08 by Taizyd.Korambayil #jira UE-26284 Fixed Up Some Materials and BP errors Change 2898967 on 2016/03/08 by Benjamin.Hyder Updating Qa_Materials map #jira UE-24473 Change 2899032 on 2016/03/08 by Zachary.Wilson Fixing broken assets in QA-LightsStationary and eliminating log errors. Fixing mispelling and player start height in QA-LightsStationary. #jira UE-24473 Change 2899244 on 2016/03/08 by Peter.Sauerbrei addition of launch images for iPad Pro #jira UE-24793 Change 2899335 on 2016/03/08 by Richard.Hinckley #jira UE-27356 Fixing code for VR headsets so that the camera starts inside the vehicle if the user has an active HMD. Found that the C++ templates never had HMD support, so mirroring the BP templates for that functionality. Works in my testing, but a proper QA pass should be performed. Change 2899402 on 2016/03/08 by Michael.Schoell Macro instance nodes now have a hard dependency to any object class or structs their pins reference. Expanded UK2Node_MacroInstance::HasExternalDependencies to iterate over all pins and add their struct or object's class. #jira UE-27795 - Split Pins on a referenced Macro Library will crash the editor on restart Change 2899424 on 2016/03/08 by Dmitry.Rekman Fix CrossCompilerTool on Linux (UE-28056). #jira UE-28056 Change 2899445 on 2016/03/08 by Dmitry.Rekman Fix CrossCompilerTool invocation in debug scripts. #jira UE-28056 Change 2899488 on 2016/03/08 by Ryan.Vance #jira UE-28000 We can't test how many views are in the view family when initializing a view. There's no guaruntee that the family is setup yet. We'll need to move this test to the calling code. Change 2899546 on 2016/03/08 by Zachary.Wilson Updating QA-PostProcessing to match the 4.12 Main version of the map. #jira UE-24473 Change 2899553 on 2016/03/08 by Michael.Schoell Reinstancer will no longer queue BPs to be saved when compiling skeleton class dependencies and will no longer process all queued BPs to save when it is complete. #jira UE-27509 - Save on compile set to always causes a crash on compile #jira UE-27856 - "Always" Save on Compile does not save the Blueprint Change 2899558 on 2016/03/08 by Benjamin.Hyder building Lighting for QA-Materials #jira UE-24473 Change 2899597 on 2016/03/08 by Chris.Babcock Change reporting level of audio buffer decompression type logging #jira UE-28058 #ue4 #android Change 2899704 on 2016/03/08 by Benjamin.Hyder Updating Qa-Materials map #Jira UE-24473 Change 2899736 on 2016/03/08 by Benjamin.Hyder Updating TM-LPV map #Jira UE-24473 Change 2899810 on 2016/03/08 by Lauren.Ridge #jira UE-27995 UE-27987 Final UM3 UI Tweaks, + bug fix Change 2899876 on 2016/03/08 by Peter.Sauerbrei [CL 2913181 by Matthew Griffin in Main branch]
2016-03-17 11:10:14 -04:00
new (IconNames)FPlatformIconInfo(TEXT("Icon72.png"), LOCTEXT("AppIcon_iPad_iOS6", "iPad iOS6 App Icon"), FText::GetEmpty(), 72, 72, FPlatformIconInfo::Required);
new (IconNames) FPlatformIconInfo(TEXT("Icon72@2x.png"), LOCTEXT("AppIcon_iPadRetina_iOS6", "iPad Retina iOS6 App Icon"), FText::GetEmpty(), 144, 144, FPlatformIconInfo::Required);
new (IconNames) FPlatformIconInfo(TEXT("Icon76.png"), LOCTEXT("AppIcon_iPad_iOS7", "iPad iOS7 App Icon"), FText::GetEmpty(), 76, 76, FPlatformIconInfo::Required);
new (IconNames) FPlatformIconInfo(TEXT("Icon76@2x.png"), LOCTEXT("AppIcon_iPadRetina_iOS7", "iPad Retina iOS7 App Icon"), FText::GetEmpty(), 152, 152, FPlatformIconInfo::Required);
Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2909747) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2898120 on 2016/03/07 by Chris.Babcock Disable NvTimerQuery on Nexus 9 before Android 6.0 to fix slow frame updates #jira UE-28013 #ue4 #android Change 2898539 on 2016/03/08 by Matthew.Griffin Merging //UE4/Dev-Build to //UE4/Release-4.11 Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2898788 on 2016/03/08 by Keith.Judge Latest DX12.x integration from Microsoft. Brings XB1 up to PC level of functionality and improved perf. #jira UEPLAT-325 Change 2898836 on 2016/03/08 by Taizyd.Korambayil #jira UE-27990 Reimported River_Basin_02 Mesh with Adjacency Buffer Change 2898897 on 2016/03/08 by Sean.Gribbin #Jira UE-26550 Adding name to credits of Match 3 Change 2898938 on 2016/03/08 by Taizyd.Korambayil #jira UE-26284 Fixed Up Some Materials and BP errors Change 2898967 on 2016/03/08 by Benjamin.Hyder Updating Qa_Materials map #jira UE-24473 Change 2899032 on 2016/03/08 by Zachary.Wilson Fixing broken assets in QA-LightsStationary and eliminating log errors. Fixing mispelling and player start height in QA-LightsStationary. #jira UE-24473 Change 2899244 on 2016/03/08 by Peter.Sauerbrei addition of launch images for iPad Pro #jira UE-24793 Change 2899335 on 2016/03/08 by Richard.Hinckley #jira UE-27356 Fixing code for VR headsets so that the camera starts inside the vehicle if the user has an active HMD. Found that the C++ templates never had HMD support, so mirroring the BP templates for that functionality. Works in my testing, but a proper QA pass should be performed. Change 2899402 on 2016/03/08 by Michael.Schoell Macro instance nodes now have a hard dependency to any object class or structs their pins reference. Expanded UK2Node_MacroInstance::HasExternalDependencies to iterate over all pins and add their struct or object's class. #jira UE-27795 - Split Pins on a referenced Macro Library will crash the editor on restart Change 2899424 on 2016/03/08 by Dmitry.Rekman Fix CrossCompilerTool on Linux (UE-28056). #jira UE-28056 Change 2899445 on 2016/03/08 by Dmitry.Rekman Fix CrossCompilerTool invocation in debug scripts. #jira UE-28056 Change 2899488 on 2016/03/08 by Ryan.Vance #jira UE-28000 We can't test how many views are in the view family when initializing a view. There's no guaruntee that the family is setup yet. We'll need to move this test to the calling code. Change 2899546 on 2016/03/08 by Zachary.Wilson Updating QA-PostProcessing to match the 4.12 Main version of the map. #jira UE-24473 Change 2899553 on 2016/03/08 by Michael.Schoell Reinstancer will no longer queue BPs to be saved when compiling skeleton class dependencies and will no longer process all queued BPs to save when it is complete. #jira UE-27509 - Save on compile set to always causes a crash on compile #jira UE-27856 - "Always" Save on Compile does not save the Blueprint Change 2899558 on 2016/03/08 by Benjamin.Hyder building Lighting for QA-Materials #jira UE-24473 Change 2899597 on 2016/03/08 by Chris.Babcock Change reporting level of audio buffer decompression type logging #jira UE-28058 #ue4 #android Change 2899704 on 2016/03/08 by Benjamin.Hyder Updating Qa-Materials map #Jira UE-24473 Change 2899736 on 2016/03/08 by Benjamin.Hyder Updating TM-LPV map #Jira UE-24473 Change 2899810 on 2016/03/08 by Lauren.Ridge #jira UE-27995 UE-27987 Final UM3 UI Tweaks, + bug fix Change 2899876 on 2016/03/08 by Peter.Sauerbrei [CL 2913181 by Matthew Griffin in Main branch]
2016-03-17 11:10:14 -04:00
new (IconNames)FPlatformIconInfo(TEXT("Icon83.5@2x.png"), LOCTEXT("AppIcon_iPadProRetina_iOS9", "iPad Pro Retina iOS9 App Icon"), FText::GetEmpty(), 167, 167, FPlatformIconInfo::Required);
new (LaunchImageNames) FPlatformIconInfo(TEXT("Default.png"), LOCTEXT("LaunchImage_iPhone", "Launch iPhone 4/4S"), FText::GetEmpty(), 320, 480, FPlatformIconInfo::Required);
new (LaunchImageNames) FPlatformIconInfo(TEXT("Default@2x.png"), LOCTEXT("LaunchImage_iPhoneRetina", "Launch iPhone 4/4S Retina"), FText::GetEmpty(), 640, 960, FPlatformIconInfo::Required);
new (LaunchImageNames) FPlatformIconInfo(TEXT("Default-568h@2x.png"), LOCTEXT("LaunchImage_iPhone5", "Launch iPhone 5/5S Retina"), FText::GetEmpty(), 640, 1136, FPlatformIconInfo::Required);
new (LaunchImageNames) FPlatformIconInfo(TEXT("Default-Landscape.png"), LOCTEXT("LaunchImage_iPad_Landscape", "Launch iPad in Landscape"), FText::GetEmpty(), 1024, 768, FPlatformIconInfo::Required);
new (LaunchImageNames) FPlatformIconInfo(TEXT("Default-Landscape@2x.png"), LOCTEXT("LaunchImage_iPadRetina_Landscape", "Launch iPad Retina in Landscape"), FText::GetEmpty(), 2048, 1536, FPlatformIconInfo::Required);
new (LaunchImageNames) FPlatformIconInfo(TEXT("Default-Portrait.png"), LOCTEXT("LaunchImage_iPad_Portrait", "Launch iPad in Portrait"), FText::GetEmpty(), 768, 1024, FPlatformIconInfo::Required);
new (LaunchImageNames) FPlatformIconInfo(TEXT("Default-Portrait@2x.png"), LOCTEXT("LaunchImage_iPadRetina_Portrait", "Launch iPad Retina in Portrait"), FText::GetEmpty(), 1536, 2048, FPlatformIconInfo::Required);
Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2909747) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2898120 on 2016/03/07 by Chris.Babcock Disable NvTimerQuery on Nexus 9 before Android 6.0 to fix slow frame updates #jira UE-28013 #ue4 #android Change 2898539 on 2016/03/08 by Matthew.Griffin Merging //UE4/Dev-Build to //UE4/Release-4.11 Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2898788 on 2016/03/08 by Keith.Judge Latest DX12.x integration from Microsoft. Brings XB1 up to PC level of functionality and improved perf. #jira UEPLAT-325 Change 2898836 on 2016/03/08 by Taizyd.Korambayil #jira UE-27990 Reimported River_Basin_02 Mesh with Adjacency Buffer Change 2898897 on 2016/03/08 by Sean.Gribbin #Jira UE-26550 Adding name to credits of Match 3 Change 2898938 on 2016/03/08 by Taizyd.Korambayil #jira UE-26284 Fixed Up Some Materials and BP errors Change 2898967 on 2016/03/08 by Benjamin.Hyder Updating Qa_Materials map #jira UE-24473 Change 2899032 on 2016/03/08 by Zachary.Wilson Fixing broken assets in QA-LightsStationary and eliminating log errors. Fixing mispelling and player start height in QA-LightsStationary. #jira UE-24473 Change 2899244 on 2016/03/08 by Peter.Sauerbrei addition of launch images for iPad Pro #jira UE-24793 Change 2899335 on 2016/03/08 by Richard.Hinckley #jira UE-27356 Fixing code for VR headsets so that the camera starts inside the vehicle if the user has an active HMD. Found that the C++ templates never had HMD support, so mirroring the BP templates for that functionality. Works in my testing, but a proper QA pass should be performed. Change 2899402 on 2016/03/08 by Michael.Schoell Macro instance nodes now have a hard dependency to any object class or structs their pins reference. Expanded UK2Node_MacroInstance::HasExternalDependencies to iterate over all pins and add their struct or object's class. #jira UE-27795 - Split Pins on a referenced Macro Library will crash the editor on restart Change 2899424 on 2016/03/08 by Dmitry.Rekman Fix CrossCompilerTool on Linux (UE-28056). #jira UE-28056 Change 2899445 on 2016/03/08 by Dmitry.Rekman Fix CrossCompilerTool invocation in debug scripts. #jira UE-28056 Change 2899488 on 2016/03/08 by Ryan.Vance #jira UE-28000 We can't test how many views are in the view family when initializing a view. There's no guaruntee that the family is setup yet. We'll need to move this test to the calling code. Change 2899546 on 2016/03/08 by Zachary.Wilson Updating QA-PostProcessing to match the 4.12 Main version of the map. #jira UE-24473 Change 2899553 on 2016/03/08 by Michael.Schoell Reinstancer will no longer queue BPs to be saved when compiling skeleton class dependencies and will no longer process all queued BPs to save when it is complete. #jira UE-27509 - Save on compile set to always causes a crash on compile #jira UE-27856 - "Always" Save on Compile does not save the Blueprint Change 2899558 on 2016/03/08 by Benjamin.Hyder building Lighting for QA-Materials #jira UE-24473 Change 2899597 on 2016/03/08 by Chris.Babcock Change reporting level of audio buffer decompression type logging #jira UE-28058 #ue4 #android Change 2899704 on 2016/03/08 by Benjamin.Hyder Updating Qa-Materials map #Jira UE-24473 Change 2899736 on 2016/03/08 by Benjamin.Hyder Updating TM-LPV map #Jira UE-24473 Change 2899810 on 2016/03/08 by Lauren.Ridge #jira UE-27995 UE-27987 Final UM3 UI Tweaks, + bug fix Change 2899876 on 2016/03/08 by Peter.Sauerbrei [CL 2913181 by Matthew Griffin in Main branch]
2016-03-17 11:10:14 -04:00
new (LaunchImageNames) FPlatformIconInfo(TEXT("Default-IPhone6.png"), LOCTEXT("LaunchImage_iPhone6", "Launch iPhone 6 in Portrait"), FText::GetEmpty(), 750, 1334, FPlatformIconInfo::Required);
new (LaunchImageNames)FPlatformIconInfo(TEXT("Default-IPhone6-Landscape.png"), LOCTEXT("LaunchImage_iPhone6_Landscape", "Launch iPhone 6 in Landscape"), FText::GetEmpty(), 1334, 750, FPlatformIconInfo::Required);
new (LaunchImageNames)FPlatformIconInfo(TEXT("Default-IPhone6Plus-Landscape.png"), LOCTEXT("LaunchImage_iPhone6Plus_Landscape", "Launch iPhone 6 Plus in Landscape"), FText::GetEmpty(), 2208, 1242, FPlatformIconInfo::Required);
new (LaunchImageNames) FPlatformIconInfo(TEXT("Default-IPhone6Plus-Portrait.png"), LOCTEXT("LaunchImage_iPhone6Plus_Portrait", "Launch iPhone 6 Plus in Portrait"), FText::GetEmpty(), 1242, 2208, FPlatformIconInfo::Required);
Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2909747) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2898120 on 2016/03/07 by Chris.Babcock Disable NvTimerQuery on Nexus 9 before Android 6.0 to fix slow frame updates #jira UE-28013 #ue4 #android Change 2898539 on 2016/03/08 by Matthew.Griffin Merging //UE4/Dev-Build to //UE4/Release-4.11 Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2898788 on 2016/03/08 by Keith.Judge Latest DX12.x integration from Microsoft. Brings XB1 up to PC level of functionality and improved perf. #jira UEPLAT-325 Change 2898836 on 2016/03/08 by Taizyd.Korambayil #jira UE-27990 Reimported River_Basin_02 Mesh with Adjacency Buffer Change 2898897 on 2016/03/08 by Sean.Gribbin #Jira UE-26550 Adding name to credits of Match 3 Change 2898938 on 2016/03/08 by Taizyd.Korambayil #jira UE-26284 Fixed Up Some Materials and BP errors Change 2898967 on 2016/03/08 by Benjamin.Hyder Updating Qa_Materials map #jira UE-24473 Change 2899032 on 2016/03/08 by Zachary.Wilson Fixing broken assets in QA-LightsStationary and eliminating log errors. Fixing mispelling and player start height in QA-LightsStationary. #jira UE-24473 Change 2899244 on 2016/03/08 by Peter.Sauerbrei addition of launch images for iPad Pro #jira UE-24793 Change 2899335 on 2016/03/08 by Richard.Hinckley #jira UE-27356 Fixing code for VR headsets so that the camera starts inside the vehicle if the user has an active HMD. Found that the C++ templates never had HMD support, so mirroring the BP templates for that functionality. Works in my testing, but a proper QA pass should be performed. Change 2899402 on 2016/03/08 by Michael.Schoell Macro instance nodes now have a hard dependency to any object class or structs their pins reference. Expanded UK2Node_MacroInstance::HasExternalDependencies to iterate over all pins and add their struct or object's class. #jira UE-27795 - Split Pins on a referenced Macro Library will crash the editor on restart Change 2899424 on 2016/03/08 by Dmitry.Rekman Fix CrossCompilerTool on Linux (UE-28056). #jira UE-28056 Change 2899445 on 2016/03/08 by Dmitry.Rekman Fix CrossCompilerTool invocation in debug scripts. #jira UE-28056 Change 2899488 on 2016/03/08 by Ryan.Vance #jira UE-28000 We can't test how many views are in the view family when initializing a view. There's no guaruntee that the family is setup yet. We'll need to move this test to the calling code. Change 2899546 on 2016/03/08 by Zachary.Wilson Updating QA-PostProcessing to match the 4.12 Main version of the map. #jira UE-24473 Change 2899553 on 2016/03/08 by Michael.Schoell Reinstancer will no longer queue BPs to be saved when compiling skeleton class dependencies and will no longer process all queued BPs to save when it is complete. #jira UE-27509 - Save on compile set to always causes a crash on compile #jira UE-27856 - "Always" Save on Compile does not save the Blueprint Change 2899558 on 2016/03/08 by Benjamin.Hyder building Lighting for QA-Materials #jira UE-24473 Change 2899597 on 2016/03/08 by Chris.Babcock Change reporting level of audio buffer decompression type logging #jira UE-28058 #ue4 #android Change 2899704 on 2016/03/08 by Benjamin.Hyder Updating Qa-Materials map #Jira UE-24473 Change 2899736 on 2016/03/08 by Benjamin.Hyder Updating TM-LPV map #Jira UE-24473 Change 2899810 on 2016/03/08 by Lauren.Ridge #jira UE-27995 UE-27987 Final UM3 UI Tweaks, + bug fix Change 2899876 on 2016/03/08 by Peter.Sauerbrei [CL 2913181 by Matthew Griffin in Main branch]
2016-03-17 11:10:14 -04:00
new (LaunchImageNames) FPlatformIconInfo(TEXT("Default-Landscape-1336.png"), LOCTEXT("LaunchImage_iPadPro_Landscape", "Launch iPad Pro in Landscape"), FText::GetEmpty(), 1336, 1024, FPlatformIconInfo::Required);
new (LaunchImageNames)FPlatformIconInfo(TEXT("Default-Portrait-1336.png"), LOCTEXT("LaunchImage_iPadPro_Portrait", "Launch iPad Pro in Portrait"), FText::GetEmpty(), 1024, 1336, FPlatformIconInfo::Required);
new (LaunchImageNames)FPlatformIconInfo(TEXT("Default-Landscape-1336@2x.png"), LOCTEXT("LaunchImage_iPadProRetina_Landscape", "Launch iPad Pro Retina in Landscape"), FText::GetEmpty(), 2732, 2048, FPlatformIconInfo::Required);
new (LaunchImageNames)FPlatformIconInfo(TEXT("Default-Portrait-1336@2x.png"), LOCTEXT("LaunchImage_iPadProRetina_Portrait", "Launch iPad Pro Retina in Portrait"), FText::GetEmpty(), 2048, 2732, FPlatformIconInfo::Required);
bShowAllProvisions = false;
bShowAllCertificates = false;
ProvisionList = MakeShareable(new TArray<ProvisionPtr>());
CertificateList = MakeShareable(new TArray<CertificatePtr>());
}
FIOSTargetSettingsCustomization::~FIOSTargetSettingsCustomization()
{
if (IPPProcess.IsValid())
{
IPPProcess = NULL;
FTicker::GetCoreTicker().RemoveTicker(TickerHandle);
}
}
void FIOSTargetSettingsCustomization::CustomizeDetails(IDetailLayoutBuilder& DetailLayout)
{
SavedLayoutBuilder = &DetailLayout;
BuildPListSection(DetailLayout);
BuildIconSection(DetailLayout);
BuildRemoteBuildingSection(DetailLayout);
FindRequiredFiles();
}
static FString OutputMessage;
static void OnOutput(FString Message)
{
OutputMessage += Message;
OutputMessage += "\n";
UE_LOG(LogTemp, Display, TEXT("%s\n"), *Message);
}
void FIOSTargetSettingsCustomization::UpdateStatus()
{
if (OutputMessage.Len() > 0)
{
CertificateList->Reset();
ProvisionList->Reset();
// Now split up the log into multiple lines
TArray<FString> LogLines;
Copying //UE4/WEX-Staging to Dev-Main (//UE4/Dev-Main) =================== MAJOR FEATURES + CHANGES =================== Change 3123735 on 2016/09/13 by Josh.Markiewicz #UE4 - added FNames for some common online features to be refactored later #codereview david.nikdel Change 3123608 on 2016/09/13 by Josh.Markiewicz #OSS - refactor FUniqueNetIdRepl to derive from FUniqueNetIdWrapper and clean up redundant code #codereview david.nikdel Change 3120074 on 2016/09/09 by David.Nikdel #Analytics: Move log message to more correct location Change 3120073 on 2016/09/09 by David.Nikdel #Analytics: Adjustments to ET.DroppedSubmission per Wes's feedback - Don't try to restore events at all if caching is disabled (but do log the error) - Stop accumulating events (even the ET.DroppedSubmission event) at 1024 cached to defend against run away accumulation #CodeReview: Wes.Hunt Change 3119959 on 2016/09/09 by Peter.Sauerbrei update to engine to provide the generic chunk install when one is not implemented or requested #rb none Change 3119378 on 2016/09/09 by David.Nikdel #Analytics #ET: Added a config option to not drop events in the event of a failure to flush. - Events are re-added to the queue (may result in some reordering but timestamps will still be there) in the event of a failure - Also appending an ET.DroppedSubmission event in this case so we can track how often clients fail. Has HTTP_STATUS and URL attributes. - Events accumulate within a given application run but no attempt is made to persist across crashes etc. #CodeReview: Wes.Hunt Change 3118773 on 2016/09/08 by Peter.Sauerbrei bring over fix for missing debug information in IOS executables #rb none Change 3118574 on 2016/09/08 by Peter.Sauerbrei pulled over architecture fix for IOS from Main #rb none Change 3117672 on 2016/09/08 by Steve.Allison Adding 3544_iPadMini3_ChAIRQA Change 3116529 on 2016/09/07 by Josh.Markiewicz #UE4 - reverted started IOS purchase/store work from default engine OSS plugins #codereview david.nikdel Change 3116010 on 2016/09/07 by Josh.Markiewicz #WEX - Copying //WEX/Dev-Mobile to Dev-Main (//WEX/Dev-Main) to get OnlineSubsystemiOS changes Change 3114411 on 2016/09/06 by Peter.Sauerbrei fix for deploying movies to the correct directory #rb none Change 3113944 on 2016/09/06 by Peter.Sauerbrei addition of resave packages command to UAT #rb none Change 3112948 on 2016/09/02 by Nathan.Green #WEX - Fixing file length on Android so that we can write out stats files (change is being submitted into Dev-Mobile by Chris Babcock) #CodeReview: Chance.Lyon, David.Nikdel Change 3112567 on 2016/09/02 by Josh.Markiewicz #UE4 - fixed possible exception when checking directories that don't exist (copy of CL#3099217) #rb ben.marsh Change 3112055 on 2016/09/02 by Chance.Lyon #WEX - Merging mobile branch changes into main Change 3108827 on 2016/08/31 by Peter.Sauerbrei fix for warning #rb none Change 3105012 on 2016/08/29 by Peter.Sauerbrei enable ICMP for Android #rb none Change 3103322 on 2016/08/26 by David.Nikdel #WEX: Fix for clang warnings in Font Outline code #CodeReview: Matt.Kuhlenschmidt Change 3102935 on 2016/08/26 by David.Nikdel Merging CL 3102878 from //UE4/Dev-Editor/Engine/... to //WEX/Main/Engine/... ------ Added support for outline fonts - An outline size (in slate units), optional material and optional fill color can be specified with each font info. - Outlines do not contribute to measurement directly so the text measuring and shaping methods have been modified to account for outlines - Fixed a bug where font materials do not work properly if part of the font's rendered glyphs were in a different atlas #CodeReview: Matt.Kuhlenschmidt, Matt.Hancy, Peter.Sauerbrei Change 3102541 on 2016/08/26 by Peter.Sauerbrei fix for build warning on Mac and IOS #rb none Change 3101820 on 2016/08/25 by Peter.Sauerbrei Moved the online changes to the plugins directory #rb none Change 3101808 on 2016/08/25 by Peter.Sauerbrei Merging using WEX_Main_to_UE4_WEX_Staging bringing in UE4 engine 4.14 #rb none Change 3097879 on 2016/08/23 by David.Nikdel #Analytics #OSS: Adjusted cohort selection algorithm and test cases Change 3096606 on 2016/08/22 by Nathan.Green #WEX - Adding bAllowWindowResize, bAllowClose, bAllowMaximize, and bAllowMinimize boolean to GeneralProjectSettings - Preventing us from resizing the window for the time being (in the future we may only allow along aspect ratio resizing) #CodeReview: Chance.Lyon, David.Nikdel Change 3094946 on 2016/08/19 by David.Nikdel #OSS - Added FUserOnlineAccountMcp::SelectCohort Change 3094942 on 2016/08/19 by David.Nikdel #UE4 - Made FMD5 const-correct Change 3092494 on 2016/08/17 by Nathan.Green #WEX - Making sure we never build zip64 instead of zip #CodeReview: Chance.Lyon, David.Nikdel, Chris.Babcock Change 3090760 on 2016/08/16 by Michael.Trepka Copy of CL 3089133 Fix for task bar displayed over the fullscreen window on Windows 10 with Anniversary Update Change 3090759 on 2016/08/16 by Michael.Trepka Copy of CL 3078927 Updated WindowTitleBarArea widget to not override window zone in fullscreen mode, to prevent window from being moved. That required adding separate handling for double click in fullscreen, as it's no longer handled by window action. Change 3087872 on 2016/08/12 by Josh.Markiewicz #UE4 - cleaned up IOS store/purchase interface (first pass, minus IAP restore) #codereview david.nikdel, josh.adams Change 3084182 on 2016/08/10 by Peter.Sauerbrei revert out the OpenGL shader compression code #rb none Change 3082565 on 2016/08/09 by Ben.Marsh Fix building with VS2015 update 3. Change 3082557 on 2016/08/09 by Ben.Marsh Fix UBT makefile being invalidated to update adaptive unity build settings, even if that module happens to not include that file in a unity file. Keep a list of all files included by unity files as well as files in the working set. #codereview Mike.Fricker, Michael.Noland Change 3082456 on 2016/08/09 by Josh.Markiewicz #UE4 - fixed typo Change 3082439 on 2016/08/09 by Josh.Markiewicz #UE4 - added CanMakePurchase call to IOS Change 3081905 on 2016/08/09 by Michael.Noland Editor: Made the text colors and font size in the output log configurable in the editor appearance settings (no changes to default values ... yet) #codereview matt.kuhlenschmidt Change 3080932 on 2016/08/08 by Josh.Markiewicz #UE4 - New IOS purchasing/store interface v2 - added interfaces to main IOS subsystem - added proper destruction of interfaces to Shutdown of IOS - moved FStoreKitHelper to its own file -- extended it for new v2 (improvements forthcoming) - MCPCatalogHelper returns bogus user id for IOS app store #codereview josh.adams, david.nikdel #tests very basic IAP stuff so far Change 3080217 on 2016/08/07 by Michael.Noland Engine: Prevented a startup warning when SpectatorClass is nullptr, as not all games require a spectator pawn - Also reduced the number of GetWorld() calls in APlayerController::SpawnSpectatorPawn() Change 3080046 on 2016/08/06 by Michael.Noland Engine: Moved where scissor rect reset happens for custom slate drawables to avoid a conflict with an existing fix in another branch #codereview matt.kuhlenschmidt Change 3080032 on 2016/08/06 by Michael.Noland UMG: Fixed a bug where screen-mode UWidgetComponent widgets were drawn incorrectly offset in splitscreen or with aspect-ratio constrained cameras #codereview nick.darnell, marc.audy Change 3080031 on 2016/08/06 by Michael.Noland Engine: Add the option to return player viewport-relative positions to ProjectWorldLocationToScreenWithDistance, ProjectWorldLocationToScreen, and ProjectWorldToScreen, which is useful if the position is going to be used for widgets in splitscreen or with aspect-ratio constrained cameras #codereview nick.darnell, marc.audy Change 3080029 on 2016/08/06 by Michael.Noland Engine: Fixed a bug where the debug console and other debug rendering would be an incorrect size (based on the last player viewport) and also be partially clipped (depending on what in Slate rendered previously) - This fixes issues with the console being offset and clipped when using aspect ratio constrained cameras or split screen #codereview matt.kuhlenschmidt Change 3079656 on 2016/08/05 by Josh.Markiewicz #WEX - basic IOS changes to project - added OnlineSubsystemIOS - added some default settings - removed GoogleVR from project #codereview david.nikdel Change 3078971 on 2016/08/05 by Steve.Allison Updating to match check-in for UE4 Main @ CL 3078968 Change 3078025 on 2016/08/04 by Michael.Trepka Copy of CLs 3073978 and 3075931 - More reliable way of checking if the cursor should be changed to resize cursor in bordeless window mode - On Windows, lock the cursor to the center of the rect if the cursor is hidden to avoid problems with borderless window's round corners not treated as part of the window. Change 3075415 on 2016/08/03 by Peter.Sauerbrei reduce the metal command buffers Change 3071457 on 2016/07/31 by David.Hunt #WEX Blueprint indexing @Pete: This change and anything in Engine/Content can be stomped by any engine integration. This is just to help with not having to resave all of these to udpate a few of our own content blueprints for search indexing. #CodeReview Peter.Sauerbrei, Steve.Allison, David.Nikdel Change 3068661 on 2016/07/28 by Josh.Markiewicz #WEX - changed the max number of possible UObjects allowed by a factor of 10 to reduce the memory footprint #codereview david.nikdel, peter.sauerbrei Change 3068500 on 2016/07/28 by David.Nikdel #OSSMCP: Use correct HttpRequest creation method to respect game service config Change 3066945 on 2016/07/27 by David.Nikdel Reproduced CL 3063869 from Michael.Noland >> Engine: Added a cvar (t.FPSChart.OpenFolderOnDump) to control whether or not FPS charts automatically open the profiling folder when stopfpschart is executed, which can be useful to avoid a bunch of open >> windows while doing automated testing #CodeReview: Michael.Noland #JIRA: WEX-2342 Change 3063495 on 2016/07/25 by Michael.Trepka Copy of CL 3063426 Borderless window support improvements: - the cursor changes to resize when hovering over the window edge - added a way for widgets to register a delegate that's called when window actions occur (maximize, restore, etc.) - used window action notification for WindowTitleBarArea to improve how toggling fullscreen on double click is handled Change 3063431 on 2016/07/25 by Michael.Trepka Copy of CL 3063057 - Use round corners for windows with no system title bar and border only in windowed mode. Change 3062654 on 2016/07/23 by Michael.Trepka Copy of CL 3046975 and 3056204 - Support for making the game window borderless (no system border or title bar). Disabled by default. Enabling requires adding bUseBorderlessWindow=True to [/Script/EngineSettings.GeneralProjectSettings] in DefaultGame.ini. The game using this is responsible for adding WindowTitleBarArea widget to its UI, as well as window minimize/maximize/close buttons. Change 3062647 on 2016/07/23 by Michael.Trepka Copy of CL 3029211 - Added a setting (on by default) to make the game window preserve its content's aspect ratio while being resized by user Change 3062646 on 2016/07/23 by Michael.Trepka Copy of CLs 3039855, 3042644 and 3042911 - Added an option to toggle fullscreen with F11 key in addition to Alt+Enter Change 3062638 on 2016/07/23 by Michael.Trepka Copy of CL 3038201 and CL 3046803 -Added WindowTitleBarArea widget Change 3062056 on 2016/07/22 by Peter.Sauerbrei addition of optimization for ios compile times Change 3054586 on 2016/07/18 by Nathan.Green #WEX - Adding tags around my engine level change #CodeReview: Chance.Lyon, David.Nikdel Change 3054581 on 2016/07/18 by Nathan.Green #WEX - Removing previous change, making all buttons ignore space bar and enter as we don't really care about that functionality #JIRA: WEX-2256 #CodeReview: Chance.Lyon, Colin.Pyle, David.Nikdel Change 3048243 on 2016/07/13 by Steve.Allison This one actually has the changes from rev4 Change 3046649 on 2016/07/12 by Steve.Allison Updating to match provision in UE4 Main @ CL 3046262 Change 3046127 on 2016/07/12 by Ian.Fox #UE4, #OnlineSubSystem - Hotfix in the ExpirationDate field early so we can update the OGF plugin #codereview David.Nikdel Change 3034707 on 2016/06/30 by Peter.Sauerbrei update provision to go with latest certificate #rb none Change 3031429 on 2016/06/28 by David.Nikdel #WEX: porting an engine change we depend on in latest OGF (pre integrate) Change 3030084 on 2016/06/27 by David.Nikdel #GameCatalog: Add code to export attributes in itemGrants #CodeReview: Scott.Bowen Change 3030073 on 2016/06/27 by David.Nikdel #Json: Make JsonObjectWrapper play nice with serialization and Import/Export Text #CodeReview: Scott.Bowen Change 3030029 on 2016/06/27 by David.Nikdel #WEX: Fix for FJsonObjectWrapper::ImportTextItem (use FParse::QuotedString to read from Buffer) #CodeReview: Scott.Bowen Change 3029740 on 2016/06/27 by David.Nikdel #OGF #JsonObjectWrapper - Add attributes to catalog grants @ScottB - I didn't get a chance to test this today. Things are crazy for PS+. All the code should already be there on the backend though. Here's a shelf in case you need it asap #CodeReview: Scott.Bowen Change 3028704 on 2016/06/27 by Ian.Fox Duplicating 3027482 from //Orion/Main Read TaggedPropertyRedirects from all config files to allow plugins to register property redirectors You'll need this before you grab the latest OGF or your catalog prices will go away, so here it is now #ue4 #rb David.Nikdel #tests none Change 3021448 on 2016/06/21 by Peter.Sauerbrei potential fix for android apk size issue Change 3020999 on 2016/06/21 by David.Nikdel #WEX: Likely fix for WEX-1610 #CodeReview: Chance.Lyon Change 3008450 on 2016/06/09 by Colin.Pyle #PF - WEX-1737, WEX-1744 - Adding the ability to set new layers in widget components - WidgetComponents are now blueprintable - New blueprint for the level marker menu widget components - Map marker menus are now in a layer above other widget components Change 3007804 on 2016/06/09 by Peter.Sauerbrei fix for build set up failure Change 3007292 on 2016/06/09 by Peter.Sauerbrei add the WEX e-mail stuff back in, seems to have gotten lost in the transition Change 3004478 on 2016/06/07 by Peter.Sauerbrei for now have the cooker respect the bCookAll flag in the project settings. Change 3000256 on 2016/06/03 by Peter.Sauerbrei fix for iOS compile warning Change 2998304 on 2016/06/02 by Nathan.Green #PF - Fixing Windowed Mode #CodeReview: Chance.Lyon, Colin.Pyle, Peter.Sauerbrei Change 2994269 on 2016/05/31 by Peter.Sauerbrei Merging //depot/UE4-WEX/... to //WEX/Main/... Change 2987181 on 2016/05/23 by Peter.Sauerbrei Merging //UE4/WEX-Staging/.p4ignore.txt //UE4/WEX-Staging/Engine/... //UE4/WEX-Staging/GenerateProjectFiles.bat //UE4/WEX-Staging/GenerateProjectFiles.command //UE4/WEX-Staging/GenerateProjectFiles.sh //UE4/WEX-Staging/UE4Games.uprojectdirs //UE4/WEX-Staging/WEX/... to //WEX/Main/... Change 2984959 on 2016/05/20 by Peter.Sauerbrei re-applying HSL engine change #PF PF-292 - Make sure to regenerate the list when you open the recipe view - Fixes cases where you buy an item in the store then return to evolve Change 2984957 on 2016/05/20 by Peter.Sauerbrei re-apply engine change from HSL #PF PF-33 - Check if we are in BeginDestroyed on Animation updates, possibly fixes a crash on level transition - Make interactive items play their mouseover animations - Heroes make the screen shake if they are on cooldown, we should figure out how to remove that on PC Change 2984956 on 2016/05/20 by Peter.Sauerbrei re-apply HSL change #PF PF-11 - Remove simulated touch with the mouse - Add Right-click support to the game - Right click now does the special attack Change 2984345 on 2016/05/19 by Peter.Sauerbrei Copying //UE4/WEX-Staging/... to //WEX/Main/... This should reset the merge history Change 2981872 on 2016/05/18 by Peter.Sauerbrei fixes for IOS build of WEX Change 2980734 on 2016/05/17 by Peter.Sauerbrei Copying //depot/UE4-WEX/... to //WEX/Main/... Populating WEX stream from old depot at CL2979954 #lockdown nick.penwarden [CL 3129012 by Peter Sauerbrei in Main branch]
2016-09-16 17:07:30 -04:00
OutputMessage.ParseIntoArray(LogLines, TEXT("\n"), true);
// format of the line being read here!!
bool bCerts = false;
bManuallySelected = false;
for (int Index = 0; Index < LogLines.Num(); Index++)
{
FString& Line = LogLines[Index];
TArray<FString> Fields;
Line.ParseIntoArray(Fields, TEXT(","), true);
if (Line.Contains(TEXT("CERTIFICATE-"), ESearchCase::CaseSensitive))
{
CertificatePtr Cert = MakeShareable<FCertificate>(new FCertificate());
for (int FieldIndex = 0; FieldIndex < Fields.Num(); ++FieldIndex)
{
FString Key, Value;
Fields[FieldIndex].Split(TEXT(":"), &Key, &Value);
if (Key.Contains("Name"))
{
Cert->Name = Value;
}
else if (Key.Contains(TEXT("Validity")))
{
Cert->Status = Value;
}
else if (Key.Contains(TEXT("EndDate")))
{
FString Date, Time;
Value.Split(TEXT("T"), &Date, &Time);
Cert->Expires = Date;
}
}
CertificatePtr PrevCert = NULL;
for (int CIndex = 0; CIndex < CertificateList->Num() && !PrevCert.IsValid(); ++CIndex)
{
if ((*CertificateList)[CIndex]->Name == Cert->Name)
{
PrevCert = (*CertificateList)[CIndex];
break;
}
}
// check to see if this the one selected in the ini file
FString OutString;
SignCertificateProperty->GetValueAsFormattedString(OutString);
Cert->bManuallySelected = (OutString == Cert->Name);
bManuallySelected |= Cert->bManuallySelected;
if (!PrevCert.IsValid())
{
CertificateList->Add(Cert);
}
else
{
FDateTime time1, time2;
FDateTime::ParseIso8601(*(PrevCert->Expires), time1);
FDateTime::ParseIso8601(*(Cert->Expires), time2);
if (time2 > time1)
{
PrevCert->Expires = Cert->Expires;
Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2897738) ========================== MAJOR FEATURES + CHANGES ========================== Change 2875445 on 2016/02/22 by Matthew.Griffin Added UE4.natvis to Visual Studio Projects #jira UE-27153 Change 2875456 on 2016/02/22 by Keith.Judge Fix custom stencil shaders on Xbox One #jira UES-1387 Change 2875524 on 2016/02/22 by Robert.Manuszewski More log info when saving shader temp files fails. Increased the number of attemps when moving a file fails. #jira UE-20945 Change 2875698 on 2016/02/22 by Rolando.Caloca UE4.11 - Add new bool for RHIs (unused currently) #jira UE-24967 Change 2875897 on 2016/02/22 by Taizyd.Korambayil #jira UE-20324 Re-imported Cloth Skeletal Meshes to Fix odd Circle Highlights Change 2875922 on 2016/02/22 by Mieszko.Zielinski Fixed BP-implemented EQS generators crashing when trying to add generated value of wrong type #UE4 #jira UE-25034 #rb Lukasz.Furman Change 2875960 on 2016/02/22 by Michael.Trepka Added a way to disable right click emulation on Mac and used it in TabNavigator to fix issues with its widgets not reacting to clicking #jira UE-21895 Change 2875984 on 2016/02/22 by Michael.Schoell Split output struct pins will no longer give a warning about override pins being removed. #jira UE-27150 - Format Text nodes and split nodes reporting warning that override pins are removed. Change 2876169 on 2016/02/22 by Ben.Marsh Changes to support building UHT plugins with the binary release. * Add source code and target files for UHT to binary distribution * Fix UBT deleting build products if we're only compiling a single module. * Fix UBT exception setting up compile environment when a module doesn't have any source files set to build. * Include DLL import libraries for UHT in the build * Add support for compiling UHT modules in BuildPluginCommand. Stages an empty host project to allow UHT to load any enabled plugins. Change 2876219 on 2016/02/22 by Rolando.Caloca UE4.11 - Integration from 2874609 #jira UE-24967 PC: Update D3D12 RHI - Implement _RenderThread versions of Create, Lock and Unlock Index/Vertex Buffer. Only synchronize threads on Readback - Limit GPU starvation on CPU bound scenarios by flushing work when the GPU is idle - Change texture streaming system to correctly account for placed textures. Also fix texture sizes so they accurately represent the real size of the allocation the GPU. - Disable API shader blobs - Add the ability to easily change allocation stategy for a given pool, also add a simple linear allocator and a 'Multi-Buddy Allocator' for efficiency in different scenarios - Pool Fences to prevent creation and destruction every frame when using Async Compute - Implement _RenderThread versions of CreateShaderResourceView and CreateUnorderedAccessView Change 2876232 on 2016/02/22 by Rolando.Caloca UE4.11 - Integration from 2876173 #jira UE-24967 PC: Update D3D12 RHI - Fix ResizeBuffers() failing due to dangling references to the backbuffer if deferred deletion is used. - Reorder when pending FRHIResources are deleted. This still needs to flush all pending deletes and ignore the deferred deletion queue otherwise some items may still be left in the engine's queue. - Fix UT build error due to missing FPlatformMisc::GetGPUDriverInfo() Change 2876366 on 2016/02/22 by Douglas.Copeland Adding Skeletal Meshes for Import Test Case #jira UE-24473 Change 2876401 on 2016/02/22 by Peter.Sauerbrei fix for WindowsClient build from UFE and Project Launcher #jira UE-23897 Change 2876456 on 2016/02/22 by Ben.Marsh Use a more hierarchical directory structure for packaged builds, rather than just dumping everything in the root. Now defaults to <Share>\\PackagedBuilds\\<Branch>\\<CL>\\<ProjectName>_<Platform>_<Configuration>. Change 2876507 on 2016/02/22 by Nick.Shin use HOME (osx) and USERPROFILE (windows) on appropriate target platform #jira UE-26414 -- Mac is missing .emscripten file necessary for packaging or launching onto HTML5 Change 2876537 on 2016/02/22 by Dan.Oconnor Removed dubious fix for an old bug, no longer needed but I havn't figured out what has changed. This fixes a crash on Replace References, but does not reintroduce UE-9497 #jira UE-24891 Change 2876545 on 2016/02/22 by Chad.Taylor SteamVR camera late-update fix #jira UE-27254 Change 2876825 on 2016/02/22 by Dan.Oconnor Unfortunate edge case in lifetime of UEdGraph's schema, schema is assigned after construction so its modification is in the undo buffer, and we clear it after undoing. #jira UE-25956 Change 2876878 on 2016/02/22 by Nick.Whiting PSVR HMD Server support #jira UE-27262 [CL 2905127 by Matthew Griffin in Main branch]
2016-03-11 09:55:03 -05:00
PrevCert->Status = Cert->Status;
}
Cert = NULL;
}
}
else if (Line.Contains(TEXT("PROVISION-"), ESearchCase::CaseSensitive))
{
ProvisionPtr Prov = MakeShareable<FProvision>(new FProvision());
for (int FieldIndex = 0; FieldIndex < Fields.Num(); ++FieldIndex)
{
FString Key, Value;
Fields[FieldIndex].Split(TEXT(":"), &Key, &Value);
if (Key.Contains("File"))
{
Prov->FileName = Value;
}
else if (Key.Contains("Name"))
{
Prov->Name = Value;
}
else if (Key.Contains(TEXT("Validity")))
{
Prov->Status = Value;
}
else if (Key.Contains(TEXT("Type")))
{
Prov->bDistribution = Value.Contains(TEXT("DISTRIBUTION"));
}
}
// check to see if this the one selected in the ini file
FString OutString;
MobileProvisionProperty->GetValueAsFormattedString(OutString);
Prov->bManuallySelected = (OutString == Prov->FileName);
bManuallySelected |= Prov->bManuallySelected;
ProvisionList->Add(Prov);
}
else if (Line.Contains(TEXT("MATCHED-"), ESearchCase::CaseSensitive))
{
for (int FieldIndex = 0; FieldIndex < Fields.Num(); ++FieldIndex)
{
FString Key, Value;
Fields[FieldIndex].Split(TEXT(":"), &Key, &Value);
if (Key.Contains("File"))
{
SelectedFile = Value;
}
else if (Key.Contains("Provision"))
{
SelectedProvision = Value;
}
else if (Key.Contains(TEXT("Cert")))
{
SelectedCert = Value;
}
}
}
}
FilterLists();
}
}
void FIOSTargetSettingsCustomization::UpdateSSHStatus()
{
// updated SSH key
const UIOSRuntimeSettings* Settings = GetDefault<UIOSRuntimeSettings>();
const_cast<UIOSRuntimeSettings*>(Settings)->PostInitProperties();
}
void FIOSTargetSettingsCustomization::BuildPListSection(IDetailLayoutBuilder& DetailLayout)
{
// Info.plist category
IDetailCategoryBuilder& ProvisionCategory = DetailLayout.EditCategory(TEXT("Mobile Provision"));
IDetailCategoryBuilder& AppManifestCategory = DetailLayout.EditCategory(TEXT("Info.plist"));
IDetailCategoryBuilder& BundleCategory = DetailLayout.EditCategory(TEXT("BundleInformation"));
IDetailCategoryBuilder& OrientationCategory = DetailLayout.EditCategory(TEXT("Orientation"));
IDetailCategoryBuilder& RenderCategory = DetailLayout.EditCategory(TEXT("Rendering"));
IDetailCategoryBuilder& OSInfoCategory = DetailLayout.EditCategory(TEXT("OS Info"));
IDetailCategoryBuilder& DeviceCategory = DetailLayout.EditCategory(TEXT("Devices"));
IDetailCategoryBuilder& BuildCategory = DetailLayout.EditCategory(TEXT("Build"));
IDetailCategoryBuilder& ExtraCategory = DetailLayout.EditCategory(TEXT("Extra PList Data"));
MobileProvisionProperty = DetailLayout.GetProperty(GET_MEMBER_NAME_CHECKED(UIOSRuntimeSettings, MobileProvision));
BuildCategory.AddProperty(MobileProvisionProperty)
.Visibility(EVisibility::Hidden);
SignCertificateProperty = DetailLayout.GetProperty(GET_MEMBER_NAME_CHECKED(UIOSRuntimeSettings, SigningCertificate));
BuildCategory.AddProperty(SignCertificateProperty)
.Visibility(EVisibility::Hidden);
/* ProvisionCategory.AddCustomRow(TEXT("Certificate Request"), false)
.NameContent()
[
SNew(SHorizontalBox)
+ SHorizontalBox::Slot()
.Padding(FMargin(0, 1, 0, 1))
.FillWidth(1.0f)
[
SNew(STextBlock)
.Text(LOCTEXT("RequestLabel", "Certificate Request"))
.Font(DetailLayout.GetDetailFont())
]
]
.ValueContent()
[
SNew(SBox)
.HAlign(HAlign_Center)
[
SNew(SButton)
.HAlign(HAlign_Center)
.OnClicked(this, &FIOSTargetSettingsCustomization::OnCertificateRequestClicked)
[
SNew(STextBlock)
.Text(FText::FromString("Create Certificate Request and a Key Pair"))
]
]
];*/
ProvisionCategory.AddCustomRow(LOCTEXT("ProvisionLabel", "Provision"), false)
.WholeRowWidget
.MinDesiredWidth(0.f)
.MaxDesiredWidth(0.f)
.HAlign(HAlign_Fill)
[
SNew(SVerticalBox)
+ SVerticalBox::Slot()
.AutoHeight()
[
SAssignNew(ProvisionInfoSwitcher, SWidgetSwitcher)
.WidgetIndex(0)
// searching for provisions
+SWidgetSwitcher::Slot()
.HAlign(HAlign_Fill)
.VAlign(VAlign_Center)
[
SNew(SBorder)
.Padding(4)
[
SNew( STextBlock )
.Text( LOCTEXT( "ProvisionViewerFindingProvisions", "Please wait while we gather information." ) )
.AutoWrapText( true )
]
]
// importing a provision
+SWidgetSwitcher::Slot()
.HAlign(HAlign_Fill)
.VAlign(VAlign_Center)
[
SNew(SBorder)
.Padding(4)
[
SNew( STextBlock )
.Text( LOCTEXT( "ProvisionViewerImportingProvisions", "Importing Provision. Please wait..." ) )
.AutoWrapText( true )
]
]
// no provisions found or no valid provisions
+SWidgetSwitcher::Slot()
.HAlign(HAlign_Fill)
.VAlign(VAlign_Center)
[
SNew(SBorder)
.Padding(4)
[
SNew( STextBlock )
.Text( LOCTEXT( "ProvisionViewerNoValidProvisions", "No Provisions Found. Please Import a Provision." ) )
.AutoWrapText( true )
]
]
+SWidgetSwitcher::Slot()
.HAlign(HAlign_Fill)
.VAlign(VAlign_Center)
[
SNew(SVerticalBox)
+ SVerticalBox::Slot()
.Padding(FMargin(10, 10, 10, 10))
.AutoHeight()
[
SAssignNew(ProvisionListView, SListView<ProvisionPtr>)
.ItemHeight(20.0f)
.ListItemsSource(&FilteredProvisionList)
.OnGenerateRow(this, &FIOSTargetSettingsCustomization::HandleProvisionListGenerateRow)
.SelectionMode(ESelectionMode::None)
.HeaderRow
(
SNew(SHeaderRow)
+ SHeaderRow::Column("Selected")
.DefaultLabel(LOCTEXT("ProvisionListSelectColumnHeader", ""))
.FixedWidth(30.0f)
+ SHeaderRow::Column("Name")
.DefaultLabel(LOCTEXT("ProvisionListNameColumnHeader", "Provision"))
.FillWidth(1.0f)
+ SHeaderRow::Column("File")
.DefaultLabel(LOCTEXT("ProvisionListFileColumnHeader", "File"))
+ SHeaderRow::Column("Status")
.DefaultLabel(LOCTEXT("ProvisionListStatusColumnHeader", "Status"))
+ SHeaderRow::Column("Distribution")
.DefaultLabel(LOCTEXT("ProvisionListDistributionColumnHeader", "Distribution"))
.FixedWidth(75.0f)
)
]
+ SVerticalBox::Slot()
.AutoHeight()
.Padding(0.0f, 6.0f, 0.0f, 4.0f)
[
SNew(SSeparator)
.Orientation(Orient_Horizontal)
]
+ SVerticalBox::Slot()
.AutoHeight()
[
SNew(SHorizontalBox)
+ SHorizontalBox::Slot()
.AutoWidth()
[
SNew(SRichTextBlock)
Copying //UE4/Dev-Platform to //UE4/Main (Source: //UE4/Dev-Platform @ 3008177) ========================== MAJOR FEATURES + CHANGES ========================== Change 2948322 on 2016/04/19 by Nick.Shin update libwebsockets to v1.7.4 part 4 of 4 - doing this in stages for tracking purposes #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 2970016 on 2016/05/07 by Nick.Shin undo all of the following upgrades: - zlib - openssl - libcurl - libwebsockets and reset webrtc #jira UE-30298 - Fortnite and Orion crash on login #lockdown josh.adams Change 2970373 on 2016/05/09 by Lee.Clark PS4 - Fix NumInstances not getting reset after DrawIndirect calls Change 2972873 on 2016/05/10 by Michael.Trepka Correct initial position for SlateViewer windows on Mac Change 2974363 on 2016/05/11 by Mark.Satterthwaite Fix invoking buils using distcc from UFE - the command-line executed to access the number of parallel tasks was incorrect. Change 2975921 on 2016/05/12 by Michael.Trepka Removed unused AdjustWindowRegion declaration from LinuxWindow.h #codereview Dmitry.Rekman Change 2977002 on 2016/05/13 by Michael.Trepka Make sure dSYM generation action in UBT on Mac does not start before the source dylib is ready #codereview Ben.Marsh Change 2977337 on 2016/05/13 by Brent.Pease UE-27805 - Adding special characters into the BundleDisplayName or BundleName causes packaging error + Prevent illegal characters from being entered in the packaging UI + Report an error from iPhonePackager if a illegal bundle id is specified + Convert special characters to XML equivalents - Correctly check for the presence of iTunes 12 when packaging iOS games on Windows - Improve ios certificate and provision message in package settings UI #codereview peter.sauerbrei Change 2977509 on 2016/05/13 by Brent.Pease + Fix mac compile error Change 2978036 on 2016/05/14 by Mark.Satterthwaite One-line tweak that resolves incorrect rendering of the colour LUT because float imprecision allows -ve values to be passed into a call to pow which then generates NaN. #jira UE-30777 Change 2978037 on 2016/05/14 by Mark.Satterthwaite Fix a heap-use-after-free bug spotted by AddressSanitizer - you can't assume that the UObject system will be available in ShutdownModule() - on OS X it may have been killed a long time ago. Change 2978333 on 2016/05/16 by Lee.Clark Fix packaging of non-code projects when plugins are enabled #codereview Peter.Sauerbrei Change 2978780 on 2016/05/16 by Mark.Satterthwaite Reduce temporary allocations required to set uniform parameters in Metal. Change 2979680 on 2016/05/16 by Nick.Shin editor's HTML5 platform settings was missing due to the emscripten SDK move should have been included with CL: #2946251 Change 2979681 on 2016/05/16 by Nick.Shin cleaned up websocket processing for HTML5 #jira UE-13657 - HTML5 plugin OnRawRecieve overflow Change 2979701 on 2016/05/16 by Brent.Pease UE-28421 - Message box cannot be closed after accessing the home screen on iOS + Implement a timeout when waiting for a reply after sending background/foreground/suspend events from the main thread to the game thread. This solves the immediate problem presented in the jira bug report, however, there are deeper issues with the consequences of blocking the game thread that are not addressed. Perhaps structuring the game thread loop to know about modal dialogs so that it can receive these events even when a modal dialog is up could be a better longer term solution Change 2980766 on 2016/05/17 by Jeremiah.Waldron Adding Android build support for HarfBuzz - using a combination of android-cmake (from https://github.com/taka-no-me/android-cmake) to create the build files and Visual Studio 2015 to compile them - Adding Debug and RelWithDebInfo compiled binaries to harfbuzz-1.2.4/Android/<arch>/<config> Tested armv7 with TextShapingTest project on a GalaxyNote3 and text showed up correctly #jira UE-28586 #codereview chris.babcock Change 2980953 on 2016/05/17 by Jeremiah.Waldron Changing HarfBuzz build script and libs to use Release instead of RelWithDebInfo #jira UE-28586 Change 2981039 on 2016/05/17 by Jeff.Campeau ICMP support disabled for Xbox One and basic address processing wrappers provided (needed for Oodle support) Change 2981054 on 2016/05/17 by Jeff.Campeau Enable Live OSS for Orion on Xbox One Change 2981553 on 2016/05/18 by Jeff.Campeau Enable Oodle for Xbox One Change 2981555 on 2016/05/18 by Jeff.Campeau Scalability settings for Xbox One Change 2981774 on 2016/05/18 by Keith.Judge Xbox One - Duplicating Movie Player fix from 4.12. Change 2981789 on 2016/05/18 by Keith.Judge Xbox One - Duplicate fast semantics rendertarget unbind/clear/rebind fix from 4.12. Change 2981802 on 2016/05/18 by Keith.Judge Xbox One - Duplicate of distance field AO/Shadow fixes from 4.12. Change 2981875 on 2016/05/18 by Keith.Judge Xbox One - Dynamic VB/IB refactor. Duplicated from 4.12. Change 2981900 on 2016/05/18 by Keith.Judge Xbox One - D3D11Query refactor. Duplicated from 4.12 Change 2981945 on 2016/05/18 by Nick.Shin filled out response headers for HTML5 platform #jira UE-26047 - HTML5 HTTP Response Headers not implemented Change 2981981 on 2016/05/18 by Lee.Clark PS4 - Fix COTF not updating files #codereview Daniel.Lamb Change 2982246 on 2016/05/18 by Michael.Trepka Fixed Mono compile errors in UT build scripts Change 2983869 on 2016/05/19 by Mark.Satterthwaite Explicitly retain/release all the MTLTexture objects in FMetalSurface without the assumptions about them being the same object - the recent stencil & SRV related changes make those assumptions invalid and could lead to over-releasing some textures. #jira UE-29557 Change 2983871 on 2016/05/19 by Mark.Satterthwaite Pool Metal texture update buffers to reduce churn. Change 2983892 on 2016/05/19 by Mark.Satterthwaite Duplicate 4.12 CL #2972885: Enable Metal resource lifetime delay on all platforms, not just iOS to try and address intermittent invalid resource errors. Change 2983898 on 2016/05/19 by Mark.Satterthwaite Duplicate 4.12 CL #2982825: Correctly wait for the dispatch semaphore when clearing the Metal resource free lists. Change 2983911 on 2016/05/19 by Mark.Satterthwaite Change Metal SubmitCommandsHint to use an enum of flags rather than boolean variables to control behaviour so that its clearer to the reader what is going to happen. Change 2983916 on 2016/05/19 by Mark.Satterthwaite Duplicate 4.12 CL #2974765: Workaround for UE-30069 - on Nvidia Macs we are breaking the GMux swap the second time we run the engine and it isn't clear why, so instead explicitly select the Metal device ourselves and don't allow the OS to swap the GPU driving the display. This will potentially reduce performance a little if the discrete GPU isn't already driving the display but until we know how we are clobbering the GMux/driver it is all we can do. This only applies to 10.11.5 with the default OS X drivers where there is more than one GPU in the system, earlier versions of OS X and the Nvidia WebDrivers are unaffected. Change 2984874 on 2016/05/20 by Keith.Judge Xbox One - Re-enable shader DXBC intermediate bytecode stripping, except for geometry and hull shaders where there's a possibility of runtime recompilation in certain combinations. Saves ~2MB in TM-ShaderModels, will save more in larger maps. #jira UEPLAT-1295 Change 2985446 on 2016/05/20 by Mark.Satterthwaite Remove the non-functional -metaldebug option from MetalRHI. Change 2985827 on 2016/05/20 by Nick.Shin call EndSession() onbeforeunload() note: API CHANGE - HTML5JavaScripteFx.{js,h} - UE_MakeHTTPDataRequest() #jira UE-22285 - Session End events are not generated for HTML5 Change 2986013 on 2016/05/20 by Jeremiah.Waldron PR #2387: In-App Purchases - parameters needed for Receipt Validation (Contributed by gameDNAstudio) Also touches IOS because of added RawPrice member in FInAppPurchaseProductInfo Pulled from Release-4.12 CL #jira UE-30782 #codereview chris.babcock, Peter.Sauerbrei Change 2986057 on 2016/05/20 by Mark.Satterthwaite Further changes to ensure that UE-30710 really is fixed while also not live-leaking memory in MetalRHI. Change 2986059 on 2016/05/20 by Mark.Satterthwaite Move the Metal uniform buffers into the same resource pool as all the other buffers and add stats for how many buffers are in the pool, how much memory is in use, free and wasted (due to aligned-buffer sizes). Change 2986060 on 2016/05/20 by Mark.Satterthwaite Disable tiled-reflections on Nvidia & Intel Metal until they sort out the sample command on cube-arrays ignoring the lod level. Change 2986063 on 2016/05/20 by Mark.Satterthwaite Missing change from previous CL. Change 2986066 on 2016/05/20 by Mark.Satterthwaite More Metal stats tracking the number & memory size of id<MTLBuffer>'s allocated/released each frame. Change 2986455 on 2016/05/23 by Keith.Judge Xbox One - Fix precompile promise in shader compiler to not stop subsequent defines from being parsed by D3DCompiler. Change 2986886 on 2016/05/23 by Mark.Satterthwaite Duplicate 4.12 CL #2986880: Fix UE-31124 due to bad array iteration logic - amazing that this hadn't been seen earlier. Change 2986955 on 2016/05/23 by Brent.Pease + Do not error out if "[PROJECT_NAME]" is in the bundle ID #codereview peter.sauerbrei Change 2987304 on 2016/05/23 by Chris.Babcock Remove old Android platforms #ue4 #android #codeview Josh.Adams Change 2987571 on 2016/05/23 by Mark.Satterthwaite Duplicate CL #2967998: Integrate - MaterialParameterCollections now create default resources (uniform buffers) which are used when no valid FScene is present (eg DrawTile while exporting materials to lightmass) #jira UE-31111 Change 2987591 on 2016/05/23 by Mark.Satterthwaite Remove usage of MTLRender/ComputeEncoder setSamplerState/s calls that take Min & Max Lod overrides - they currently don't work as expected on some GPU drivers and as we don't use them anywhere and I can't see that we will removing them costs us nothing and fixes tiled reflections on Nvidia with Metal SM5. Change 2987679 on 2016/05/23 by Mark.Satterthwaite Re-enable tiled reflections on Nvidia by default now that they work. Change 2987799 on 2016/05/24 by Mark.Satterthwaite Add a shader compile option "r.Shaders.ZeroInitialise" that we can turn on to force explicit zero-initialisation of local & temporary variables in hlslcc - so far only implemented for Metal. The default behaviour remains to omit zero-initialisation but the option is helpful to eliminate or track down uninitialised access in shaders that are causing real bugs (e.g. POM material relying on zero-initialised loop counters causing hangs/bad rendering on Mac). Change 2989395 on 2016/05/25 by Lee.Clark PS4 - Fix shader output / render target format mismatch for sparse MRT. Change 2990003 on 2016/05/25 by Jeremiah.Waldron When creating our own ConfigCacheIni in GetConfigCacheIni_APL, do not assume that the Engine ini was requested. Instead use the baseIniName passed to the function. Change 2990393 on 2016/05/25 by Mark.Satterthwaite Back out changelist 2961310 - causes more problems than it solves. DistanceField rendering will still work on Intel Metal SM5 and may work on AMD but will be broken on Nvidia due to a bad access within the compute shader - there's no bounds checking in Metal... Change 2990516 on 2016/05/25 by Brent.Pease + UEPLAT-1294 - Support for local notifications + UEPLAT-1254 - Add BP event for device orientation change + Added a new class based on UGameInstance for mobile device callbacks + Ensured IOSAppDelegate.cpp follows convention for lambda functions Change 2991361 on 2016/05/26 by Jeremiah.Waldron Move InAppPurchase class to StoreHelper.java so GooglePlay and Amazon store helpers can use it Change 2992450 on 2016/05/27 by Mark.Satterthwaite Optional r.Shaders.BoundsChecking flag to control whether shader platforms should manually enforce buffer access bounds - HLSL returns zero or ignores invalid reads & writes but Metal leaves the behaviour undefined and some drivers then fail. By default this is off and its whatever the native platform behaviour is, enabling it will cost some amount of performance as the shader translator inserts additional instructions to try and match D3D as accurately as possible. This is required to fix GPU restart errors on some Metal drivers when using SM5 rendering features including DistanceField shaders. Change 2993027 on 2016/05/27 by Mark.Satterthwaite Fix typo for new CFLAG_BoundsChecking enumeration value. Change 2993594 on 2016/05/27 by Mark.Satterthwaite Build fix - check not assert... Change 2993595 on 2016/05/27 by Mark.Satterthwaite Fix typo from Xcode hang... Change 2993614 on 2016/05/28 by Mark.Satterthwaite At least for now enable shader zero-initialisation and bounds-checking on Mac to ensure that Metal shaders are compiled with semantics that approximate those HLSL assumes. This may cost some performance but will avoid a few GPU restarts on some vendor drivers. Change 2993747 on 2016/05/28 by Mark.Satterthwaite Separate texture & buffer references in the Metal backend as they bind to separate arrays in the runtime to avoid giving the side-table buffer an innaccessible binding index. Also the side-table doesn't need to be emitted if no buffer SRV or UAV is used. Change 2994256 on 2016/05/31 by Lee.Clark PS4 - Fix unitialized Head Position from HMD tracker when tracking fails. Fixes a problem with A3D audio not working. #codereview Chad.Taylor,Aaron.McLeran Change 2994281 on 2016/05/31 by Rolando.Caloca DP - Allow hlslcc to process type casts containing the 'const' keyword - it isn't strictly complete as it will simply omit the type qualifier from the cast in the AST but it is sufficient for FortniteFoliage_MasterMaterial to compile. #codereview Mark.Satterthwaite, Dmitry.Rekman #jira UE-31411 Change 2994467 on 2016/05/31 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 2994493 on 2016/05/31 by Daniel.Lamb Fixed issue with DDC commandlet not caching things from the startup packages list. Change 2994644 on 2016/05/31 by Mark.Satterthwaite Updated hlslcc Mac binaries with fix for UE-31411 which RCO accepted and submitted + script for building parsers on POSIX OSes hooked up to an Xcode scheme in the project. Change 2996074 on 2016/06/01 by Lee.Clark PS4 - Fix GS mode not getting disabled when using parallel contexts. #codereview Marcus.Wassmer Change 2996129 on 2016/06/01 by Brent.Pease Manual merge of Pete's dsym generation fix (CL#2996089) from the 4.12 branch. Change 2996130 on 2016/06/01 by Jeremiah.Waldron PR #2387 part 2 (Contributed by gameDNAstudio) Adding ability to consume purchases during GooglePlay RestorePurchases This also touches IOS due to changes to base classes and function signatures #codereview chris.babcock, Peter.Sauerbrei Change 2996441 on 2016/06/01 by Jeremiah.Waldron Relates to PR #2387: Adding ability to consume purchases during GooglePlay RestorePurchases (Contributed by gameDNAstudio) Missing changes from part 2 reworked so that there is still only one RestorePurchases function which takes the product IDs and consumable flags. I reflected this in StoreHelper so no casting is necessary in GameActivity and the soon-to-be-added AmazonStoreHelper in the GameCircle plugin will still work dynamically with GameActivity since it will call StoreHelper functionality rather than a GooglePlayStoreHelper specific function. #codereview chris.babcock Change 2996514 on 2016/06/01 by Jeff.Campeau Fix merge issue from main #jira UE-31502 Change 2996740 on 2016/06/01 by Jonathan.Fitzpatrick https://jira.ol.epicgames.net/browse/UE-31446 Two PS4 source files fail during unity builds due to name conflict with handleReserveFailed. Renamed handleReserveFailed to handleReserveFailedLightweight Change 2997235 on 2016/06/01 by Jeremiah.Waldron RestorePurchases fix up in Match3 since the new Restore consumable stuff adds an additional pin to the Restore node. The IAP product in Match3 is non-consumable so just passing an empty array where necessary Change 2997241 on 2016/06/01 by Jeremiah.Waldron OnlineSubsystemGameCircle Plugin - Leaderboards - Achievements - Friends - IAP - External UI Interface - Runtime Settings in Project Settings Plugin section when plugin is enabled - Disabled by default #jira UEPLAT-105 #codereview chris.babcock Change 2997618 on 2016/06/02 by Lee.Clark #UE4Docs: Removed PS4MapFileUtil info Change 2997840 on 2016/06/02 by Jeremiah.Waldron Removing trace logging from OnlineSubsystemGameCircle_APL Change 2998754 on 2016/06/02 by Brent.Pease Change BlueprintMobileLibrary to BlueprintPlatformLibrary Change 3000762 on 2016/06/03 by Jeff.Campeau Add example rating info to ShooterGame Change 3001037 on 2016/06/04 by Brent.Pease + Add ui screens for delegate test, local notification test, and iap test + Implement delegate test Change 3001250 on 2016/06/05 by Brent.Pease + Initial pass at IAP test screen Change 3001639 on 2016/06/06 by Jeff.Campeau Fix Xbox One build issue with DX12 #codereview Zabir.Hoque Change 3002574 on 2016/06/06 by Jeremiah.Waldron Adding Android Install Location to Android platform runtime settings and manifest generation Change 3002780 on 2016/06/06 by Brent.Pease + Initial implementation of local notification test Change 3003005 on 2016/06/06 by Jeremiah.Waldron OnlineSubsystemGameCircle plugin - adding setting for Fire TV support. Using that specification in the APL to Add/Update android.hardware.touchscreen feature required attribute Change 3004392 on 2016/06/07 by Jeremiah.Waldron Fixing typo in APL comment :) Change 3005768 on 2016/06/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3005929 on 2016/06/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3006151 on 2016/06/08 by Peter.Sauerbrei fix for LocalNotifications not available on TVOS #lockdown josh.adams Change 3006183 on 2016/06/08 by Brent.Pease Manual merge CL#3000242 from Release-4.12 into Dev-Platform #lockdown josh.adams Change 3006296 on 2016/06/08 by Peter.Sauerbrei submit an updated iPhonePackager and support DLLs #lockdown josh.adams Change 3006378 on 2016/06/08 by Peter.Sauerbrei fix for API update to RestorePurchases #codereview brent.pease #lockdown josh.adams #lockdown nick.penwarden [CL 3008183 by Josh Adams in Main branch]
2016-06-09 17:45:44 -04:00
.Text(LOCTEXT("ProvisionMessage", "<RichTextBlock.TextHighlight>Note</>: If no provision is selected the one in green will be used to provision the IPA."))
.TextStyle(FEditorStyle::Get(), "MessageLog")
.DecoratorStyleSet(&FEditorStyle::Get())
.AutoWrapText(true)
]
+ SHorizontalBox::Slot()
.FillWidth(1.0f)
.HAlign(HAlign_Right)
[
SNew(STextBlock)
.Text(LOCTEXT("ViewLabel", "View:"))
]
+ SHorizontalBox::Slot()
.AutoWidth()
.Padding(8.0f, 0.0f)
[
// all provisions hyper link
SNew(SHyperlink)
.OnNavigate(this, &FIOSTargetSettingsCustomization::HandleAllProvisionsHyperlinkNavigate, true)
.Text(LOCTEXT("AllProvisionsHyperLinkLabel", "All"))
.ToolTipText(LOCTEXT("AllProvisionsButtonTooltip", "View all provisions."))
]
+ SHorizontalBox::Slot()
.AutoWidth()
[
// valid provisions hyper link
SNew(SHyperlink)
.OnNavigate(this, &FIOSTargetSettingsCustomization::HandleAllProvisionsHyperlinkNavigate, false)
.Text(LOCTEXT("ValidProvisionsHyperlinkLabel", "Valid Only"))
.ToolTipText(LOCTEXT("ValidProvisionsHyperlinkTooltip", "View Valid provisions."))
]
]
]
]
+ SVerticalBox::Slot()
.AutoHeight()
[
SNew(SHorizontalBox)
+ SHorizontalBox::Slot()
.Padding(FMargin(0, 5, 0, 10))
.AutoWidth()
[
SNew(SButton)
.HAlign(HAlign_Center)
.VAlign(VAlign_Center)
.OnClicked(this, &FIOSTargetSettingsCustomization::OnInstallProvisionClicked)
.IsEnabled(this, &FIOSTargetSettingsCustomization::IsImportEnabled)
[
SNew(STextBlock)
.Text(LOCTEXT("ImportProvision", "Import Provision"))
]
]
]
];
ProvisionCategory.AddCustomRow(LOCTEXT("CertificateLabel", "Certificate"), false)
.WholeRowWidget
.MinDesiredWidth(0.f)
.MaxDesiredWidth(0.f)
.HAlign(HAlign_Fill)
[
SNew(SVerticalBox)
+ SVerticalBox::Slot()
.AutoHeight()
[
SAssignNew(CertificateInfoSwitcher, SWidgetSwitcher)
.WidgetIndex(0)
// searching for provisions
+SWidgetSwitcher::Slot()
.HAlign(HAlign_Fill)
.VAlign(VAlign_Center)
[
SNew(SBorder)
.Padding(4)
[
SNew( STextBlock )
.Text( LOCTEXT( "CertificateViewerFindingProvisions", "Please wait while we gather information." ) )
.AutoWrapText( true )
]
]
// importing certificate
+SWidgetSwitcher::Slot()
.HAlign(HAlign_Fill)
.VAlign(VAlign_Center)
[
SNew(SBorder)
.Padding(4)
[
SNew( STextBlock )
.Text( LOCTEXT( "CertificateViewerImportingCertificate", "Importing Certificate. Please wait..." ) )
.AutoWrapText( true )
]
]
// no provisions found or no valid provisions
+SWidgetSwitcher::Slot()
.HAlign(HAlign_Fill)
.VAlign(VAlign_Center)
[
SNew(SBorder)
.Padding(4)
[
SNew( STextBlock )
.Text( LOCTEXT( "CertificateViewerNoValidProvisions", "No Certificates Found. Please Import a Certificate." ) )
.AutoWrapText( true )
]
]
+SWidgetSwitcher::Slot()
.HAlign(HAlign_Fill)
.VAlign(VAlign_Center)
[
SNew(SVerticalBox)
+ SVerticalBox::Slot()
.AutoHeight()
[
SNew(SHorizontalBox)
+ SHorizontalBox::Slot()
.Padding(FMargin(10, 10, 10, 10))
.FillWidth(1.0f)
[
SAssignNew(CertificateListView, SListView<CertificatePtr>)
.ItemHeight(20.0f)
.ListItemsSource(&FilteredCertificateList)
.OnGenerateRow(this, &FIOSTargetSettingsCustomization::HandleCertificateListGenerateRow)
.SelectionMode(ESelectionMode::None)
.HeaderRow
(
SNew(SHeaderRow)
+ SHeaderRow::Column("Selected")
.DefaultLabel(LOCTEXT("CertificateListSelectColumnHeader", ""))
.FixedWidth(30.0f)
+ SHeaderRow::Column("Name")
.DefaultLabel(LOCTEXT("CertificateListNameColumnHeader", "Certificate"))
+ SHeaderRow::Column("Status")
.DefaultLabel(LOCTEXT("CertificateListStatusColumnHeader", "Status"))
.FixedWidth(75.0f)
+ SHeaderRow::Column("Expires")
.DefaultLabel(LOCTEXT("CertificateListExpiresColumnHeader", "Expires"))
.FixedWidth(75.0f)
)
]
]
+ SVerticalBox::Slot()
.AutoHeight()
.Padding(0.0f, 6.0f, 0.0f, 4.0f)
[
SNew(SSeparator)
.Orientation(Orient_Horizontal)
]
+ SVerticalBox::Slot()
.AutoHeight()
[
SNew(SHorizontalBox)
+ SHorizontalBox::Slot()
.AutoWidth()
[
SNew(SRichTextBlock)
Copying //UE4/Dev-Platform to //UE4/Main (Source: //UE4/Dev-Platform @ 3008177) ========================== MAJOR FEATURES + CHANGES ========================== Change 2948322 on 2016/04/19 by Nick.Shin update libwebsockets to v1.7.4 part 4 of 4 - doing this in stages for tracking purposes #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 2970016 on 2016/05/07 by Nick.Shin undo all of the following upgrades: - zlib - openssl - libcurl - libwebsockets and reset webrtc #jira UE-30298 - Fortnite and Orion crash on login #lockdown josh.adams Change 2970373 on 2016/05/09 by Lee.Clark PS4 - Fix NumInstances not getting reset after DrawIndirect calls Change 2972873 on 2016/05/10 by Michael.Trepka Correct initial position for SlateViewer windows on Mac Change 2974363 on 2016/05/11 by Mark.Satterthwaite Fix invoking buils using distcc from UFE - the command-line executed to access the number of parallel tasks was incorrect. Change 2975921 on 2016/05/12 by Michael.Trepka Removed unused AdjustWindowRegion declaration from LinuxWindow.h #codereview Dmitry.Rekman Change 2977002 on 2016/05/13 by Michael.Trepka Make sure dSYM generation action in UBT on Mac does not start before the source dylib is ready #codereview Ben.Marsh Change 2977337 on 2016/05/13 by Brent.Pease UE-27805 - Adding special characters into the BundleDisplayName or BundleName causes packaging error + Prevent illegal characters from being entered in the packaging UI + Report an error from iPhonePackager if a illegal bundle id is specified + Convert special characters to XML equivalents - Correctly check for the presence of iTunes 12 when packaging iOS games on Windows - Improve ios certificate and provision message in package settings UI #codereview peter.sauerbrei Change 2977509 on 2016/05/13 by Brent.Pease + Fix mac compile error Change 2978036 on 2016/05/14 by Mark.Satterthwaite One-line tweak that resolves incorrect rendering of the colour LUT because float imprecision allows -ve values to be passed into a call to pow which then generates NaN. #jira UE-30777 Change 2978037 on 2016/05/14 by Mark.Satterthwaite Fix a heap-use-after-free bug spotted by AddressSanitizer - you can't assume that the UObject system will be available in ShutdownModule() - on OS X it may have been killed a long time ago. Change 2978333 on 2016/05/16 by Lee.Clark Fix packaging of non-code projects when plugins are enabled #codereview Peter.Sauerbrei Change 2978780 on 2016/05/16 by Mark.Satterthwaite Reduce temporary allocations required to set uniform parameters in Metal. Change 2979680 on 2016/05/16 by Nick.Shin editor's HTML5 platform settings was missing due to the emscripten SDK move should have been included with CL: #2946251 Change 2979681 on 2016/05/16 by Nick.Shin cleaned up websocket processing for HTML5 #jira UE-13657 - HTML5 plugin OnRawRecieve overflow Change 2979701 on 2016/05/16 by Brent.Pease UE-28421 - Message box cannot be closed after accessing the home screen on iOS + Implement a timeout when waiting for a reply after sending background/foreground/suspend events from the main thread to the game thread. This solves the immediate problem presented in the jira bug report, however, there are deeper issues with the consequences of blocking the game thread that are not addressed. Perhaps structuring the game thread loop to know about modal dialogs so that it can receive these events even when a modal dialog is up could be a better longer term solution Change 2980766 on 2016/05/17 by Jeremiah.Waldron Adding Android build support for HarfBuzz - using a combination of android-cmake (from https://github.com/taka-no-me/android-cmake) to create the build files and Visual Studio 2015 to compile them - Adding Debug and RelWithDebInfo compiled binaries to harfbuzz-1.2.4/Android/<arch>/<config> Tested armv7 with TextShapingTest project on a GalaxyNote3 and text showed up correctly #jira UE-28586 #codereview chris.babcock Change 2980953 on 2016/05/17 by Jeremiah.Waldron Changing HarfBuzz build script and libs to use Release instead of RelWithDebInfo #jira UE-28586 Change 2981039 on 2016/05/17 by Jeff.Campeau ICMP support disabled for Xbox One and basic address processing wrappers provided (needed for Oodle support) Change 2981054 on 2016/05/17 by Jeff.Campeau Enable Live OSS for Orion on Xbox One Change 2981553 on 2016/05/18 by Jeff.Campeau Enable Oodle for Xbox One Change 2981555 on 2016/05/18 by Jeff.Campeau Scalability settings for Xbox One Change 2981774 on 2016/05/18 by Keith.Judge Xbox One - Duplicating Movie Player fix from 4.12. Change 2981789 on 2016/05/18 by Keith.Judge Xbox One - Duplicate fast semantics rendertarget unbind/clear/rebind fix from 4.12. Change 2981802 on 2016/05/18 by Keith.Judge Xbox One - Duplicate of distance field AO/Shadow fixes from 4.12. Change 2981875 on 2016/05/18 by Keith.Judge Xbox One - Dynamic VB/IB refactor. Duplicated from 4.12. Change 2981900 on 2016/05/18 by Keith.Judge Xbox One - D3D11Query refactor. Duplicated from 4.12 Change 2981945 on 2016/05/18 by Nick.Shin filled out response headers for HTML5 platform #jira UE-26047 - HTML5 HTTP Response Headers not implemented Change 2981981 on 2016/05/18 by Lee.Clark PS4 - Fix COTF not updating files #codereview Daniel.Lamb Change 2982246 on 2016/05/18 by Michael.Trepka Fixed Mono compile errors in UT build scripts Change 2983869 on 2016/05/19 by Mark.Satterthwaite Explicitly retain/release all the MTLTexture objects in FMetalSurface without the assumptions about them being the same object - the recent stencil & SRV related changes make those assumptions invalid and could lead to over-releasing some textures. #jira UE-29557 Change 2983871 on 2016/05/19 by Mark.Satterthwaite Pool Metal texture update buffers to reduce churn. Change 2983892 on 2016/05/19 by Mark.Satterthwaite Duplicate 4.12 CL #2972885: Enable Metal resource lifetime delay on all platforms, not just iOS to try and address intermittent invalid resource errors. Change 2983898 on 2016/05/19 by Mark.Satterthwaite Duplicate 4.12 CL #2982825: Correctly wait for the dispatch semaphore when clearing the Metal resource free lists. Change 2983911 on 2016/05/19 by Mark.Satterthwaite Change Metal SubmitCommandsHint to use an enum of flags rather than boolean variables to control behaviour so that its clearer to the reader what is going to happen. Change 2983916 on 2016/05/19 by Mark.Satterthwaite Duplicate 4.12 CL #2974765: Workaround for UE-30069 - on Nvidia Macs we are breaking the GMux swap the second time we run the engine and it isn't clear why, so instead explicitly select the Metal device ourselves and don't allow the OS to swap the GPU driving the display. This will potentially reduce performance a little if the discrete GPU isn't already driving the display but until we know how we are clobbering the GMux/driver it is all we can do. This only applies to 10.11.5 with the default OS X drivers where there is more than one GPU in the system, earlier versions of OS X and the Nvidia WebDrivers are unaffected. Change 2984874 on 2016/05/20 by Keith.Judge Xbox One - Re-enable shader DXBC intermediate bytecode stripping, except for geometry and hull shaders where there's a possibility of runtime recompilation in certain combinations. Saves ~2MB in TM-ShaderModels, will save more in larger maps. #jira UEPLAT-1295 Change 2985446 on 2016/05/20 by Mark.Satterthwaite Remove the non-functional -metaldebug option from MetalRHI. Change 2985827 on 2016/05/20 by Nick.Shin call EndSession() onbeforeunload() note: API CHANGE - HTML5JavaScripteFx.{js,h} - UE_MakeHTTPDataRequest() #jira UE-22285 - Session End events are not generated for HTML5 Change 2986013 on 2016/05/20 by Jeremiah.Waldron PR #2387: In-App Purchases - parameters needed for Receipt Validation (Contributed by gameDNAstudio) Also touches IOS because of added RawPrice member in FInAppPurchaseProductInfo Pulled from Release-4.12 CL #jira UE-30782 #codereview chris.babcock, Peter.Sauerbrei Change 2986057 on 2016/05/20 by Mark.Satterthwaite Further changes to ensure that UE-30710 really is fixed while also not live-leaking memory in MetalRHI. Change 2986059 on 2016/05/20 by Mark.Satterthwaite Move the Metal uniform buffers into the same resource pool as all the other buffers and add stats for how many buffers are in the pool, how much memory is in use, free and wasted (due to aligned-buffer sizes). Change 2986060 on 2016/05/20 by Mark.Satterthwaite Disable tiled-reflections on Nvidia & Intel Metal until they sort out the sample command on cube-arrays ignoring the lod level. Change 2986063 on 2016/05/20 by Mark.Satterthwaite Missing change from previous CL. Change 2986066 on 2016/05/20 by Mark.Satterthwaite More Metal stats tracking the number & memory size of id<MTLBuffer>'s allocated/released each frame. Change 2986455 on 2016/05/23 by Keith.Judge Xbox One - Fix precompile promise in shader compiler to not stop subsequent defines from being parsed by D3DCompiler. Change 2986886 on 2016/05/23 by Mark.Satterthwaite Duplicate 4.12 CL #2986880: Fix UE-31124 due to bad array iteration logic - amazing that this hadn't been seen earlier. Change 2986955 on 2016/05/23 by Brent.Pease + Do not error out if "[PROJECT_NAME]" is in the bundle ID #codereview peter.sauerbrei Change 2987304 on 2016/05/23 by Chris.Babcock Remove old Android platforms #ue4 #android #codeview Josh.Adams Change 2987571 on 2016/05/23 by Mark.Satterthwaite Duplicate CL #2967998: Integrate - MaterialParameterCollections now create default resources (uniform buffers) which are used when no valid FScene is present (eg DrawTile while exporting materials to lightmass) #jira UE-31111 Change 2987591 on 2016/05/23 by Mark.Satterthwaite Remove usage of MTLRender/ComputeEncoder setSamplerState/s calls that take Min & Max Lod overrides - they currently don't work as expected on some GPU drivers and as we don't use them anywhere and I can't see that we will removing them costs us nothing and fixes tiled reflections on Nvidia with Metal SM5. Change 2987679 on 2016/05/23 by Mark.Satterthwaite Re-enable tiled reflections on Nvidia by default now that they work. Change 2987799 on 2016/05/24 by Mark.Satterthwaite Add a shader compile option "r.Shaders.ZeroInitialise" that we can turn on to force explicit zero-initialisation of local & temporary variables in hlslcc - so far only implemented for Metal. The default behaviour remains to omit zero-initialisation but the option is helpful to eliminate or track down uninitialised access in shaders that are causing real bugs (e.g. POM material relying on zero-initialised loop counters causing hangs/bad rendering on Mac). Change 2989395 on 2016/05/25 by Lee.Clark PS4 - Fix shader output / render target format mismatch for sparse MRT. Change 2990003 on 2016/05/25 by Jeremiah.Waldron When creating our own ConfigCacheIni in GetConfigCacheIni_APL, do not assume that the Engine ini was requested. Instead use the baseIniName passed to the function. Change 2990393 on 2016/05/25 by Mark.Satterthwaite Back out changelist 2961310 - causes more problems than it solves. DistanceField rendering will still work on Intel Metal SM5 and may work on AMD but will be broken on Nvidia due to a bad access within the compute shader - there's no bounds checking in Metal... Change 2990516 on 2016/05/25 by Brent.Pease + UEPLAT-1294 - Support for local notifications + UEPLAT-1254 - Add BP event for device orientation change + Added a new class based on UGameInstance for mobile device callbacks + Ensured IOSAppDelegate.cpp follows convention for lambda functions Change 2991361 on 2016/05/26 by Jeremiah.Waldron Move InAppPurchase class to StoreHelper.java so GooglePlay and Amazon store helpers can use it Change 2992450 on 2016/05/27 by Mark.Satterthwaite Optional r.Shaders.BoundsChecking flag to control whether shader platforms should manually enforce buffer access bounds - HLSL returns zero or ignores invalid reads & writes but Metal leaves the behaviour undefined and some drivers then fail. By default this is off and its whatever the native platform behaviour is, enabling it will cost some amount of performance as the shader translator inserts additional instructions to try and match D3D as accurately as possible. This is required to fix GPU restart errors on some Metal drivers when using SM5 rendering features including DistanceField shaders. Change 2993027 on 2016/05/27 by Mark.Satterthwaite Fix typo for new CFLAG_BoundsChecking enumeration value. Change 2993594 on 2016/05/27 by Mark.Satterthwaite Build fix - check not assert... Change 2993595 on 2016/05/27 by Mark.Satterthwaite Fix typo from Xcode hang... Change 2993614 on 2016/05/28 by Mark.Satterthwaite At least for now enable shader zero-initialisation and bounds-checking on Mac to ensure that Metal shaders are compiled with semantics that approximate those HLSL assumes. This may cost some performance but will avoid a few GPU restarts on some vendor drivers. Change 2993747 on 2016/05/28 by Mark.Satterthwaite Separate texture & buffer references in the Metal backend as they bind to separate arrays in the runtime to avoid giving the side-table buffer an innaccessible binding index. Also the side-table doesn't need to be emitted if no buffer SRV or UAV is used. Change 2994256 on 2016/05/31 by Lee.Clark PS4 - Fix unitialized Head Position from HMD tracker when tracking fails. Fixes a problem with A3D audio not working. #codereview Chad.Taylor,Aaron.McLeran Change 2994281 on 2016/05/31 by Rolando.Caloca DP - Allow hlslcc to process type casts containing the 'const' keyword - it isn't strictly complete as it will simply omit the type qualifier from the cast in the AST but it is sufficient for FortniteFoliage_MasterMaterial to compile. #codereview Mark.Satterthwaite, Dmitry.Rekman #jira UE-31411 Change 2994467 on 2016/05/31 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 2994493 on 2016/05/31 by Daniel.Lamb Fixed issue with DDC commandlet not caching things from the startup packages list. Change 2994644 on 2016/05/31 by Mark.Satterthwaite Updated hlslcc Mac binaries with fix for UE-31411 which RCO accepted and submitted + script for building parsers on POSIX OSes hooked up to an Xcode scheme in the project. Change 2996074 on 2016/06/01 by Lee.Clark PS4 - Fix GS mode not getting disabled when using parallel contexts. #codereview Marcus.Wassmer Change 2996129 on 2016/06/01 by Brent.Pease Manual merge of Pete's dsym generation fix (CL#2996089) from the 4.12 branch. Change 2996130 on 2016/06/01 by Jeremiah.Waldron PR #2387 part 2 (Contributed by gameDNAstudio) Adding ability to consume purchases during GooglePlay RestorePurchases This also touches IOS due to changes to base classes and function signatures #codereview chris.babcock, Peter.Sauerbrei Change 2996441 on 2016/06/01 by Jeremiah.Waldron Relates to PR #2387: Adding ability to consume purchases during GooglePlay RestorePurchases (Contributed by gameDNAstudio) Missing changes from part 2 reworked so that there is still only one RestorePurchases function which takes the product IDs and consumable flags. I reflected this in StoreHelper so no casting is necessary in GameActivity and the soon-to-be-added AmazonStoreHelper in the GameCircle plugin will still work dynamically with GameActivity since it will call StoreHelper functionality rather than a GooglePlayStoreHelper specific function. #codereview chris.babcock Change 2996514 on 2016/06/01 by Jeff.Campeau Fix merge issue from main #jira UE-31502 Change 2996740 on 2016/06/01 by Jonathan.Fitzpatrick https://jira.ol.epicgames.net/browse/UE-31446 Two PS4 source files fail during unity builds due to name conflict with handleReserveFailed. Renamed handleReserveFailed to handleReserveFailedLightweight Change 2997235 on 2016/06/01 by Jeremiah.Waldron RestorePurchases fix up in Match3 since the new Restore consumable stuff adds an additional pin to the Restore node. The IAP product in Match3 is non-consumable so just passing an empty array where necessary Change 2997241 on 2016/06/01 by Jeremiah.Waldron OnlineSubsystemGameCircle Plugin - Leaderboards - Achievements - Friends - IAP - External UI Interface - Runtime Settings in Project Settings Plugin section when plugin is enabled - Disabled by default #jira UEPLAT-105 #codereview chris.babcock Change 2997618 on 2016/06/02 by Lee.Clark #UE4Docs: Removed PS4MapFileUtil info Change 2997840 on 2016/06/02 by Jeremiah.Waldron Removing trace logging from OnlineSubsystemGameCircle_APL Change 2998754 on 2016/06/02 by Brent.Pease Change BlueprintMobileLibrary to BlueprintPlatformLibrary Change 3000762 on 2016/06/03 by Jeff.Campeau Add example rating info to ShooterGame Change 3001037 on 2016/06/04 by Brent.Pease + Add ui screens for delegate test, local notification test, and iap test + Implement delegate test Change 3001250 on 2016/06/05 by Brent.Pease + Initial pass at IAP test screen Change 3001639 on 2016/06/06 by Jeff.Campeau Fix Xbox One build issue with DX12 #codereview Zabir.Hoque Change 3002574 on 2016/06/06 by Jeremiah.Waldron Adding Android Install Location to Android platform runtime settings and manifest generation Change 3002780 on 2016/06/06 by Brent.Pease + Initial implementation of local notification test Change 3003005 on 2016/06/06 by Jeremiah.Waldron OnlineSubsystemGameCircle plugin - adding setting for Fire TV support. Using that specification in the APL to Add/Update android.hardware.touchscreen feature required attribute Change 3004392 on 2016/06/07 by Jeremiah.Waldron Fixing typo in APL comment :) Change 3005768 on 2016/06/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3005929 on 2016/06/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3006151 on 2016/06/08 by Peter.Sauerbrei fix for LocalNotifications not available on TVOS #lockdown josh.adams Change 3006183 on 2016/06/08 by Brent.Pease Manual merge CL#3000242 from Release-4.12 into Dev-Platform #lockdown josh.adams Change 3006296 on 2016/06/08 by Peter.Sauerbrei submit an updated iPhonePackager and support DLLs #lockdown josh.adams Change 3006378 on 2016/06/08 by Peter.Sauerbrei fix for API update to RestorePurchases #codereview brent.pease #lockdown josh.adams #lockdown nick.penwarden [CL 3008183 by Josh Adams in Main branch]
2016-06-09 17:45:44 -04:00
.Text(LOCTEXT("CertificateMessage", "<RichTextBlock.TextHighlight>Note</>: If no certificate is selected then the one in green will be used to sign the IPA."))
.TextStyle(FEditorStyle::Get(), "MessageLog")
.DecoratorStyleSet(&FEditorStyle::Get())
.AutoWrapText(true)
]
+ SHorizontalBox::Slot()
.FillWidth(1.0f)
.HAlign(HAlign_Right)
[
SNew(STextBlock)
.Text(LOCTEXT("ViewLabel", "View:"))
]
+ SHorizontalBox::Slot()
.AutoWidth()
.Padding(8.0f, 0.0f)
[
// all provisions hyper link
SNew(SHyperlink)
.OnNavigate(this, &FIOSTargetSettingsCustomization::HandleAllCertificatesHyperlinkNavigate, true)
.Text(LOCTEXT("AllCertificatesHyperLinkLabel", "All"))
.ToolTipText(LOCTEXT("AllCertificatesButtonTooltip", "View all certificates."))
]
+ SHorizontalBox::Slot()
.AutoWidth()
[
// valid provisions hyper link
SNew(SHyperlink)
.OnNavigate(this, &FIOSTargetSettingsCustomization::HandleAllCertificatesHyperlinkNavigate, false)
.Text(LOCTEXT("ValidCertificatesHyperlinkLabel", "Valid Only"))
.ToolTipText(LOCTEXT("ValidCertificatesHyperlinkTooltip", "View Valid certificates."))
]
]
]
]
+ SVerticalBox::Slot()
.AutoHeight()
[
SNew(SHorizontalBox)
+ SHorizontalBox::Slot()
.Padding(FMargin(0, 5, 0, 10))
.AutoWidth()
[
SNew(SButton)
.HAlign(HAlign_Center)
.VAlign(VAlign_Center)
.OnClicked(this, &FIOSTargetSettingsCustomization::OnInstallCertificateClicked)
.IsEnabled(this, &FIOSTargetSettingsCustomization::IsImportEnabled)
[
SNew(STextBlock)
.Text(LOCTEXT("ImportCertificate", "Import Certificate"))
]
]
]
];
BundleCategory.AddCustomRow(LOCTEXT("UpgradeInfo", "Upgrade Info"), false)
.WholeRowWidget
[
SNew(SBorder)
.Padding(1)
[
SNew(SHorizontalBox)
+ SHorizontalBox::Slot()
.Padding(FMargin(10, 10, 10, 10))
.FillWidth(1.0f)
[
SNew(SRichTextBlock)
.Text(LOCTEXT("IOSUpgradeInfoMessage", "<RichTextBlock.TextHighlight>Note to users from 4.6 or earlier</>: We now <RichTextBlock.TextHighlight>GENERATE</> an Info.plist when building, so if you have customized your .plist file, you will need to put all of your changes into the below settings. Note that we don't touch the .plist file that is in your project directory, so you can use it as reference."))
.TextStyle(FEditorStyle::Get(), "MessageLog")
.DecoratorStyleSet(&FEditorStyle::Get())
.AutoWrapText(true)
// + SRichTextBlock::HyperlinkDecorator(TEXT("browser"), FSlateHyperlinkRun::FOnClick::CreateStatic(&OnBrowserLinkClicked))
]
]
];
// Show properties that are gated by the plist being present and writable
RunningIPPProcess = false;
Copying //UE4/Dev-Build to Dev-Main (//UE4/Dev-Main) ========================== MAJOR FEATURES + CHANGES ========================== Change 2718441 on 2015/10/06 by Ben.Marsh@Ben.Marsh_T3245_Stream Allow nodes to be added with an "explicit" frequency, meaning that they'll only be part of manually triggered builds (not CIS). Change 2718698 on 2015/10/06 by Ben.Marsh@Ben.Marsh_T3245_Stream Add a type of node that can execute an arbitrary sequence of tasks, and allow constructing graphs of such nodes from an XML file. Change 2723013 on 2015/10/09 by Ben.Marsh@Ben.Marsh_T3245_Stream Small utility to quickly capture a workspace, or delete files to restore the workspace to a previously captured state (and output a p4 sync list to restore it) Change 2744521 on 2015/10/28 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream Adding config entries to determine which platforms/configurations are available Currently only written out as part of the Rocket Build process but could be done elsewhere for other types of installed build. A near identical singleton class is used in both C++ and C# to load the config section and check whether configuration/platform combinations are valid. Change 2773723 on 2015/11/19 by Ben.Marsh@Ben.Marsh_T3245_Stream Copying UnrealGameSync into Engine/Source/Programs. Change 2773914 on 2015/11/19 by Ben.Marsh@Ben.Marsh_T3245_Stream PR #1687: [GitDependencies] New feature: ignore file support (.gitdepsignore) (Contributed by nbjk667) Change 2775317 on 2015/11/20 by Ben.Marsh@Ben.Marsh_T3245_Stream Add a -listtps option to UBT, which will find all the TPS files in any directory that's compiled into a target. Change 2780832 on 2015/11/25 by Ben.Marsh@Ben.Marsh_T3245_Stream Allow compiling a single file in UBT. Pass -singlefile=<Path> on command line to UBT to use. Change 2781071 on 2015/11/25 by Ben.Marsh@Ben.Marsh_T3245_Stream Precompile all valid engine modules for Rocket by default. Modules may set the PrecompileForTargets field to control which configurations they should be compiled for. Modules which currently fail to compile have this set to PrecompileTargetsType.None. #codereview Matthew.Griffin Change 2784469 on 2015/12/01 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream Added -FastPDB commandline parameter for UBT, so that we can make use of the /DEBUG:FASTLINK option in VS2015 Change 2784722 on 2015/12/01 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream Made -FastPDB option part of BuildConfiguration instead of checking commandline at each place it's used. Also added option to override if someone doesn't want it automatically added to their project files. Change 2787501 on 2015/12/02 by Ben.Marsh@Ben.Marsh_T3245_Stream Restore change to gather VC environment directly from registry. #lockdown Nick.Penwarden [CL 2790002 by Ben Marsh in Main branch]
2015-12-04 09:32:58 -05:00
#define SETUP_SOURCEONLY_PROP(PropName, Category) \
{ \
TSharedRef<IPropertyHandle> PropertyHandle = DetailLayout.GetProperty(GET_MEMBER_NAME_CHECKED(UIOSRuntimeSettings, PropName)); \
Category.AddProperty(PropertyHandle) \
Copying //UE4/Dev-Build to Dev-Main (//UE4/Dev-Main) ========================== MAJOR FEATURES + CHANGES ========================== Change 2718441 on 2015/10/06 by Ben.Marsh@Ben.Marsh_T3245_Stream Allow nodes to be added with an "explicit" frequency, meaning that they'll only be part of manually triggered builds (not CIS). Change 2718698 on 2015/10/06 by Ben.Marsh@Ben.Marsh_T3245_Stream Add a type of node that can execute an arbitrary sequence of tasks, and allow constructing graphs of such nodes from an XML file. Change 2723013 on 2015/10/09 by Ben.Marsh@Ben.Marsh_T3245_Stream Small utility to quickly capture a workspace, or delete files to restore the workspace to a previously captured state (and output a p4 sync list to restore it) Change 2744521 on 2015/10/28 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream Adding config entries to determine which platforms/configurations are available Currently only written out as part of the Rocket Build process but could be done elsewhere for other types of installed build. A near identical singleton class is used in both C++ and C# to load the config section and check whether configuration/platform combinations are valid. Change 2773723 on 2015/11/19 by Ben.Marsh@Ben.Marsh_T3245_Stream Copying UnrealGameSync into Engine/Source/Programs. Change 2773914 on 2015/11/19 by Ben.Marsh@Ben.Marsh_T3245_Stream PR #1687: [GitDependencies] New feature: ignore file support (.gitdepsignore) (Contributed by nbjk667) Change 2775317 on 2015/11/20 by Ben.Marsh@Ben.Marsh_T3245_Stream Add a -listtps option to UBT, which will find all the TPS files in any directory that's compiled into a target. Change 2780832 on 2015/11/25 by Ben.Marsh@Ben.Marsh_T3245_Stream Allow compiling a single file in UBT. Pass -singlefile=<Path> on command line to UBT to use. Change 2781071 on 2015/11/25 by Ben.Marsh@Ben.Marsh_T3245_Stream Precompile all valid engine modules for Rocket by default. Modules may set the PrecompileForTargets field to control which configurations they should be compiled for. Modules which currently fail to compile have this set to PrecompileTargetsType.None. #codereview Matthew.Griffin Change 2784469 on 2015/12/01 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream Added -FastPDB commandline parameter for UBT, so that we can make use of the /DEBUG:FASTLINK option in VS2015 Change 2784722 on 2015/12/01 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream Made -FastPDB option part of BuildConfiguration instead of checking commandline at each place it's used. Also added option to override if someone doesn't want it automatically added to their project files. Change 2787501 on 2015/12/02 by Ben.Marsh@Ben.Marsh_T3245_Stream Restore change to gather VC environment directly from registry. #lockdown Nick.Penwarden [CL 2790002 by Ben Marsh in Main branch]
2015-12-04 09:32:58 -05:00
.IsEnabled(FEngineBuildSettings::IsSourceDistribution()) \
.ToolTip(FEngineBuildSettings::IsSourceDistribution() ? PropertyHandle->GetToolTipText() : FIOSTargetSettingsCustomizationConstants::DisabledTip); \
}
#define SETUP_PLIST_PROP(PropName, Category) \
{ \
TSharedRef<IPropertyHandle> PropertyHandle = DetailLayout.GetProperty(GET_MEMBER_NAME_CHECKED(UIOSRuntimeSettings, PropName)); \
Category.AddProperty(PropertyHandle); \
}
#define SETUP_STATUS_PROP(PropName, Category) \
{ \
TSharedRef<IPropertyHandle> PropertyHandle = DetailLayout.GetProperty(GET_MEMBER_NAME_CHECKED(UIOSRuntimeSettings, PropName)); \
Category.AddProperty(PropertyHandle) \
.Visibility(EVisibility::Hidden); \
Category.AddCustomRow(LOCTEXT("BundleIdentifier", "BundleIdentifier"), false) \
.NameContent() \
[ \
SNew(SHorizontalBox) \
+ SHorizontalBox::Slot() \
.Padding(FMargin(0, 1, 0, 1)) \
.FillWidth(1.0f) \
[ \
SNew(STextBlock) \
.Text(LOCTEXT("BundleIdentifierLabel", "Bundle Identifier")) \
.Font(DetailLayout.GetDetailFont()) \
]\
] \
.ValueContent() \
.MinDesiredWidth( 0.0f ) \
.MaxDesiredWidth( 0.0f ) \
[ \
SNew(SHorizontalBox) \
+ SHorizontalBox::Slot() \
.FillWidth(1.0f) \
.HAlign(HAlign_Fill) \
[ \
Copying //UE4/Dev-Platform to //UE4/Main (Source: //UE4/Dev-Platform @ 3008177) ========================== MAJOR FEATURES + CHANGES ========================== Change 2948322 on 2016/04/19 by Nick.Shin update libwebsockets to v1.7.4 part 4 of 4 - doing this in stages for tracking purposes #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 2970016 on 2016/05/07 by Nick.Shin undo all of the following upgrades: - zlib - openssl - libcurl - libwebsockets and reset webrtc #jira UE-30298 - Fortnite and Orion crash on login #lockdown josh.adams Change 2970373 on 2016/05/09 by Lee.Clark PS4 - Fix NumInstances not getting reset after DrawIndirect calls Change 2972873 on 2016/05/10 by Michael.Trepka Correct initial position for SlateViewer windows on Mac Change 2974363 on 2016/05/11 by Mark.Satterthwaite Fix invoking buils using distcc from UFE - the command-line executed to access the number of parallel tasks was incorrect. Change 2975921 on 2016/05/12 by Michael.Trepka Removed unused AdjustWindowRegion declaration from LinuxWindow.h #codereview Dmitry.Rekman Change 2977002 on 2016/05/13 by Michael.Trepka Make sure dSYM generation action in UBT on Mac does not start before the source dylib is ready #codereview Ben.Marsh Change 2977337 on 2016/05/13 by Brent.Pease UE-27805 - Adding special characters into the BundleDisplayName or BundleName causes packaging error + Prevent illegal characters from being entered in the packaging UI + Report an error from iPhonePackager if a illegal bundle id is specified + Convert special characters to XML equivalents - Correctly check for the presence of iTunes 12 when packaging iOS games on Windows - Improve ios certificate and provision message in package settings UI #codereview peter.sauerbrei Change 2977509 on 2016/05/13 by Brent.Pease + Fix mac compile error Change 2978036 on 2016/05/14 by Mark.Satterthwaite One-line tweak that resolves incorrect rendering of the colour LUT because float imprecision allows -ve values to be passed into a call to pow which then generates NaN. #jira UE-30777 Change 2978037 on 2016/05/14 by Mark.Satterthwaite Fix a heap-use-after-free bug spotted by AddressSanitizer - you can't assume that the UObject system will be available in ShutdownModule() - on OS X it may have been killed a long time ago. Change 2978333 on 2016/05/16 by Lee.Clark Fix packaging of non-code projects when plugins are enabled #codereview Peter.Sauerbrei Change 2978780 on 2016/05/16 by Mark.Satterthwaite Reduce temporary allocations required to set uniform parameters in Metal. Change 2979680 on 2016/05/16 by Nick.Shin editor's HTML5 platform settings was missing due to the emscripten SDK move should have been included with CL: #2946251 Change 2979681 on 2016/05/16 by Nick.Shin cleaned up websocket processing for HTML5 #jira UE-13657 - HTML5 plugin OnRawRecieve overflow Change 2979701 on 2016/05/16 by Brent.Pease UE-28421 - Message box cannot be closed after accessing the home screen on iOS + Implement a timeout when waiting for a reply after sending background/foreground/suspend events from the main thread to the game thread. This solves the immediate problem presented in the jira bug report, however, there are deeper issues with the consequences of blocking the game thread that are not addressed. Perhaps structuring the game thread loop to know about modal dialogs so that it can receive these events even when a modal dialog is up could be a better longer term solution Change 2980766 on 2016/05/17 by Jeremiah.Waldron Adding Android build support for HarfBuzz - using a combination of android-cmake (from https://github.com/taka-no-me/android-cmake) to create the build files and Visual Studio 2015 to compile them - Adding Debug and RelWithDebInfo compiled binaries to harfbuzz-1.2.4/Android/<arch>/<config> Tested armv7 with TextShapingTest project on a GalaxyNote3 and text showed up correctly #jira UE-28586 #codereview chris.babcock Change 2980953 on 2016/05/17 by Jeremiah.Waldron Changing HarfBuzz build script and libs to use Release instead of RelWithDebInfo #jira UE-28586 Change 2981039 on 2016/05/17 by Jeff.Campeau ICMP support disabled for Xbox One and basic address processing wrappers provided (needed for Oodle support) Change 2981054 on 2016/05/17 by Jeff.Campeau Enable Live OSS for Orion on Xbox One Change 2981553 on 2016/05/18 by Jeff.Campeau Enable Oodle for Xbox One Change 2981555 on 2016/05/18 by Jeff.Campeau Scalability settings for Xbox One Change 2981774 on 2016/05/18 by Keith.Judge Xbox One - Duplicating Movie Player fix from 4.12. Change 2981789 on 2016/05/18 by Keith.Judge Xbox One - Duplicate fast semantics rendertarget unbind/clear/rebind fix from 4.12. Change 2981802 on 2016/05/18 by Keith.Judge Xbox One - Duplicate of distance field AO/Shadow fixes from 4.12. Change 2981875 on 2016/05/18 by Keith.Judge Xbox One - Dynamic VB/IB refactor. Duplicated from 4.12. Change 2981900 on 2016/05/18 by Keith.Judge Xbox One - D3D11Query refactor. Duplicated from 4.12 Change 2981945 on 2016/05/18 by Nick.Shin filled out response headers for HTML5 platform #jira UE-26047 - HTML5 HTTP Response Headers not implemented Change 2981981 on 2016/05/18 by Lee.Clark PS4 - Fix COTF not updating files #codereview Daniel.Lamb Change 2982246 on 2016/05/18 by Michael.Trepka Fixed Mono compile errors in UT build scripts Change 2983869 on 2016/05/19 by Mark.Satterthwaite Explicitly retain/release all the MTLTexture objects in FMetalSurface without the assumptions about them being the same object - the recent stencil & SRV related changes make those assumptions invalid and could lead to over-releasing some textures. #jira UE-29557 Change 2983871 on 2016/05/19 by Mark.Satterthwaite Pool Metal texture update buffers to reduce churn. Change 2983892 on 2016/05/19 by Mark.Satterthwaite Duplicate 4.12 CL #2972885: Enable Metal resource lifetime delay on all platforms, not just iOS to try and address intermittent invalid resource errors. Change 2983898 on 2016/05/19 by Mark.Satterthwaite Duplicate 4.12 CL #2982825: Correctly wait for the dispatch semaphore when clearing the Metal resource free lists. Change 2983911 on 2016/05/19 by Mark.Satterthwaite Change Metal SubmitCommandsHint to use an enum of flags rather than boolean variables to control behaviour so that its clearer to the reader what is going to happen. Change 2983916 on 2016/05/19 by Mark.Satterthwaite Duplicate 4.12 CL #2974765: Workaround for UE-30069 - on Nvidia Macs we are breaking the GMux swap the second time we run the engine and it isn't clear why, so instead explicitly select the Metal device ourselves and don't allow the OS to swap the GPU driving the display. This will potentially reduce performance a little if the discrete GPU isn't already driving the display but until we know how we are clobbering the GMux/driver it is all we can do. This only applies to 10.11.5 with the default OS X drivers where there is more than one GPU in the system, earlier versions of OS X and the Nvidia WebDrivers are unaffected. Change 2984874 on 2016/05/20 by Keith.Judge Xbox One - Re-enable shader DXBC intermediate bytecode stripping, except for geometry and hull shaders where there's a possibility of runtime recompilation in certain combinations. Saves ~2MB in TM-ShaderModels, will save more in larger maps. #jira UEPLAT-1295 Change 2985446 on 2016/05/20 by Mark.Satterthwaite Remove the non-functional -metaldebug option from MetalRHI. Change 2985827 on 2016/05/20 by Nick.Shin call EndSession() onbeforeunload() note: API CHANGE - HTML5JavaScripteFx.{js,h} - UE_MakeHTTPDataRequest() #jira UE-22285 - Session End events are not generated for HTML5 Change 2986013 on 2016/05/20 by Jeremiah.Waldron PR #2387: In-App Purchases - parameters needed for Receipt Validation (Contributed by gameDNAstudio) Also touches IOS because of added RawPrice member in FInAppPurchaseProductInfo Pulled from Release-4.12 CL #jira UE-30782 #codereview chris.babcock, Peter.Sauerbrei Change 2986057 on 2016/05/20 by Mark.Satterthwaite Further changes to ensure that UE-30710 really is fixed while also not live-leaking memory in MetalRHI. Change 2986059 on 2016/05/20 by Mark.Satterthwaite Move the Metal uniform buffers into the same resource pool as all the other buffers and add stats for how many buffers are in the pool, how much memory is in use, free and wasted (due to aligned-buffer sizes). Change 2986060 on 2016/05/20 by Mark.Satterthwaite Disable tiled-reflections on Nvidia & Intel Metal until they sort out the sample command on cube-arrays ignoring the lod level. Change 2986063 on 2016/05/20 by Mark.Satterthwaite Missing change from previous CL. Change 2986066 on 2016/05/20 by Mark.Satterthwaite More Metal stats tracking the number & memory size of id<MTLBuffer>'s allocated/released each frame. Change 2986455 on 2016/05/23 by Keith.Judge Xbox One - Fix precompile promise in shader compiler to not stop subsequent defines from being parsed by D3DCompiler. Change 2986886 on 2016/05/23 by Mark.Satterthwaite Duplicate 4.12 CL #2986880: Fix UE-31124 due to bad array iteration logic - amazing that this hadn't been seen earlier. Change 2986955 on 2016/05/23 by Brent.Pease + Do not error out if "[PROJECT_NAME]" is in the bundle ID #codereview peter.sauerbrei Change 2987304 on 2016/05/23 by Chris.Babcock Remove old Android platforms #ue4 #android #codeview Josh.Adams Change 2987571 on 2016/05/23 by Mark.Satterthwaite Duplicate CL #2967998: Integrate - MaterialParameterCollections now create default resources (uniform buffers) which are used when no valid FScene is present (eg DrawTile while exporting materials to lightmass) #jira UE-31111 Change 2987591 on 2016/05/23 by Mark.Satterthwaite Remove usage of MTLRender/ComputeEncoder setSamplerState/s calls that take Min & Max Lod overrides - they currently don't work as expected on some GPU drivers and as we don't use them anywhere and I can't see that we will removing them costs us nothing and fixes tiled reflections on Nvidia with Metal SM5. Change 2987679 on 2016/05/23 by Mark.Satterthwaite Re-enable tiled reflections on Nvidia by default now that they work. Change 2987799 on 2016/05/24 by Mark.Satterthwaite Add a shader compile option "r.Shaders.ZeroInitialise" that we can turn on to force explicit zero-initialisation of local & temporary variables in hlslcc - so far only implemented for Metal. The default behaviour remains to omit zero-initialisation but the option is helpful to eliminate or track down uninitialised access in shaders that are causing real bugs (e.g. POM material relying on zero-initialised loop counters causing hangs/bad rendering on Mac). Change 2989395 on 2016/05/25 by Lee.Clark PS4 - Fix shader output / render target format mismatch for sparse MRT. Change 2990003 on 2016/05/25 by Jeremiah.Waldron When creating our own ConfigCacheIni in GetConfigCacheIni_APL, do not assume that the Engine ini was requested. Instead use the baseIniName passed to the function. Change 2990393 on 2016/05/25 by Mark.Satterthwaite Back out changelist 2961310 - causes more problems than it solves. DistanceField rendering will still work on Intel Metal SM5 and may work on AMD but will be broken on Nvidia due to a bad access within the compute shader - there's no bounds checking in Metal... Change 2990516 on 2016/05/25 by Brent.Pease + UEPLAT-1294 - Support for local notifications + UEPLAT-1254 - Add BP event for device orientation change + Added a new class based on UGameInstance for mobile device callbacks + Ensured IOSAppDelegate.cpp follows convention for lambda functions Change 2991361 on 2016/05/26 by Jeremiah.Waldron Move InAppPurchase class to StoreHelper.java so GooglePlay and Amazon store helpers can use it Change 2992450 on 2016/05/27 by Mark.Satterthwaite Optional r.Shaders.BoundsChecking flag to control whether shader platforms should manually enforce buffer access bounds - HLSL returns zero or ignores invalid reads & writes but Metal leaves the behaviour undefined and some drivers then fail. By default this is off and its whatever the native platform behaviour is, enabling it will cost some amount of performance as the shader translator inserts additional instructions to try and match D3D as accurately as possible. This is required to fix GPU restart errors on some Metal drivers when using SM5 rendering features including DistanceField shaders. Change 2993027 on 2016/05/27 by Mark.Satterthwaite Fix typo for new CFLAG_BoundsChecking enumeration value. Change 2993594 on 2016/05/27 by Mark.Satterthwaite Build fix - check not assert... Change 2993595 on 2016/05/27 by Mark.Satterthwaite Fix typo from Xcode hang... Change 2993614 on 2016/05/28 by Mark.Satterthwaite At least for now enable shader zero-initialisation and bounds-checking on Mac to ensure that Metal shaders are compiled with semantics that approximate those HLSL assumes. This may cost some performance but will avoid a few GPU restarts on some vendor drivers. Change 2993747 on 2016/05/28 by Mark.Satterthwaite Separate texture & buffer references in the Metal backend as they bind to separate arrays in the runtime to avoid giving the side-table buffer an innaccessible binding index. Also the side-table doesn't need to be emitted if no buffer SRV or UAV is used. Change 2994256 on 2016/05/31 by Lee.Clark PS4 - Fix unitialized Head Position from HMD tracker when tracking fails. Fixes a problem with A3D audio not working. #codereview Chad.Taylor,Aaron.McLeran Change 2994281 on 2016/05/31 by Rolando.Caloca DP - Allow hlslcc to process type casts containing the 'const' keyword - it isn't strictly complete as it will simply omit the type qualifier from the cast in the AST but it is sufficient for FortniteFoliage_MasterMaterial to compile. #codereview Mark.Satterthwaite, Dmitry.Rekman #jira UE-31411 Change 2994467 on 2016/05/31 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 2994493 on 2016/05/31 by Daniel.Lamb Fixed issue with DDC commandlet not caching things from the startup packages list. Change 2994644 on 2016/05/31 by Mark.Satterthwaite Updated hlslcc Mac binaries with fix for UE-31411 which RCO accepted and submitted + script for building parsers on POSIX OSes hooked up to an Xcode scheme in the project. Change 2996074 on 2016/06/01 by Lee.Clark PS4 - Fix GS mode not getting disabled when using parallel contexts. #codereview Marcus.Wassmer Change 2996129 on 2016/06/01 by Brent.Pease Manual merge of Pete's dsym generation fix (CL#2996089) from the 4.12 branch. Change 2996130 on 2016/06/01 by Jeremiah.Waldron PR #2387 part 2 (Contributed by gameDNAstudio) Adding ability to consume purchases during GooglePlay RestorePurchases This also touches IOS due to changes to base classes and function signatures #codereview chris.babcock, Peter.Sauerbrei Change 2996441 on 2016/06/01 by Jeremiah.Waldron Relates to PR #2387: Adding ability to consume purchases during GooglePlay RestorePurchases (Contributed by gameDNAstudio) Missing changes from part 2 reworked so that there is still only one RestorePurchases function which takes the product IDs and consumable flags. I reflected this in StoreHelper so no casting is necessary in GameActivity and the soon-to-be-added AmazonStoreHelper in the GameCircle plugin will still work dynamically with GameActivity since it will call StoreHelper functionality rather than a GooglePlayStoreHelper specific function. #codereview chris.babcock Change 2996514 on 2016/06/01 by Jeff.Campeau Fix merge issue from main #jira UE-31502 Change 2996740 on 2016/06/01 by Jonathan.Fitzpatrick https://jira.ol.epicgames.net/browse/UE-31446 Two PS4 source files fail during unity builds due to name conflict with handleReserveFailed. Renamed handleReserveFailed to handleReserveFailedLightweight Change 2997235 on 2016/06/01 by Jeremiah.Waldron RestorePurchases fix up in Match3 since the new Restore consumable stuff adds an additional pin to the Restore node. The IAP product in Match3 is non-consumable so just passing an empty array where necessary Change 2997241 on 2016/06/01 by Jeremiah.Waldron OnlineSubsystemGameCircle Plugin - Leaderboards - Achievements - Friends - IAP - External UI Interface - Runtime Settings in Project Settings Plugin section when plugin is enabled - Disabled by default #jira UEPLAT-105 #codereview chris.babcock Change 2997618 on 2016/06/02 by Lee.Clark #UE4Docs: Removed PS4MapFileUtil info Change 2997840 on 2016/06/02 by Jeremiah.Waldron Removing trace logging from OnlineSubsystemGameCircle_APL Change 2998754 on 2016/06/02 by Brent.Pease Change BlueprintMobileLibrary to BlueprintPlatformLibrary Change 3000762 on 2016/06/03 by Jeff.Campeau Add example rating info to ShooterGame Change 3001037 on 2016/06/04 by Brent.Pease + Add ui screens for delegate test, local notification test, and iap test + Implement delegate test Change 3001250 on 2016/06/05 by Brent.Pease + Initial pass at IAP test screen Change 3001639 on 2016/06/06 by Jeff.Campeau Fix Xbox One build issue with DX12 #codereview Zabir.Hoque Change 3002574 on 2016/06/06 by Jeremiah.Waldron Adding Android Install Location to Android platform runtime settings and manifest generation Change 3002780 on 2016/06/06 by Brent.Pease + Initial implementation of local notification test Change 3003005 on 2016/06/06 by Jeremiah.Waldron OnlineSubsystemGameCircle plugin - adding setting for Fire TV support. Using that specification in the APL to Add/Update android.hardware.touchscreen feature required attribute Change 3004392 on 2016/06/07 by Jeremiah.Waldron Fixing typo in APL comment :) Change 3005768 on 2016/06/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3005929 on 2016/06/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3006151 on 2016/06/08 by Peter.Sauerbrei fix for LocalNotifications not available on TVOS #lockdown josh.adams Change 3006183 on 2016/06/08 by Brent.Pease Manual merge CL#3000242 from Release-4.12 into Dev-Platform #lockdown josh.adams Change 3006296 on 2016/06/08 by Peter.Sauerbrei submit an updated iPhonePackager and support DLLs #lockdown josh.adams Change 3006378 on 2016/06/08 by Peter.Sauerbrei fix for API update to RestorePurchases #codereview brent.pease #lockdown josh.adams #lockdown nick.penwarden [CL 3008183 by Josh Adams in Main branch]
2016-06-09 17:45:44 -04:00
SAssignNew(BundleIdTextBox, SEditableTextBox) \
.IsEnabled(this, &FIOSTargetSettingsCustomization::IsImportEnabled) \
.Text(this, &FIOSTargetSettingsCustomization::GetBundleText, PropertyHandle) \
.Font(DetailLayout.GetDetailFont()) \
.SelectAllTextOnCommit( true ) \
.SelectAllTextWhenFocused( true ) \
.ClearKeyboardFocusOnCommit(false) \
.ToolTipText(PropertyHandle->GetToolTipText()) \
.OnTextCommitted(this, &FIOSTargetSettingsCustomization::OnBundleIdentifierChanged, PropertyHandle) \
Copying //UE4/Dev-Platform to //UE4/Main (Source: //UE4/Dev-Platform @ 3008177) ========================== MAJOR FEATURES + CHANGES ========================== Change 2948322 on 2016/04/19 by Nick.Shin update libwebsockets to v1.7.4 part 4 of 4 - doing this in stages for tracking purposes #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 2970016 on 2016/05/07 by Nick.Shin undo all of the following upgrades: - zlib - openssl - libcurl - libwebsockets and reset webrtc #jira UE-30298 - Fortnite and Orion crash on login #lockdown josh.adams Change 2970373 on 2016/05/09 by Lee.Clark PS4 - Fix NumInstances not getting reset after DrawIndirect calls Change 2972873 on 2016/05/10 by Michael.Trepka Correct initial position for SlateViewer windows on Mac Change 2974363 on 2016/05/11 by Mark.Satterthwaite Fix invoking buils using distcc from UFE - the command-line executed to access the number of parallel tasks was incorrect. Change 2975921 on 2016/05/12 by Michael.Trepka Removed unused AdjustWindowRegion declaration from LinuxWindow.h #codereview Dmitry.Rekman Change 2977002 on 2016/05/13 by Michael.Trepka Make sure dSYM generation action in UBT on Mac does not start before the source dylib is ready #codereview Ben.Marsh Change 2977337 on 2016/05/13 by Brent.Pease UE-27805 - Adding special characters into the BundleDisplayName or BundleName causes packaging error + Prevent illegal characters from being entered in the packaging UI + Report an error from iPhonePackager if a illegal bundle id is specified + Convert special characters to XML equivalents - Correctly check for the presence of iTunes 12 when packaging iOS games on Windows - Improve ios certificate and provision message in package settings UI #codereview peter.sauerbrei Change 2977509 on 2016/05/13 by Brent.Pease + Fix mac compile error Change 2978036 on 2016/05/14 by Mark.Satterthwaite One-line tweak that resolves incorrect rendering of the colour LUT because float imprecision allows -ve values to be passed into a call to pow which then generates NaN. #jira UE-30777 Change 2978037 on 2016/05/14 by Mark.Satterthwaite Fix a heap-use-after-free bug spotted by AddressSanitizer - you can't assume that the UObject system will be available in ShutdownModule() - on OS X it may have been killed a long time ago. Change 2978333 on 2016/05/16 by Lee.Clark Fix packaging of non-code projects when plugins are enabled #codereview Peter.Sauerbrei Change 2978780 on 2016/05/16 by Mark.Satterthwaite Reduce temporary allocations required to set uniform parameters in Metal. Change 2979680 on 2016/05/16 by Nick.Shin editor's HTML5 platform settings was missing due to the emscripten SDK move should have been included with CL: #2946251 Change 2979681 on 2016/05/16 by Nick.Shin cleaned up websocket processing for HTML5 #jira UE-13657 - HTML5 plugin OnRawRecieve overflow Change 2979701 on 2016/05/16 by Brent.Pease UE-28421 - Message box cannot be closed after accessing the home screen on iOS + Implement a timeout when waiting for a reply after sending background/foreground/suspend events from the main thread to the game thread. This solves the immediate problem presented in the jira bug report, however, there are deeper issues with the consequences of blocking the game thread that are not addressed. Perhaps structuring the game thread loop to know about modal dialogs so that it can receive these events even when a modal dialog is up could be a better longer term solution Change 2980766 on 2016/05/17 by Jeremiah.Waldron Adding Android build support for HarfBuzz - using a combination of android-cmake (from https://github.com/taka-no-me/android-cmake) to create the build files and Visual Studio 2015 to compile them - Adding Debug and RelWithDebInfo compiled binaries to harfbuzz-1.2.4/Android/<arch>/<config> Tested armv7 with TextShapingTest project on a GalaxyNote3 and text showed up correctly #jira UE-28586 #codereview chris.babcock Change 2980953 on 2016/05/17 by Jeremiah.Waldron Changing HarfBuzz build script and libs to use Release instead of RelWithDebInfo #jira UE-28586 Change 2981039 on 2016/05/17 by Jeff.Campeau ICMP support disabled for Xbox One and basic address processing wrappers provided (needed for Oodle support) Change 2981054 on 2016/05/17 by Jeff.Campeau Enable Live OSS for Orion on Xbox One Change 2981553 on 2016/05/18 by Jeff.Campeau Enable Oodle for Xbox One Change 2981555 on 2016/05/18 by Jeff.Campeau Scalability settings for Xbox One Change 2981774 on 2016/05/18 by Keith.Judge Xbox One - Duplicating Movie Player fix from 4.12. Change 2981789 on 2016/05/18 by Keith.Judge Xbox One - Duplicate fast semantics rendertarget unbind/clear/rebind fix from 4.12. Change 2981802 on 2016/05/18 by Keith.Judge Xbox One - Duplicate of distance field AO/Shadow fixes from 4.12. Change 2981875 on 2016/05/18 by Keith.Judge Xbox One - Dynamic VB/IB refactor. Duplicated from 4.12. Change 2981900 on 2016/05/18 by Keith.Judge Xbox One - D3D11Query refactor. Duplicated from 4.12 Change 2981945 on 2016/05/18 by Nick.Shin filled out response headers for HTML5 platform #jira UE-26047 - HTML5 HTTP Response Headers not implemented Change 2981981 on 2016/05/18 by Lee.Clark PS4 - Fix COTF not updating files #codereview Daniel.Lamb Change 2982246 on 2016/05/18 by Michael.Trepka Fixed Mono compile errors in UT build scripts Change 2983869 on 2016/05/19 by Mark.Satterthwaite Explicitly retain/release all the MTLTexture objects in FMetalSurface without the assumptions about them being the same object - the recent stencil & SRV related changes make those assumptions invalid and could lead to over-releasing some textures. #jira UE-29557 Change 2983871 on 2016/05/19 by Mark.Satterthwaite Pool Metal texture update buffers to reduce churn. Change 2983892 on 2016/05/19 by Mark.Satterthwaite Duplicate 4.12 CL #2972885: Enable Metal resource lifetime delay on all platforms, not just iOS to try and address intermittent invalid resource errors. Change 2983898 on 2016/05/19 by Mark.Satterthwaite Duplicate 4.12 CL #2982825: Correctly wait for the dispatch semaphore when clearing the Metal resource free lists. Change 2983911 on 2016/05/19 by Mark.Satterthwaite Change Metal SubmitCommandsHint to use an enum of flags rather than boolean variables to control behaviour so that its clearer to the reader what is going to happen. Change 2983916 on 2016/05/19 by Mark.Satterthwaite Duplicate 4.12 CL #2974765: Workaround for UE-30069 - on Nvidia Macs we are breaking the GMux swap the second time we run the engine and it isn't clear why, so instead explicitly select the Metal device ourselves and don't allow the OS to swap the GPU driving the display. This will potentially reduce performance a little if the discrete GPU isn't already driving the display but until we know how we are clobbering the GMux/driver it is all we can do. This only applies to 10.11.5 with the default OS X drivers where there is more than one GPU in the system, earlier versions of OS X and the Nvidia WebDrivers are unaffected. Change 2984874 on 2016/05/20 by Keith.Judge Xbox One - Re-enable shader DXBC intermediate bytecode stripping, except for geometry and hull shaders where there's a possibility of runtime recompilation in certain combinations. Saves ~2MB in TM-ShaderModels, will save more in larger maps. #jira UEPLAT-1295 Change 2985446 on 2016/05/20 by Mark.Satterthwaite Remove the non-functional -metaldebug option from MetalRHI. Change 2985827 on 2016/05/20 by Nick.Shin call EndSession() onbeforeunload() note: API CHANGE - HTML5JavaScripteFx.{js,h} - UE_MakeHTTPDataRequest() #jira UE-22285 - Session End events are not generated for HTML5 Change 2986013 on 2016/05/20 by Jeremiah.Waldron PR #2387: In-App Purchases - parameters needed for Receipt Validation (Contributed by gameDNAstudio) Also touches IOS because of added RawPrice member in FInAppPurchaseProductInfo Pulled from Release-4.12 CL #jira UE-30782 #codereview chris.babcock, Peter.Sauerbrei Change 2986057 on 2016/05/20 by Mark.Satterthwaite Further changes to ensure that UE-30710 really is fixed while also not live-leaking memory in MetalRHI. Change 2986059 on 2016/05/20 by Mark.Satterthwaite Move the Metal uniform buffers into the same resource pool as all the other buffers and add stats for how many buffers are in the pool, how much memory is in use, free and wasted (due to aligned-buffer sizes). Change 2986060 on 2016/05/20 by Mark.Satterthwaite Disable tiled-reflections on Nvidia & Intel Metal until they sort out the sample command on cube-arrays ignoring the lod level. Change 2986063 on 2016/05/20 by Mark.Satterthwaite Missing change from previous CL. Change 2986066 on 2016/05/20 by Mark.Satterthwaite More Metal stats tracking the number & memory size of id<MTLBuffer>'s allocated/released each frame. Change 2986455 on 2016/05/23 by Keith.Judge Xbox One - Fix precompile promise in shader compiler to not stop subsequent defines from being parsed by D3DCompiler. Change 2986886 on 2016/05/23 by Mark.Satterthwaite Duplicate 4.12 CL #2986880: Fix UE-31124 due to bad array iteration logic - amazing that this hadn't been seen earlier. Change 2986955 on 2016/05/23 by Brent.Pease + Do not error out if "[PROJECT_NAME]" is in the bundle ID #codereview peter.sauerbrei Change 2987304 on 2016/05/23 by Chris.Babcock Remove old Android platforms #ue4 #android #codeview Josh.Adams Change 2987571 on 2016/05/23 by Mark.Satterthwaite Duplicate CL #2967998: Integrate - MaterialParameterCollections now create default resources (uniform buffers) which are used when no valid FScene is present (eg DrawTile while exporting materials to lightmass) #jira UE-31111 Change 2987591 on 2016/05/23 by Mark.Satterthwaite Remove usage of MTLRender/ComputeEncoder setSamplerState/s calls that take Min & Max Lod overrides - they currently don't work as expected on some GPU drivers and as we don't use them anywhere and I can't see that we will removing them costs us nothing and fixes tiled reflections on Nvidia with Metal SM5. Change 2987679 on 2016/05/23 by Mark.Satterthwaite Re-enable tiled reflections on Nvidia by default now that they work. Change 2987799 on 2016/05/24 by Mark.Satterthwaite Add a shader compile option "r.Shaders.ZeroInitialise" that we can turn on to force explicit zero-initialisation of local & temporary variables in hlslcc - so far only implemented for Metal. The default behaviour remains to omit zero-initialisation but the option is helpful to eliminate or track down uninitialised access in shaders that are causing real bugs (e.g. POM material relying on zero-initialised loop counters causing hangs/bad rendering on Mac). Change 2989395 on 2016/05/25 by Lee.Clark PS4 - Fix shader output / render target format mismatch for sparse MRT. Change 2990003 on 2016/05/25 by Jeremiah.Waldron When creating our own ConfigCacheIni in GetConfigCacheIni_APL, do not assume that the Engine ini was requested. Instead use the baseIniName passed to the function. Change 2990393 on 2016/05/25 by Mark.Satterthwaite Back out changelist 2961310 - causes more problems than it solves. DistanceField rendering will still work on Intel Metal SM5 and may work on AMD but will be broken on Nvidia due to a bad access within the compute shader - there's no bounds checking in Metal... Change 2990516 on 2016/05/25 by Brent.Pease + UEPLAT-1294 - Support for local notifications + UEPLAT-1254 - Add BP event for device orientation change + Added a new class based on UGameInstance for mobile device callbacks + Ensured IOSAppDelegate.cpp follows convention for lambda functions Change 2991361 on 2016/05/26 by Jeremiah.Waldron Move InAppPurchase class to StoreHelper.java so GooglePlay and Amazon store helpers can use it Change 2992450 on 2016/05/27 by Mark.Satterthwaite Optional r.Shaders.BoundsChecking flag to control whether shader platforms should manually enforce buffer access bounds - HLSL returns zero or ignores invalid reads & writes but Metal leaves the behaviour undefined and some drivers then fail. By default this is off and its whatever the native platform behaviour is, enabling it will cost some amount of performance as the shader translator inserts additional instructions to try and match D3D as accurately as possible. This is required to fix GPU restart errors on some Metal drivers when using SM5 rendering features including DistanceField shaders. Change 2993027 on 2016/05/27 by Mark.Satterthwaite Fix typo for new CFLAG_BoundsChecking enumeration value. Change 2993594 on 2016/05/27 by Mark.Satterthwaite Build fix - check not assert... Change 2993595 on 2016/05/27 by Mark.Satterthwaite Fix typo from Xcode hang... Change 2993614 on 2016/05/28 by Mark.Satterthwaite At least for now enable shader zero-initialisation and bounds-checking on Mac to ensure that Metal shaders are compiled with semantics that approximate those HLSL assumes. This may cost some performance but will avoid a few GPU restarts on some vendor drivers. Change 2993747 on 2016/05/28 by Mark.Satterthwaite Separate texture & buffer references in the Metal backend as they bind to separate arrays in the runtime to avoid giving the side-table buffer an innaccessible binding index. Also the side-table doesn't need to be emitted if no buffer SRV or UAV is used. Change 2994256 on 2016/05/31 by Lee.Clark PS4 - Fix unitialized Head Position from HMD tracker when tracking fails. Fixes a problem with A3D audio not working. #codereview Chad.Taylor,Aaron.McLeran Change 2994281 on 2016/05/31 by Rolando.Caloca DP - Allow hlslcc to process type casts containing the 'const' keyword - it isn't strictly complete as it will simply omit the type qualifier from the cast in the AST but it is sufficient for FortniteFoliage_MasterMaterial to compile. #codereview Mark.Satterthwaite, Dmitry.Rekman #jira UE-31411 Change 2994467 on 2016/05/31 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 2994493 on 2016/05/31 by Daniel.Lamb Fixed issue with DDC commandlet not caching things from the startup packages list. Change 2994644 on 2016/05/31 by Mark.Satterthwaite Updated hlslcc Mac binaries with fix for UE-31411 which RCO accepted and submitted + script for building parsers on POSIX OSes hooked up to an Xcode scheme in the project. Change 2996074 on 2016/06/01 by Lee.Clark PS4 - Fix GS mode not getting disabled when using parallel contexts. #codereview Marcus.Wassmer Change 2996129 on 2016/06/01 by Brent.Pease Manual merge of Pete's dsym generation fix (CL#2996089) from the 4.12 branch. Change 2996130 on 2016/06/01 by Jeremiah.Waldron PR #2387 part 2 (Contributed by gameDNAstudio) Adding ability to consume purchases during GooglePlay RestorePurchases This also touches IOS due to changes to base classes and function signatures #codereview chris.babcock, Peter.Sauerbrei Change 2996441 on 2016/06/01 by Jeremiah.Waldron Relates to PR #2387: Adding ability to consume purchases during GooglePlay RestorePurchases (Contributed by gameDNAstudio) Missing changes from part 2 reworked so that there is still only one RestorePurchases function which takes the product IDs and consumable flags. I reflected this in StoreHelper so no casting is necessary in GameActivity and the soon-to-be-added AmazonStoreHelper in the GameCircle plugin will still work dynamically with GameActivity since it will call StoreHelper functionality rather than a GooglePlayStoreHelper specific function. #codereview chris.babcock Change 2996514 on 2016/06/01 by Jeff.Campeau Fix merge issue from main #jira UE-31502 Change 2996740 on 2016/06/01 by Jonathan.Fitzpatrick https://jira.ol.epicgames.net/browse/UE-31446 Two PS4 source files fail during unity builds due to name conflict with handleReserveFailed. Renamed handleReserveFailed to handleReserveFailedLightweight Change 2997235 on 2016/06/01 by Jeremiah.Waldron RestorePurchases fix up in Match3 since the new Restore consumable stuff adds an additional pin to the Restore node. The IAP product in Match3 is non-consumable so just passing an empty array where necessary Change 2997241 on 2016/06/01 by Jeremiah.Waldron OnlineSubsystemGameCircle Plugin - Leaderboards - Achievements - Friends - IAP - External UI Interface - Runtime Settings in Project Settings Plugin section when plugin is enabled - Disabled by default #jira UEPLAT-105 #codereview chris.babcock Change 2997618 on 2016/06/02 by Lee.Clark #UE4Docs: Removed PS4MapFileUtil info Change 2997840 on 2016/06/02 by Jeremiah.Waldron Removing trace logging from OnlineSubsystemGameCircle_APL Change 2998754 on 2016/06/02 by Brent.Pease Change BlueprintMobileLibrary to BlueprintPlatformLibrary Change 3000762 on 2016/06/03 by Jeff.Campeau Add example rating info to ShooterGame Change 3001037 on 2016/06/04 by Brent.Pease + Add ui screens for delegate test, local notification test, and iap test + Implement delegate test Change 3001250 on 2016/06/05 by Brent.Pease + Initial pass at IAP test screen Change 3001639 on 2016/06/06 by Jeff.Campeau Fix Xbox One build issue with DX12 #codereview Zabir.Hoque Change 3002574 on 2016/06/06 by Jeremiah.Waldron Adding Android Install Location to Android platform runtime settings and manifest generation Change 3002780 on 2016/06/06 by Brent.Pease + Initial implementation of local notification test Change 3003005 on 2016/06/06 by Jeremiah.Waldron OnlineSubsystemGameCircle plugin - adding setting for Fire TV support. Using that specification in the APL to Add/Update android.hardware.touchscreen feature required attribute Change 3004392 on 2016/06/07 by Jeremiah.Waldron Fixing typo in APL comment :) Change 3005768 on 2016/06/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3005929 on 2016/06/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3006151 on 2016/06/08 by Peter.Sauerbrei fix for LocalNotifications not available on TVOS #lockdown josh.adams Change 3006183 on 2016/06/08 by Brent.Pease Manual merge CL#3000242 from Release-4.12 into Dev-Platform #lockdown josh.adams Change 3006296 on 2016/06/08 by Peter.Sauerbrei submit an updated iPhonePackager and support DLLs #lockdown josh.adams Change 3006378 on 2016/06/08 by Peter.Sauerbrei fix for API update to RestorePurchases #codereview brent.pease #lockdown josh.adams #lockdown nick.penwarden [CL 3008183 by Josh Adams in Main branch]
2016-06-09 17:45:44 -04:00
.OnTextChanged(this, &FIOSTargetSettingsCustomization::OnBundleIdentifierTextChanged, ETextCommit::Default, PropertyHandle) \
] \
]; \
}
const UIOSRuntimeSettings& Settings = *GetDefault<UIOSRuntimeSettings>();
SETUP_PLIST_PROP(BundleDisplayName, BundleCategory);
SETUP_PLIST_PROP(BundleName, BundleCategory);
SETUP_STATUS_PROP(BundleIdentifier, BundleCategory);
SETUP_PLIST_PROP(VersionInfo, BundleCategory);
SETUP_PLIST_PROP(bSupportsPortraitOrientation, OrientationCategory);
SETUP_PLIST_PROP(bSupportsUpsideDownOrientation, OrientationCategory);
SETUP_PLIST_PROP(bSupportsLandscapeLeftOrientation, OrientationCategory);
SETUP_PLIST_PROP(bSupportsLandscapeRightOrientation, OrientationCategory);
SETUP_PLIST_PROP(bSupportsMetal, RenderCategory);
SETUP_PLIST_PROP(bSupportsOpenGLES2, RenderCategory);
SETUP_PLIST_PROP(bSupportsIPad, DeviceCategory);
SETUP_PLIST_PROP(bSupportsIPhone, DeviceCategory);
SETUP_PLIST_PROP(MinimumiOSVersion, OSInfoCategory);
SETUP_PLIST_PROP(AdditionalPlistData, ExtraCategory);
Copying //UE4/Dev-Build to Dev-Main (//UE4/Dev-Main) ========================== MAJOR FEATURES + CHANGES ========================== Change 2718441 on 2015/10/06 by Ben.Marsh@Ben.Marsh_T3245_Stream Allow nodes to be added with an "explicit" frequency, meaning that they'll only be part of manually triggered builds (not CIS). Change 2718698 on 2015/10/06 by Ben.Marsh@Ben.Marsh_T3245_Stream Add a type of node that can execute an arbitrary sequence of tasks, and allow constructing graphs of such nodes from an XML file. Change 2723013 on 2015/10/09 by Ben.Marsh@Ben.Marsh_T3245_Stream Small utility to quickly capture a workspace, or delete files to restore the workspace to a previously captured state (and output a p4 sync list to restore it) Change 2744521 on 2015/10/28 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream Adding config entries to determine which platforms/configurations are available Currently only written out as part of the Rocket Build process but could be done elsewhere for other types of installed build. A near identical singleton class is used in both C++ and C# to load the config section and check whether configuration/platform combinations are valid. Change 2773723 on 2015/11/19 by Ben.Marsh@Ben.Marsh_T3245_Stream Copying UnrealGameSync into Engine/Source/Programs. Change 2773914 on 2015/11/19 by Ben.Marsh@Ben.Marsh_T3245_Stream PR #1687: [GitDependencies] New feature: ignore file support (.gitdepsignore) (Contributed by nbjk667) Change 2775317 on 2015/11/20 by Ben.Marsh@Ben.Marsh_T3245_Stream Add a -listtps option to UBT, which will find all the TPS files in any directory that's compiled into a target. Change 2780832 on 2015/11/25 by Ben.Marsh@Ben.Marsh_T3245_Stream Allow compiling a single file in UBT. Pass -singlefile=<Path> on command line to UBT to use. Change 2781071 on 2015/11/25 by Ben.Marsh@Ben.Marsh_T3245_Stream Precompile all valid engine modules for Rocket by default. Modules may set the PrecompileForTargets field to control which configurations they should be compiled for. Modules which currently fail to compile have this set to PrecompileTargetsType.None. #codereview Matthew.Griffin Change 2784469 on 2015/12/01 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream Added -FastPDB commandline parameter for UBT, so that we can make use of the /DEBUG:FASTLINK option in VS2015 Change 2784722 on 2015/12/01 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream Made -FastPDB option part of BuildConfiguration instead of checking commandline at each place it's used. Also added option to override if someone doesn't want it automatically added to their project files. Change 2787501 on 2015/12/02 by Ben.Marsh@Ben.Marsh_T3245_Stream Restore change to gather VC environment directly from registry. #lockdown Nick.Penwarden [CL 2790002 by Ben Marsh in Main branch]
2015-12-04 09:32:58 -05:00
#undef SETUP_SOURCEONLY_PROP
}
void FIOSTargetSettingsCustomization::BuildRemoteBuildingSection(IDetailLayoutBuilder& DetailLayout)
{
#if PLATFORM_WINDOWS
IDetailCategoryBuilder& BuildCategory = DetailLayout.EditCategory(TEXT("Build"));
// Sub group we wish to add remote building options to.
FText RemoteBuildingGroupName = LOCTEXT("RemoteBuildingGroupName", "Remote Build Options");
IDetailGroup& RemoteBuildingGroup = BuildCategory.AddGroup(*RemoteBuildingGroupName.ToString(), RemoteBuildingGroupName, false);
// Remote Server Name Property
TSharedRef<IPropertyHandle> RemoteServerNamePropertyHandle = DetailLayout.GetProperty(GET_MEMBER_NAME_CHECKED(UIOSRuntimeSettings, RemoteServerName));
IDetailPropertyRow& RemoteServerNamePropertyRow = RemoteBuildingGroup.AddPropertyRow(RemoteServerNamePropertyHandle);
RemoteServerNamePropertyRow
.ToolTip(LOCTEXT("RemoteServerNameToolTip", "The name or ip address of the remote mac which will be used to build IOS"))
.CustomWidget()
.NameContent()
[
SNew(SHorizontalBox)
+ SHorizontalBox::Slot()
.Padding(FMargin(0, 1, 0, 1))
.FillWidth(1.0f)
[
SNew(STextBlock)
.Text(LOCTEXT("RemoteServerNameLabel", "Remote Server Name"))
.Font(DetailLayout.GetDetailFont())
]
]
.ValueContent()
.MinDesiredWidth(150.0f)
[
SNew(SHorizontalBox)
+ SHorizontalBox::Slot()
.Padding(FMargin(0.0f, 8.0f))
[
SNew(SEditableTextBox)
.IsEnabled(this, &FIOSTargetSettingsCustomization::IsImportEnabled)
.Text(this, &FIOSTargetSettingsCustomization::GetBundleText, RemoteServerNamePropertyHandle)
.Font(DetailLayout.GetDetailFont())
.SelectAllTextOnCommit(true)
.SelectAllTextWhenFocused(true)
.ClearKeyboardFocusOnCommit(false)
.ToolTipText(RemoteServerNamePropertyHandle->GetToolTipText())
.OnTextCommitted(this, &FIOSTargetSettingsCustomization::OnRemoteServerChanged, RemoteServerNamePropertyHandle)
]
];
// Add Use RSync Property
TSharedRef<IPropertyHandle> UseRSyncPropertyHandle = DetailLayout.GetProperty(GET_MEMBER_NAME_CHECKED(UIOSRuntimeSettings, bUseRSync));
BuildCategory.AddProperty(UseRSyncPropertyHandle)
.Visibility(EVisibility::Hidden);
// Add RSync Username Property
TSharedRef<IPropertyHandle> RSyncUsernamePropertyHandle = DetailLayout.GetProperty(GET_MEMBER_NAME_CHECKED(UIOSRuntimeSettings, RSyncUsername));
IDetailPropertyRow& RSyncUsernamePropertyRow = RemoteBuildingGroup.AddPropertyRow(RSyncUsernamePropertyHandle);
RSyncUsernamePropertyRow
.ToolTip(LOCTEXT("RSyncUsernameToolTip", "The username of the mac user that matches the specified SSH Key."))
.CustomWidget()
.NameContent()
[
SNew(SHorizontalBox)
+ SHorizontalBox::Slot()
.Padding(FMargin(0, 1, 0, 1))
.FillWidth(1.0f)
[
SNew(STextBlock)
.Text(LOCTEXT("RSyncUserNameLabel", "RSync User Name"))
.Font(DetailLayout.GetDetailFont())
]
]
.ValueContent()
.MinDesiredWidth(150.0f)
[
SNew(SHorizontalBox)
+ SHorizontalBox::Slot()
.Padding(FMargin(0.0f, 8.0f))
[
SNew(SEditableTextBox)
.IsEnabled(this, &FIOSTargetSettingsCustomization::IsImportEnabled)
.Text(this, &FIOSTargetSettingsCustomization::GetBundleText, RSyncUsernamePropertyHandle)
.Font(DetailLayout.GetDetailFont())
.SelectAllTextOnCommit(true)
.SelectAllTextWhenFocused(true)
.ClearKeyboardFocusOnCommit(false)
.ToolTipText(RSyncUsernamePropertyHandle->GetToolTipText())
.OnTextCommitted(this, &FIOSTargetSettingsCustomization::OnRemoteServerChanged, RSyncUsernamePropertyHandle)
]
];
// Add existing SSH path label.
TSharedRef<IPropertyHandle> SSHPrivateKeyLocationPropertyHandle = DetailLayout.GetProperty(GET_MEMBER_NAME_CHECKED(UIOSRuntimeSettings, SSHPrivateKeyLocation));
IDetailPropertyRow& SSHPrivateKeyLocationPropertyRow = RemoteBuildingGroup.AddPropertyRow(SSHPrivateKeyLocationPropertyHandle);
SSHPrivateKeyLocationPropertyRow
.ToolTip(LOCTEXT("SSHPrivateKeyLocationToolTip", "The existing location of an SSH Key found by UE4."));
// Add SSH override path
TSharedRef<IPropertyHandle> SSHPrivateKeyOverridePathPropertyHandle = DetailLayout.GetProperty(GET_MEMBER_NAME_CHECKED(UIOSRuntimeSettings, SSHPrivateKeyOverridePath));
IDetailPropertyRow& SSHPrivateKeyOverridePathPropertyRow = RemoteBuildingGroup.AddPropertyRow(SSHPrivateKeyOverridePathPropertyHandle);
SSHPrivateKeyOverridePathPropertyRow
.ToolTip(LOCTEXT("SSHPrivateKeyOverridePathToolTip", "Override the existing SSH Private Key with one from a specified location."));
const FText GenerateSSHText = LOCTEXT("GenerateSSHKey", "Generate SSH Key");
// Add a generate key button
RemoteBuildingGroup.AddWidgetRow()
.FilterString(GenerateSSHText)
.WholeRowWidget
.MinDesiredWidth(0.f)
.MaxDesiredWidth(0.f)
.HAlign(HAlign_Fill)
[
SNew(SVerticalBox)
+ SVerticalBox::Slot()
.AutoHeight()
[
SNew(SHorizontalBox)
+ SHorizontalBox::Slot()
.Padding(FMargin(0, 5, 0, 10))
.AutoWidth()
[
SNew(SButton)
.HAlign(HAlign_Center)
.VAlign(VAlign_Center)
.OnClicked(this, &FIOSTargetSettingsCustomization::OnGenerateSSHKey)
.IsEnabled(this, &FIOSTargetSettingsCustomization::IsImportEnabled)
[
SNew(STextBlock)
.Text(GenerateSSHText)
]
]
]
];
#endif
}
void FIOSTargetSettingsCustomization::BuildIconSection(IDetailLayoutBuilder& DetailLayout)
{
IDetailCategoryBuilder& RequiredIconCategory = DetailLayout.EditCategory(TEXT("Required Icons"));
IDetailCategoryBuilder& OptionalIconCategory = DetailLayout.EditCategory(TEXT("Optional Icons"));
// Add the icons
for (const FPlatformIconInfo& Info : IconNames)
{
const FVector2D IconImageMaxSize(Info.IconRequiredSize);
IDetailCategoryBuilder& IconCategory = (Info.RequiredState == FPlatformIconInfo::Required) ? RequiredIconCategory : OptionalIconCategory;
BuildImageRow(DetailLayout, IconCategory, Info, IconImageMaxSize);
}
// Add the launch images
IDetailCategoryBuilder& LaunchImageCategory = DetailLayout.EditCategory(TEXT("Launch Images"));
const FVector2D LaunchImageMaxSize(150.0f, 150.0f);
for (const FPlatformIconInfo& Info : LaunchImageNames)
{
BuildImageRow(DetailLayout, LaunchImageCategory, Info, LaunchImageMaxSize);
}
}
FReply FIOSTargetSettingsCustomization::OpenPlistFolder()
{
const FString EditPlistFolder = FPaths::ConvertRelativePathToFull(FPaths::GetPath(GameInfoPath));
FPlatformProcess::ExploreFolder(*EditPlistFolder);
return FReply::Handled();
}
void FIOSTargetSettingsCustomization::CopySetupFilesIntoProject()
{
// First copy the plist, it must get copied
FText ErrorMessage;
if (!SourceControlHelpers::CopyFileUnderSourceControl(GameInfoPath, EngineInfoPath, LOCTEXT("InfoPlist", "Info.plist"), /*out*/ ErrorMessage))
{
FNotificationInfo Info(ErrorMessage);
Info.ExpireDuration = 3.0f;
FSlateNotificationManager::Get().AddNotification(Info);
}
else
{
// Now try to copy all of the icons, etc... (these can be ignored if the file already exists)
TArray<FPlatformIconInfo> Graphics;
Graphics.Empty(IconNames.Num() + LaunchImageNames.Num());
Graphics.Append(IconNames);
Graphics.Append(LaunchImageNames);
for (const FPlatformIconInfo& Info : Graphics)
{
const FString EngineImagePath = EngineGraphicsPath / Info.IconPath;
const FString ProjectImagePath = GameGraphicsPath / Info.IconPath;
if (!FPaths::FileExists(ProjectImagePath))
{
SourceControlHelpers::CopyFileUnderSourceControl(ProjectImagePath, EngineImagePath, Info.IconName, /*out*/ ErrorMessage);
}
}
}
SavedLayoutBuilder->ForceRefreshDetails();
}
void FIOSTargetSettingsCustomization::BuildImageRow(IDetailLayoutBuilder& DetailLayout, IDetailCategoryBuilder& Category, const FPlatformIconInfo& Info, const FVector2D& MaxDisplaySize)
{
const FString AutomaticImagePath = EngineGraphicsPath / Info.IconPath;
const FString TargetImagePath = GameGraphicsPath / Info.IconPath;
Category.AddCustomRow(Info.IconName)
.NameContent()
[
SNew(SHorizontalBox)
+ SHorizontalBox::Slot()
.Padding(FMargin(0, 1, 0, 1))
.FillWidth(1.0f)
[
SNew(STextBlock)
.Text(Info.IconName)
.Font(DetailLayout.GetDetailFont())
]
]
.ValueContent()
.MaxDesiredWidth(400.0f)
.MinDesiredWidth(100.0f)
[
SNew(SHorizontalBox)
+ SHorizontalBox::Slot()
.FillWidth(1.0f)
.VAlign(VAlign_Center)
[
SNew(SExternalImageReference, AutomaticImagePath, TargetImagePath)
.FileDescription(Info.IconDescription)
.RequiredSize(Info.IconRequiredSize)
.MaxDisplaySize(MaxDisplaySize)
]
];
}
void FIOSTargetSettingsCustomization::FindRequiredFiles()
{
const UIOSRuntimeSettings& Settings = *GetDefault<UIOSRuntimeSettings>();
Copying //UE4/Dev-Platform to //UE4/Main (Source: //UE4/Dev-Platform @ 3008177) ========================== MAJOR FEATURES + CHANGES ========================== Change 2948322 on 2016/04/19 by Nick.Shin update libwebsockets to v1.7.4 part 4 of 4 - doing this in stages for tracking purposes #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 2970016 on 2016/05/07 by Nick.Shin undo all of the following upgrades: - zlib - openssl - libcurl - libwebsockets and reset webrtc #jira UE-30298 - Fortnite and Orion crash on login #lockdown josh.adams Change 2970373 on 2016/05/09 by Lee.Clark PS4 - Fix NumInstances not getting reset after DrawIndirect calls Change 2972873 on 2016/05/10 by Michael.Trepka Correct initial position for SlateViewer windows on Mac Change 2974363 on 2016/05/11 by Mark.Satterthwaite Fix invoking buils using distcc from UFE - the command-line executed to access the number of parallel tasks was incorrect. Change 2975921 on 2016/05/12 by Michael.Trepka Removed unused AdjustWindowRegion declaration from LinuxWindow.h #codereview Dmitry.Rekman Change 2977002 on 2016/05/13 by Michael.Trepka Make sure dSYM generation action in UBT on Mac does not start before the source dylib is ready #codereview Ben.Marsh Change 2977337 on 2016/05/13 by Brent.Pease UE-27805 - Adding special characters into the BundleDisplayName or BundleName causes packaging error + Prevent illegal characters from being entered in the packaging UI + Report an error from iPhonePackager if a illegal bundle id is specified + Convert special characters to XML equivalents - Correctly check for the presence of iTunes 12 when packaging iOS games on Windows - Improve ios certificate and provision message in package settings UI #codereview peter.sauerbrei Change 2977509 on 2016/05/13 by Brent.Pease + Fix mac compile error Change 2978036 on 2016/05/14 by Mark.Satterthwaite One-line tweak that resolves incorrect rendering of the colour LUT because float imprecision allows -ve values to be passed into a call to pow which then generates NaN. #jira UE-30777 Change 2978037 on 2016/05/14 by Mark.Satterthwaite Fix a heap-use-after-free bug spotted by AddressSanitizer - you can't assume that the UObject system will be available in ShutdownModule() - on OS X it may have been killed a long time ago. Change 2978333 on 2016/05/16 by Lee.Clark Fix packaging of non-code projects when plugins are enabled #codereview Peter.Sauerbrei Change 2978780 on 2016/05/16 by Mark.Satterthwaite Reduce temporary allocations required to set uniform parameters in Metal. Change 2979680 on 2016/05/16 by Nick.Shin editor's HTML5 platform settings was missing due to the emscripten SDK move should have been included with CL: #2946251 Change 2979681 on 2016/05/16 by Nick.Shin cleaned up websocket processing for HTML5 #jira UE-13657 - HTML5 plugin OnRawRecieve overflow Change 2979701 on 2016/05/16 by Brent.Pease UE-28421 - Message box cannot be closed after accessing the home screen on iOS + Implement a timeout when waiting for a reply after sending background/foreground/suspend events from the main thread to the game thread. This solves the immediate problem presented in the jira bug report, however, there are deeper issues with the consequences of blocking the game thread that are not addressed. Perhaps structuring the game thread loop to know about modal dialogs so that it can receive these events even when a modal dialog is up could be a better longer term solution Change 2980766 on 2016/05/17 by Jeremiah.Waldron Adding Android build support for HarfBuzz - using a combination of android-cmake (from https://github.com/taka-no-me/android-cmake) to create the build files and Visual Studio 2015 to compile them - Adding Debug and RelWithDebInfo compiled binaries to harfbuzz-1.2.4/Android/<arch>/<config> Tested armv7 with TextShapingTest project on a GalaxyNote3 and text showed up correctly #jira UE-28586 #codereview chris.babcock Change 2980953 on 2016/05/17 by Jeremiah.Waldron Changing HarfBuzz build script and libs to use Release instead of RelWithDebInfo #jira UE-28586 Change 2981039 on 2016/05/17 by Jeff.Campeau ICMP support disabled for Xbox One and basic address processing wrappers provided (needed for Oodle support) Change 2981054 on 2016/05/17 by Jeff.Campeau Enable Live OSS for Orion on Xbox One Change 2981553 on 2016/05/18 by Jeff.Campeau Enable Oodle for Xbox One Change 2981555 on 2016/05/18 by Jeff.Campeau Scalability settings for Xbox One Change 2981774 on 2016/05/18 by Keith.Judge Xbox One - Duplicating Movie Player fix from 4.12. Change 2981789 on 2016/05/18 by Keith.Judge Xbox One - Duplicate fast semantics rendertarget unbind/clear/rebind fix from 4.12. Change 2981802 on 2016/05/18 by Keith.Judge Xbox One - Duplicate of distance field AO/Shadow fixes from 4.12. Change 2981875 on 2016/05/18 by Keith.Judge Xbox One - Dynamic VB/IB refactor. Duplicated from 4.12. Change 2981900 on 2016/05/18 by Keith.Judge Xbox One - D3D11Query refactor. Duplicated from 4.12 Change 2981945 on 2016/05/18 by Nick.Shin filled out response headers for HTML5 platform #jira UE-26047 - HTML5 HTTP Response Headers not implemented Change 2981981 on 2016/05/18 by Lee.Clark PS4 - Fix COTF not updating files #codereview Daniel.Lamb Change 2982246 on 2016/05/18 by Michael.Trepka Fixed Mono compile errors in UT build scripts Change 2983869 on 2016/05/19 by Mark.Satterthwaite Explicitly retain/release all the MTLTexture objects in FMetalSurface without the assumptions about them being the same object - the recent stencil & SRV related changes make those assumptions invalid and could lead to over-releasing some textures. #jira UE-29557 Change 2983871 on 2016/05/19 by Mark.Satterthwaite Pool Metal texture update buffers to reduce churn. Change 2983892 on 2016/05/19 by Mark.Satterthwaite Duplicate 4.12 CL #2972885: Enable Metal resource lifetime delay on all platforms, not just iOS to try and address intermittent invalid resource errors. Change 2983898 on 2016/05/19 by Mark.Satterthwaite Duplicate 4.12 CL #2982825: Correctly wait for the dispatch semaphore when clearing the Metal resource free lists. Change 2983911 on 2016/05/19 by Mark.Satterthwaite Change Metal SubmitCommandsHint to use an enum of flags rather than boolean variables to control behaviour so that its clearer to the reader what is going to happen. Change 2983916 on 2016/05/19 by Mark.Satterthwaite Duplicate 4.12 CL #2974765: Workaround for UE-30069 - on Nvidia Macs we are breaking the GMux swap the second time we run the engine and it isn't clear why, so instead explicitly select the Metal device ourselves and don't allow the OS to swap the GPU driving the display. This will potentially reduce performance a little if the discrete GPU isn't already driving the display but until we know how we are clobbering the GMux/driver it is all we can do. This only applies to 10.11.5 with the default OS X drivers where there is more than one GPU in the system, earlier versions of OS X and the Nvidia WebDrivers are unaffected. Change 2984874 on 2016/05/20 by Keith.Judge Xbox One - Re-enable shader DXBC intermediate bytecode stripping, except for geometry and hull shaders where there's a possibility of runtime recompilation in certain combinations. Saves ~2MB in TM-ShaderModels, will save more in larger maps. #jira UEPLAT-1295 Change 2985446 on 2016/05/20 by Mark.Satterthwaite Remove the non-functional -metaldebug option from MetalRHI. Change 2985827 on 2016/05/20 by Nick.Shin call EndSession() onbeforeunload() note: API CHANGE - HTML5JavaScripteFx.{js,h} - UE_MakeHTTPDataRequest() #jira UE-22285 - Session End events are not generated for HTML5 Change 2986013 on 2016/05/20 by Jeremiah.Waldron PR #2387: In-App Purchases - parameters needed for Receipt Validation (Contributed by gameDNAstudio) Also touches IOS because of added RawPrice member in FInAppPurchaseProductInfo Pulled from Release-4.12 CL #jira UE-30782 #codereview chris.babcock, Peter.Sauerbrei Change 2986057 on 2016/05/20 by Mark.Satterthwaite Further changes to ensure that UE-30710 really is fixed while also not live-leaking memory in MetalRHI. Change 2986059 on 2016/05/20 by Mark.Satterthwaite Move the Metal uniform buffers into the same resource pool as all the other buffers and add stats for how many buffers are in the pool, how much memory is in use, free and wasted (due to aligned-buffer sizes). Change 2986060 on 2016/05/20 by Mark.Satterthwaite Disable tiled-reflections on Nvidia & Intel Metal until they sort out the sample command on cube-arrays ignoring the lod level. Change 2986063 on 2016/05/20 by Mark.Satterthwaite Missing change from previous CL. Change 2986066 on 2016/05/20 by Mark.Satterthwaite More Metal stats tracking the number & memory size of id<MTLBuffer>'s allocated/released each frame. Change 2986455 on 2016/05/23 by Keith.Judge Xbox One - Fix precompile promise in shader compiler to not stop subsequent defines from being parsed by D3DCompiler. Change 2986886 on 2016/05/23 by Mark.Satterthwaite Duplicate 4.12 CL #2986880: Fix UE-31124 due to bad array iteration logic - amazing that this hadn't been seen earlier. Change 2986955 on 2016/05/23 by Brent.Pease + Do not error out if "[PROJECT_NAME]" is in the bundle ID #codereview peter.sauerbrei Change 2987304 on 2016/05/23 by Chris.Babcock Remove old Android platforms #ue4 #android #codeview Josh.Adams Change 2987571 on 2016/05/23 by Mark.Satterthwaite Duplicate CL #2967998: Integrate - MaterialParameterCollections now create default resources (uniform buffers) which are used when no valid FScene is present (eg DrawTile while exporting materials to lightmass) #jira UE-31111 Change 2987591 on 2016/05/23 by Mark.Satterthwaite Remove usage of MTLRender/ComputeEncoder setSamplerState/s calls that take Min & Max Lod overrides - they currently don't work as expected on some GPU drivers and as we don't use them anywhere and I can't see that we will removing them costs us nothing and fixes tiled reflections on Nvidia with Metal SM5. Change 2987679 on 2016/05/23 by Mark.Satterthwaite Re-enable tiled reflections on Nvidia by default now that they work. Change 2987799 on 2016/05/24 by Mark.Satterthwaite Add a shader compile option "r.Shaders.ZeroInitialise" that we can turn on to force explicit zero-initialisation of local & temporary variables in hlslcc - so far only implemented for Metal. The default behaviour remains to omit zero-initialisation but the option is helpful to eliminate or track down uninitialised access in shaders that are causing real bugs (e.g. POM material relying on zero-initialised loop counters causing hangs/bad rendering on Mac). Change 2989395 on 2016/05/25 by Lee.Clark PS4 - Fix shader output / render target format mismatch for sparse MRT. Change 2990003 on 2016/05/25 by Jeremiah.Waldron When creating our own ConfigCacheIni in GetConfigCacheIni_APL, do not assume that the Engine ini was requested. Instead use the baseIniName passed to the function. Change 2990393 on 2016/05/25 by Mark.Satterthwaite Back out changelist 2961310 - causes more problems than it solves. DistanceField rendering will still work on Intel Metal SM5 and may work on AMD but will be broken on Nvidia due to a bad access within the compute shader - there's no bounds checking in Metal... Change 2990516 on 2016/05/25 by Brent.Pease + UEPLAT-1294 - Support for local notifications + UEPLAT-1254 - Add BP event for device orientation change + Added a new class based on UGameInstance for mobile device callbacks + Ensured IOSAppDelegate.cpp follows convention for lambda functions Change 2991361 on 2016/05/26 by Jeremiah.Waldron Move InAppPurchase class to StoreHelper.java so GooglePlay and Amazon store helpers can use it Change 2992450 on 2016/05/27 by Mark.Satterthwaite Optional r.Shaders.BoundsChecking flag to control whether shader platforms should manually enforce buffer access bounds - HLSL returns zero or ignores invalid reads & writes but Metal leaves the behaviour undefined and some drivers then fail. By default this is off and its whatever the native platform behaviour is, enabling it will cost some amount of performance as the shader translator inserts additional instructions to try and match D3D as accurately as possible. This is required to fix GPU restart errors on some Metal drivers when using SM5 rendering features including DistanceField shaders. Change 2993027 on 2016/05/27 by Mark.Satterthwaite Fix typo for new CFLAG_BoundsChecking enumeration value. Change 2993594 on 2016/05/27 by Mark.Satterthwaite Build fix - check not assert... Change 2993595 on 2016/05/27 by Mark.Satterthwaite Fix typo from Xcode hang... Change 2993614 on 2016/05/28 by Mark.Satterthwaite At least for now enable shader zero-initialisation and bounds-checking on Mac to ensure that Metal shaders are compiled with semantics that approximate those HLSL assumes. This may cost some performance but will avoid a few GPU restarts on some vendor drivers. Change 2993747 on 2016/05/28 by Mark.Satterthwaite Separate texture & buffer references in the Metal backend as they bind to separate arrays in the runtime to avoid giving the side-table buffer an innaccessible binding index. Also the side-table doesn't need to be emitted if no buffer SRV or UAV is used. Change 2994256 on 2016/05/31 by Lee.Clark PS4 - Fix unitialized Head Position from HMD tracker when tracking fails. Fixes a problem with A3D audio not working. #codereview Chad.Taylor,Aaron.McLeran Change 2994281 on 2016/05/31 by Rolando.Caloca DP - Allow hlslcc to process type casts containing the 'const' keyword - it isn't strictly complete as it will simply omit the type qualifier from the cast in the AST but it is sufficient for FortniteFoliage_MasterMaterial to compile. #codereview Mark.Satterthwaite, Dmitry.Rekman #jira UE-31411 Change 2994467 on 2016/05/31 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 2994493 on 2016/05/31 by Daniel.Lamb Fixed issue with DDC commandlet not caching things from the startup packages list. Change 2994644 on 2016/05/31 by Mark.Satterthwaite Updated hlslcc Mac binaries with fix for UE-31411 which RCO accepted and submitted + script for building parsers on POSIX OSes hooked up to an Xcode scheme in the project. Change 2996074 on 2016/06/01 by Lee.Clark PS4 - Fix GS mode not getting disabled when using parallel contexts. #codereview Marcus.Wassmer Change 2996129 on 2016/06/01 by Brent.Pease Manual merge of Pete's dsym generation fix (CL#2996089) from the 4.12 branch. Change 2996130 on 2016/06/01 by Jeremiah.Waldron PR #2387 part 2 (Contributed by gameDNAstudio) Adding ability to consume purchases during GooglePlay RestorePurchases This also touches IOS due to changes to base classes and function signatures #codereview chris.babcock, Peter.Sauerbrei Change 2996441 on 2016/06/01 by Jeremiah.Waldron Relates to PR #2387: Adding ability to consume purchases during GooglePlay RestorePurchases (Contributed by gameDNAstudio) Missing changes from part 2 reworked so that there is still only one RestorePurchases function which takes the product IDs and consumable flags. I reflected this in StoreHelper so no casting is necessary in GameActivity and the soon-to-be-added AmazonStoreHelper in the GameCircle plugin will still work dynamically with GameActivity since it will call StoreHelper functionality rather than a GooglePlayStoreHelper specific function. #codereview chris.babcock Change 2996514 on 2016/06/01 by Jeff.Campeau Fix merge issue from main #jira UE-31502 Change 2996740 on 2016/06/01 by Jonathan.Fitzpatrick https://jira.ol.epicgames.net/browse/UE-31446 Two PS4 source files fail during unity builds due to name conflict with handleReserveFailed. Renamed handleReserveFailed to handleReserveFailedLightweight Change 2997235 on 2016/06/01 by Jeremiah.Waldron RestorePurchases fix up in Match3 since the new Restore consumable stuff adds an additional pin to the Restore node. The IAP product in Match3 is non-consumable so just passing an empty array where necessary Change 2997241 on 2016/06/01 by Jeremiah.Waldron OnlineSubsystemGameCircle Plugin - Leaderboards - Achievements - Friends - IAP - External UI Interface - Runtime Settings in Project Settings Plugin section when plugin is enabled - Disabled by default #jira UEPLAT-105 #codereview chris.babcock Change 2997618 on 2016/06/02 by Lee.Clark #UE4Docs: Removed PS4MapFileUtil info Change 2997840 on 2016/06/02 by Jeremiah.Waldron Removing trace logging from OnlineSubsystemGameCircle_APL Change 2998754 on 2016/06/02 by Brent.Pease Change BlueprintMobileLibrary to BlueprintPlatformLibrary Change 3000762 on 2016/06/03 by Jeff.Campeau Add example rating info to ShooterGame Change 3001037 on 2016/06/04 by Brent.Pease + Add ui screens for delegate test, local notification test, and iap test + Implement delegate test Change 3001250 on 2016/06/05 by Brent.Pease + Initial pass at IAP test screen Change 3001639 on 2016/06/06 by Jeff.Campeau Fix Xbox One build issue with DX12 #codereview Zabir.Hoque Change 3002574 on 2016/06/06 by Jeremiah.Waldron Adding Android Install Location to Android platform runtime settings and manifest generation Change 3002780 on 2016/06/06 by Brent.Pease + Initial implementation of local notification test Change 3003005 on 2016/06/06 by Jeremiah.Waldron OnlineSubsystemGameCircle plugin - adding setting for Fire TV support. Using that specification in the APL to Add/Update android.hardware.touchscreen feature required attribute Change 3004392 on 2016/06/07 by Jeremiah.Waldron Fixing typo in APL comment :) Change 3005768 on 2016/06/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3005929 on 2016/06/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3006151 on 2016/06/08 by Peter.Sauerbrei fix for LocalNotifications not available on TVOS #lockdown josh.adams Change 3006183 on 2016/06/08 by Brent.Pease Manual merge CL#3000242 from Release-4.12 into Dev-Platform #lockdown josh.adams Change 3006296 on 2016/06/08 by Peter.Sauerbrei submit an updated iPhonePackager and support DLLs #lockdown josh.adams Change 3006378 on 2016/06/08 by Peter.Sauerbrei fix for API update to RestorePurchases #codereview brent.pease #lockdown josh.adams #lockdown nick.penwarden [CL 3008183 by Josh Adams in Main branch]
2016-06-09 17:45:44 -04:00
FString BundleIdentifier = Settings.BundleIdentifier.Replace(*gProjectNameText, FApp::GetGameName());
#if PLATFORM_MAC
FString CmdExe = TEXT("/bin/sh");
FString ScriptPath = FPaths::ConvertRelativePathToFull(FPaths::EngineDir() / TEXT("Build/BatchFiles/Mac/RunMono.sh"));
FString IPPPath = FPaths::ConvertRelativePathToFull(FPaths::EngineDir() / TEXT("Binaries/DotNet/IOS/IPhonePackager.exe"));
FString CommandLine = FString::Printf(TEXT("\"%s\" \"%s\" certificates Engine -bundlename \"%s\""), *ScriptPath, *IPPPath, *(BundleIdentifier));
#else
FString CmdExe = FPaths::ConvertRelativePathToFull(FPaths::EngineDir() / TEXT("Binaries/DotNet/IOS/IPhonePackager.exe"));
FString CommandLine = FString::Printf(TEXT("certificates Engine -bundlename \"%s\""), *(BundleIdentifier));
#endif
IPPProcess = MakeShareable(new FMonitoredProcess(CmdExe, CommandLine, true));
OutputMessage = TEXT("");
IPPProcess->OnOutput().BindStatic(&OnOutput);
IPPProcess->Launch();
TickerHandle = FTicker::GetCoreTicker().AddTicker(FTickerDelegate::CreateRaw(this, &FIOSTargetSettingsCustomization::UpdateStatusDelegate), 1.0f);
if (ProvisionInfoSwitcher.IsValid())
{
ProvisionInfoSwitcher->SetActiveWidgetIndex(0);
}
if (CertificateInfoSwitcher.IsValid())
{
CertificateInfoSwitcher->SetActiveWidgetIndex(0);
}
RunningIPPProcess = true;
}
FReply FIOSTargetSettingsCustomization::OnInstallProvisionClicked()
{
// pass the file to IPP to install
FString ProjectPath = FPaths::IsProjectFilePathSet() ? FPaths::ConvertRelativePathToFull(FPaths::GetProjectFilePath()) : FPaths::RootDir() / FApp::GetGameName() / FApp::GetGameName() + TEXT(".uproject");
FString ProvisionPath;
// get the provision by popping up the file dialog
TArray<FString> OpenFilenames;
IDesktopPlatform* DesktopPlatform = FDesktopPlatformModule::Get();
bool bOpened = false;
int32 FilterIndex = -1;
FString FileTypes = TEXT("Provision Files (*.mobileprovision)|*.mobileprovision");
if ( DesktopPlatform )
{
bOpened = DesktopPlatform->OpenFileDialog(
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3133954) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3077573 on 2016/08/04 by Nick.Darnell Removing some unused code, adding additional needed modules to editor tests. #rb none Change 3077580 on 2016/08/04 by Nick.Darnell Removing the test plugins, going to be recreating them in EngineTest. Change 3082659 on 2016/08/09 by Nick.Darnell Automation - Presets are now stored in json files stored in Config so they can be shared, and human readable. Working on screenshot automation, getting it where it needs to be to permit us to have repeatable tests for comarison. Removing the option to not take full size screenshots, that defeats the purpose of being able to compare them. #rb none Change 3082766 on 2016/08/09 by Jamie.Dale Fixed crashes when dealing with code-points outside the BMP on platforms with UTF-32 FStrings ICU always deals with its offsets as UTF-16 (as it always uses UTF-16 internally with icu::UnicodeString), so there were a couple of places in code (break iteration, and bidi detection) where we needed to adjust those UTF-16 offsets to UTF-32 offsets in the case where FString is UTF-32. #jira UE-33971 #rb James.Hopkin Change 3083067 on 2016/08/09 by Nick.Darnell Automation - Working on screenshot support, system now allows a lot more customization in terms of how large the shot is. #rb none Change 3084475 on 2016/08/10 by Richard.TalbotWatkin Fixed issue with ModelComponent replication in client/server PIE if BSP is rebuilt. ModelComponent now implements IsNameStableForNetworking and always returns true, as a level's model components will never be rebuilt during a game session. Brush poly normals are now only fixed up in Editor builds. #jira UE-34391 - No run animation on client that is not focused when running 2 player and dedicated server #codereview Matt.Kuhlenschmidt #rb none Change 3084661 on 2016/08/10 by Matt.Kuhlenschmidt Added grayscale texture importing support #rb none Change 3084774 on 2016/08/10 by Cody.Albert Adding controller support for ComboBox widget #jira UE-33826 #rb nick.darnell Change 3085716 on 2016/08/11 by Nick.Darnell UMG - Taking the Widget Component and Widget Interaction Components out of experimental. Removed old importing support for upgrading ancient versions of widget components. Removing parbola distortion, as users can now do whatever they want in their custom MID they can override the widget with. #rb none Change 3085733 on 2016/08/11 by Nick.Darnell UMG - Documenting the meta parameters allowed on widgets, like we do for regular UObjects. For binding widgets from blueprints you can now do BindWidget (unchanged), and to simplify binding widgets optionally, you can now just do (BindWidgetOptional), rather than the combination of BindWidget + OptionalWidget=true. Made generating the Design time wrapper call a little more efficent, by optimizing it away by force inlining a noop. Also added some additional checking when we forcefully set focus in UMG, to help people catch cases where they set focus, but didn't make the widget focusable. #rb none Change 3085734 on 2016/08/11 by Nick.Darnell Texture - Making GetDefaultMipMapBias a bit more efficent in the common case. #rb none Change 3085736 on 2016/08/11 by Nick.Darnell Static Lighting - Warning the user when they build lighting, but have bForceNoPrecomputedLighting set to true on the world settings. #rb none Change 3085737 on 2016/08/11 by Nick.Darnell Editor - code organization. #rb none Change 3085875 on 2016/08/11 by Nick.Darnell UMG - You can now use 'G' to toggle game mode on the designer so that you can disable and enable the dashed lines around containers. The option in the settings is now used as the default when you startup a designer. #rb none Change 3086209 on 2016/08/11 by Ben.Salem Make our automated test pass reporting more robust and pipe out to JSON in \saved\automation\logs\AutomationReport-{CL}-{Timestamp}.json format. #rb adric.worley, william.ewen Change 3086515 on 2016/08/11 by Nick.Darnell Editor - Fixing a crash in the curve table customization. If the row doesn't exist, it would crash, we now protect against that case. #rb Matt.Kuhlenschmidt Change 3087216 on 2016/08/12 by Jamie.Dale Fixed an issue where re-scanning a package file may leave old assets in the asset registry We didn't used to clear out anything associated with the old package before scanning the file, which could result in old assets being left if they'd since been removed from the package. This also exposes a PackageDeleted function to allow people to manually clear anything associated with a package (if doing some custom asset work). #rb Andrew.Rodham Change 3087219 on 2016/08/12 by Jamie.Dale Updated TextRenderComponent to support multiple font pages It used to use the correct UV data, but wouldn't set the correct texture page when rendering. It now creates MIDs for all of the texture pages used by the font, and will use these MIDs (which override the font page on the material) when rendering the text (batched on sequential index/vertex buffer data with the same texture page). #rb Matt.Kuhlenschmidt Change 3087308 on 2016/08/12 by Alex.Delesky #jira UE-14727 - Support for editing TSet properties in the editor's Details panel has been added. #rb Matt.Kuhlenschmidt Change 3089140 on 2016/08/15 by Jamie.Dale We now abort a directory watch if we lose access to the directory in question This prevents an infinite loop in the call to MsgWaitForMultipleObjectsEx if a watched directory is deleted. #jira UE-30172 #rb Andrew.Rodham Change 3089148 on 2016/08/15 by Alexis.Matte Allow fbx export of any actor type. #rb none #codereview dmitriy.dyomin Change 3089211 on 2016/08/15 by Jamie.Dale Unified access to the parent window for external dialogs A lot of places used to ad-hoc use the MainFrame window, even when they had access to a widget that may be belong to a different window. This could cause issues where an external dialog could appear behind a modal UE4 window (as it would appear above the MainFrame), and be inaccessible. You can now use IMainFrameModule::GetBestParentWindowHandleForDialogs to get the best window handle to use for an external dialog. This will either be the parent window for the given widget (if known), or failing that, the MainFrame window. #rb Andrew.Rodham Change 3089640 on 2016/08/15 by Jamie.Dale Wrapped UMaterialExpression::MenuCategories in WITH_EDITORONLY_DATA to avoid gathering it for game-only loc #rb none Change 3089661 on 2016/08/15 by Nick.Darnell Editor - There's a new view option "Show C++ Classes" in the content browser. Lets you hide all those C++ folders most folks probably don't care to see. #rb none Change 3089667 on 2016/08/15 by Cody.Albert Updating RoutePointerUpEvent to call OnDrop for touch events when dragging #jira UE-34709 #rb nick.darnell Change 3089694 on 2016/08/15 by Jamie.Dale Applied a fix to the ExcludeClasses setting in the loc gather #rb none Change 3089889 on 2016/08/15 by Nick.Darnell Automation - Continued work on the screenshot portion of the automation system. Going to start using the adapter information in the screenshots taken, otherwise we can't accurately test a plethora of devices sharing the same OS, with different capabilities. #rb none Change 3090256 on 2016/08/16 by Nick.Darnell Automation - working on screenshots. #rb none Change 3090322 on 2016/08/16 by Nick.Darnell Automation - Adding modified screenshot function. #rb none Change 3090335 on 2016/08/16 by Nick.Darnell Automation - The tests were determined to need to be shared afterall, but at least keeping them as plugins. Moved to Engine plugins. #rb none Change 3090881 on 2016/08/16 by Nick.Darnell Automation - Moving the content over and fixing up some code so that the AutoRimport tests work as expected. #rb none Change 3090884 on 2016/08/16 by Nick.Darnell Plugins - There's now support for generating a Content Only plugin from the new plugin wizard. #rb none Change 3090911 on 2016/08/16 by Nick.Darnell Feature Packs - If there's an error loading a manifest, it's now an error, not a warning. #rb none Change 3090913 on 2016/08/16 by Jamie.Dale Optimization and usability improvements of the MemoryProfiler2 tool - Optimized the processing of the Callgraph, Histogram, and Short lived allocations views. - The callgraph view is now using a virtualized tree view mapped to our own internal tree. This allows us to amortize the cost of adding nodes to the TreeView as the user views the nodes in the tree. In my own test, this took callgraph generation from ~45 seconds to ~5 seconds. - The Histogram view was vastly optimized via the use of a HashSet on the callstack filter, and the batch addition of unsorted callstacks that are sorted once at the end. In my own test, this took histogram generation from ~15 minutes to ~2 seconds. - The Short lived allocations view was optimized by avoiding redundant sorting, including maintaining a sorted order while inserting items, and instead doing a final sort at the end. The column selection was also optimized by avoiding copying the entire dataset just to resort it. In my own test, this took short lived allocation generation from ~1 minute to ~3 seconds. - Added a user-configurable list of allocator functions to trim (which now includes FMemory and operator new by default, and produces much cleaner callstacks). #jira UETOOL-948 #jira UETOOL-949 #rb James.Hopkin Change 3090962 on 2016/08/16 by Jamie.Dale Fixed double assignment of filter functions #rb none Change 3090989 on 2016/08/16 by Nick.Darnell Editor - Attempting to fix the build, non-unity issue I suspect. #rb none Change 3091754 on 2016/08/17 by Nick.Darnell FbxAutomationTestBuilder is now a plugin. Users won't see it unless they've enabled the plugin (so primarily internal QA). Reorganized the automation tools and testing menu to be a bit lower in the main menu, and gave them a more test sounding name. Additionally made some modifications to the workspace menu structure to allow generating just a subset of a workplace menu so that I could target where I wanted to insert all of the automation tool menu items, rather than just allowing the general placement of them under developer tools...etc. #rb none #codereview Alexis.Matte Change 3091758 on 2016/08/17 by Nick.Darnell Slate / Editor - Trying to make the editor less focus greedy. Now when there are notification popups and tabs attempt to grab your attention we now do a few activation ownership checks to ensure that it or a parent window actually owns activation. Not doing this has the nasty side effect of things like notifications and message log errors that popup while playing the game (if the game is in new window PIE), causing the game to be hidden, and focus returned to the editor. Ran into this a lot running the automation tests, the new PIE window that's launched to run tests is immediately hidden as soon as the tests log a warning or error or a notification about high res screenshots happens. #rb none #codereview Nick.Atamas,Matt.Kuhlenschmidt Change 3091829 on 2016/08/17 by Nick.Darnell Build - Attempting to repair the build. #rb none Change 3091920 on 2016/08/17 by Nick.Darnell Build - Another attempt at fixing the mac build. #rb none Change 3093380 on 2016/08/18 by Matt.Kuhlenschmidt Ignore group actors when checking for references to other actors when deleting. The check for references is designed for gameplay affecting references which groups are not. Having this show up for groups is annoying #rb none Change 3094474 on 2016/08/19 by Jamie.Dale Fixed PS4 error when building with USE_MALLOC_PROFILER, and optimized symbol name resolution for a build with USE_MALLOC_PROFILER enabled #jira UETOOL-951 #rb James.Hopkin Change 3094581 on 2016/08/19 by Jamie.Dale Added missing allocator filter needed by PS4 profiles #rb none Change 3094681 on 2016/08/19 by Richard.TalbotWatkin Fixed issue where painting override vertex colors on a SpeedTree mesh would cause its wind animation to cease. The OverrideVertexColors vertex factory needed to be registered with the SpeedTree renderer. #jira UE-32762 - Custom VertexPaint on SpeedTrees interferes with wind animation #rb none Change 3095163 on 2016/08/19 by Trung.Le #jira UE-20849: Added tooltips to the inputs of the Material final result node #rb matt.kuhlenschmidt Change 3095285 on 2016/08/19 by Trung.Le #jira UE-20849 In SGraphNodeMaterialResult, renamed ToolTip to ToolTipWidget so we're not hiding class member #rb none Change 3095344 on 2016/08/19 by Alexis.Matte #jira UE-34690 When using the optionnal matrix to change the scene root node, we have to flush the fbx evaluation engine. Add also a new option to allow the user to automatically convert the fbx scene to unreal unit (centimeter). #rb none #codereview matt.kuhlenschmidt Change 3096162 on 2016/08/22 by Alexis.Matte #jira UE-34763 Remove offending no-action combo box entry when the json file is readonly. Also clean up other combo box menu. #rb none #codereview matt.kuhlenschmidt Change 3096261 on 2016/08/22 by Alexis.Matte #jira UE-33121 Make sure re-import all and import all fix all the issue before starting the job. So it get not interrupt during the process. #rb lina.halper #codereview lina.halper Change 3096344 on 2016/08/22 by Jamie.Dale NSString conversion fix for UTF-32 strings containing characters outside of the BMP #jira UE-33971 #rb Peter.Sauerbrei, James.Hopkin Change 3096605 on 2016/08/22 by Alex.Delesky #jira UE-34787 - Dropdown menus in standalone programs will now correctly display tooltips if they have any. #rb Matt.Kuhlenschmidt Change 3096615 on 2016/08/22 by Alex.Delesky #jira UE-33334 - Scrolling up on the mouse wheel when using the orbit camera should no longer move away from the orbit point when the camera moves too close to the orbit origin. #rb Matt.Kuhlenschmidt Change 3096619 on 2016/08/22 by Alex.Delesky #jira UE-34084 - Structs containing an enum with a value that contains a whitespace character will now serialize correctly when copied from the Details Panel. #rb Matt.Kuhlenschmidt Change 3097644 on 2016/08/23 by Matt.Kuhlenschmidt PR #2729: Fix a typo in the comment (Contributed by adcentury) #rb none Change 3097648 on 2016/08/23 by Matt.Kuhlenschmidt PR #2726: Undef unused macros (Contributed by shrimpy56) #rb none Change 3097697 on 2016/08/23 by Matt.Kuhlenschmidt Guard against crash when details panels rebuild when their customizations have been torn down https://jira.ol.epicgames.net/browse/UE-35048 #rb none Change 3097757 on 2016/08/23 by Alex.Delesky #jira UE-14727 - Support for editing TMap properties in the editor's Details panel has been added. This change also removes the Duplicate option from TSet elements, and disallows entry of duplicates elements into a TSet or duplicate keys into a TMap #rb Matt.Kuhlenschmidt Change 3098164 on 2016/08/23 by Alexis.Matte #jira UE-34686 Fbx importer bImportMeshesInBoneHierarchy is used also by the animation. #rb none #codereview matt.kuhlenschmidt Change 3098502 on 2016/08/23 by Alexis.Matte #jira UE-30951 Fbx option dialog, we disable the option to bake pivot if transform vertex position is true #rb none #codereview matt.kuhlenschmidt Change 3099986 on 2016/08/24 by Jamie.Dale Fixing non-editor builds #rb none Change 3101138 on 2016/08/25 by Matt.Kuhlenschmidt Fixed viewport redraw callback not being called when certian property modifications occur in the details panel (reset to default, array size changes, etc) #rb none Change 3101280 on 2016/08/25 by Jamie.Dale Fixed crash when counting memory over internationalization meta-data - The serialization code only used to handle loading or saving, now it handles loading or not loading. - The Type of the meta-data wasn't set by all constructors. For safety it has been removed and replaced with a virtual function that the derived types override. #rb James.Hopkin Change 3101283 on 2016/08/25 by Jamie.Dale MProf2 platform and symbol parsing improvements - Updated ISymbolParser to work with lazy symbol resolution (handled via the UI when looking at full callstacks). - Added a PS4 symbol parser which handles performing full file/line resolution for symbols. - Removed all the V3 file format support and legacy platform handling. - Optimized FStreamInfo.GetNameIndex so it can be used by the lazy symbol fixup. #rb James.Hopkin Change 3101586 on 2016/08/25 by Jamie.Dale Small code cleanup and path normalization #rb James.Hopkin Change 3101837 on 2016/08/25 by Alexis.Matte #jira UE-35101 we now store the sourceanimationname to retrieve the correct animtrack when re-importing animations #rb none #codereview matt.kuhlenschmidt Change 3102537 on 2016/08/26 by Jamie.Dale Fix for potential crash in FICUCamelCaseBreakIterator In platforms with UTF-32 strings, the index returned by FICUTextCharacterIterator may not be in the same range as FString, so we need to call InternalIndexToSourceIndex to ensure that it is. #rb James.Hopkin Change 3102582 on 2016/08/26 by Matt.Kuhlenschmidt Log the freetype version when it starts up (for debugging purposes) #rb none Change 3102657 on 2016/08/26 by Alexis.Matte #jira UE-29177 When re-importing a texture we want to notify materials using this texture so they can recompile the shader. #review-3101585 @uriel.doyon #rb matt.kuhlenschmidt Change 3102704 on 2016/08/26 by Jamie.Dale Added symbol meta-data support to MProf2 You can now define platform specific meta-data using FPlatformStackWalk::GetSymbolMetaData, which is then stored within the generated .mprof file. PS4 uses this meta-data to say where the original .self file can be found, so that MProf2 can usually automatically load the .self file without having to bother the user. #rb James.Hopkin Change 3102878 on 2016/08/26 by Matt.Kuhlenschmidt Added support for outline fonts - An outline size (in slate units), optional material and optional fill color can be specified with each font info. - Outlines do not contribute to measurement directly so the text measuring and shaping methods have been modified to account for outlines - Fixed a bug where font materials do not work properly if part of the font's rendered glyphs were in a different atlas #rb jamie.dale Change 3102879 on 2016/08/26 by Jamie.Dale Bumped the MProf2 version so we can tell which build of the tool can load v6 mprof files #rb none Change 3102960 on 2016/08/26 by Alexis.Matte build fix #rb none Change 3103032 on 2016/08/26 by Jamie.Dale Fixed SEditableText and SMultiLineEditableText not setting the correct foreground color when painting #jira UE-34936 #rb Matt.Kuhlenschmidt Change 3103278 on 2016/08/26 by Jamie.Dale Fixing Clang warnings #rb none Change 3104211 on 2016/08/29 by Ben.Marsh Add build script for automated tests, and create settings file for Dev-Editor which adds an agent pool for running them. #rb none Change 3104290 on 2016/08/29 by Alex.Delesky Adding additional documentation accessible from the editor for TSet and TMap properties, along with a quick clarification on container properties to let the user know what kind of container they're working with. #rb Matt.Kuhlenschmidt Change 3104292 on 2016/08/29 by Alex.Delesky #jira UE-35039 - Command/Control user keybindings will no longer flip-flop when the editor is opened on Mac. #rb Matt.Kuhlenschmidt Change 3104294 on 2016/08/29 by Alex.Delesky #jira UE-34952 - The user will no longer encounter an ensure when setting the value of Period equal to or less than 0 on the circular throbber widget #rb Matt.Kuhlenschmidt Change 3104295 on 2016/08/29 by Matt.Kuhlenschmidt PR #2682: Remove unused bUseDesktopResolutionForFullscreen (Contributed by stfx) #rb none Change 3104296 on 2016/08/29 by Alex.Delesky #jira UE-35160 - The Auto Distance Error for LOD meshes can now be set to any value larger than zero. #rb Matt.Kuhlenschmidt Change 3104348 on 2016/08/29 by Matt.Kuhlenschmidt Added the ability to clear the preview mesh on a material instance. Previously there was no way to null it out. #rb none Change 3104355 on 2016/08/29 by Matt.Kuhlenschmidt Guard against crash with invalid path to the default physical material. Just create a new one if it doesnt exist and warn about it. #rb none #jira UE-31865 Change 3104396 on 2016/08/29 by Ben.Marsh Fix incrorrect agent names for running automated tests Change 3104610 on 2016/08/29 by Alex.Delesky Fix for AutomationTool compile editor from changes introduced today. #rb None Change 3104611 on 2016/08/29 by Michael.Dupuis #jira UETOOL-253 #rb Alexis.Matte Change 3105826 on 2016/08/30 by Gareth.Martin Added console variables to discard grass and/or scalable foliage data on load #jira UE-35086 #rb Benn Change 3106126 on 2016/08/30 by Matt.Kuhlenschmidt Eliminated bad code duplication between retainer widgets and element batcher #rb none #codereview nick.darnell Change 3106449 on 2016/08/30 by Michael.Dupuis #jira UETOOL-229 Added generic command icons used in Edit Menu (including contextual menu) #rb Alexis.Matte Change 3106966 on 2016/08/30 by Jamie.Dale Fixed FApp::IsAuthorizedUser not considering the SessionOwner override #rb Max.Preussner Change 3107687 on 2016/08/31 by Michael.Dupuis Checkout/Make Writable on proper config file #rb Matt Kuhlenschmidt Change 3107736 on 2016/08/31 by Matt.Kuhlenschmidt Fixed mode typos in the lerp instruction #rb none Change 3107830 on 2016/08/31 by Matt.Kuhlenschmidt Logging and guard against UEditorEngine::TeardownPlaySession crash. #rb none https://jira.ol.epicgames.net/browse/UE-35325 Change 3107912 on 2016/08/31 by Alex.Delesky #jira UE-35181 - Normalizing paths when retrieving absolute filenames for source control operations. #rb Matt.Kuhlenschmidt Change 3107986 on 2016/08/31 by Matt.Kuhlenschmidt Removed PropertyTestObject.h out of UnrealEd.h so you dont have to compile the entire editor when changing this one file. #rb none Change 3108027 on 2016/08/31 by Chris.Wood Re-added lost doc comment for analytics event "Engine.AbnormalShutdown". #rb none - just a comment in a cpp file #codereview wes.hunt Change 3108580 on 2016/08/31 by Mike.Fricker Deleted the "Live Editor" plugins from UE4 - These were undocumented, buggy and never finished, and we have no plans to complete them - Both the "LiveEditor" and "LiveEditorListenServer" plugins were deleted, along with related icon files #codereview matt.kuhlenschmidt #rb matt.kuhlenschmidt Change 3108604 on 2016/08/31 by Mike.Fricker Added new "MIDI Device" plugin (disabled by default) - This is a simple MIDI interface that allows you to receive MIDI events from devices connected to your computer - Currently only input is supported. In the future we might allow for output, as well. - In Blueprints, here's how to use it: - Look for "MIDI Device Manager" in the Blueprint RMB menu - Call "Find MIDI Devices" to choose your favorite device. Break the "Found MIDI Device" struct to see what's available. - Then call "Create MIDI Device Controller" for the device you want. Store that in a variable. - On your MIDI Device Controller, bind your own Event to the "On MIDI Event" event. This will be called every game Tick when there is at least one new MIDI event to receive. - Process the data passed into the Event to make your project do stuff! - This plugin makes use of the "PortMidi" third party library (which already existed in UE4 -- it was used by the now-deprecated 'LiveEditor' plugin) #codereview matt.kuhlenschmidt #rb none Change 3108760 on 2016/08/31 by Alexis.Matte #jira UE-25840 Fbx export collision mesh, we now export collision: box, sphere, capsule and convex mesh. There is an option in the editor preference to enable the export of collisions, default value is false. #rb none #codereview matt.kuhlenschmidt Change 3109006 on 2016/08/31 by Alex.Delesky #ignore Source Control rename test - initial commit Change 3109044 on 2016/08/31 by Alex.Delesky #ignore Testing asset rename from P4 to observe correct behavior. #rb none Change 3109048 on 2016/08/31 by Alex.Delesky #ignore Testing P4 rename to identify correct behavior #rb none Change 3110044 on 2016/09/01 by Gareth.Martin Fixed painting foliage on blocking "query" actors not working #jira UE-33852 #rb Allan.Bentham Change 3110133 on 2016/09/01 by Alexis.Matte Fix crash in function GetForceRecompileTextureIdsHash #rb none #codereview jamie.dale Change 3111848 on 2016/09/02 by Mike.Fricker MIDI Device plugin: Fixed compilation error on Clang compilers (Mac, Linux) - Fixed bad enum cast #rb none Change 3111995 on 2016/09/02 by Michael.Dupuis #jira UE-35263 Do not try selecting the actor if the actor is in the blueprint Properly Refresh the ToopTip & Hyper Link to take into account blueprint recreation process #rb Alexis Matte Change 3112280 on 2016/09/02 by Michael.Dupuis Call MakeWritable if source control fail #rb Alexis Matte Change 3112335 on 2016/09/02 by Cody.Albert Updating cursor hiding logic to not improperly hide cursor when left clicking in ortho mode #jira UE-35306 #rb none Change 3112478 on 2016/09/02 by Alexis.Matte #jira UE-20059 Use a base material to import fbx material. #rb uriel.doyon #codereview matt.kuhlenschmidt #1468 Github pull request number Change 3113912 on 2016/09/06 by Michael.Dupuis #jira UE-32288 Fixed Console params display #rb Alexis Matte Change 3114026 on 2016/09/06 by Alex.Delesky #jira UE-35123 - The Details panel in a Texture editor or Simple Asset editor window will no longer disappear when the inspected asset is imported again. #rb Matt.Kuhlenschmidt Change 3114032 on 2016/09/06 by Alex.Delesky PR #2733: Improved the project launcher progress page (Contributed by projectgheist) #jira UE-34027 #rb Matt.Kuhlenschmidt Change 3114034 on 2016/09/06 by Alex.Delesky #jira UE-35265 - Copying a comment node from a Material Function and pasting it inside a Material will no longer render the Material unsaveable #rb Matt.Kuhlenschmidt Change 3114071 on 2016/09/06 by Nick.Darnell [AUTOMATED TEST] Automatic checkin, testing functionality. Change 3114109 on 2016/09/06 by Nick.Darnell [AUTOMATED TEST] Automatic checkin, testing functionality. Change 3114562 on 2016/09/06 by Nick.Darnell Adding LevelEditor to the FbxAutomationTestBuilder to fix a compiler issue. #rb none Change 3114701 on 2016/09/06 by Michael.Dupuis #jira UE-31988 add const to all usage of TArray<ItemType>* as it was done in SListView #rb Alexis Matte Change 3114861 on 2016/09/06 by Matt.Kuhlenschmidt Prevent non-thread safe slate code from running on the slate loading thread #rb none Change 3115698 on 2016/09/07 by Nick.Darnell Make sure the commands are available - during functional testing that was found to not always be the case. #rb none Change 3115719 on 2016/09/07 by Nick.Darnell Adding an IsRegistered command to commands. #rb none Change 3115721 on 2016/09/07 by Nick.Darnell Adding a new built VirtualReality feature pack, this new one contains the update manifest that will parse correctly. #rb none Change 3115722 on 2016/09/07 by Nick.Darnell IsBindWidgetProperty now returns false if the property passed in is null. #rb none Change 3115734 on 2016/09/07 by Alexis.Matte #jira UE-30166 Support fbx sdk 2017 #rb none Change 3115737 on 2016/09/07 by Nick.Darnell Adding an image comparer for screenshots. Removing some content from EngineTest. #rb none Change 3115743 on 2016/09/07 by Nick.Darnell Checkpointing a bunch of progress towards a screenshot comparison workflow that allows us to diff screenshots taken on various platforms and hardware. Disabling many tests that are not passing. Updating a few tests to log better errors, and fixed a few tests with easy bugs in them so they would start passing again. All editor tests currently passing! #rb none Change 3115748 on 2016/09/07 by Nick.Darnell Making the RuntimeTests plugin a Developer module, so that it doesn't get included in shipping builds. #rb none Change 3115789 on 2016/09/07 by Jamie.Dale We now favor Traditional Chinese for Hong Kong and Macau #rb James.Hopkin Change 3115799 on 2016/09/07 by Jamie.Dale Removed validity check on source cultures when remapping, as platforms may use invalid cultures that need to be remapped #rb James.Hopkin Change 3115826 on 2016/09/07 by Nick.Darnell Adding missing files. #rb none Change 3115838 on 2016/09/07 by Nick.Darnell Back out revision 6 from //UE4/Dev-Editor/Engine/Source/Runtime/UMG/Public/Components/WidgetInteractionComponent.h #rb none Change 3116007 on 2016/09/07 by Alexis.Matte build fix #rb none Change 3116057 on 2016/09/07 by Jamie.Dale Fixed widget snapshot messages so they appear in the message debugger #rb none Change 3116112 on 2016/09/07 by Nick.Darnell Removing the FbxAutomationBuilder file that go recreated on a merge from main. #rb none Change 3116365 on 2016/09/07 by Michael.Dupuis #jira UE-20765 Added missing class flag to test (CLASS_CONFIG) and change a bit how the checkout/make writable work. #codereview Matt.Kuhlenschmidt #rb Alexis.Matte Change 3116622 on 2016/09/07 by Alexis.Matte #jira UE-35608 Use the same naming convention when trying to retrieve uv channel by name. #rb matt.kuhlenschmidt Change 3116638 on 2016/09/07 by Jamie.Dale Ensured that manifests and archives don't try and load data that they can't parse #rb none Change 3117397 on 2016/09/08 by Gareth.Martin Added rotate and blend support to the landscape mirror tool #jira UE-34829 #rb Jack.Porter Change 3117459 on 2016/09/08 by Gareth.Martin Fixed crash saving a hidden landscape level with an offset (cloned from 4.13.1) #jira UE-35301 #rb Jack.Porter Change 3117462 on 2016/09/08 by Gareth.Martin Fixed invisible landscape components and crashes when tessellation is enabled (cloned from 4.13.1) #jira UE-35494 #rb Benn.Gallagher Change 3117583 on 2016/09/08 by Nick.Darnell Continued work on automation support for screenshot comparison, stubbing in a commandlet that can be run after automation tests that would perform the diffing. Need to finish rigging it up so that deltas and results can be dumped out somewhere and consumed by a tool to approve shots. #rb none Change 3117595 on 2016/09/08 by Nick.Darnell Updating the build script for AutomatedTests, going to see if this works! #rb none Change 3117808 on 2016/09/08 by Nick.Darnell Adding header includes for async. #rb none Change 3117812 on 2016/09/08 by Matt.Kuhlenschmidt Partially taken from Pr 2381 Fixed Array Properties to handle duplicates properly and fixed Material Parameter Collection duplicate Guid problem. #rb none Change 3117851 on 2016/09/08 by Jamie.Dale Silenced some redundant P4 errors that could be generated when running a stat update on a file Some of the options produced errors when working with newly added files. These errors are now downgraded to infos like they are for the main stat command. #rb Ben.Marsh #codereview Thomas.Sarkanen Change 3117853 on 2016/09/08 by Gareth.Martin Clean up landscape includes and PCH #rb steve.robb Change 3117859 on 2016/09/08 by Alex.Delesky #jira UE-35321 - Minimized windows will no longer act like they are visible when determining what widgets are currently underneath the mouse. #rb Nick.Darnell Change 3117997 on 2016/09/08 by Nick.Darnell Updating the automation tests build script to use Editor-Cmd #rb none Change 3118005 on 2016/09/08 by Matt.Kuhlenschmidt Properly reference graph node on material expressions so they are not GC'd while an expression still uses them #jira UE-35362 #rb none Change 3118043 on 2016/09/08 by Alex.Delesky #jira UE-30649 - Removed unnecessary returns from UWidget API. PR #2377: fix widget bug. (Contributed by dorgonman) #rb none Change 3118045 on 2016/09/08 by Matt.Kuhlenschmidt Guard against crash saving config during level editor shutdown #rb none #jira UE-35605 Change 3118074 on 2016/09/08 by Matt.Kuhlenschmidt PR #2783: Removed #pragme once from CPP files (Contributed by projectgheist) #rb none Change 3118078 on 2016/09/08 by Michael.Dupuis #jira UE-32065 Removed the -windows that was added as a default option and add it simply if fullscreen is not specified #rb Alexis.Matte Change 3118080 on 2016/09/08 by Michael.Dupuis #jira UE-31131 Do not show a contextual menu if the menu is empty #rb Alexis.Matte Change 3118087 on 2016/09/08 by Matt.Kuhlenschmidt Constify this method #rb none Change 3118166 on 2016/09/08 by Nick.Darnell Trying additional command options for the build machine for automation. #rb none Change 3118222 on 2016/09/08 by Matt.Kuhlenschmidt Fix actor delete during mesh paint not working during undo #rb none #jira UE-35684 Change 3118298 on 2016/09/08 by Alexis.Matte #jira UE-35302 Export all LODs for static mesh when there is no force LOD #rb uriel.doyon Change 3118325 on 2016/09/08 by Matt.Kuhlenschmidt Fixed reset to default not appearing for slate brushes #rb none #jira UE-34958 Change 3119321 on 2016/09/09 by Matt.Kuhlenschmidt Guard against crash with an invalid world trying to be opened from the content browser #rb none https://jira.ol.epicgames.net/browse/UE-35712 Change 3119433 on 2016/09/09 by Nick.Darnell Removing a hack added by Paragon that prevents applications from resizing in real time as the user drags the size of the window around. #rb Matt.Kuklenschmidt #jira UE-35789 Change 3119448 on 2016/09/09 by Alex.Delesky When simulating touch events using the mouse, clicking the mouse will no longer let a drag operation continue. This should also allow the finger that started a drag to continue dragging items until it is released from the surface. #rb Nick.Darnell Change 3119522 on 2016/09/09 by Jamie.Dale Fixed FDetailCategoryImpl::ShouldBeExpanded not honoring bShouldBeInitiallyCollapsed when bRestoreExpansionState was true #rb Matt.Kuhlenschmidt Change 3119528 on 2016/09/09 by Jamie.Dale Some UI re-work to the localization dashboard This makes a better use of the available space, and will make it easier to make some other planned changes in the future. #rb James.Hopkin Change 3119861 on 2016/09/09 by Michael.Dupuis #jira UE-9284 Added the Play/Stop button on the thumbnail #rb Alexis.Matte Change 3120027 on 2016/09/09 by Alexis.Matte incorporate some fixes from licensee for LOD group re-import workflow #jira UE-32268 #rb uriel.doyon #codereview matt.kuhlenschmidt Change 3120845 on 2016/09/12 by Gareth.Martin Fixed crash in landscape editor when "Early Z" is enabled (cloned from 4.13.1) #jira UE-35850 #rb Allan.Bentham Change 3120980 on 2016/09/12 by Nick.Darnell Adding a commandlet that is runnable for comparing screenshots. Adding comparing and exporting capability to the screenshot manager. #rb none Change 3120992 on 2016/09/12 by Alex.Delesky #jira UE-35575 - TScriptInterface UProperties now have asset picker support. #rb Matt.Kuhlenschmidt Change 3121074 on 2016/09/12 by Michael.Dupuis #jira UE-30092 Added path length in error message when typing Added display of current filepath lenght for cooking #rb Alexis.Matte Change 3121113 on 2016/09/12 by Nick.Darnell Adding some placeholder examples to show people how to author tests in EngineTest. #rb none Change 3121152 on 2016/09/12 by Gareth.Martin Added TElementType, TIsContiguousContainer traits Added GetData(), GetNum() generic functions #rb Steve.Robb Change 3121702 on 2016/09/12 by Jamie.Dale Optimized a loop over a sorted list to instead use a binary search This speeds up the short-lived allocation view generation. We also now dump the exception information to the Trace log when in a non-debug build. #rb James.Hopkin Change 3121721 on 2016/09/12 by Jamie.Dale We now set the window mode first when resizing the game viewport to ensure that the work area is correct Fullscreen windows can affect the available work area size, which can break centering when moving between fullscreen and windowed mode. #jira UE-32842 #rb Matt.Kuhlenschmidt Change 3122578 on 2016/09/13 by Jamie.Dale Small code clean up Removed a use of the placement new style array addition. #rb none Change 3122634 on 2016/09/13 by Jamie.Dale We now immediately update DefaultConfigCheckOutNeeded when checking out/making writable the config file, rather than wait for the text tick #jira UE-34865 #rb James.Hopkin Change 3122656 on 2016/09/13 by Jamie.Dale Fixed array combo button not focusing its contents, which prevented the menu closing correctly #jira UE-33667 #rb none Change 3122661 on 2016/09/13 by Nick.Darnell Checkpointing additional work on the screenshot compare dialog, moving some Directory path picker widget into a more common area. Moving some "Find the best top level window handle for this widget for dialogs' code out of the main frame module and into Slate Application where it probably belongs. #rb none Change 3122678 on 2016/09/13 by Jamie.Dale Fixing CIS error on Clang CoreUObject needs to be included before USTRUCT can be used. #rb none Change 3122686 on 2016/09/13 by Jamie.Dale Fixing CIS error on Clang CoreUObject needs to be included before UCLASS can be used. #rb none Change 3122728 on 2016/09/13 by Nick.Darnell UMG - Exposing a trace channel for the WIC, defaults to Visibility. Improving how the WIC handles the cursor moving off the widget, it now maintains the last hit location rather than 0,0 which would cause things like dragged Sliders to reset to the left. Ideally - the WIC would know the underlying widget has capture and continue to fake collision against an imaginary plane to simulate a continuous surface. #jira UE-35167 #rb none Change 3122775 on 2016/09/13 by Nick.Darnell Automation - Fixing an error with the ScreenshotTools plugin, needed to add an the include for Engine.h to the PCH. #rb none Change 3122779 on 2016/09/13 by Nick.Darnell Widgetnimation - Exposing more of the class to C++. #rb none Change 3122793 on 2016/09/13 by Nick.Darnell Fixing a crash in UWidgetComponent::UpdateRenderTarget updating a null material instance. #jira UE-35796 #rb none Change 3122834 on 2016/09/13 by Matt.Kuhlenschmidt Fixed crash undoing moves after bsp creation https://jira.ol.epicgames.net/browse/UE-35880 #rb none Change 3122835 on 2016/09/13 by Nick.Darnell Reverting changes to WIdgetAnimation #rb none Change 3122897 on 2016/09/13 by Matt.Kuhlenschmidt Fixed non-editor compile error #rb none Change 3122988 on 2016/09/13 by Alexis.Matte Material workflow refactor #jira UETOOL-774 #rb matt.kuhlenschmidt Change 3123006 on 2016/09/13 by Jamie.Dale Fixed dynamic collections not returning anything #jira UE-35869 #rb James.Hopkin Change 3123145 on 2016/09/13 by Alexis.Matte Fix fbx automation test. The test found a regression cause by CL: 3120027. In the case where we dont have a LODGroup we dont want to add LODs before the build. #jira UE-32268 #rb none #codereview matt.kuhlenschmidt Change 3123148 on 2016/09/13 by Matt.Kuhlenschmidt Fix fortnite compile error #rb alexis.matte Change 3123208 on 2016/09/13 by Jamie.Dale The 'find culprit' dialog now honors the user choice #rb RichTW Change 3123545 on 2016/09/13 by Nick.Darnell Slate - Adjusting the window dialog host finding code to do a better job of searching for slate windows and excluding popups and non-regular windows. #rb none Change 3124494 on 2016/09/14 by Jamie.Dale Added ~ to the list of invalid characters for object/package names #jira UE-12908 #rb Matt.Kuhlenschmidt Change 3124513 on 2016/09/14 by Gareth.Martin Implemented filter to allow painting foliage on other foliage - Altered foliage filters so it will no longer paint on object types which don't have a filter, e.g. skeletal meshes #rb Allan.Bentham #2472 Change 3124523 on 2016/09/14 by Jamie.Dale PR #2724: Fix ScrollBox right mouse/touch grab scrolling functionality (Contributed by aarmbruster) #jira UE-34811 #jira UE-32082 #rb none Change 3124607 on 2016/09/14 by Nick.Darnell UMG - Adding BoundsScale support to the WidgetComponent's CalcBounds function. #jira UE-35667 #rb none Change 3124785 on 2016/09/14 by Gareth.Martin Made some foliage functions editor-only to fix non-editor build #rb none Change 3124795 on 2016/09/14 by Gareth.Martin Saved/loaded the new foliage filter #rb Allan.Bentham #2472 Change 3124915 on 2016/09/14 by Michael.Dupuis #jira UE-19511 Add support for Add to source control on DefaultEditorPerProjectUserSettings file Remove CheckoutNotice when not editing a DefaultXXXX.ini file Edit proper config file either we're modifying settings from a Default file or Local user file #codereview Matt.Kuhlenschmidt Max.Preussner #rb Alexis.Matte Change 3125266 on 2016/09/14 by Jamie.Dale Fixed ULocalizationTarget::DeleteFiles not deleting cultures, and using SCC wrong #rb none Change 3125385 on 2016/09/14 by Matt.Kuhlenschmidt Fix crash when using SaveAs to save over top of an existing level #rb none https://jira.ol.epicgames.net/browse/UE-35919 https://jira.ol.epicgames.net/browse/UE-35921 Change 3125487 on 2016/09/14 by Alexis.Matte Fix cook content, regression induce by the material workflow refactor #rb matt.kuhlenschmidt Change 3126217 on 2016/09/15 by Gareth.Martin Unset bHasPerInstanceHitProxies on landscape grass components, as they don't have individually editable instances #rb Allan.Bentham Change 3126311 on 2016/09/15 by Jamie.Dale Placement mode fixes - The display name is now cached correctly on construction, and the FPlaceableItem instance used with SPlacementAssetEntry is now const. - Ensured that the ID used by FPlaceableItem could never overflow. - Fixed some types being missing from the "All Classes" list. - Fixed the escape key not cancelling the search. #jira UE-35972 #rb James.Hopkin Change 3126325 on 2016/09/15 by Jamie.Dale Made sure that UWorld::GetAssetRegistryTags called its Super function so that properties tagged as AssetRegistrySearchable will be added. #rb Andrew.Rodham Change 3126403 on 2016/09/15 by Gareth.Martin Added Find and Contains functions to TBitArray #rb Steve.Robb Change 3126405 on 2016/09/15 by Gareth.Martin Allowed instances of Hierarchical Instanced Mesh Components to be moved around with the transform widget in the blueprint editor - Just like regular instanced mesh components! Also fixed not being able to move instances of an instanced mesh component when it is the root component Also also fixed Hierarchical Instanced Mesh Components not flushing their async tree build on saving (this was causing log spam from PostLoad when dragging instances around as the blueprint would constantly reinstance the component before the async tree build had finished) #jira UE-29357 #rb Allan.Bentham Change 3126444 on 2016/09/15 by Jamie.Dale Fixed the loc dashboard configs not working with SCC This isn't a great solution, but the whole way the loc dashboard manages its config data is in need of an overhaul. #rb none Change 3126446 on 2016/09/15 by Jamie.Dale Fixed loc dashboard game and engine targets sharing the same expansion settting #rb none Change 3126555 on 2016/09/15 by Chris.Wood Removed WER from Windows crash handling. Crashes saved to log folder and passed to CRC with explicit path. [UE-34470] - Investigate WER settings and if they can conflict with CRC on Windows #rb Steve.Robb Change 3126586 on 2016/09/15 by Gareth.Martin Fixed missing landscape components when using a LODBias (cloned from 4.13.1) #jira UE-35873 #rb Jack.Porter Change 3126610 on 2016/09/15 by Jamie.Dale Stopped PS4 from always staging all ICU data files #rb Marcus.Wassmer Change 3126779 on 2016/09/15 by Michael.Dupuis #jira UE-32914 Improve the help text to provide usage examples and params #rb Alexis.Matte Change 3126849 on 2016/09/15 by Matt.Kuhlenschmidt Fix font material and outline font material not being animatable in sequencer #rb frank.fella Change 3126858 on 2016/09/15 by Matt.Kuhlenschmidt File not saved #rb none Change 3127001 on 2016/09/15 by Matt.Kuhlenschmidt Fixed reset to default state still not appearing in all cases after changing a property. #rb none Change 3127038 on 2016/09/15 by Nick.Darnell UMG - Improving focus setting for users on widgets. If we're unable to set the focus immediately, possibly because the user is setting focus in the Construct callback before the widget is in the tree, we now update the SlateOperations FReply on LocalPlayer to set focus next frame when it's more likely the widget will become focusable. #rb none Change 3127061 on 2016/09/15 by Nick.Darnell Slate - We now have a reentrancy guard in TPanelChildren to avoid the broad cases where users might attempt to remove children while all children are being removed. Which is an easy case to engineer if you've got widgets spawning children managed by another widget, that all go away at the same time, thus causing the parent to attempt to cleanup children. The end result is a delete while deleting. So now TPanelChildren prevents adds/removes while emptying the list of children. #jira UE-35726 #rb Matt.Kuchlenschmidt Change 3127205 on 2016/09/15 by Alex.Delesky #jira UE-18013 - Users can now add Textures, Materials, or Sprites to a Widget Blueprint directly from the content browser. This also fixes a few issues with adding Widget Blueprints to another Widget BP from the content browser, such as adding a widget to itself or creating a circular dependency. #rb Nick.Darnell Change 3127971 on 2016/09/16 by Matt.Kuhlenschmidt Fix crash in scene outliner if actors become invalid #rb none https://jira.ol.epicgames.net/browse/UE-35932 Change 3128011 on 2016/09/16 by Matt.Kuhlenschmidt Added guards for crashes accessing slate resources for deleted uobjects #rb nick.darnell Change 3128067 on 2016/09/16 by Michael.Dupuis #jira UE-34158 Add an option to auto expand advanced details #rb Alexis.Matte Change 3128073 on 2016/09/16 by Michael.Dupuis #jira UE-1145 Set Save As to Ctrl + Alt + S Set Save All to Ctrl + Shift + S Set Save Current to Ctrl + S #rb Alexis.Matte Change 3128117 on 2016/09/16 by Jamie.Dale Updated the pin-type filter combo to filter on both the localized and source type descriptions #jira UE-36081 #rb none Change 3128177 on 2016/09/16 by Alexis.Matte #jira UE-35946 Remove unnecessary GetReadValue call with bad parameter. The read value call is cache so subsequent call was returning the bad cache value. #rb michael.dupuis #codereview matt.kuhlenschmidt Change 3128387 on 2016/09/16 by Gareth.Martin Fixed location and rotation of arrow widget in the landscape mirror tool when using one of the new "Rotate" modes #jira UE-36093 #rb none Change 3128445 on 2016/09/16 by Matt.Kuhlenschmidt Guard against scene outliner crash. Print out tree when items appear twice. https://jira.ol.epicgames.net/browse/UE-35935 #rb none Change 3128454 on 2016/09/16 by Matt.Kuhlenschmidt Remove category for WindowTitleBarArea. It is very custom for internal use and should not be a top level widget #rb none Change 3128482 on 2016/09/16 by Michael.Dupuis Added new key binding for generic Save, Save As Added new key binding for Save All for the content browser #rb Alexis.Matte (approved by MattK) Change 3128560 on 2016/09/16 by Matt.Kuhlenschmidt Fix build warning #codereview nick.darnell #rb none Change 3128642 on 2016/09/16 by Alexis.Matte #jira UE-36047 We now convert the light color correctly when importing and exporting fbx files. UE4 is sRGB and FBX is linear #rb none #codereview matt.kuhlenschmidt Change 3128733 on 2016/09/16 by Nick.Darnell UMG - Fixing a bad merge, some code was removed causing all BindWidget statements to fail to compile correctly. #jira UE-36105 #rb none Change 3128768 on 2016/09/16 by Matt.Kuhlenschmidt Fix selection outline showing around edges of all internal mesh sections of a component instead of around the entire actor #rb none Change 3128779 on 2016/09/16 by Matt.Kuhlenschmidt Fix offset characters on some small fonts #rb none Change 3130057 on 2016/09/19 by Jamie.Dale Fixing volatility and invalidation issues for text widgets #jira UE-33988 #rb Nick.Darnell Change 3130064 on 2016/09/19 by Jamie.Dale Changed mprof meta-data to allow unicode strings and updated ReadString to deal with them correctly #rb James.Hopkin Change 3130233 on 2016/09/19 by Michael.Dupuis #jira UE-32914 Added missing args that the UI supported #rb Alexis.Matte Change 3130265 on 2016/09/19 by Nick.Darnell Automation - Cleaning up some API items. #rb none Change 3130378 on 2016/09/19 by Matt.Kuhlenschmidt Fix reentrancy saving assets while a prompt for checkout dialog is open #rb none Change 3130398 on 2016/09/19 by Jamie.Dale Fixing UHT error when building #rb none Change 3132101 on 2016/09/20 by Nick.Darnell UMG - Adding a toolbar option in the designer for the 'G' command, similar to 'Game View' in the level editor, it disables all the dashed lines / future editor visuals. #rb none Change 3132110 on 2016/09/20 by Nick.Darnell PR #2792: ShowFlags for WidgetComponents (Contributed by projectgheist) #jira UE-13770 #rb Nick.Darnell Change 3132111 on 2016/09/20 by Nick.Darnell UMG - The retainer now embeds a virtual window into the focus path so that paths are resolved correctly. #rb none Change 3132138 on 2016/09/20 by Michael.Dupuis #jira UE-30945 Added missing PostEditComponentMove after drag is finished #rb Alexis.Matte Change 3132147 on 2016/09/20 by Michael.Dupuis #jira UE-30866 Fixed the filter to work properly #rb Alexis.Matte Change 3132190 on 2016/09/20 by Matt.Kuhlenschmidt Fix static analysis warnings in this file #rb none Change 3132231 on 2016/09/20 by Nick.Darnell Slate - Updating the material blend states to match what is expected of Slate rendering, which differs a lot from the scene renderer with the way it treats alpha. This fixes translucent rendering with the retainer widget, users will need to set their materials to Alpha Composite though for it to behave as expected. #jira UE-33285 #rb none Change 3132255 on 2016/09/20 by Alex.Delesky #jira UE-36048 - TMap and TSet properties are now disallowed from adding more children through the Details panel when they contain the dfault value for a key or element. Reset to Default is also no longer allowed on a Map or Set child when it will result in a second default value existing within the container. #rb Matt.Kuhlenschmidt Change 3132587 on 2016/09/20 by Mike.Fricker MIDI Plugin: Fixed a CIS error in shipping configuration (introduced in CL 3108604) #rb none #lockdown matt.kuhlenschmidt Change 3132623 on 2016/09/20 by Matt.Kuhlenschmidt Fix crash opening the cooker settings https://jira.it.epicgames.net/browse/UE-36197 #rb none #lockdown nick.darnell Change 3133144 on 2016/09/20 by Nick.Darnell Build configuration for automation tests. #rb none #lockdown matt.kuhlenschmidt Change 3133206 on 2016/09/20 by Matt.Kuhlenschmidt Fix default material on odin text #rb none #lockdown nick.darnell Change 3133913 on 2016/09/21 by Nick.Darnell Back out revision 17 from //UE4/Dev-Editor/Engine/Source/Runtime/UMG/Private/Slate/SRetainerWidget.cpp #rb none #jira UE-36231 #lockdown matt.kuhlenschmidt [CL 3133983 by Matt Kuhlenschmidt in Main branch]
2016-09-21 10:07:18 -04:00
FSlateApplication::Get().FindBestParentWindowHandleForDialogs(nullptr),
LOCTEXT("ImportProvisionDialogTitle", "Import Provision").ToString(),
FPaths::GetProjectFilePath(),
TEXT(""),
FileTypes,
EFileDialogFlags::None,
OpenFilenames,
FilterIndex
);
}
if ( bOpened )
{
ProvisionPath = FPaths::ConvertRelativePathToFull(OpenFilenames[0]);
// see if the provision is already installed
FString DestName = FPaths::GetBaseFilename(ProvisionPath);
TCHAR Path[4096];
#if PLATFORM_MAC
FPlatformMisc::GetEnvironmentVariable(TEXT("HOME"), Path, ARRAY_COUNT(Path));
FString Destination = FString::Printf(TEXT("\"%s/Library/MobileDevice/Provisioning Profiles/%s.mobileprovision\""), Path, *DestName);
FString Destination2 = FString::Printf(TEXT("\"%s/Library/MobileDevice/Provisioning Profiles/%s.mobileprovision\""), Path, FApp::GetGameName());
#else
FPlatformMisc::GetEnvironmentVariable(TEXT("LOCALAPPDATA"), Path, ARRAY_COUNT(Path));
FString Destination = FString::Printf(TEXT("%s\\Apple Computer\\MobileDevice\\Provisioning Profiles\\%s.mobileprovision"), Path, *DestName);
FString Destination2 = FString::Printf(TEXT("%s\\Apple Computer\\MobileDevice\\Provisioning Profiles\\%s.mobileprovision"), Path, FApp::GetGameName());
#endif
if (FPaths::FileExists(Destination) || FPaths::FileExists(Destination2))
{
FString MessagePrompt = FString::Printf(TEXT("%s mobile provision file already exists. Do you want to replace this provision?"), *DestName);
if (FPlatformMisc::MessageBoxExt(EAppMsgType::OkCancel, *MessagePrompt, TEXT("File Exists")) == EAppReturnType::Cancel)
{
return FReply::Handled();
}
}
const UIOSRuntimeSettings& Settings = *GetDefault<UIOSRuntimeSettings>();
#if PLATFORM_MAC
FString CmdExe = TEXT("/bin/sh");
FString ScriptPath = FPaths::ConvertRelativePathToFull(FPaths::EngineDir() / TEXT("Build/BatchFiles/Mac/RunMono.sh"));
FString IPPPath = FPaths::ConvertRelativePathToFull(FPaths::EngineDir() / TEXT("Binaries/DotNet/IOS/IPhonePackager.exe"));
FString CommandLine = FString::Printf(TEXT("\"%s\" \"%s\" Install Engine -project \"%s\" -provision \"%s\" -bundlename \"%s\""), *ScriptPath, *IPPPath, *ProjectPath, *ProvisionPath, *(Settings.BundleIdentifier));
#else
FString CmdExe = FPaths::ConvertRelativePathToFull(FPaths::EngineDir() / TEXT("Binaries/DotNet/IOS/IPhonePackager.exe"));
FString CommandLine = FString::Printf(TEXT("Install Engine -project \"%s\" -provision \"%s\" -bundlename \"%s\""), *ProjectPath, *ProvisionPath, *(Settings.BundleIdentifier));
#endif
IPPProcess = MakeShareable(new FMonitoredProcess(CmdExe, CommandLine, true));
OutputMessage = TEXT("");
IPPProcess->OnOutput().BindStatic(&OnOutput);
IPPProcess->Launch();
TickerHandle = FTicker::GetCoreTicker().AddTicker(FTickerDelegate::CreateRaw(this, &FIOSTargetSettingsCustomization::UpdateStatusDelegate), 10.0f);
if (ProvisionInfoSwitcher.IsValid())
{
ProvisionInfoSwitcher->SetActiveWidgetIndex(1);
}
RunningIPPProcess = true;
}
return FReply::Handled();
}
FReply FIOSTargetSettingsCustomization::OnInstallCertificateClicked()
{
// pass the file to IPP to install
FString ProjectPath = FPaths::IsProjectFilePathSet() ? FPaths::ConvertRelativePathToFull(FPaths::GetProjectFilePath()) : FPaths::RootDir() / FApp::GetGameName() / FApp::GetGameName() + TEXT(".uproject");
FString CertPath;
// get the provision by popping up the file dialog
TArray<FString> OpenFilenames;
IDesktopPlatform* DesktopPlatform = FDesktopPlatformModule::Get();
bool bOpened = false;
int32 FilterIndex = -1;
FString FileTypes = TEXT("Code Signing Certificates (*.cer;*.p12)|*.cer;*p12");
if ( DesktopPlatform )
{
bOpened = DesktopPlatform->OpenFileDialog(
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3133954) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3077573 on 2016/08/04 by Nick.Darnell Removing some unused code, adding additional needed modules to editor tests. #rb none Change 3077580 on 2016/08/04 by Nick.Darnell Removing the test plugins, going to be recreating them in EngineTest. Change 3082659 on 2016/08/09 by Nick.Darnell Automation - Presets are now stored in json files stored in Config so they can be shared, and human readable. Working on screenshot automation, getting it where it needs to be to permit us to have repeatable tests for comarison. Removing the option to not take full size screenshots, that defeats the purpose of being able to compare them. #rb none Change 3082766 on 2016/08/09 by Jamie.Dale Fixed crashes when dealing with code-points outside the BMP on platforms with UTF-32 FStrings ICU always deals with its offsets as UTF-16 (as it always uses UTF-16 internally with icu::UnicodeString), so there were a couple of places in code (break iteration, and bidi detection) where we needed to adjust those UTF-16 offsets to UTF-32 offsets in the case where FString is UTF-32. #jira UE-33971 #rb James.Hopkin Change 3083067 on 2016/08/09 by Nick.Darnell Automation - Working on screenshot support, system now allows a lot more customization in terms of how large the shot is. #rb none Change 3084475 on 2016/08/10 by Richard.TalbotWatkin Fixed issue with ModelComponent replication in client/server PIE if BSP is rebuilt. ModelComponent now implements IsNameStableForNetworking and always returns true, as a level's model components will never be rebuilt during a game session. Brush poly normals are now only fixed up in Editor builds. #jira UE-34391 - No run animation on client that is not focused when running 2 player and dedicated server #codereview Matt.Kuhlenschmidt #rb none Change 3084661 on 2016/08/10 by Matt.Kuhlenschmidt Added grayscale texture importing support #rb none Change 3084774 on 2016/08/10 by Cody.Albert Adding controller support for ComboBox widget #jira UE-33826 #rb nick.darnell Change 3085716 on 2016/08/11 by Nick.Darnell UMG - Taking the Widget Component and Widget Interaction Components out of experimental. Removed old importing support for upgrading ancient versions of widget components. Removing parbola distortion, as users can now do whatever they want in their custom MID they can override the widget with. #rb none Change 3085733 on 2016/08/11 by Nick.Darnell UMG - Documenting the meta parameters allowed on widgets, like we do for regular UObjects. For binding widgets from blueprints you can now do BindWidget (unchanged), and to simplify binding widgets optionally, you can now just do (BindWidgetOptional), rather than the combination of BindWidget + OptionalWidget=true. Made generating the Design time wrapper call a little more efficent, by optimizing it away by force inlining a noop. Also added some additional checking when we forcefully set focus in UMG, to help people catch cases where they set focus, but didn't make the widget focusable. #rb none Change 3085734 on 2016/08/11 by Nick.Darnell Texture - Making GetDefaultMipMapBias a bit more efficent in the common case. #rb none Change 3085736 on 2016/08/11 by Nick.Darnell Static Lighting - Warning the user when they build lighting, but have bForceNoPrecomputedLighting set to true on the world settings. #rb none Change 3085737 on 2016/08/11 by Nick.Darnell Editor - code organization. #rb none Change 3085875 on 2016/08/11 by Nick.Darnell UMG - You can now use 'G' to toggle game mode on the designer so that you can disable and enable the dashed lines around containers. The option in the settings is now used as the default when you startup a designer. #rb none Change 3086209 on 2016/08/11 by Ben.Salem Make our automated test pass reporting more robust and pipe out to JSON in \saved\automation\logs\AutomationReport-{CL}-{Timestamp}.json format. #rb adric.worley, william.ewen Change 3086515 on 2016/08/11 by Nick.Darnell Editor - Fixing a crash in the curve table customization. If the row doesn't exist, it would crash, we now protect against that case. #rb Matt.Kuhlenschmidt Change 3087216 on 2016/08/12 by Jamie.Dale Fixed an issue where re-scanning a package file may leave old assets in the asset registry We didn't used to clear out anything associated with the old package before scanning the file, which could result in old assets being left if they'd since been removed from the package. This also exposes a PackageDeleted function to allow people to manually clear anything associated with a package (if doing some custom asset work). #rb Andrew.Rodham Change 3087219 on 2016/08/12 by Jamie.Dale Updated TextRenderComponent to support multiple font pages It used to use the correct UV data, but wouldn't set the correct texture page when rendering. It now creates MIDs for all of the texture pages used by the font, and will use these MIDs (which override the font page on the material) when rendering the text (batched on sequential index/vertex buffer data with the same texture page). #rb Matt.Kuhlenschmidt Change 3087308 on 2016/08/12 by Alex.Delesky #jira UE-14727 - Support for editing TSet properties in the editor's Details panel has been added. #rb Matt.Kuhlenschmidt Change 3089140 on 2016/08/15 by Jamie.Dale We now abort a directory watch if we lose access to the directory in question This prevents an infinite loop in the call to MsgWaitForMultipleObjectsEx if a watched directory is deleted. #jira UE-30172 #rb Andrew.Rodham Change 3089148 on 2016/08/15 by Alexis.Matte Allow fbx export of any actor type. #rb none #codereview dmitriy.dyomin Change 3089211 on 2016/08/15 by Jamie.Dale Unified access to the parent window for external dialogs A lot of places used to ad-hoc use the MainFrame window, even when they had access to a widget that may be belong to a different window. This could cause issues where an external dialog could appear behind a modal UE4 window (as it would appear above the MainFrame), and be inaccessible. You can now use IMainFrameModule::GetBestParentWindowHandleForDialogs to get the best window handle to use for an external dialog. This will either be the parent window for the given widget (if known), or failing that, the MainFrame window. #rb Andrew.Rodham Change 3089640 on 2016/08/15 by Jamie.Dale Wrapped UMaterialExpression::MenuCategories in WITH_EDITORONLY_DATA to avoid gathering it for game-only loc #rb none Change 3089661 on 2016/08/15 by Nick.Darnell Editor - There's a new view option "Show C++ Classes" in the content browser. Lets you hide all those C++ folders most folks probably don't care to see. #rb none Change 3089667 on 2016/08/15 by Cody.Albert Updating RoutePointerUpEvent to call OnDrop for touch events when dragging #jira UE-34709 #rb nick.darnell Change 3089694 on 2016/08/15 by Jamie.Dale Applied a fix to the ExcludeClasses setting in the loc gather #rb none Change 3089889 on 2016/08/15 by Nick.Darnell Automation - Continued work on the screenshot portion of the automation system. Going to start using the adapter information in the screenshots taken, otherwise we can't accurately test a plethora of devices sharing the same OS, with different capabilities. #rb none Change 3090256 on 2016/08/16 by Nick.Darnell Automation - working on screenshots. #rb none Change 3090322 on 2016/08/16 by Nick.Darnell Automation - Adding modified screenshot function. #rb none Change 3090335 on 2016/08/16 by Nick.Darnell Automation - The tests were determined to need to be shared afterall, but at least keeping them as plugins. Moved to Engine plugins. #rb none Change 3090881 on 2016/08/16 by Nick.Darnell Automation - Moving the content over and fixing up some code so that the AutoRimport tests work as expected. #rb none Change 3090884 on 2016/08/16 by Nick.Darnell Plugins - There's now support for generating a Content Only plugin from the new plugin wizard. #rb none Change 3090911 on 2016/08/16 by Nick.Darnell Feature Packs - If there's an error loading a manifest, it's now an error, not a warning. #rb none Change 3090913 on 2016/08/16 by Jamie.Dale Optimization and usability improvements of the MemoryProfiler2 tool - Optimized the processing of the Callgraph, Histogram, and Short lived allocations views. - The callgraph view is now using a virtualized tree view mapped to our own internal tree. This allows us to amortize the cost of adding nodes to the TreeView as the user views the nodes in the tree. In my own test, this took callgraph generation from ~45 seconds to ~5 seconds. - The Histogram view was vastly optimized via the use of a HashSet on the callstack filter, and the batch addition of unsorted callstacks that are sorted once at the end. In my own test, this took histogram generation from ~15 minutes to ~2 seconds. - The Short lived allocations view was optimized by avoiding redundant sorting, including maintaining a sorted order while inserting items, and instead doing a final sort at the end. The column selection was also optimized by avoiding copying the entire dataset just to resort it. In my own test, this took short lived allocation generation from ~1 minute to ~3 seconds. - Added a user-configurable list of allocator functions to trim (which now includes FMemory and operator new by default, and produces much cleaner callstacks). #jira UETOOL-948 #jira UETOOL-949 #rb James.Hopkin Change 3090962 on 2016/08/16 by Jamie.Dale Fixed double assignment of filter functions #rb none Change 3090989 on 2016/08/16 by Nick.Darnell Editor - Attempting to fix the build, non-unity issue I suspect. #rb none Change 3091754 on 2016/08/17 by Nick.Darnell FbxAutomationTestBuilder is now a plugin. Users won't see it unless they've enabled the plugin (so primarily internal QA). Reorganized the automation tools and testing menu to be a bit lower in the main menu, and gave them a more test sounding name. Additionally made some modifications to the workspace menu structure to allow generating just a subset of a workplace menu so that I could target where I wanted to insert all of the automation tool menu items, rather than just allowing the general placement of them under developer tools...etc. #rb none #codereview Alexis.Matte Change 3091758 on 2016/08/17 by Nick.Darnell Slate / Editor - Trying to make the editor less focus greedy. Now when there are notification popups and tabs attempt to grab your attention we now do a few activation ownership checks to ensure that it or a parent window actually owns activation. Not doing this has the nasty side effect of things like notifications and message log errors that popup while playing the game (if the game is in new window PIE), causing the game to be hidden, and focus returned to the editor. Ran into this a lot running the automation tests, the new PIE window that's launched to run tests is immediately hidden as soon as the tests log a warning or error or a notification about high res screenshots happens. #rb none #codereview Nick.Atamas,Matt.Kuhlenschmidt Change 3091829 on 2016/08/17 by Nick.Darnell Build - Attempting to repair the build. #rb none Change 3091920 on 2016/08/17 by Nick.Darnell Build - Another attempt at fixing the mac build. #rb none Change 3093380 on 2016/08/18 by Matt.Kuhlenschmidt Ignore group actors when checking for references to other actors when deleting. The check for references is designed for gameplay affecting references which groups are not. Having this show up for groups is annoying #rb none Change 3094474 on 2016/08/19 by Jamie.Dale Fixed PS4 error when building with USE_MALLOC_PROFILER, and optimized symbol name resolution for a build with USE_MALLOC_PROFILER enabled #jira UETOOL-951 #rb James.Hopkin Change 3094581 on 2016/08/19 by Jamie.Dale Added missing allocator filter needed by PS4 profiles #rb none Change 3094681 on 2016/08/19 by Richard.TalbotWatkin Fixed issue where painting override vertex colors on a SpeedTree mesh would cause its wind animation to cease. The OverrideVertexColors vertex factory needed to be registered with the SpeedTree renderer. #jira UE-32762 - Custom VertexPaint on SpeedTrees interferes with wind animation #rb none Change 3095163 on 2016/08/19 by Trung.Le #jira UE-20849: Added tooltips to the inputs of the Material final result node #rb matt.kuhlenschmidt Change 3095285 on 2016/08/19 by Trung.Le #jira UE-20849 In SGraphNodeMaterialResult, renamed ToolTip to ToolTipWidget so we're not hiding class member #rb none Change 3095344 on 2016/08/19 by Alexis.Matte #jira UE-34690 When using the optionnal matrix to change the scene root node, we have to flush the fbx evaluation engine. Add also a new option to allow the user to automatically convert the fbx scene to unreal unit (centimeter). #rb none #codereview matt.kuhlenschmidt Change 3096162 on 2016/08/22 by Alexis.Matte #jira UE-34763 Remove offending no-action combo box entry when the json file is readonly. Also clean up other combo box menu. #rb none #codereview matt.kuhlenschmidt Change 3096261 on 2016/08/22 by Alexis.Matte #jira UE-33121 Make sure re-import all and import all fix all the issue before starting the job. So it get not interrupt during the process. #rb lina.halper #codereview lina.halper Change 3096344 on 2016/08/22 by Jamie.Dale NSString conversion fix for UTF-32 strings containing characters outside of the BMP #jira UE-33971 #rb Peter.Sauerbrei, James.Hopkin Change 3096605 on 2016/08/22 by Alex.Delesky #jira UE-34787 - Dropdown menus in standalone programs will now correctly display tooltips if they have any. #rb Matt.Kuhlenschmidt Change 3096615 on 2016/08/22 by Alex.Delesky #jira UE-33334 - Scrolling up on the mouse wheel when using the orbit camera should no longer move away from the orbit point when the camera moves too close to the orbit origin. #rb Matt.Kuhlenschmidt Change 3096619 on 2016/08/22 by Alex.Delesky #jira UE-34084 - Structs containing an enum with a value that contains a whitespace character will now serialize correctly when copied from the Details Panel. #rb Matt.Kuhlenschmidt Change 3097644 on 2016/08/23 by Matt.Kuhlenschmidt PR #2729: Fix a typo in the comment (Contributed by adcentury) #rb none Change 3097648 on 2016/08/23 by Matt.Kuhlenschmidt PR #2726: Undef unused macros (Contributed by shrimpy56) #rb none Change 3097697 on 2016/08/23 by Matt.Kuhlenschmidt Guard against crash when details panels rebuild when their customizations have been torn down https://jira.ol.epicgames.net/browse/UE-35048 #rb none Change 3097757 on 2016/08/23 by Alex.Delesky #jira UE-14727 - Support for editing TMap properties in the editor's Details panel has been added. This change also removes the Duplicate option from TSet elements, and disallows entry of duplicates elements into a TSet or duplicate keys into a TMap #rb Matt.Kuhlenschmidt Change 3098164 on 2016/08/23 by Alexis.Matte #jira UE-34686 Fbx importer bImportMeshesInBoneHierarchy is used also by the animation. #rb none #codereview matt.kuhlenschmidt Change 3098502 on 2016/08/23 by Alexis.Matte #jira UE-30951 Fbx option dialog, we disable the option to bake pivot if transform vertex position is true #rb none #codereview matt.kuhlenschmidt Change 3099986 on 2016/08/24 by Jamie.Dale Fixing non-editor builds #rb none Change 3101138 on 2016/08/25 by Matt.Kuhlenschmidt Fixed viewport redraw callback not being called when certian property modifications occur in the details panel (reset to default, array size changes, etc) #rb none Change 3101280 on 2016/08/25 by Jamie.Dale Fixed crash when counting memory over internationalization meta-data - The serialization code only used to handle loading or saving, now it handles loading or not loading. - The Type of the meta-data wasn't set by all constructors. For safety it has been removed and replaced with a virtual function that the derived types override. #rb James.Hopkin Change 3101283 on 2016/08/25 by Jamie.Dale MProf2 platform and symbol parsing improvements - Updated ISymbolParser to work with lazy symbol resolution (handled via the UI when looking at full callstacks). - Added a PS4 symbol parser which handles performing full file/line resolution for symbols. - Removed all the V3 file format support and legacy platform handling. - Optimized FStreamInfo.GetNameIndex so it can be used by the lazy symbol fixup. #rb James.Hopkin Change 3101586 on 2016/08/25 by Jamie.Dale Small code cleanup and path normalization #rb James.Hopkin Change 3101837 on 2016/08/25 by Alexis.Matte #jira UE-35101 we now store the sourceanimationname to retrieve the correct animtrack when re-importing animations #rb none #codereview matt.kuhlenschmidt Change 3102537 on 2016/08/26 by Jamie.Dale Fix for potential crash in FICUCamelCaseBreakIterator In platforms with UTF-32 strings, the index returned by FICUTextCharacterIterator may not be in the same range as FString, so we need to call InternalIndexToSourceIndex to ensure that it is. #rb James.Hopkin Change 3102582 on 2016/08/26 by Matt.Kuhlenschmidt Log the freetype version when it starts up (for debugging purposes) #rb none Change 3102657 on 2016/08/26 by Alexis.Matte #jira UE-29177 When re-importing a texture we want to notify materials using this texture so they can recompile the shader. #review-3101585 @uriel.doyon #rb matt.kuhlenschmidt Change 3102704 on 2016/08/26 by Jamie.Dale Added symbol meta-data support to MProf2 You can now define platform specific meta-data using FPlatformStackWalk::GetSymbolMetaData, which is then stored within the generated .mprof file. PS4 uses this meta-data to say where the original .self file can be found, so that MProf2 can usually automatically load the .self file without having to bother the user. #rb James.Hopkin Change 3102878 on 2016/08/26 by Matt.Kuhlenschmidt Added support for outline fonts - An outline size (in slate units), optional material and optional fill color can be specified with each font info. - Outlines do not contribute to measurement directly so the text measuring and shaping methods have been modified to account for outlines - Fixed a bug where font materials do not work properly if part of the font's rendered glyphs were in a different atlas #rb jamie.dale Change 3102879 on 2016/08/26 by Jamie.Dale Bumped the MProf2 version so we can tell which build of the tool can load v6 mprof files #rb none Change 3102960 on 2016/08/26 by Alexis.Matte build fix #rb none Change 3103032 on 2016/08/26 by Jamie.Dale Fixed SEditableText and SMultiLineEditableText not setting the correct foreground color when painting #jira UE-34936 #rb Matt.Kuhlenschmidt Change 3103278 on 2016/08/26 by Jamie.Dale Fixing Clang warnings #rb none Change 3104211 on 2016/08/29 by Ben.Marsh Add build script for automated tests, and create settings file for Dev-Editor which adds an agent pool for running them. #rb none Change 3104290 on 2016/08/29 by Alex.Delesky Adding additional documentation accessible from the editor for TSet and TMap properties, along with a quick clarification on container properties to let the user know what kind of container they're working with. #rb Matt.Kuhlenschmidt Change 3104292 on 2016/08/29 by Alex.Delesky #jira UE-35039 - Command/Control user keybindings will no longer flip-flop when the editor is opened on Mac. #rb Matt.Kuhlenschmidt Change 3104294 on 2016/08/29 by Alex.Delesky #jira UE-34952 - The user will no longer encounter an ensure when setting the value of Period equal to or less than 0 on the circular throbber widget #rb Matt.Kuhlenschmidt Change 3104295 on 2016/08/29 by Matt.Kuhlenschmidt PR #2682: Remove unused bUseDesktopResolutionForFullscreen (Contributed by stfx) #rb none Change 3104296 on 2016/08/29 by Alex.Delesky #jira UE-35160 - The Auto Distance Error for LOD meshes can now be set to any value larger than zero. #rb Matt.Kuhlenschmidt Change 3104348 on 2016/08/29 by Matt.Kuhlenschmidt Added the ability to clear the preview mesh on a material instance. Previously there was no way to null it out. #rb none Change 3104355 on 2016/08/29 by Matt.Kuhlenschmidt Guard against crash with invalid path to the default physical material. Just create a new one if it doesnt exist and warn about it. #rb none #jira UE-31865 Change 3104396 on 2016/08/29 by Ben.Marsh Fix incrorrect agent names for running automated tests Change 3104610 on 2016/08/29 by Alex.Delesky Fix for AutomationTool compile editor from changes introduced today. #rb None Change 3104611 on 2016/08/29 by Michael.Dupuis #jira UETOOL-253 #rb Alexis.Matte Change 3105826 on 2016/08/30 by Gareth.Martin Added console variables to discard grass and/or scalable foliage data on load #jira UE-35086 #rb Benn Change 3106126 on 2016/08/30 by Matt.Kuhlenschmidt Eliminated bad code duplication between retainer widgets and element batcher #rb none #codereview nick.darnell Change 3106449 on 2016/08/30 by Michael.Dupuis #jira UETOOL-229 Added generic command icons used in Edit Menu (including contextual menu) #rb Alexis.Matte Change 3106966 on 2016/08/30 by Jamie.Dale Fixed FApp::IsAuthorizedUser not considering the SessionOwner override #rb Max.Preussner Change 3107687 on 2016/08/31 by Michael.Dupuis Checkout/Make Writable on proper config file #rb Matt Kuhlenschmidt Change 3107736 on 2016/08/31 by Matt.Kuhlenschmidt Fixed mode typos in the lerp instruction #rb none Change 3107830 on 2016/08/31 by Matt.Kuhlenschmidt Logging and guard against UEditorEngine::TeardownPlaySession crash. #rb none https://jira.ol.epicgames.net/browse/UE-35325 Change 3107912 on 2016/08/31 by Alex.Delesky #jira UE-35181 - Normalizing paths when retrieving absolute filenames for source control operations. #rb Matt.Kuhlenschmidt Change 3107986 on 2016/08/31 by Matt.Kuhlenschmidt Removed PropertyTestObject.h out of UnrealEd.h so you dont have to compile the entire editor when changing this one file. #rb none Change 3108027 on 2016/08/31 by Chris.Wood Re-added lost doc comment for analytics event "Engine.AbnormalShutdown". #rb none - just a comment in a cpp file #codereview wes.hunt Change 3108580 on 2016/08/31 by Mike.Fricker Deleted the "Live Editor" plugins from UE4 - These were undocumented, buggy and never finished, and we have no plans to complete them - Both the "LiveEditor" and "LiveEditorListenServer" plugins were deleted, along with related icon files #codereview matt.kuhlenschmidt #rb matt.kuhlenschmidt Change 3108604 on 2016/08/31 by Mike.Fricker Added new "MIDI Device" plugin (disabled by default) - This is a simple MIDI interface that allows you to receive MIDI events from devices connected to your computer - Currently only input is supported. In the future we might allow for output, as well. - In Blueprints, here's how to use it: - Look for "MIDI Device Manager" in the Blueprint RMB menu - Call "Find MIDI Devices" to choose your favorite device. Break the "Found MIDI Device" struct to see what's available. - Then call "Create MIDI Device Controller" for the device you want. Store that in a variable. - On your MIDI Device Controller, bind your own Event to the "On MIDI Event" event. This will be called every game Tick when there is at least one new MIDI event to receive. - Process the data passed into the Event to make your project do stuff! - This plugin makes use of the "PortMidi" third party library (which already existed in UE4 -- it was used by the now-deprecated 'LiveEditor' plugin) #codereview matt.kuhlenschmidt #rb none Change 3108760 on 2016/08/31 by Alexis.Matte #jira UE-25840 Fbx export collision mesh, we now export collision: box, sphere, capsule and convex mesh. There is an option in the editor preference to enable the export of collisions, default value is false. #rb none #codereview matt.kuhlenschmidt Change 3109006 on 2016/08/31 by Alex.Delesky #ignore Source Control rename test - initial commit Change 3109044 on 2016/08/31 by Alex.Delesky #ignore Testing asset rename from P4 to observe correct behavior. #rb none Change 3109048 on 2016/08/31 by Alex.Delesky #ignore Testing P4 rename to identify correct behavior #rb none Change 3110044 on 2016/09/01 by Gareth.Martin Fixed painting foliage on blocking "query" actors not working #jira UE-33852 #rb Allan.Bentham Change 3110133 on 2016/09/01 by Alexis.Matte Fix crash in function GetForceRecompileTextureIdsHash #rb none #codereview jamie.dale Change 3111848 on 2016/09/02 by Mike.Fricker MIDI Device plugin: Fixed compilation error on Clang compilers (Mac, Linux) - Fixed bad enum cast #rb none Change 3111995 on 2016/09/02 by Michael.Dupuis #jira UE-35263 Do not try selecting the actor if the actor is in the blueprint Properly Refresh the ToopTip & Hyper Link to take into account blueprint recreation process #rb Alexis Matte Change 3112280 on 2016/09/02 by Michael.Dupuis Call MakeWritable if source control fail #rb Alexis Matte Change 3112335 on 2016/09/02 by Cody.Albert Updating cursor hiding logic to not improperly hide cursor when left clicking in ortho mode #jira UE-35306 #rb none Change 3112478 on 2016/09/02 by Alexis.Matte #jira UE-20059 Use a base material to import fbx material. #rb uriel.doyon #codereview matt.kuhlenschmidt #1468 Github pull request number Change 3113912 on 2016/09/06 by Michael.Dupuis #jira UE-32288 Fixed Console params display #rb Alexis Matte Change 3114026 on 2016/09/06 by Alex.Delesky #jira UE-35123 - The Details panel in a Texture editor or Simple Asset editor window will no longer disappear when the inspected asset is imported again. #rb Matt.Kuhlenschmidt Change 3114032 on 2016/09/06 by Alex.Delesky PR #2733: Improved the project launcher progress page (Contributed by projectgheist) #jira UE-34027 #rb Matt.Kuhlenschmidt Change 3114034 on 2016/09/06 by Alex.Delesky #jira UE-35265 - Copying a comment node from a Material Function and pasting it inside a Material will no longer render the Material unsaveable #rb Matt.Kuhlenschmidt Change 3114071 on 2016/09/06 by Nick.Darnell [AUTOMATED TEST] Automatic checkin, testing functionality. Change 3114109 on 2016/09/06 by Nick.Darnell [AUTOMATED TEST] Automatic checkin, testing functionality. Change 3114562 on 2016/09/06 by Nick.Darnell Adding LevelEditor to the FbxAutomationTestBuilder to fix a compiler issue. #rb none Change 3114701 on 2016/09/06 by Michael.Dupuis #jira UE-31988 add const to all usage of TArray<ItemType>* as it was done in SListView #rb Alexis Matte Change 3114861 on 2016/09/06 by Matt.Kuhlenschmidt Prevent non-thread safe slate code from running on the slate loading thread #rb none Change 3115698 on 2016/09/07 by Nick.Darnell Make sure the commands are available - during functional testing that was found to not always be the case. #rb none Change 3115719 on 2016/09/07 by Nick.Darnell Adding an IsRegistered command to commands. #rb none Change 3115721 on 2016/09/07 by Nick.Darnell Adding a new built VirtualReality feature pack, this new one contains the update manifest that will parse correctly. #rb none Change 3115722 on 2016/09/07 by Nick.Darnell IsBindWidgetProperty now returns false if the property passed in is null. #rb none Change 3115734 on 2016/09/07 by Alexis.Matte #jira UE-30166 Support fbx sdk 2017 #rb none Change 3115737 on 2016/09/07 by Nick.Darnell Adding an image comparer for screenshots. Removing some content from EngineTest. #rb none Change 3115743 on 2016/09/07 by Nick.Darnell Checkpointing a bunch of progress towards a screenshot comparison workflow that allows us to diff screenshots taken on various platforms and hardware. Disabling many tests that are not passing. Updating a few tests to log better errors, and fixed a few tests with easy bugs in them so they would start passing again. All editor tests currently passing! #rb none Change 3115748 on 2016/09/07 by Nick.Darnell Making the RuntimeTests plugin a Developer module, so that it doesn't get included in shipping builds. #rb none Change 3115789 on 2016/09/07 by Jamie.Dale We now favor Traditional Chinese for Hong Kong and Macau #rb James.Hopkin Change 3115799 on 2016/09/07 by Jamie.Dale Removed validity check on source cultures when remapping, as platforms may use invalid cultures that need to be remapped #rb James.Hopkin Change 3115826 on 2016/09/07 by Nick.Darnell Adding missing files. #rb none Change 3115838 on 2016/09/07 by Nick.Darnell Back out revision 6 from //UE4/Dev-Editor/Engine/Source/Runtime/UMG/Public/Components/WidgetInteractionComponent.h #rb none Change 3116007 on 2016/09/07 by Alexis.Matte build fix #rb none Change 3116057 on 2016/09/07 by Jamie.Dale Fixed widget snapshot messages so they appear in the message debugger #rb none Change 3116112 on 2016/09/07 by Nick.Darnell Removing the FbxAutomationBuilder file that go recreated on a merge from main. #rb none Change 3116365 on 2016/09/07 by Michael.Dupuis #jira UE-20765 Added missing class flag to test (CLASS_CONFIG) and change a bit how the checkout/make writable work. #codereview Matt.Kuhlenschmidt #rb Alexis.Matte Change 3116622 on 2016/09/07 by Alexis.Matte #jira UE-35608 Use the same naming convention when trying to retrieve uv channel by name. #rb matt.kuhlenschmidt Change 3116638 on 2016/09/07 by Jamie.Dale Ensured that manifests and archives don't try and load data that they can't parse #rb none Change 3117397 on 2016/09/08 by Gareth.Martin Added rotate and blend support to the landscape mirror tool #jira UE-34829 #rb Jack.Porter Change 3117459 on 2016/09/08 by Gareth.Martin Fixed crash saving a hidden landscape level with an offset (cloned from 4.13.1) #jira UE-35301 #rb Jack.Porter Change 3117462 on 2016/09/08 by Gareth.Martin Fixed invisible landscape components and crashes when tessellation is enabled (cloned from 4.13.1) #jira UE-35494 #rb Benn.Gallagher Change 3117583 on 2016/09/08 by Nick.Darnell Continued work on automation support for screenshot comparison, stubbing in a commandlet that can be run after automation tests that would perform the diffing. Need to finish rigging it up so that deltas and results can be dumped out somewhere and consumed by a tool to approve shots. #rb none Change 3117595 on 2016/09/08 by Nick.Darnell Updating the build script for AutomatedTests, going to see if this works! #rb none Change 3117808 on 2016/09/08 by Nick.Darnell Adding header includes for async. #rb none Change 3117812 on 2016/09/08 by Matt.Kuhlenschmidt Partially taken from Pr 2381 Fixed Array Properties to handle duplicates properly and fixed Material Parameter Collection duplicate Guid problem. #rb none Change 3117851 on 2016/09/08 by Jamie.Dale Silenced some redundant P4 errors that could be generated when running a stat update on a file Some of the options produced errors when working with newly added files. These errors are now downgraded to infos like they are for the main stat command. #rb Ben.Marsh #codereview Thomas.Sarkanen Change 3117853 on 2016/09/08 by Gareth.Martin Clean up landscape includes and PCH #rb steve.robb Change 3117859 on 2016/09/08 by Alex.Delesky #jira UE-35321 - Minimized windows will no longer act like they are visible when determining what widgets are currently underneath the mouse. #rb Nick.Darnell Change 3117997 on 2016/09/08 by Nick.Darnell Updating the automation tests build script to use Editor-Cmd #rb none Change 3118005 on 2016/09/08 by Matt.Kuhlenschmidt Properly reference graph node on material expressions so they are not GC'd while an expression still uses them #jira UE-35362 #rb none Change 3118043 on 2016/09/08 by Alex.Delesky #jira UE-30649 - Removed unnecessary returns from UWidget API. PR #2377: fix widget bug. (Contributed by dorgonman) #rb none Change 3118045 on 2016/09/08 by Matt.Kuhlenschmidt Guard against crash saving config during level editor shutdown #rb none #jira UE-35605 Change 3118074 on 2016/09/08 by Matt.Kuhlenschmidt PR #2783: Removed #pragme once from CPP files (Contributed by projectgheist) #rb none Change 3118078 on 2016/09/08 by Michael.Dupuis #jira UE-32065 Removed the -windows that was added as a default option and add it simply if fullscreen is not specified #rb Alexis.Matte Change 3118080 on 2016/09/08 by Michael.Dupuis #jira UE-31131 Do not show a contextual menu if the menu is empty #rb Alexis.Matte Change 3118087 on 2016/09/08 by Matt.Kuhlenschmidt Constify this method #rb none Change 3118166 on 2016/09/08 by Nick.Darnell Trying additional command options for the build machine for automation. #rb none Change 3118222 on 2016/09/08 by Matt.Kuhlenschmidt Fix actor delete during mesh paint not working during undo #rb none #jira UE-35684 Change 3118298 on 2016/09/08 by Alexis.Matte #jira UE-35302 Export all LODs for static mesh when there is no force LOD #rb uriel.doyon Change 3118325 on 2016/09/08 by Matt.Kuhlenschmidt Fixed reset to default not appearing for slate brushes #rb none #jira UE-34958 Change 3119321 on 2016/09/09 by Matt.Kuhlenschmidt Guard against crash with an invalid world trying to be opened from the content browser #rb none https://jira.ol.epicgames.net/browse/UE-35712 Change 3119433 on 2016/09/09 by Nick.Darnell Removing a hack added by Paragon that prevents applications from resizing in real time as the user drags the size of the window around. #rb Matt.Kuklenschmidt #jira UE-35789 Change 3119448 on 2016/09/09 by Alex.Delesky When simulating touch events using the mouse, clicking the mouse will no longer let a drag operation continue. This should also allow the finger that started a drag to continue dragging items until it is released from the surface. #rb Nick.Darnell Change 3119522 on 2016/09/09 by Jamie.Dale Fixed FDetailCategoryImpl::ShouldBeExpanded not honoring bShouldBeInitiallyCollapsed when bRestoreExpansionState was true #rb Matt.Kuhlenschmidt Change 3119528 on 2016/09/09 by Jamie.Dale Some UI re-work to the localization dashboard This makes a better use of the available space, and will make it easier to make some other planned changes in the future. #rb James.Hopkin Change 3119861 on 2016/09/09 by Michael.Dupuis #jira UE-9284 Added the Play/Stop button on the thumbnail #rb Alexis.Matte Change 3120027 on 2016/09/09 by Alexis.Matte incorporate some fixes from licensee for LOD group re-import workflow #jira UE-32268 #rb uriel.doyon #codereview matt.kuhlenschmidt Change 3120845 on 2016/09/12 by Gareth.Martin Fixed crash in landscape editor when "Early Z" is enabled (cloned from 4.13.1) #jira UE-35850 #rb Allan.Bentham Change 3120980 on 2016/09/12 by Nick.Darnell Adding a commandlet that is runnable for comparing screenshots. Adding comparing and exporting capability to the screenshot manager. #rb none Change 3120992 on 2016/09/12 by Alex.Delesky #jira UE-35575 - TScriptInterface UProperties now have asset picker support. #rb Matt.Kuhlenschmidt Change 3121074 on 2016/09/12 by Michael.Dupuis #jira UE-30092 Added path length in error message when typing Added display of current filepath lenght for cooking #rb Alexis.Matte Change 3121113 on 2016/09/12 by Nick.Darnell Adding some placeholder examples to show people how to author tests in EngineTest. #rb none Change 3121152 on 2016/09/12 by Gareth.Martin Added TElementType, TIsContiguousContainer traits Added GetData(), GetNum() generic functions #rb Steve.Robb Change 3121702 on 2016/09/12 by Jamie.Dale Optimized a loop over a sorted list to instead use a binary search This speeds up the short-lived allocation view generation. We also now dump the exception information to the Trace log when in a non-debug build. #rb James.Hopkin Change 3121721 on 2016/09/12 by Jamie.Dale We now set the window mode first when resizing the game viewport to ensure that the work area is correct Fullscreen windows can affect the available work area size, which can break centering when moving between fullscreen and windowed mode. #jira UE-32842 #rb Matt.Kuhlenschmidt Change 3122578 on 2016/09/13 by Jamie.Dale Small code clean up Removed a use of the placement new style array addition. #rb none Change 3122634 on 2016/09/13 by Jamie.Dale We now immediately update DefaultConfigCheckOutNeeded when checking out/making writable the config file, rather than wait for the text tick #jira UE-34865 #rb James.Hopkin Change 3122656 on 2016/09/13 by Jamie.Dale Fixed array combo button not focusing its contents, which prevented the menu closing correctly #jira UE-33667 #rb none Change 3122661 on 2016/09/13 by Nick.Darnell Checkpointing additional work on the screenshot compare dialog, moving some Directory path picker widget into a more common area. Moving some "Find the best top level window handle for this widget for dialogs' code out of the main frame module and into Slate Application where it probably belongs. #rb none Change 3122678 on 2016/09/13 by Jamie.Dale Fixing CIS error on Clang CoreUObject needs to be included before USTRUCT can be used. #rb none Change 3122686 on 2016/09/13 by Jamie.Dale Fixing CIS error on Clang CoreUObject needs to be included before UCLASS can be used. #rb none Change 3122728 on 2016/09/13 by Nick.Darnell UMG - Exposing a trace channel for the WIC, defaults to Visibility. Improving how the WIC handles the cursor moving off the widget, it now maintains the last hit location rather than 0,0 which would cause things like dragged Sliders to reset to the left. Ideally - the WIC would know the underlying widget has capture and continue to fake collision against an imaginary plane to simulate a continuous surface. #jira UE-35167 #rb none Change 3122775 on 2016/09/13 by Nick.Darnell Automation - Fixing an error with the ScreenshotTools plugin, needed to add an the include for Engine.h to the PCH. #rb none Change 3122779 on 2016/09/13 by Nick.Darnell Widgetnimation - Exposing more of the class to C++. #rb none Change 3122793 on 2016/09/13 by Nick.Darnell Fixing a crash in UWidgetComponent::UpdateRenderTarget updating a null material instance. #jira UE-35796 #rb none Change 3122834 on 2016/09/13 by Matt.Kuhlenschmidt Fixed crash undoing moves after bsp creation https://jira.ol.epicgames.net/browse/UE-35880 #rb none Change 3122835 on 2016/09/13 by Nick.Darnell Reverting changes to WIdgetAnimation #rb none Change 3122897 on 2016/09/13 by Matt.Kuhlenschmidt Fixed non-editor compile error #rb none Change 3122988 on 2016/09/13 by Alexis.Matte Material workflow refactor #jira UETOOL-774 #rb matt.kuhlenschmidt Change 3123006 on 2016/09/13 by Jamie.Dale Fixed dynamic collections not returning anything #jira UE-35869 #rb James.Hopkin Change 3123145 on 2016/09/13 by Alexis.Matte Fix fbx automation test. The test found a regression cause by CL: 3120027. In the case where we dont have a LODGroup we dont want to add LODs before the build. #jira UE-32268 #rb none #codereview matt.kuhlenschmidt Change 3123148 on 2016/09/13 by Matt.Kuhlenschmidt Fix fortnite compile error #rb alexis.matte Change 3123208 on 2016/09/13 by Jamie.Dale The 'find culprit' dialog now honors the user choice #rb RichTW Change 3123545 on 2016/09/13 by Nick.Darnell Slate - Adjusting the window dialog host finding code to do a better job of searching for slate windows and excluding popups and non-regular windows. #rb none Change 3124494 on 2016/09/14 by Jamie.Dale Added ~ to the list of invalid characters for object/package names #jira UE-12908 #rb Matt.Kuhlenschmidt Change 3124513 on 2016/09/14 by Gareth.Martin Implemented filter to allow painting foliage on other foliage - Altered foliage filters so it will no longer paint on object types which don't have a filter, e.g. skeletal meshes #rb Allan.Bentham #2472 Change 3124523 on 2016/09/14 by Jamie.Dale PR #2724: Fix ScrollBox right mouse/touch grab scrolling functionality (Contributed by aarmbruster) #jira UE-34811 #jira UE-32082 #rb none Change 3124607 on 2016/09/14 by Nick.Darnell UMG - Adding BoundsScale support to the WidgetComponent's CalcBounds function. #jira UE-35667 #rb none Change 3124785 on 2016/09/14 by Gareth.Martin Made some foliage functions editor-only to fix non-editor build #rb none Change 3124795 on 2016/09/14 by Gareth.Martin Saved/loaded the new foliage filter #rb Allan.Bentham #2472 Change 3124915 on 2016/09/14 by Michael.Dupuis #jira UE-19511 Add support for Add to source control on DefaultEditorPerProjectUserSettings file Remove CheckoutNotice when not editing a DefaultXXXX.ini file Edit proper config file either we're modifying settings from a Default file or Local user file #codereview Matt.Kuhlenschmidt Max.Preussner #rb Alexis.Matte Change 3125266 on 2016/09/14 by Jamie.Dale Fixed ULocalizationTarget::DeleteFiles not deleting cultures, and using SCC wrong #rb none Change 3125385 on 2016/09/14 by Matt.Kuhlenschmidt Fix crash when using SaveAs to save over top of an existing level #rb none https://jira.ol.epicgames.net/browse/UE-35919 https://jira.ol.epicgames.net/browse/UE-35921 Change 3125487 on 2016/09/14 by Alexis.Matte Fix cook content, regression induce by the material workflow refactor #rb matt.kuhlenschmidt Change 3126217 on 2016/09/15 by Gareth.Martin Unset bHasPerInstanceHitProxies on landscape grass components, as they don't have individually editable instances #rb Allan.Bentham Change 3126311 on 2016/09/15 by Jamie.Dale Placement mode fixes - The display name is now cached correctly on construction, and the FPlaceableItem instance used with SPlacementAssetEntry is now const. - Ensured that the ID used by FPlaceableItem could never overflow. - Fixed some types being missing from the "All Classes" list. - Fixed the escape key not cancelling the search. #jira UE-35972 #rb James.Hopkin Change 3126325 on 2016/09/15 by Jamie.Dale Made sure that UWorld::GetAssetRegistryTags called its Super function so that properties tagged as AssetRegistrySearchable will be added. #rb Andrew.Rodham Change 3126403 on 2016/09/15 by Gareth.Martin Added Find and Contains functions to TBitArray #rb Steve.Robb Change 3126405 on 2016/09/15 by Gareth.Martin Allowed instances of Hierarchical Instanced Mesh Components to be moved around with the transform widget in the blueprint editor - Just like regular instanced mesh components! Also fixed not being able to move instances of an instanced mesh component when it is the root component Also also fixed Hierarchical Instanced Mesh Components not flushing their async tree build on saving (this was causing log spam from PostLoad when dragging instances around as the blueprint would constantly reinstance the component before the async tree build had finished) #jira UE-29357 #rb Allan.Bentham Change 3126444 on 2016/09/15 by Jamie.Dale Fixed the loc dashboard configs not working with SCC This isn't a great solution, but the whole way the loc dashboard manages its config data is in need of an overhaul. #rb none Change 3126446 on 2016/09/15 by Jamie.Dale Fixed loc dashboard game and engine targets sharing the same expansion settting #rb none Change 3126555 on 2016/09/15 by Chris.Wood Removed WER from Windows crash handling. Crashes saved to log folder and passed to CRC with explicit path. [UE-34470] - Investigate WER settings and if they can conflict with CRC on Windows #rb Steve.Robb Change 3126586 on 2016/09/15 by Gareth.Martin Fixed missing landscape components when using a LODBias (cloned from 4.13.1) #jira UE-35873 #rb Jack.Porter Change 3126610 on 2016/09/15 by Jamie.Dale Stopped PS4 from always staging all ICU data files #rb Marcus.Wassmer Change 3126779 on 2016/09/15 by Michael.Dupuis #jira UE-32914 Improve the help text to provide usage examples and params #rb Alexis.Matte Change 3126849 on 2016/09/15 by Matt.Kuhlenschmidt Fix font material and outline font material not being animatable in sequencer #rb frank.fella Change 3126858 on 2016/09/15 by Matt.Kuhlenschmidt File not saved #rb none Change 3127001 on 2016/09/15 by Matt.Kuhlenschmidt Fixed reset to default state still not appearing in all cases after changing a property. #rb none Change 3127038 on 2016/09/15 by Nick.Darnell UMG - Improving focus setting for users on widgets. If we're unable to set the focus immediately, possibly because the user is setting focus in the Construct callback before the widget is in the tree, we now update the SlateOperations FReply on LocalPlayer to set focus next frame when it's more likely the widget will become focusable. #rb none Change 3127061 on 2016/09/15 by Nick.Darnell Slate - We now have a reentrancy guard in TPanelChildren to avoid the broad cases where users might attempt to remove children while all children are being removed. Which is an easy case to engineer if you've got widgets spawning children managed by another widget, that all go away at the same time, thus causing the parent to attempt to cleanup children. The end result is a delete while deleting. So now TPanelChildren prevents adds/removes while emptying the list of children. #jira UE-35726 #rb Matt.Kuchlenschmidt Change 3127205 on 2016/09/15 by Alex.Delesky #jira UE-18013 - Users can now add Textures, Materials, or Sprites to a Widget Blueprint directly from the content browser. This also fixes a few issues with adding Widget Blueprints to another Widget BP from the content browser, such as adding a widget to itself or creating a circular dependency. #rb Nick.Darnell Change 3127971 on 2016/09/16 by Matt.Kuhlenschmidt Fix crash in scene outliner if actors become invalid #rb none https://jira.ol.epicgames.net/browse/UE-35932 Change 3128011 on 2016/09/16 by Matt.Kuhlenschmidt Added guards for crashes accessing slate resources for deleted uobjects #rb nick.darnell Change 3128067 on 2016/09/16 by Michael.Dupuis #jira UE-34158 Add an option to auto expand advanced details #rb Alexis.Matte Change 3128073 on 2016/09/16 by Michael.Dupuis #jira UE-1145 Set Save As to Ctrl + Alt + S Set Save All to Ctrl + Shift + S Set Save Current to Ctrl + S #rb Alexis.Matte Change 3128117 on 2016/09/16 by Jamie.Dale Updated the pin-type filter combo to filter on both the localized and source type descriptions #jira UE-36081 #rb none Change 3128177 on 2016/09/16 by Alexis.Matte #jira UE-35946 Remove unnecessary GetReadValue call with bad parameter. The read value call is cache so subsequent call was returning the bad cache value. #rb michael.dupuis #codereview matt.kuhlenschmidt Change 3128387 on 2016/09/16 by Gareth.Martin Fixed location and rotation of arrow widget in the landscape mirror tool when using one of the new "Rotate" modes #jira UE-36093 #rb none Change 3128445 on 2016/09/16 by Matt.Kuhlenschmidt Guard against scene outliner crash. Print out tree when items appear twice. https://jira.ol.epicgames.net/browse/UE-35935 #rb none Change 3128454 on 2016/09/16 by Matt.Kuhlenschmidt Remove category for WindowTitleBarArea. It is very custom for internal use and should not be a top level widget #rb none Change 3128482 on 2016/09/16 by Michael.Dupuis Added new key binding for generic Save, Save As Added new key binding for Save All for the content browser #rb Alexis.Matte (approved by MattK) Change 3128560 on 2016/09/16 by Matt.Kuhlenschmidt Fix build warning #codereview nick.darnell #rb none Change 3128642 on 2016/09/16 by Alexis.Matte #jira UE-36047 We now convert the light color correctly when importing and exporting fbx files. UE4 is sRGB and FBX is linear #rb none #codereview matt.kuhlenschmidt Change 3128733 on 2016/09/16 by Nick.Darnell UMG - Fixing a bad merge, some code was removed causing all BindWidget statements to fail to compile correctly. #jira UE-36105 #rb none Change 3128768 on 2016/09/16 by Matt.Kuhlenschmidt Fix selection outline showing around edges of all internal mesh sections of a component instead of around the entire actor #rb none Change 3128779 on 2016/09/16 by Matt.Kuhlenschmidt Fix offset characters on some small fonts #rb none Change 3130057 on 2016/09/19 by Jamie.Dale Fixing volatility and invalidation issues for text widgets #jira UE-33988 #rb Nick.Darnell Change 3130064 on 2016/09/19 by Jamie.Dale Changed mprof meta-data to allow unicode strings and updated ReadString to deal with them correctly #rb James.Hopkin Change 3130233 on 2016/09/19 by Michael.Dupuis #jira UE-32914 Added missing args that the UI supported #rb Alexis.Matte Change 3130265 on 2016/09/19 by Nick.Darnell Automation - Cleaning up some API items. #rb none Change 3130378 on 2016/09/19 by Matt.Kuhlenschmidt Fix reentrancy saving assets while a prompt for checkout dialog is open #rb none Change 3130398 on 2016/09/19 by Jamie.Dale Fixing UHT error when building #rb none Change 3132101 on 2016/09/20 by Nick.Darnell UMG - Adding a toolbar option in the designer for the 'G' command, similar to 'Game View' in the level editor, it disables all the dashed lines / future editor visuals. #rb none Change 3132110 on 2016/09/20 by Nick.Darnell PR #2792: ShowFlags for WidgetComponents (Contributed by projectgheist) #jira UE-13770 #rb Nick.Darnell Change 3132111 on 2016/09/20 by Nick.Darnell UMG - The retainer now embeds a virtual window into the focus path so that paths are resolved correctly. #rb none Change 3132138 on 2016/09/20 by Michael.Dupuis #jira UE-30945 Added missing PostEditComponentMove after drag is finished #rb Alexis.Matte Change 3132147 on 2016/09/20 by Michael.Dupuis #jira UE-30866 Fixed the filter to work properly #rb Alexis.Matte Change 3132190 on 2016/09/20 by Matt.Kuhlenschmidt Fix static analysis warnings in this file #rb none Change 3132231 on 2016/09/20 by Nick.Darnell Slate - Updating the material blend states to match what is expected of Slate rendering, which differs a lot from the scene renderer with the way it treats alpha. This fixes translucent rendering with the retainer widget, users will need to set their materials to Alpha Composite though for it to behave as expected. #jira UE-33285 #rb none Change 3132255 on 2016/09/20 by Alex.Delesky #jira UE-36048 - TMap and TSet properties are now disallowed from adding more children through the Details panel when they contain the dfault value for a key or element. Reset to Default is also no longer allowed on a Map or Set child when it will result in a second default value existing within the container. #rb Matt.Kuhlenschmidt Change 3132587 on 2016/09/20 by Mike.Fricker MIDI Plugin: Fixed a CIS error in shipping configuration (introduced in CL 3108604) #rb none #lockdown matt.kuhlenschmidt Change 3132623 on 2016/09/20 by Matt.Kuhlenschmidt Fix crash opening the cooker settings https://jira.it.epicgames.net/browse/UE-36197 #rb none #lockdown nick.darnell Change 3133144 on 2016/09/20 by Nick.Darnell Build configuration for automation tests. #rb none #lockdown matt.kuhlenschmidt Change 3133206 on 2016/09/20 by Matt.Kuhlenschmidt Fix default material on odin text #rb none #lockdown nick.darnell Change 3133913 on 2016/09/21 by Nick.Darnell Back out revision 17 from //UE4/Dev-Editor/Engine/Source/Runtime/UMG/Private/Slate/SRetainerWidget.cpp #rb none #jira UE-36231 #lockdown matt.kuhlenschmidt [CL 3133983 by Matt Kuhlenschmidt in Main branch]
2016-09-21 10:07:18 -04:00
FSlateApplication::Get().FindBestParentWindowHandleForDialogs(nullptr),
LOCTEXT("ImportCertificateDialogTitle", "Import Certificate").ToString(),
FPaths::GetProjectFilePath(),
TEXT(""),
FileTypes,
EFileDialogFlags::None,
OpenFilenames,
FilterIndex
);
}
if ( bOpened )
{
const UIOSRuntimeSettings& Settings = *GetDefault<UIOSRuntimeSettings>();
CertPath = FPaths::ConvertRelativePathToFull(OpenFilenames[0]);
#if PLATFORM_MAC
FString CmdExe = TEXT("/bin/sh");
FString ScriptPath = FPaths::ConvertRelativePathToFull(FPaths::EngineDir() / TEXT("Build/BatchFiles/Mac/RunMono.sh"));
FString IPPPath = FPaths::ConvertRelativePathToFull(FPaths::EngineDir() / TEXT("Binaries/DotNet/IOS/IPhonePackager.exe"));
FString CommandLine = FString::Printf(TEXT("\"%s\" \"%s\" Install Engine -project \"%s\" -certificate \"%s\" -bundlename \"%s\""), *ScriptPath, *IPPPath, *ProjectPath, *CertPath, *(Settings.BundleIdentifier));
#else
FString CmdExe = FPaths::ConvertRelativePathToFull(FPaths::EngineDir() / TEXT("Binaries/DotNet/IOS/IPhonePackager.exe"));
FString CommandLine = FString::Printf(TEXT("Install Engine -project \"%s\" -certificate \"%s\" -bundlename \"%s\""), *ProjectPath, *CertPath, *(Settings.BundleIdentifier));
#endif
IPPProcess = MakeShareable(new FMonitoredProcess(CmdExe, CommandLine, true));
OutputMessage = TEXT("");
IPPProcess->OnOutput().BindStatic(&OnOutput);
IPPProcess->Launch();
TickerHandle = FTicker::GetCoreTicker().AddTicker(FTickerDelegate::CreateRaw(this, &FIOSTargetSettingsCustomization::UpdateStatusDelegate), 10.0f);
if (CertificateInfoSwitcher.IsValid())
{
CertificateInfoSwitcher->SetActiveWidgetIndex(1);
}
RunningIPPProcess = true;
}
return FReply::Handled();
}
FReply FIOSTargetSettingsCustomization::OnCertificateRequestClicked()
{
// TODO: bring up an open file dialog and then install the provision
return FReply::Handled();
}
FReply FIOSTargetSettingsCustomization::OnGenerateSSHKey()
{
// see if the key is already generated
const UIOSRuntimeSettings& Settings = *GetDefault<UIOSRuntimeSettings>();
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3120366) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2714591 on 2015/10/02 by Ben.Marsh Initial branch of files from Engine-Main (//UE4/Engine-Main) to Dev-Platform (//UE4/Dev-Platform) Change 2916715 on 2016/03/21 by Daniel.Lamb First pass at splitting out build cook run into into seperate scripts. Change 2948322 on 2016/04/19 by Nick.Shin update libwebsockets to v1.7.4 part 4 of 4 - doing this in stages for tracking purposes #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 2970016 on 2016/05/07 by Nick.Shin undo all of the following upgrades: - zlib - openssl - libcurl - libwebsockets and reset webrtc #jira UE-30298 - Fortnite and Orion crash on login Change 3059693 on 2016/07/21 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3061151 on 2016/07/22 by Niklas.Smedberg Fast ASTC texture compression, using ISPC. #jira UE-32308 Change 3061428 on 2016/07/22 by Peter.Sauerbrei Back out changelist 3061151 as it wasn't approved for submission Change 3061970 on 2016/07/22 by Steve.Cano Adding AdMob interstitital ad support for Android, including Blueprint functions #jira UE-33286 #ue4 #android Change 3062160 on 2016/07/22 by Mark.Satterthwaite Fix the fix for handling RHISetStreamSource overriding stride on Metal - not all MTLVertexDescriptors are equally hashable so do this ourselves. #jira UE-33355 Change 3062770 on 2016/07/24 by Brent.Pease UE-32397 Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows Change 3063227 on 2016/07/25 by Dmitry.Rekman Update hlslcc cross-compile after libc++ change. Change 3063314 on 2016/07/25 by Jeff.Campeau Xbox One DLL loading Receipts can be read back by request for target info Change 3063329 on 2016/07/25 by Mark.Satterthwaite CL #3046743 was breaking other samples in unexpected ways after a recent Main merge, so make a Metal-specific change to the shader instead and amend the MetalBackend to better match HLSL's handling of NaN/inf with common single-precision float intrinsics. This is sufficient to fix the AtmosphericFog and the recent regressions. #jira UE-33600 #jira UE-33028 #jira UE-27879 #jira UE-25802 Change 3063492 on 2016/07/25 by Brent.Pease UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16 UE-33200 - A movie isn't played on iOS occasionally. Change 3063729 on 2016/07/25 by Dmitry.Rekman Linux: enable XGE on all platforms. #tests Cross-compiled a number of Linux targets on Windows. Change 3063732 on 2016/07/25 by Dmitry.Rekman Fixed formatting (spaces->tabs) in previous change. Change 3063750 on 2016/07/25 by Daniel.Lamb Added code to dump the cook modification delegate loads to log. Fixed the memory usage output log. #test cook paragon. Change 3063804 on 2016/07/25 by Daniel.Lamb Added cookpartialgc additional commandline option to uat. #test UFE Change 3064008 on 2016/07/25 by Mark.Satterthwaite For non-shipping builds conditionally bind a default uniform buffer in Metal and report an error if the slot was unbound, if our validation layer is enabled attempt to report the shader source in question. This relies on the shader compiler providing accurate information about uniform buffer bindings and won't fix all occurances of bad uniform usage (if a buffer is bound but too short the result will be GPU restarts or an error in Apple's validation layer - we can't detect this case) but will help debug the typical error of leaving an active slot unbound. #jira FORT-27685 Change 3064141 on 2016/07/25 by Jeff.Campeau Rebuild vpxmd.lib with delayed codegen disabled (fixes linker warning building Win64). Change 3065024 on 2016/07/26 by Nick.Shin Change filetype remove exclusive check out bit requested by or.coheni & nick.penwarden Change 3065274 on 2016/07/26 by Jonathan.Fitzpatrick DirectoriesToAlwaysStageAsUFS now properly filters out *.uasset and *.umap files This prevents the bug where cooked assets get trampled by staging their uncooked version on top of them during the UFS step Added a file filter to DirectoriesToAlwaysStageAsUFS for uasset and umap. Change 3066338 on 2016/07/27 by Mark.Satterthwaite Handle releasing an SRV/UAV & the source object within a single Metal command-buffer. #jira UE-33779 Change 3066789 on 2016/07/27 by Daniel.Lamb Realtime mode does not save any packages anymore unless they are ready. #test cookontheside, cookbythebook shooter game Change 3066847 on 2016/07/27 by Jeff.Campeau Fix define #2634 #jira UE-33813 Change 3068868 on 2016/07/28 by Mark.Satterthwaite Extend hlslcc's handling of switch-statements to allow implict casts from scalar bool, half & float as HLSL itself permits while also making sure it errors if the expression input is not scalar. This fixes shader compile errors in UT. Change 3070040 on 2016/07/29 by Dmitry.Rekman Delete Nadzorca. Change 3070947 on 2016/07/29 by Jeff.Campeau Perforce C++ API 2015.2 (includes debug libraries) Change 3073707 on 2016/08/02 by Daniel.Lamb Derived data cache commandlet runs resolve string asset references to load any string asset refereced packages from the map. Also process async results from shaders being compiled so they can have their memory resources released. #test DerivedDataCache commandlet shootergame. Change 3076613 on 2016/08/03 by Brent.Pease + UnrealTargetConfiguration is now passed into deploy and package methods + The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development) Change 3076668 on 2016/08/03 by Brent.Pease Back out changelist 3076613 Change 3077157 on 2016/08/04 by Daniel.Lamb Fixed up DLC staging so that it stages to the proper mount point. Fixes up include engine content in DLC staging paths. #test Made up shooter game DLC Change 3077191 on 2016/08/04 by Daniel.Lamb More smartly process async shader compilation if we are waiting for it. #test cook on the side shooter game cook by the book shooter game. Change 3077412 on 2016/08/04 by Mark.Satterthwaite Fix "iOS Metal-based build crashes at launch with sub-levels": - Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything. - To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects. - Fix validation error of texture reallocation on loading template projects under Metal. #jira UE-30847 Change 3077958 on 2016/08/04 by Brent.Pease + UnrealTargetConfiguration is now passed into deploy and package methods + The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development) Change 3079503 on 2016/08/05 by Mark.Satterthwaite Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised. #jira UE-33856 Change 3079737 on 2016/08/05 by Jeff.Campeau Add support for delay load DLLs on Xbox One Turn off warnging for missing PDBs to match VCToolchain.cs Change 3081005 on 2016/08/08 by Mark.Satterthwaite Fix-up Metal device name on AMD for macOS 10.12 which reports it correctly and enable tiled reflections on Intel from macOS 10.12 too as they now work. Change 3081557 on 2016/08/08 by Daniel.Lamb File-> Package saves all packages before starting packaging. #test File package first person template Change 3082215 on 2016/08/09 by Lee.Clark PS4 - Added 4k profile Change 3082412 on 2016/08/09 by Daniel.Lamb Fixed cook on the fly server not handling cook requests. #test Cook on the fly shooter game. Change 3082955 on 2016/08/09 by Dmitry.Rekman Linux: convert existing Strcat() uses to Strncat(). - Strcat() does not check destination size so can silently corrupt memory. While this was not observed, this conversion removes this concern altogether. Change 3083772 on 2016/08/10 by Luke.Thatcher [PLATFORM] [PS4] [+] Checking in PS4CrashHandler files so we have a copy in Perforce rather than just on the server. - Taken from \\devweb-02 and removed all the unused files/dependencies. - Created a publish profile pointing to \\devweb-02\Sites\PS4Services\PS4CrashHandlerDev so I'm not writing over the existing deployed crash handler. - Moved all code in the Page_Load event to inside the check for the HTTP method (POST) otherwise GET'ing the page from a browser will generate crash folders that hang around forever. Change 3085450 on 2016/08/11 by Lee.Clark PS4 - Fix mediaplayer pipeline allocation Change 3086360 on 2016/08/11 by Michael.Trepka Fixed a non-unity build error in Mac UnrealFrontend Change 3087224 on 2016/08/12 by Luke.Thatcher [PLATFORM] [PS4] [~] Refactor PS4 Crash Handler site - Removed CoreDumpHandler. Processing dump files is handled directly by an async thread within the aspx process. - Separated configuration values into their own class. Currently set to output to a testing directory, rather than the actual crash reporter landing zone. - Added a debug upload page to allow manual submission of .orbisdmp/.txt settings files, accessible by GET'ing Default.aspx. - Added logging. Logs self-delete after 30 days. Testing required before we switch to the new system. #jira UE-34504 #jira OR-26886 Change 3087626 on 2016/08/12 by Dmitry.Rekman PR #2689: Fix copying/duplicating failing on Linux (UE-34586). - Contributed by Web-eWorks. Change 3087991 on 2016/08/12 by Mark.Satterthwaite Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS. - Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial. - Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there. - OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time. - Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output. - On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching. - On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code. - AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format. - Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled. #jira UE-34315 Change 3088790 on 2016/08/15 by Luke.Thatcher [PLATFORM] [PS4] [~] Hook new PS4 crash handler up to the crash reporter website. - Removed indentation from generated crash context XML file. The crash reporter process does manual XML parsing which doesn't correctly handle whitespace at the start of lines. - Switched the final output folder to match the one the crash reporter process is watching. - Hide upload form on a config variable. #jira UE-34504 #jira OR-26886 Change 3089060 on 2016/08/15 by Luke.Thatcher [PLATFORM] [PS4] [!] Change PS4 crash handler log file extension to ".ps4chlog", otherwise the crash reporter site attaches the wrong log file to the crash report. Allowed showing of debug upload form via "Default.aspx?showform=1" query string. #jira UE-34504 #jira OR-26886 Change 3089089 on 2016/08/15 by Mark.Satterthwaite Duplicated changes to AppleMovieStreamer from CL #3088149. #jira UE-34315 Change 3089460 on 2016/08/15 by Mark.Satterthwaite Duplicate CL #3080971: Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared. #jira UE-34355 Change 3089465 on 2016/08/15 by Mark.Satterthwaite For Metal shader translation retain more precision for float constants -1.0f >< 1.0f by emitting them in scientific notation - prevents Hammersley constant amongst others from being flushed to 0. Change 3089902 on 2016/08/15 by Daniel.Lamb Changed the next compiling ID to the correct compiling ID. #test Cook Change 3089903 on 2016/08/15 by Daniel.Lamb Cooker monitors config useage during cook and uses those settings to invalidate cooked content instead of all config settings. Change 3090114 on 2016/08/16 by Luke.Thatcher [PLATFORM] [PS4] [~] Minor change to PS4 settings text on crash handler site. Change 3090949 on 2016/08/16 by Nick.Shin WebSocketNetDriver crash fix filled in missing chunk of code that calls PacketHandler's "packet modifiers" #jira UE-25492 HTML5 Client cannot connect to Windows Server #jira UE-30880 WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket #code.review john.pollard john.barrett Change 3091265 on 2016/08/16 by Brent.Pease Add IOS support to HarfBuzz Change 3091267 on 2016/08/16 by Brent.Pease Add references to fix mono build Change 3091291 on 2016/08/16 by Nick.Shin CIS warning fix #jira UE-25492 HTML5 Client cannot connect to Windows Server #jira UE-30880 WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket Change 3091781 on 2016/08/17 by Joe.Barnes UE-33640: Exposed UPrimitiveComponent::IsAnyRigidBodyAwake() to Blueprints. Change 3092687 on 2016/08/17 by Daniel.Lamb Added support for using binned allocator in cooker instead of tbb. #test Cook shootergame. Change 3093867 on 2016/08/18 by Mark.Satterthwaite Use a read/write mutex to protect access to Metal's internal shader pipeline caches so that parallel threads can progress in the common case where new shaders are not being compiled. Change 3093950 on 2016/08/18 by Mark.Satterthwaite Change the Mac GPU identification code to cope with AMD's new naming scheme on 10.12. Change 3093951 on 2016/08/18 by Mark.Satterthwaite More SCW threads on Mac - they work now. Change 3093960 on 2016/08/18 by Mark.Satterthwaite Increase the default number of command-buffers on Mac because bigger games overflow the current limit of 64 per queue. Change 3096493 on 2016/08/22 by Jeff.Campeau Use Xbox version of DirectX include. Change 3097509 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Refactor PS4 Symbol Publish - Moved the SymStore task from Win.Automation to BuildGraph.Automation, and made it more generic. - The specifics of uploading symbols are now implemented in the platform tool chain, alongside StripSymbols(). - Re-generated the build graph schema file. - Removed the old PS4 symbols upload path in the package step. Modified OrionBuild.xml to publish symbols for all PS4 dev, test and shipping config builds of OrionClient. Change 3097635 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Refactor Age Symbols task in UAT. - Moved the AgeStore task from Win.Automation to BuildGraph.Automation and made it more generic. - Symbol server directory structure is now defined by the platform tool chain, which the common task uses to clean out old symbols. - Added a "filter" parameter to prevent age tasks deleting symbols from unrelated builds in shared symbol servers. Modified OrionBuild.xml to age both the Windows and PS4 symbol stores. Change 3097713 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Enable new PS4 crash handler server - Created live deployment profile and applied the required config file changes. Change 3099214 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix compile error in PS4 tool chain. For some reason, this only breaks ocassionally. Maybe we're alternating between the 2013 and 2015 C# compilers depending on what initiates the build (e.g. Visual Studio vs GenerateProjectFiles)? Change 3099222 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [+] Added PS4 support for FPlatformMisc::MessageBoxExt using the MsgDialog library. - Note, only one and two button message dialogs are supported (limitation of MsgDialog). Change 3099260 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [~] Better PS4 exit function. Calls quick_exit instead of abort when we've not asserted. Allows for a "cleaner" forced exit without generating a crash dump. Change 3101192 on 2016/08/25 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3101944 on 2016/08/25 by Daniel.Lamb Ask to save the current level when we are using launch on. Change 3102036 on 2016/08/25 by Nick.Shin check for minimum expected size upon data received from network #jira UE-13657 - HTML5 plugin OnRawRecieve overflow Change 3102115 on 2016/08/25 by Brent.Pease - Fix small errors that probably only show up in the mac mono build #code.review peter.sauerbrei Change 3102747 on 2016/08/26 by Jeremiah.Waldron Re-submitting OnlineSubsystemGameCircle with TPS permission for Amazon SDK - Also fixed the plugin to remove any related files from the final package when IAP is disabled or GameCircle support itself is disabled with the plugin still enabled - Added support for new AlreadyOwned IAP response code as well which is already used for GooglePlay and IOS Change 3102900 on 2016/08/26 by Nick.Shin since last checkin (CL: 2981945) - prints are crashing the browser - this change will allow browser to print the details via console.log() #jira UE-26047 - HTML5 HTTP Response Headers not implemented Change 3103130 on 2016/08/26 by Brent.Pease UE-24679 - Enable the ability to change ports for a firewall to pass them through rsync Change 3103225 on 2016/08/26 by Daniel.Lamb Fixed issue with warning which would cause crash. Change 3103425 on 2016/08/26 by Dmitry.Rekman Enable offscreen GL rendering without X. - Added new video subsystem to SDL that is uses EGL to initialize the context. - Most windoing functions stubbed. - Also added a new test case to TestPAL for easier debugging. Change 3104743 on 2016/08/29 by Brent.Pease Support remote offline metal shader compilation Change 3105051 on 2016/08/29 by Brent.Pease UE-2382 - TASK: MobleMVP: iOS: Add ability to view iOS device console output in the editor UFE - IOS Automation will now create a thread to collect the console logs from the device and send them to C# Console output while the app is running on device - Made ProcessResult an interface (IProcessResult) which ProcessResult implements. This allows platforms to provide their own implementation if needed. - Moved the RunLoop related parts of CoreFoundation into MobileDevice.cs Change 3105053 on 2016/08/29 by Brent.Pease - IOS dll's as part of the last check-in Change 3106853 on 2016/08/30 by Jeff.Campeau Implement FD3D11DynamicRHI::RHICreateComputeFence to prevent memory overwrite Change 3107361 on 2016/08/30 by Dmitry.Rekman Renderer: changes to allow postproc delegates. Change 3107362 on 2016/08/30 by Dmitry.Rekman Plugin with a CUDA postproc example. - Linux version only. Runs under a headless GL too (without X). - Disabled during cross-compilation, can be compiled natively only. - CUDA kernel should be compiled separately, CMakefile with compilation attached (can be used to generate VStudio projects as well). - To test the output, run under the debugger, interrupt and set global variable GSaveTheOutput to 50 (this will write out kernel output buffer 50 times as .bmp files into working directory). Change 3107913 on 2016/08/31 by Daniel.Lamb Fixed loading of cooked content in the editor. Change 3107916 on 2016/08/31 by Daniel.Lamb Added error case when shader compilation fails to notify shader. #test Cook shooter game. Change 3108080 on 2016/08/31 by Josh.Adams - Fixed PS4Automation compile errors Change 3109077 on 2016/08/31 by Brent.Pease Fix C# debug builds by specifying x64 and add reference to MobileDeviceInterface Change 3110086 on 2016/09/01 by Dmitry.Rekman Fix race condition in PThread runnable (UE-35074). - Instead of relying on busy-wait, join the threads. This prevents race between PostRun() (executed in the context of the thread) and FPThreadRunnableThread() destructor (see UE-34909). - Do not use an invalid value for pthread_t, since there's none. Change 3110172 on 2016/09/01 by Dmitry.Rekman Fixed a crash exiting VR Preview on Windows GL4 (UE-28708). - PR #2188 submitted by ardneran. Change 3110313 on 2016/09/01 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3111134 on 2016/09/01 by Dmitry.Rekman UBT: prevent mono from hanging on Ctrl-C. - Sometimes Ctrl-C can cause thread creation to fail. Without this change, UBT would lock up. Change 3111171 on 2016/09/01 by Brent.Pease Move all C# projects to use the x64 Platform for consistency with other changes made to move to the x64 Platform Change 3111177 on 2016/09/01 by Dmitry.Rekman Fix Linux build on systems without CUDA (UE-35460). Change 3111548 on 2016/09/02 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix for PS4 iterative deployment. - Changes in Dev-Mobile broke the deployment manifests, as PS4 was now using the wrong filename when creating delta and obsolete file lists. Change 3111863 on 2016/09/02 by Dmitry.Rekman Better fix for build without CUDA (UE-35460). Change 3112738 on 2016/09/02 by Mark.Satterthwaite Fix the pausing particles on Metal - one line bug in the Metal query implementation meant that the first query wouldn't return the correct result for no good reason. #jira UE-34989 Change 3114579 on 2016/09/06 by Chris.Babcock Fix Vulkan include path in NDK check (contributed by geediiiiky) #jira UE-35490 #github #2758 #ue4 #android Change 3115115 on 2016/09/06 by Jeff.Campeau Calculate buffer size for paks using the bitwindow override as needed Change 3115600 on 2016/09/07 by Luke.Thatcher [PLATFORM] [PS4] [~] Make the crash dump handler registration much earlier, to catch crashes in early engine init. - Fixed up places in FGenericCrashContext::SerializeContentToBuffer which used the command line. If we crash early, the command line may not have been initialized yet. - Added a GetNoInit function to FThreadHeartBeat to avoid creating the heart beat thread if we crash early, and the thread doesn't exist yet. Tested by calling abort() immediately inside int main(), and we get a valid crash dump that the crash handler service can consume. Change 3115676 on 2016/09/07 by Luke.Thatcher [PLATFORM] [~] Dev-Platform integration fix for original CL 3064888 in //Orion/Release-29.1 Add .exe and .dll to windows symbol upload file filters. Change 3115811 on 2016/09/07 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3115944 on 2016/09/07 by Michael.Trepka Implemented IsGamepadAttached() for Mac Change 3115948 on 2016/09/07 by Michael.Trepka Don't try to restore Help menu item on Mac if MenuBlock does not contain it Change 3116200 on 2016/09/07 by Jeff.Campeau Fix parameter ordering Change 3117660 on 2016/09/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3117728 on 2016/09/08 by Michael.Trepka Copy of CL 3117698 by Mike.Fricker Fixed regression with editor's Simulate mode where cursor would teleport back to the center of the viewport after every click - This bug was introduced in CL 3075932 from a borderless window cursor handling fix that was needed for games that capture the cursor Change 3117797 on 2016/09/08 by Peter.Sauerbrei Shader Resource compression Change 3117988 on 2016/09/08 by Brent.Pease - Solutiion generator will now pick x64 instead of AnyCPU for the default platform configuration - Fix what I think was a merge error in BuildGraph.cs Change 3118296 on 2016/09/08 by Daniel.Lamb Fixed crash with launch on. Couldnt' correctly detect previous generated ini settings. #test launch on QA game #jira UE-35741 Change 3118438 on 2016/09/08 by JohnHenry.Carawon Fix UAT compilation on Linux #UE-35745 Change 3118934 on 2016/09/08 by Jeff.Campeau Shader compression setting based on target platform instead of cooking host platform. #jira UE-35753 Change 3120190 on 2016/09/09 by Ben.Marsh Add missing Platform attribute to build script for Dev-Platform. [CL 3120378 by Josh Adams in Main branch]
2016-09-09 20:13:41 -04:00
FString RemoteServerAddress;
FString RemoteServerPort;
int32 colonIndex;
if(Settings.RemoteServerName.FindChar(':', colonIndex))
{
RemoteServerAddress = Settings.RemoteServerName.Left(colonIndex);
RemoteServerPort = Settings.RemoteServerName.RightChop(colonIndex + 1);
}
else
{
RemoteServerAddress = Settings.RemoteServerName;
RemoteServerPort = "22";
}
TCHAR Path[4096];
FPlatformMisc::GetEnvironmentVariable(TEXT("APPDATA"), Path, ARRAY_COUNT(Path));
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3120366) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2714591 on 2015/10/02 by Ben.Marsh Initial branch of files from Engine-Main (//UE4/Engine-Main) to Dev-Platform (//UE4/Dev-Platform) Change 2916715 on 2016/03/21 by Daniel.Lamb First pass at splitting out build cook run into into seperate scripts. Change 2948322 on 2016/04/19 by Nick.Shin update libwebsockets to v1.7.4 part 4 of 4 - doing this in stages for tracking purposes #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 2970016 on 2016/05/07 by Nick.Shin undo all of the following upgrades: - zlib - openssl - libcurl - libwebsockets and reset webrtc #jira UE-30298 - Fortnite and Orion crash on login Change 3059693 on 2016/07/21 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3061151 on 2016/07/22 by Niklas.Smedberg Fast ASTC texture compression, using ISPC. #jira UE-32308 Change 3061428 on 2016/07/22 by Peter.Sauerbrei Back out changelist 3061151 as it wasn't approved for submission Change 3061970 on 2016/07/22 by Steve.Cano Adding AdMob interstitital ad support for Android, including Blueprint functions #jira UE-33286 #ue4 #android Change 3062160 on 2016/07/22 by Mark.Satterthwaite Fix the fix for handling RHISetStreamSource overriding stride on Metal - not all MTLVertexDescriptors are equally hashable so do this ourselves. #jira UE-33355 Change 3062770 on 2016/07/24 by Brent.Pease UE-32397 Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows Change 3063227 on 2016/07/25 by Dmitry.Rekman Update hlslcc cross-compile after libc++ change. Change 3063314 on 2016/07/25 by Jeff.Campeau Xbox One DLL loading Receipts can be read back by request for target info Change 3063329 on 2016/07/25 by Mark.Satterthwaite CL #3046743 was breaking other samples in unexpected ways after a recent Main merge, so make a Metal-specific change to the shader instead and amend the MetalBackend to better match HLSL's handling of NaN/inf with common single-precision float intrinsics. This is sufficient to fix the AtmosphericFog and the recent regressions. #jira UE-33600 #jira UE-33028 #jira UE-27879 #jira UE-25802 Change 3063492 on 2016/07/25 by Brent.Pease UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16 UE-33200 - A movie isn't played on iOS occasionally. Change 3063729 on 2016/07/25 by Dmitry.Rekman Linux: enable XGE on all platforms. #tests Cross-compiled a number of Linux targets on Windows. Change 3063732 on 2016/07/25 by Dmitry.Rekman Fixed formatting (spaces->tabs) in previous change. Change 3063750 on 2016/07/25 by Daniel.Lamb Added code to dump the cook modification delegate loads to log. Fixed the memory usage output log. #test cook paragon. Change 3063804 on 2016/07/25 by Daniel.Lamb Added cookpartialgc additional commandline option to uat. #test UFE Change 3064008 on 2016/07/25 by Mark.Satterthwaite For non-shipping builds conditionally bind a default uniform buffer in Metal and report an error if the slot was unbound, if our validation layer is enabled attempt to report the shader source in question. This relies on the shader compiler providing accurate information about uniform buffer bindings and won't fix all occurances of bad uniform usage (if a buffer is bound but too short the result will be GPU restarts or an error in Apple's validation layer - we can't detect this case) but will help debug the typical error of leaving an active slot unbound. #jira FORT-27685 Change 3064141 on 2016/07/25 by Jeff.Campeau Rebuild vpxmd.lib with delayed codegen disabled (fixes linker warning building Win64). Change 3065024 on 2016/07/26 by Nick.Shin Change filetype remove exclusive check out bit requested by or.coheni & nick.penwarden Change 3065274 on 2016/07/26 by Jonathan.Fitzpatrick DirectoriesToAlwaysStageAsUFS now properly filters out *.uasset and *.umap files This prevents the bug where cooked assets get trampled by staging their uncooked version on top of them during the UFS step Added a file filter to DirectoriesToAlwaysStageAsUFS for uasset and umap. Change 3066338 on 2016/07/27 by Mark.Satterthwaite Handle releasing an SRV/UAV & the source object within a single Metal command-buffer. #jira UE-33779 Change 3066789 on 2016/07/27 by Daniel.Lamb Realtime mode does not save any packages anymore unless they are ready. #test cookontheside, cookbythebook shooter game Change 3066847 on 2016/07/27 by Jeff.Campeau Fix define #2634 #jira UE-33813 Change 3068868 on 2016/07/28 by Mark.Satterthwaite Extend hlslcc's handling of switch-statements to allow implict casts from scalar bool, half & float as HLSL itself permits while also making sure it errors if the expression input is not scalar. This fixes shader compile errors in UT. Change 3070040 on 2016/07/29 by Dmitry.Rekman Delete Nadzorca. Change 3070947 on 2016/07/29 by Jeff.Campeau Perforce C++ API 2015.2 (includes debug libraries) Change 3073707 on 2016/08/02 by Daniel.Lamb Derived data cache commandlet runs resolve string asset references to load any string asset refereced packages from the map. Also process async results from shaders being compiled so they can have their memory resources released. #test DerivedDataCache commandlet shootergame. Change 3076613 on 2016/08/03 by Brent.Pease + UnrealTargetConfiguration is now passed into deploy and package methods + The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development) Change 3076668 on 2016/08/03 by Brent.Pease Back out changelist 3076613 Change 3077157 on 2016/08/04 by Daniel.Lamb Fixed up DLC staging so that it stages to the proper mount point. Fixes up include engine content in DLC staging paths. #test Made up shooter game DLC Change 3077191 on 2016/08/04 by Daniel.Lamb More smartly process async shader compilation if we are waiting for it. #test cook on the side shooter game cook by the book shooter game. Change 3077412 on 2016/08/04 by Mark.Satterthwaite Fix "iOS Metal-based build crashes at launch with sub-levels": - Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything. - To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects. - Fix validation error of texture reallocation on loading template projects under Metal. #jira UE-30847 Change 3077958 on 2016/08/04 by Brent.Pease + UnrealTargetConfiguration is now passed into deploy and package methods + The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development) Change 3079503 on 2016/08/05 by Mark.Satterthwaite Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised. #jira UE-33856 Change 3079737 on 2016/08/05 by Jeff.Campeau Add support for delay load DLLs on Xbox One Turn off warnging for missing PDBs to match VCToolchain.cs Change 3081005 on 2016/08/08 by Mark.Satterthwaite Fix-up Metal device name on AMD for macOS 10.12 which reports it correctly and enable tiled reflections on Intel from macOS 10.12 too as they now work. Change 3081557 on 2016/08/08 by Daniel.Lamb File-> Package saves all packages before starting packaging. #test File package first person template Change 3082215 on 2016/08/09 by Lee.Clark PS4 - Added 4k profile Change 3082412 on 2016/08/09 by Daniel.Lamb Fixed cook on the fly server not handling cook requests. #test Cook on the fly shooter game. Change 3082955 on 2016/08/09 by Dmitry.Rekman Linux: convert existing Strcat() uses to Strncat(). - Strcat() does not check destination size so can silently corrupt memory. While this was not observed, this conversion removes this concern altogether. Change 3083772 on 2016/08/10 by Luke.Thatcher [PLATFORM] [PS4] [+] Checking in PS4CrashHandler files so we have a copy in Perforce rather than just on the server. - Taken from \\devweb-02 and removed all the unused files/dependencies. - Created a publish profile pointing to \\devweb-02\Sites\PS4Services\PS4CrashHandlerDev so I'm not writing over the existing deployed crash handler. - Moved all code in the Page_Load event to inside the check for the HTTP method (POST) otherwise GET'ing the page from a browser will generate crash folders that hang around forever. Change 3085450 on 2016/08/11 by Lee.Clark PS4 - Fix mediaplayer pipeline allocation Change 3086360 on 2016/08/11 by Michael.Trepka Fixed a non-unity build error in Mac UnrealFrontend Change 3087224 on 2016/08/12 by Luke.Thatcher [PLATFORM] [PS4] [~] Refactor PS4 Crash Handler site - Removed CoreDumpHandler. Processing dump files is handled directly by an async thread within the aspx process. - Separated configuration values into their own class. Currently set to output to a testing directory, rather than the actual crash reporter landing zone. - Added a debug upload page to allow manual submission of .orbisdmp/.txt settings files, accessible by GET'ing Default.aspx. - Added logging. Logs self-delete after 30 days. Testing required before we switch to the new system. #jira UE-34504 #jira OR-26886 Change 3087626 on 2016/08/12 by Dmitry.Rekman PR #2689: Fix copying/duplicating failing on Linux (UE-34586). - Contributed by Web-eWorks. Change 3087991 on 2016/08/12 by Mark.Satterthwaite Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS. - Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial. - Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there. - OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time. - Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output. - On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching. - On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code. - AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format. - Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled. #jira UE-34315 Change 3088790 on 2016/08/15 by Luke.Thatcher [PLATFORM] [PS4] [~] Hook new PS4 crash handler up to the crash reporter website. - Removed indentation from generated crash context XML file. The crash reporter process does manual XML parsing which doesn't correctly handle whitespace at the start of lines. - Switched the final output folder to match the one the crash reporter process is watching. - Hide upload form on a config variable. #jira UE-34504 #jira OR-26886 Change 3089060 on 2016/08/15 by Luke.Thatcher [PLATFORM] [PS4] [!] Change PS4 crash handler log file extension to ".ps4chlog", otherwise the crash reporter site attaches the wrong log file to the crash report. Allowed showing of debug upload form via "Default.aspx?showform=1" query string. #jira UE-34504 #jira OR-26886 Change 3089089 on 2016/08/15 by Mark.Satterthwaite Duplicated changes to AppleMovieStreamer from CL #3088149. #jira UE-34315 Change 3089460 on 2016/08/15 by Mark.Satterthwaite Duplicate CL #3080971: Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared. #jira UE-34355 Change 3089465 on 2016/08/15 by Mark.Satterthwaite For Metal shader translation retain more precision for float constants -1.0f >< 1.0f by emitting them in scientific notation - prevents Hammersley constant amongst others from being flushed to 0. Change 3089902 on 2016/08/15 by Daniel.Lamb Changed the next compiling ID to the correct compiling ID. #test Cook Change 3089903 on 2016/08/15 by Daniel.Lamb Cooker monitors config useage during cook and uses those settings to invalidate cooked content instead of all config settings. Change 3090114 on 2016/08/16 by Luke.Thatcher [PLATFORM] [PS4] [~] Minor change to PS4 settings text on crash handler site. Change 3090949 on 2016/08/16 by Nick.Shin WebSocketNetDriver crash fix filled in missing chunk of code that calls PacketHandler's "packet modifiers" #jira UE-25492 HTML5 Client cannot connect to Windows Server #jira UE-30880 WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket #code.review john.pollard john.barrett Change 3091265 on 2016/08/16 by Brent.Pease Add IOS support to HarfBuzz Change 3091267 on 2016/08/16 by Brent.Pease Add references to fix mono build Change 3091291 on 2016/08/16 by Nick.Shin CIS warning fix #jira UE-25492 HTML5 Client cannot connect to Windows Server #jira UE-30880 WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket Change 3091781 on 2016/08/17 by Joe.Barnes UE-33640: Exposed UPrimitiveComponent::IsAnyRigidBodyAwake() to Blueprints. Change 3092687 on 2016/08/17 by Daniel.Lamb Added support for using binned allocator in cooker instead of tbb. #test Cook shootergame. Change 3093867 on 2016/08/18 by Mark.Satterthwaite Use a read/write mutex to protect access to Metal's internal shader pipeline caches so that parallel threads can progress in the common case where new shaders are not being compiled. Change 3093950 on 2016/08/18 by Mark.Satterthwaite Change the Mac GPU identification code to cope with AMD's new naming scheme on 10.12. Change 3093951 on 2016/08/18 by Mark.Satterthwaite More SCW threads on Mac - they work now. Change 3093960 on 2016/08/18 by Mark.Satterthwaite Increase the default number of command-buffers on Mac because bigger games overflow the current limit of 64 per queue. Change 3096493 on 2016/08/22 by Jeff.Campeau Use Xbox version of DirectX include. Change 3097509 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Refactor PS4 Symbol Publish - Moved the SymStore task from Win.Automation to BuildGraph.Automation, and made it more generic. - The specifics of uploading symbols are now implemented in the platform tool chain, alongside StripSymbols(). - Re-generated the build graph schema file. - Removed the old PS4 symbols upload path in the package step. Modified OrionBuild.xml to publish symbols for all PS4 dev, test and shipping config builds of OrionClient. Change 3097635 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Refactor Age Symbols task in UAT. - Moved the AgeStore task from Win.Automation to BuildGraph.Automation and made it more generic. - Symbol server directory structure is now defined by the platform tool chain, which the common task uses to clean out old symbols. - Added a "filter" parameter to prevent age tasks deleting symbols from unrelated builds in shared symbol servers. Modified OrionBuild.xml to age both the Windows and PS4 symbol stores. Change 3097713 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Enable new PS4 crash handler server - Created live deployment profile and applied the required config file changes. Change 3099214 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix compile error in PS4 tool chain. For some reason, this only breaks ocassionally. Maybe we're alternating between the 2013 and 2015 C# compilers depending on what initiates the build (e.g. Visual Studio vs GenerateProjectFiles)? Change 3099222 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [+] Added PS4 support for FPlatformMisc::MessageBoxExt using the MsgDialog library. - Note, only one and two button message dialogs are supported (limitation of MsgDialog). Change 3099260 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [~] Better PS4 exit function. Calls quick_exit instead of abort when we've not asserted. Allows for a "cleaner" forced exit without generating a crash dump. Change 3101192 on 2016/08/25 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3101944 on 2016/08/25 by Daniel.Lamb Ask to save the current level when we are using launch on. Change 3102036 on 2016/08/25 by Nick.Shin check for minimum expected size upon data received from network #jira UE-13657 - HTML5 plugin OnRawRecieve overflow Change 3102115 on 2016/08/25 by Brent.Pease - Fix small errors that probably only show up in the mac mono build #code.review peter.sauerbrei Change 3102747 on 2016/08/26 by Jeremiah.Waldron Re-submitting OnlineSubsystemGameCircle with TPS permission for Amazon SDK - Also fixed the plugin to remove any related files from the final package when IAP is disabled or GameCircle support itself is disabled with the plugin still enabled - Added support for new AlreadyOwned IAP response code as well which is already used for GooglePlay and IOS Change 3102900 on 2016/08/26 by Nick.Shin since last checkin (CL: 2981945) - prints are crashing the browser - this change will allow browser to print the details via console.log() #jira UE-26047 - HTML5 HTTP Response Headers not implemented Change 3103130 on 2016/08/26 by Brent.Pease UE-24679 - Enable the ability to change ports for a firewall to pass them through rsync Change 3103225 on 2016/08/26 by Daniel.Lamb Fixed issue with warning which would cause crash. Change 3103425 on 2016/08/26 by Dmitry.Rekman Enable offscreen GL rendering without X. - Added new video subsystem to SDL that is uses EGL to initialize the context. - Most windoing functions stubbed. - Also added a new test case to TestPAL for easier debugging. Change 3104743 on 2016/08/29 by Brent.Pease Support remote offline metal shader compilation Change 3105051 on 2016/08/29 by Brent.Pease UE-2382 - TASK: MobleMVP: iOS: Add ability to view iOS device console output in the editor UFE - IOS Automation will now create a thread to collect the console logs from the device and send them to C# Console output while the app is running on device - Made ProcessResult an interface (IProcessResult) which ProcessResult implements. This allows platforms to provide their own implementation if needed. - Moved the RunLoop related parts of CoreFoundation into MobileDevice.cs Change 3105053 on 2016/08/29 by Brent.Pease - IOS dll's as part of the last check-in Change 3106853 on 2016/08/30 by Jeff.Campeau Implement FD3D11DynamicRHI::RHICreateComputeFence to prevent memory overwrite Change 3107361 on 2016/08/30 by Dmitry.Rekman Renderer: changes to allow postproc delegates. Change 3107362 on 2016/08/30 by Dmitry.Rekman Plugin with a CUDA postproc example. - Linux version only. Runs under a headless GL too (without X). - Disabled during cross-compilation, can be compiled natively only. - CUDA kernel should be compiled separately, CMakefile with compilation attached (can be used to generate VStudio projects as well). - To test the output, run under the debugger, interrupt and set global variable GSaveTheOutput to 50 (this will write out kernel output buffer 50 times as .bmp files into working directory). Change 3107913 on 2016/08/31 by Daniel.Lamb Fixed loading of cooked content in the editor. Change 3107916 on 2016/08/31 by Daniel.Lamb Added error case when shader compilation fails to notify shader. #test Cook shooter game. Change 3108080 on 2016/08/31 by Josh.Adams - Fixed PS4Automation compile errors Change 3109077 on 2016/08/31 by Brent.Pease Fix C# debug builds by specifying x64 and add reference to MobileDeviceInterface Change 3110086 on 2016/09/01 by Dmitry.Rekman Fix race condition in PThread runnable (UE-35074). - Instead of relying on busy-wait, join the threads. This prevents race between PostRun() (executed in the context of the thread) and FPThreadRunnableThread() destructor (see UE-34909). - Do not use an invalid value for pthread_t, since there's none. Change 3110172 on 2016/09/01 by Dmitry.Rekman Fixed a crash exiting VR Preview on Windows GL4 (UE-28708). - PR #2188 submitted by ardneran. Change 3110313 on 2016/09/01 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3111134 on 2016/09/01 by Dmitry.Rekman UBT: prevent mono from hanging on Ctrl-C. - Sometimes Ctrl-C can cause thread creation to fail. Without this change, UBT would lock up. Change 3111171 on 2016/09/01 by Brent.Pease Move all C# projects to use the x64 Platform for consistency with other changes made to move to the x64 Platform Change 3111177 on 2016/09/01 by Dmitry.Rekman Fix Linux build on systems without CUDA (UE-35460). Change 3111548 on 2016/09/02 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix for PS4 iterative deployment. - Changes in Dev-Mobile broke the deployment manifests, as PS4 was now using the wrong filename when creating delta and obsolete file lists. Change 3111863 on 2016/09/02 by Dmitry.Rekman Better fix for build without CUDA (UE-35460). Change 3112738 on 2016/09/02 by Mark.Satterthwaite Fix the pausing particles on Metal - one line bug in the Metal query implementation meant that the first query wouldn't return the correct result for no good reason. #jira UE-34989 Change 3114579 on 2016/09/06 by Chris.Babcock Fix Vulkan include path in NDK check (contributed by geediiiiky) #jira UE-35490 #github #2758 #ue4 #android Change 3115115 on 2016/09/06 by Jeff.Campeau Calculate buffer size for paks using the bitwindow override as needed Change 3115600 on 2016/09/07 by Luke.Thatcher [PLATFORM] [PS4] [~] Make the crash dump handler registration much earlier, to catch crashes in early engine init. - Fixed up places in FGenericCrashContext::SerializeContentToBuffer which used the command line. If we crash early, the command line may not have been initialized yet. - Added a GetNoInit function to FThreadHeartBeat to avoid creating the heart beat thread if we crash early, and the thread doesn't exist yet. Tested by calling abort() immediately inside int main(), and we get a valid crash dump that the crash handler service can consume. Change 3115676 on 2016/09/07 by Luke.Thatcher [PLATFORM] [~] Dev-Platform integration fix for original CL 3064888 in //Orion/Release-29.1 Add .exe and .dll to windows symbol upload file filters. Change 3115811 on 2016/09/07 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3115944 on 2016/09/07 by Michael.Trepka Implemented IsGamepadAttached() for Mac Change 3115948 on 2016/09/07 by Michael.Trepka Don't try to restore Help menu item on Mac if MenuBlock does not contain it Change 3116200 on 2016/09/07 by Jeff.Campeau Fix parameter ordering Change 3117660 on 2016/09/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3117728 on 2016/09/08 by Michael.Trepka Copy of CL 3117698 by Mike.Fricker Fixed regression with editor's Simulate mode where cursor would teleport back to the center of the viewport after every click - This bug was introduced in CL 3075932 from a borderless window cursor handling fix that was needed for games that capture the cursor Change 3117797 on 2016/09/08 by Peter.Sauerbrei Shader Resource compression Change 3117988 on 2016/09/08 by Brent.Pease - Solutiion generator will now pick x64 instead of AnyCPU for the default platform configuration - Fix what I think was a merge error in BuildGraph.cs Change 3118296 on 2016/09/08 by Daniel.Lamb Fixed crash with launch on. Couldnt' correctly detect previous generated ini settings. #test launch on QA game #jira UE-35741 Change 3118438 on 2016/09/08 by JohnHenry.Carawon Fix UAT compilation on Linux #UE-35745 Change 3118934 on 2016/09/08 by Jeff.Campeau Shader compression setting based on target platform instead of cooking host platform. #jira UE-35753 Change 3120190 on 2016/09/09 by Ben.Marsh Add missing Platform attribute to build script for Dev-Platform. [CL 3120378 by Josh Adams in Main branch]
2016-09-09 20:13:41 -04:00
FString Destination = FString::Printf(TEXT("%s\\Unreal Engine\\UnrealBuildTool\\SSHKeys\\%s\\%s\\RemoteToolChainPrivate.key"), Path, *RemoteServerAddress, *(Settings.RSyncUsername));
if (FPaths::FileExists(Destination))
{
FString MessagePrompt = FString::Printf(TEXT("An SSH Key already exists. Do you want to replace this key?"));
if (FPlatformMisc::MessageBoxExt(EAppMsgType::OkCancel, *MessagePrompt, TEXT("Key Exists")) == EAppReturnType::Cancel)
{
return FReply::Handled();
}
}
FString CmdExe = FPaths::ConvertRelativePathToFull(FPaths::EngineDir() / TEXT("Build/BatchFiles/MakeAndInstallSSHKey.bat"));
FString DeltaCopyPath = Settings.DeltaCopyInstallPath.Path;
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3046626) #rb none #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2948322 on 2016/04/19 by Nick.Shin update libwebsockets to v1.7.4 part 4 of 4 - doing this in stages for tracking purposes #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 2970016 on 2016/05/07 by Nick.Shin undo all of the following upgrades: - zlib - openssl - libcurl - libwebsockets and reset webrtc #jira UE-30298 - Fortnite and Orion crash on login Change 3020547 on 2016/06/20 by Jeff.Campeau Support for applocal deployment of binaries -applocaldir added to UAT to specify a per project directory to gather packages for applocal deployment Added ApplocalPrerequisitesDirectory property to packaging settings to set -applocaldir for packages built from the editor. Change 3020552 on 2016/06/20 by Jeff.Campeau Add switch to disable debug symbol cache creation Change 3020567 on 2016/06/20 by Jeff.Campeau constexpr enabled for Xbox One Change 3020568 on 2016/06/20 by Jeff.Campeau Separate setting for debug #jira UEPLAT-1348 Change 3020628 on 2016/06/20 by Jeff.Campeau Use global view instead of relying on current thread (fixes issues if pump message is called from a different thread). Change 3020629 on 2016/06/20 by Jeff.Campeau Use Slate tick to drive message processing during blocking loads (improves PLM). Change 3020633 on 2016/06/20 by Jeff.Campeau Fix Xbox One toolchain pathing to work for environment variables with and without trailing slashes. Pass requested XDK edition to VCVars batch file (fixes issues in building with a newer XDK installed SxS than the engine is configured for). Change 3020873 on 2016/06/21 by Lee.Clark PS4 - Fix missing audio when using A3D. Change 3021225 on 2016/06/21 by Keith.Judge Optimized away a bunch of GetVertexShader() calls in FSplineMeshVertexFactoryShaderParameters::SetMesh(). Saves about 0.9ms across a 100ms capture. Change 3021286 on 2016/06/21 by Dmitry.Rekman Linux: symbolication for memory profiler. - Also repaired/improved finding function name from debug info and overall callstack parsing. #tests Ran Linux editor and TestPAL, crashed multiple times Change 3021512 on 2016/06/21 by Mark.Satterthwaite Compile fixes for new clang version. Change 3021521 on 2016/06/21 by Mark.Satterthwaite Duplicate Fortnite CL #3013418: Don't release Metal buffers directly into the buffer pool, instead defer this until the command-buffer is known to have finished. This prevents the CPU from trying to modify the buffer while the GPU is still reading it if the GPU has fallen so far behind the CPU and therefore eliminates one possible cause of invalid access on the GPU. Change 3021528 on 2016/06/21 by Mark.Satterthwaite Make the Metal buffer pool cull after 30 frames - this will better match Apple's GART which unwires unused allocations after 1sec of idle, making them as expensive to use allocating a new buffer. Change 3021595 on 2016/06/21 by Mark.Satterthwaite Consolidate the way in which optional Metal features are exposed across macOS, iOS & tvOS devices & expose all the available features, unifying more of the code across all three platforms. - Implement Metal Depth-16 and stencil-texture-view support where available. - Use counting queries in Metal when available and expected (i.e. Metal_SM4+ or Metal_MRT+). - On latest iOS devices running Metal export support for GRHISupportsBaseVertexIndex & GRHISupportsFirstInstance when available. - On latest iOS devices running Metal export support for indirect buffer draw and dispatch calls. - Specify Metal layered rendering like any other and change the code so that there aren't preprocessor defines in the code. This lets the Metal MRT path assert if anyone ever tries to issue a layered draw call as its only supported on Mac. - Add support to Metal for setting UAVs from a uniform buffer. - Remove unused GlobalUniform header from MetalRHI. - Remove unnecessary FrameCount delay from Metal resource free lists. Change 3021702 on 2016/06/21 by Mark.Satterthwaite Fix mis-use of FreeListMutex instead of PoolMutex in MetalContext. Change 3022152 on 2016/06/21 by Nick.Shin Back out revision 5 from //UE4/Dev-Platform/Engine/Source/Runtime/NetworkFileSystem/Private/NetworkFileServerHttp.cpp forgot to un-do this when the giant revert (CL: #2970016) was done #jira UE-22166 HTML5 Cook on the fly will launch and then close browser Change 3022409 on 2016/06/21 by Dmitry.Rekman Fixed inability to run Setup.sh on Ubuntu 14.04 (UE-29289). - Contains PR #2258 (contributed by wshearn). Change 3022541 on 2016/06/22 by Lee.Clark PS4 - Make sure the render target masks are set correctly for disabled render targets. Fixes a validation check for shaders expecting to write to NULL render targets. Change 3022973 on 2016/06/22 by Michael.Trepka Fixed a problem in MacToolChain where both BuildConfiguration.bGeneratedSYMFile and BuildConfiguration.bUsePDBFiles set to false would not disable dSYM generation. Change 3023106 on 2016/06/22 by Dmitry.Rekman Linux: enable code to catch memory stomps during async loading. - Changed FLinuxPlatformMemory::BinnedAllocFrom/FreeToOS() to use mmap()/munmap(). Updated platform function signature accordingly. #tests Ran OrionServer on Linux (and OrionClient on Windows as a zero probe), tested also with running Linux editor with binned malloc. Change 3023256 on 2016/06/22 by Mark.Satterthwaite Fix compile errors from latest Metal changes that broke iOS. Change 3023268 on 2016/06/22 by Mark.Satterthwaite Use the Linux mmap/munmap/mprotect code to implement BinnedAllocFromOS/BinnedFreeToOS/PageProtect on Apple platforms as they are all equivalent. Change 3023651 on 2016/06/22 by Mark.Satterthwaite Make Metal SM5 the default for 10.11.5 or later, this time most of the features should be working on AMD & Nvidia, though tiled-reflections and distance-field AO/Shadows must still be forcibly disabled on Intel. Change 3023777 on 2016/06/22 by Brent.Pease + Update config for Android and iOS Change 3023781 on 2016/06/22 by Chris.Babcock Use mmap/munmap for Android BinnedAllocFromOS #ue4 #android Change 3023947 on 2016/06/22 by Mark.Satterthwaite Added a command-line switch for Mac "-RedirectNSLog" that will capture the output of NSLog using an NSPipe and write it into our log instead when not running under the debugger, thereby capturing output from underlying libraries that would otherwise be lost when outside a debugger. Change 3024434 on 2016/06/23 by Lee.Clark PS4 - Remove Delta Color Compression support Change 3024735 on 2016/06/23 by Mark.Satterthwaite Changes to MetalStatistics module initialisation. Change 3024741 on 2016/06/23 by Mark.Satterthwaite Change the way we test for Metal GPU support to avoid instantiating any MTLDevice's until MetalRHI is loaded so we can properly instantiate optional modules. Change 3025477 on 2016/06/23 by Brent.Pease + Added UnrealPluginLanguage.cs based on AndroidPluginLanguage.cs + Change UEDeployAndroid.cs to use UnrealPluginLanguage Change 3026085 on 2016/06/23 by Jeff.Campeau Separate Xbox One target settings for editor only values Move values that need to be loaded by the editor into the default inis (editor won't load target specific inis) Eliminate circular dependency on Xbox One settings (causing settings to either not load or memory corruption on shutdown) Clean up cached ini sections for UBT/UAT Change 3026093 on 2016/06/23 by Jeff.Campeau Cleanup unused files Change 3026745 on 2016/06/24 by Mark.Satterthwaite + Implemented rudimentary runtime debugging of MetalRHI with several different levels of complexity controlled by the new console-variable "rhi.Metal.RuntimeDebugLevel". + The MetalStateCache must also correctly set the render-pass descriptor when the previous render-target load action was 'Clear' as we will need to switch render targets or we'll mistakenly clear again. + Queries must not reset the MetalStateCache when they overflow the available buffer space, they simply break the encoder. - By default "rhi.Metal.RuntimeDebugLevel" is off & it is compiled out for Shipping - when enabled each higher level collects more data or changes the MetalRHI behaviour to make a command-buffer failure mode debuggable at the expense of performance. In order for this to work the number of command-buffers that may be allocated from the command-queue is also controllable via a console-variable "rhi.Metal.CommandQueueSize" which must be set prior to startup. Change 3026831 on 2016/06/24 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3026940 on 2016/06/24 by Brent.Pease PR #2458: added GetGameBundleId blueprint function (Contributed by derekvanvliet) Change 3027396 on 2016/06/24 by Brent.Pease Add BuildGraph.csproj to get Xamarin .sln builds working again Change 3029211 on 2016/06/27 by Michael.Trepka Added a setting (on by default) to make the game window preserve its content's aspect ratio while being resized by user Change 3029518 on 2016/06/27 by Josh.Adams Rollback //UE4/Dev-Platform/Engine/Build/BatchFiles/Mac/xcodeunlock.sh to revision 1 Change 3030385 on 2016/06/28 by Keith.Judge Fix XB1 deployment issues with AppXManifest for Paragon. Change 3030416 on 2016/06/28 by Lee.Clark PS4 - Fix Mediaplayer IsPlaying Change 3030922 on 2016/06/28 by Keith.Judge XB1 - Add pass through _RenderThread resource creation functions to D3D11.x RHI. Stops the render/RHI threads from stalling so much. Change 3030948 on 2016/06/28 by Jeff.Campeau Revert to using constant chunk indexes instead of polling the OS. (OS API has a bug that will not be fixed.) Change 3031016 on 2016/06/28 by Brent.Pease UEPLAT-1244 - Archive dSYM file UEPLAT-1359 - Support creating dSYM bundle Changes: + Added ios settings flag for dsym bundle + Added ios setting for creating xcode archive + xcode archive is now only put in the mac host or build machine's ~/Library/Developer/Xcode/Archives folder, it is not copied into the -archive folder like the ipa is Change 3031352 on 2016/06/28 by Bob.Tellez Added tps file for xcodeunlock Change 3031604 on 2016/06/28 by Mark.Satterthwaite Add an additional cast to flush-to-zero in the Metal shader translator bounds-checking code to avoid an internal GPU compiler error. Change 3031879 on 2016/06/28 by Brent.Pease + PhysX libraries for bitcode support on tvOS. Change 3032374 on 2016/06/29 by Keith.Judge Enable Oodle Handler Component on Xbox One Change 3032407 on 2016/06/29 by Keith.Judge Xbox One - Disable UpdateBufferStats when STATS is 0. Small perf gain. Change 3032432 on 2016/06/29 by Keith.Judge XB1 CPU Perf - Make CreateVertexDeclaration_RenderThread much faster by implementing a pass through to the RHI function rather than stalling the RHI thread. Change 3033474 on 2016/06/29 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3033603 on 2016/06/29 by Brent.Pease + Support UnrealPluginLanguage for IOS and TVOS builds + Allow ios/tvos UPL files an opportunity to modify a package's info.plist file Change 3034004 on 2016/06/30 by Lee.Clark PS4 - Use SDK 3.508.101 Change 3034007 on 2016/06/30 by Lee.Clark PS4 - VRTracker now uses SCE_VR_TRACKER_ROBUSTNESS_LEVEL_HIGH Change 3034173 on 2016/06/30 by Lee.Clark PS4 - Make sure depth target is null when eliminating fast clears. Fixes a GNM Validation failure Change 3034498 on 2016/06/30 by Jeff.Campeau Use MSBuild version 14 when generating project files. Change 3034943 on 2016/06/30 by Mark.Satterthwaite For Metal modify the MTLVertexDescriptor when calls to SetStreamSource provide different strides than the initial vertex-declaration which then requires compiling a different MTLRenderPipelineState. This silences errors reported by the Metal debug layer where the larger stride would see the shader read beyond the end of the buffer, but the smaller stride provided by SetStreamSource would work correctly. This may eliminate some more causes of Page-Fault GPU restarts. Change 3035416 on 2016/07/01 by Lee.Clark PS4 - Replace export vertex shader check with a CFLAG Change 3036093 on 2016/07/01 by Brent.Pease + Fix dSYM bundle path on Windows ios builds + Search for DeltaCopy directory if its not found from the user settings + Do not build an XCArchive file when building for ios on non-mac platforms Change 3036726 on 2016/07/02 by Brent.Pease + Add missing tvOS bitcode library Change 3037455 on 2016/07/05 by Lee.Clark PS4 - Default SmoothFrameRate to false Change 3037470 on 2016/07/05 by Keith.Judge Xbox One - Allow framerate smoothing, but default to off for consistency with PS4. Change 3038322 on 2016/07/05 by Jeremiah.Waldron Fix for asset packages with Unicode characters in their name not being loaded on Android. Fixing AndroidString's WIDECHAR* Strstr(WIDECHAR*, WIDECHAR*) function - Using an implementation of wcsstr, with a fix integrated for the incorrect implementation in Android ndk master branch, instead of converting the incoming WIDECHAR strings to ANSI strings just to be able to use strstr on them. The previous method was prone to causing the FString's Find and Contains functions to return false positives because when we convert wide to ansi, any character over the value of 255 is just set to '?' This in turn caused any package path strings with one of those characters in it to fail to load since they would be interpreted as having a question mark in their path, which is an invalid path character. #jira UE-18643 #android Change 3038693 on 2016/07/05 by Mark.Satterthwaite Change the way we store debug info for Metal shaders - the KeepDebugInfo flag now does precisely that, storing the shader code into the Metal header along with the path it was generated from. That means if KeepDebugInfo is enabled and Optimise is disabled then we can still access the shader code from within the Metal tools. On iOS/tvOS the shader code will be runtime compiled so that it shows up in the tooling but on Macs it will prefer to load the optimised version and simply unpack the shader code to the path from which it was compiled. This only works if we change the Metal shader compiler to emit temporary Metal files to the OS temporary directory so that the tools can read the file directly. Change 3039880 on 2016/07/06 by Mark.Satterthwaite Implement point-light shadow caching for RHI's that support specifying the render target layer from the vertex shader in lieu of geometry shaders. This requires changing FScreenVSForGS to TScreenVSForGS so that there can be a vertex-shader-layer variant (only compiled on RHI's that use it) whose output matches FCopyShadowMapsCubePS input. This alternative rendering path also requires adding the instance count to DrawRectangle so that we can render to all faces of the cubemap from a single draw call. Change 3040407 on 2016/07/06 by Michael.Trepka Added View->Enter Full Screen menu item for games on Mac Change 3040550 on 2016/07/06 by Mark.Satterthwaite Intel Metal compiler requires bool expressions be cast to 'int' rather than 'uint'. Change 3041098 on 2016/07/07 by Peter.Sauerbrei initial changes to get IOS builds from PC in launcher release of engine Change 3041310 on 2016/07/07 by Keith.Judge Xbox One - Optimize away GetDesc() and checks for D3D11_USAGE_DYNAMIC deep in the state cache as it's impossible for any buffer to have that flag set. Change 3041327 on 2016/07/07 by Keith.Judge Xbox One - Remove pointless memory barrier call in D3D11Query Change 3041352 on 2016/07/07 by Keith.Judge Xbox One - Add _RenderThread version of UpdateTexture2D() that just passes through to the RHI one. Saves a fairly significant chunk of time on the render/RHI thread when this is called a lot. Change 3041419 on 2016/07/07 by Jeff.Campeau Xbox One toolchain fix for VS2015 Update 3 Change 3041635 on 2016/07/07 by Jeff.Campeau Don't change game render resolution in response to WM_SIZE messages when in fullscreen (the game will restore the correct video mode when the window is restored). #jira OR-15578 Change 3041735 on 2016/07/07 by Peter.Sauerbrei re-enabled the build parameters for launcher release builds in IOS Change 3041783 on 2016/07/07 by Joe.Graf Changed bAutpApplyFailed to bAutoApplyFailed (typo) Change 3041784 on 2016/07/07 by Joe.Graf Fixed missing %s from a log message in UResavePackagesCommandlet Change 3042434 on 2016/07/08 by Lee.Clark PS4 - Fix compilation failure when Unsafe Command Buffers are enabled. Change 3042658 on 2016/07/08 by Lee.Clark PS4 - Use SDK 3.508.201 Change 3042970 on 2016/07/08 by Josh.Adams Redoing CL in 3040890 in Dev-Platform Change 3043243 on 2016/07/08 by Chris.Babcock clamped allowed slot range for gameplay debugger's categories copy of CL# 3040313 from //UE4/Dev-Framework #jira UE-32866 Change 3043500 on 2016/07/08 by Mark.Satterthwaite Downgrade "-Wdelete-non-virtual-dtor " to a warning again for Xcode 8 on iOS/tvOS to match macOS. Change 3044628 on 2016/07/11 by Mark.Satterthwaite Disable ShaderCache by default - it was implemented prior to RHI-thread/parallel-execution so it isn't thread-safe and can't be enabled by default on Mac now that Metal supports these features. #jira UE-32989 Change 3044948 on 2016/07/11 by Dmitry.Rekman Fix editor crash (happened on Linux, but not really specific to it) (UE-32973) - We can pass flags with shadows enabled when rendering asset thumbnails; thus disable shadows always when r.ShadowQuality is 0. (Redoing CL 3029574 by Bob). - Also fix mismatched 'noperspective' qualifier that caused NVidia drivers to refuse to link GL shaders. #jira UE-32973 Change 3045322 on 2016/07/11 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3046028 on 2016/07/12 by Lee.Clark PS4 - Check for correct SDK installation Allow use of 7th core when Morpheus is enabled Change 3046339 on 2016/07/12 by Peter.Sauerbrei fix for incorrect error message when iPhone Plus icon is the correct size [CL 3046645 by Josh Adams in Main branch]
2016-07-12 15:06:08 -04:00
if (DeltaCopyPath.IsEmpty() || !FPaths::DirectoryExists(DeltaCopyPath))
{
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3046626) #rb none #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2948322 on 2016/04/19 by Nick.Shin update libwebsockets to v1.7.4 part 4 of 4 - doing this in stages for tracking purposes #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 2970016 on 2016/05/07 by Nick.Shin undo all of the following upgrades: - zlib - openssl - libcurl - libwebsockets and reset webrtc #jira UE-30298 - Fortnite and Orion crash on login Change 3020547 on 2016/06/20 by Jeff.Campeau Support for applocal deployment of binaries -applocaldir added to UAT to specify a per project directory to gather packages for applocal deployment Added ApplocalPrerequisitesDirectory property to packaging settings to set -applocaldir for packages built from the editor. Change 3020552 on 2016/06/20 by Jeff.Campeau Add switch to disable debug symbol cache creation Change 3020567 on 2016/06/20 by Jeff.Campeau constexpr enabled for Xbox One Change 3020568 on 2016/06/20 by Jeff.Campeau Separate setting for debug #jira UEPLAT-1348 Change 3020628 on 2016/06/20 by Jeff.Campeau Use global view instead of relying on current thread (fixes issues if pump message is called from a different thread). Change 3020629 on 2016/06/20 by Jeff.Campeau Use Slate tick to drive message processing during blocking loads (improves PLM). Change 3020633 on 2016/06/20 by Jeff.Campeau Fix Xbox One toolchain pathing to work for environment variables with and without trailing slashes. Pass requested XDK edition to VCVars batch file (fixes issues in building with a newer XDK installed SxS than the engine is configured for). Change 3020873 on 2016/06/21 by Lee.Clark PS4 - Fix missing audio when using A3D. Change 3021225 on 2016/06/21 by Keith.Judge Optimized away a bunch of GetVertexShader() calls in FSplineMeshVertexFactoryShaderParameters::SetMesh(). Saves about 0.9ms across a 100ms capture. Change 3021286 on 2016/06/21 by Dmitry.Rekman Linux: symbolication for memory profiler. - Also repaired/improved finding function name from debug info and overall callstack parsing. #tests Ran Linux editor and TestPAL, crashed multiple times Change 3021512 on 2016/06/21 by Mark.Satterthwaite Compile fixes for new clang version. Change 3021521 on 2016/06/21 by Mark.Satterthwaite Duplicate Fortnite CL #3013418: Don't release Metal buffers directly into the buffer pool, instead defer this until the command-buffer is known to have finished. This prevents the CPU from trying to modify the buffer while the GPU is still reading it if the GPU has fallen so far behind the CPU and therefore eliminates one possible cause of invalid access on the GPU. Change 3021528 on 2016/06/21 by Mark.Satterthwaite Make the Metal buffer pool cull after 30 frames - this will better match Apple's GART which unwires unused allocations after 1sec of idle, making them as expensive to use allocating a new buffer. Change 3021595 on 2016/06/21 by Mark.Satterthwaite Consolidate the way in which optional Metal features are exposed across macOS, iOS & tvOS devices & expose all the available features, unifying more of the code across all three platforms. - Implement Metal Depth-16 and stencil-texture-view support where available. - Use counting queries in Metal when available and expected (i.e. Metal_SM4+ or Metal_MRT+). - On latest iOS devices running Metal export support for GRHISupportsBaseVertexIndex & GRHISupportsFirstInstance when available. - On latest iOS devices running Metal export support for indirect buffer draw and dispatch calls. - Specify Metal layered rendering like any other and change the code so that there aren't preprocessor defines in the code. This lets the Metal MRT path assert if anyone ever tries to issue a layered draw call as its only supported on Mac. - Add support to Metal for setting UAVs from a uniform buffer. - Remove unused GlobalUniform header from MetalRHI. - Remove unnecessary FrameCount delay from Metal resource free lists. Change 3021702 on 2016/06/21 by Mark.Satterthwaite Fix mis-use of FreeListMutex instead of PoolMutex in MetalContext. Change 3022152 on 2016/06/21 by Nick.Shin Back out revision 5 from //UE4/Dev-Platform/Engine/Source/Runtime/NetworkFileSystem/Private/NetworkFileServerHttp.cpp forgot to un-do this when the giant revert (CL: #2970016) was done #jira UE-22166 HTML5 Cook on the fly will launch and then close browser Change 3022409 on 2016/06/21 by Dmitry.Rekman Fixed inability to run Setup.sh on Ubuntu 14.04 (UE-29289). - Contains PR #2258 (contributed by wshearn). Change 3022541 on 2016/06/22 by Lee.Clark PS4 - Make sure the render target masks are set correctly for disabled render targets. Fixes a validation check for shaders expecting to write to NULL render targets. Change 3022973 on 2016/06/22 by Michael.Trepka Fixed a problem in MacToolChain where both BuildConfiguration.bGeneratedSYMFile and BuildConfiguration.bUsePDBFiles set to false would not disable dSYM generation. Change 3023106 on 2016/06/22 by Dmitry.Rekman Linux: enable code to catch memory stomps during async loading. - Changed FLinuxPlatformMemory::BinnedAllocFrom/FreeToOS() to use mmap()/munmap(). Updated platform function signature accordingly. #tests Ran OrionServer on Linux (and OrionClient on Windows as a zero probe), tested also with running Linux editor with binned malloc. Change 3023256 on 2016/06/22 by Mark.Satterthwaite Fix compile errors from latest Metal changes that broke iOS. Change 3023268 on 2016/06/22 by Mark.Satterthwaite Use the Linux mmap/munmap/mprotect code to implement BinnedAllocFromOS/BinnedFreeToOS/PageProtect on Apple platforms as they are all equivalent. Change 3023651 on 2016/06/22 by Mark.Satterthwaite Make Metal SM5 the default for 10.11.5 or later, this time most of the features should be working on AMD & Nvidia, though tiled-reflections and distance-field AO/Shadows must still be forcibly disabled on Intel. Change 3023777 on 2016/06/22 by Brent.Pease + Update config for Android and iOS Change 3023781 on 2016/06/22 by Chris.Babcock Use mmap/munmap for Android BinnedAllocFromOS #ue4 #android Change 3023947 on 2016/06/22 by Mark.Satterthwaite Added a command-line switch for Mac "-RedirectNSLog" that will capture the output of NSLog using an NSPipe and write it into our log instead when not running under the debugger, thereby capturing output from underlying libraries that would otherwise be lost when outside a debugger. Change 3024434 on 2016/06/23 by Lee.Clark PS4 - Remove Delta Color Compression support Change 3024735 on 2016/06/23 by Mark.Satterthwaite Changes to MetalStatistics module initialisation. Change 3024741 on 2016/06/23 by Mark.Satterthwaite Change the way we test for Metal GPU support to avoid instantiating any MTLDevice's until MetalRHI is loaded so we can properly instantiate optional modules. Change 3025477 on 2016/06/23 by Brent.Pease + Added UnrealPluginLanguage.cs based on AndroidPluginLanguage.cs + Change UEDeployAndroid.cs to use UnrealPluginLanguage Change 3026085 on 2016/06/23 by Jeff.Campeau Separate Xbox One target settings for editor only values Move values that need to be loaded by the editor into the default inis (editor won't load target specific inis) Eliminate circular dependency on Xbox One settings (causing settings to either not load or memory corruption on shutdown) Clean up cached ini sections for UBT/UAT Change 3026093 on 2016/06/23 by Jeff.Campeau Cleanup unused files Change 3026745 on 2016/06/24 by Mark.Satterthwaite + Implemented rudimentary runtime debugging of MetalRHI with several different levels of complexity controlled by the new console-variable "rhi.Metal.RuntimeDebugLevel". + The MetalStateCache must also correctly set the render-pass descriptor when the previous render-target load action was 'Clear' as we will need to switch render targets or we'll mistakenly clear again. + Queries must not reset the MetalStateCache when they overflow the available buffer space, they simply break the encoder. - By default "rhi.Metal.RuntimeDebugLevel" is off & it is compiled out for Shipping - when enabled each higher level collects more data or changes the MetalRHI behaviour to make a command-buffer failure mode debuggable at the expense of performance. In order for this to work the number of command-buffers that may be allocated from the command-queue is also controllable via a console-variable "rhi.Metal.CommandQueueSize" which must be set prior to startup. Change 3026831 on 2016/06/24 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3026940 on 2016/06/24 by Brent.Pease PR #2458: added GetGameBundleId blueprint function (Contributed by derekvanvliet) Change 3027396 on 2016/06/24 by Brent.Pease Add BuildGraph.csproj to get Xamarin .sln builds working again Change 3029211 on 2016/06/27 by Michael.Trepka Added a setting (on by default) to make the game window preserve its content's aspect ratio while being resized by user Change 3029518 on 2016/06/27 by Josh.Adams Rollback //UE4/Dev-Platform/Engine/Build/BatchFiles/Mac/xcodeunlock.sh to revision 1 Change 3030385 on 2016/06/28 by Keith.Judge Fix XB1 deployment issues with AppXManifest for Paragon. Change 3030416 on 2016/06/28 by Lee.Clark PS4 - Fix Mediaplayer IsPlaying Change 3030922 on 2016/06/28 by Keith.Judge XB1 - Add pass through _RenderThread resource creation functions to D3D11.x RHI. Stops the render/RHI threads from stalling so much. Change 3030948 on 2016/06/28 by Jeff.Campeau Revert to using constant chunk indexes instead of polling the OS. (OS API has a bug that will not be fixed.) Change 3031016 on 2016/06/28 by Brent.Pease UEPLAT-1244 - Archive dSYM file UEPLAT-1359 - Support creating dSYM bundle Changes: + Added ios settings flag for dsym bundle + Added ios setting for creating xcode archive + xcode archive is now only put in the mac host or build machine's ~/Library/Developer/Xcode/Archives folder, it is not copied into the -archive folder like the ipa is Change 3031352 on 2016/06/28 by Bob.Tellez Added tps file for xcodeunlock Change 3031604 on 2016/06/28 by Mark.Satterthwaite Add an additional cast to flush-to-zero in the Metal shader translator bounds-checking code to avoid an internal GPU compiler error. Change 3031879 on 2016/06/28 by Brent.Pease + PhysX libraries for bitcode support on tvOS. Change 3032374 on 2016/06/29 by Keith.Judge Enable Oodle Handler Component on Xbox One Change 3032407 on 2016/06/29 by Keith.Judge Xbox One - Disable UpdateBufferStats when STATS is 0. Small perf gain. Change 3032432 on 2016/06/29 by Keith.Judge XB1 CPU Perf - Make CreateVertexDeclaration_RenderThread much faster by implementing a pass through to the RHI function rather than stalling the RHI thread. Change 3033474 on 2016/06/29 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3033603 on 2016/06/29 by Brent.Pease + Support UnrealPluginLanguage for IOS and TVOS builds + Allow ios/tvos UPL files an opportunity to modify a package's info.plist file Change 3034004 on 2016/06/30 by Lee.Clark PS4 - Use SDK 3.508.101 Change 3034007 on 2016/06/30 by Lee.Clark PS4 - VRTracker now uses SCE_VR_TRACKER_ROBUSTNESS_LEVEL_HIGH Change 3034173 on 2016/06/30 by Lee.Clark PS4 - Make sure depth target is null when eliminating fast clears. Fixes a GNM Validation failure Change 3034498 on 2016/06/30 by Jeff.Campeau Use MSBuild version 14 when generating project files. Change 3034943 on 2016/06/30 by Mark.Satterthwaite For Metal modify the MTLVertexDescriptor when calls to SetStreamSource provide different strides than the initial vertex-declaration which then requires compiling a different MTLRenderPipelineState. This silences errors reported by the Metal debug layer where the larger stride would see the shader read beyond the end of the buffer, but the smaller stride provided by SetStreamSource would work correctly. This may eliminate some more causes of Page-Fault GPU restarts. Change 3035416 on 2016/07/01 by Lee.Clark PS4 - Replace export vertex shader check with a CFLAG Change 3036093 on 2016/07/01 by Brent.Pease + Fix dSYM bundle path on Windows ios builds + Search for DeltaCopy directory if its not found from the user settings + Do not build an XCArchive file when building for ios on non-mac platforms Change 3036726 on 2016/07/02 by Brent.Pease + Add missing tvOS bitcode library Change 3037455 on 2016/07/05 by Lee.Clark PS4 - Default SmoothFrameRate to false Change 3037470 on 2016/07/05 by Keith.Judge Xbox One - Allow framerate smoothing, but default to off for consistency with PS4. Change 3038322 on 2016/07/05 by Jeremiah.Waldron Fix for asset packages with Unicode characters in their name not being loaded on Android. Fixing AndroidString's WIDECHAR* Strstr(WIDECHAR*, WIDECHAR*) function - Using an implementation of wcsstr, with a fix integrated for the incorrect implementation in Android ndk master branch, instead of converting the incoming WIDECHAR strings to ANSI strings just to be able to use strstr on them. The previous method was prone to causing the FString's Find and Contains functions to return false positives because when we convert wide to ansi, any character over the value of 255 is just set to '?' This in turn caused any package path strings with one of those characters in it to fail to load since they would be interpreted as having a question mark in their path, which is an invalid path character. #jira UE-18643 #android Change 3038693 on 2016/07/05 by Mark.Satterthwaite Change the way we store debug info for Metal shaders - the KeepDebugInfo flag now does precisely that, storing the shader code into the Metal header along with the path it was generated from. That means if KeepDebugInfo is enabled and Optimise is disabled then we can still access the shader code from within the Metal tools. On iOS/tvOS the shader code will be runtime compiled so that it shows up in the tooling but on Macs it will prefer to load the optimised version and simply unpack the shader code to the path from which it was compiled. This only works if we change the Metal shader compiler to emit temporary Metal files to the OS temporary directory so that the tools can read the file directly. Change 3039880 on 2016/07/06 by Mark.Satterthwaite Implement point-light shadow caching for RHI's that support specifying the render target layer from the vertex shader in lieu of geometry shaders. This requires changing FScreenVSForGS to TScreenVSForGS so that there can be a vertex-shader-layer variant (only compiled on RHI's that use it) whose output matches FCopyShadowMapsCubePS input. This alternative rendering path also requires adding the instance count to DrawRectangle so that we can render to all faces of the cubemap from a single draw call. Change 3040407 on 2016/07/06 by Michael.Trepka Added View->Enter Full Screen menu item for games on Mac Change 3040550 on 2016/07/06 by Mark.Satterthwaite Intel Metal compiler requires bool expressions be cast to 'int' rather than 'uint'. Change 3041098 on 2016/07/07 by Peter.Sauerbrei initial changes to get IOS builds from PC in launcher release of engine Change 3041310 on 2016/07/07 by Keith.Judge Xbox One - Optimize away GetDesc() and checks for D3D11_USAGE_DYNAMIC deep in the state cache as it's impossible for any buffer to have that flag set. Change 3041327 on 2016/07/07 by Keith.Judge Xbox One - Remove pointless memory barrier call in D3D11Query Change 3041352 on 2016/07/07 by Keith.Judge Xbox One - Add _RenderThread version of UpdateTexture2D() that just passes through to the RHI one. Saves a fairly significant chunk of time on the render/RHI thread when this is called a lot. Change 3041419 on 2016/07/07 by Jeff.Campeau Xbox One toolchain fix for VS2015 Update 3 Change 3041635 on 2016/07/07 by Jeff.Campeau Don't change game render resolution in response to WM_SIZE messages when in fullscreen (the game will restore the correct video mode when the window is restored). #jira OR-15578 Change 3041735 on 2016/07/07 by Peter.Sauerbrei re-enabled the build parameters for launcher release builds in IOS Change 3041783 on 2016/07/07 by Joe.Graf Changed bAutpApplyFailed to bAutoApplyFailed (typo) Change 3041784 on 2016/07/07 by Joe.Graf Fixed missing %s from a log message in UResavePackagesCommandlet Change 3042434 on 2016/07/08 by Lee.Clark PS4 - Fix compilation failure when Unsafe Command Buffers are enabled. Change 3042658 on 2016/07/08 by Lee.Clark PS4 - Use SDK 3.508.201 Change 3042970 on 2016/07/08 by Josh.Adams Redoing CL in 3040890 in Dev-Platform Change 3043243 on 2016/07/08 by Chris.Babcock clamped allowed slot range for gameplay debugger's categories copy of CL# 3040313 from //UE4/Dev-Framework #jira UE-32866 Change 3043500 on 2016/07/08 by Mark.Satterthwaite Downgrade "-Wdelete-non-virtual-dtor " to a warning again for Xcode 8 on iOS/tvOS to match macOS. Change 3044628 on 2016/07/11 by Mark.Satterthwaite Disable ShaderCache by default - it was implemented prior to RHI-thread/parallel-execution so it isn't thread-safe and can't be enabled by default on Mac now that Metal supports these features. #jira UE-32989 Change 3044948 on 2016/07/11 by Dmitry.Rekman Fix editor crash (happened on Linux, but not really specific to it) (UE-32973) - We can pass flags with shadows enabled when rendering asset thumbnails; thus disable shadows always when r.ShadowQuality is 0. (Redoing CL 3029574 by Bob). - Also fix mismatched 'noperspective' qualifier that caused NVidia drivers to refuse to link GL shaders. #jira UE-32973 Change 3045322 on 2016/07/11 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3046028 on 2016/07/12 by Lee.Clark PS4 - Check for correct SDK installation Allow use of 7th core when Morpheus is enabled Change 3046339 on 2016/07/12 by Peter.Sauerbrei fix for incorrect error message when iPhone Plus icon is the correct size [CL 3046645 by Josh Adams in Main branch]
2016-07-12 15:06:08 -04:00
// If no user specified directory try the UE4 bundled directory
DeltaCopyPath = FPaths::ConvertRelativePathToFull(FPaths::EngineDir() / TEXT("Extras\\ThirdPartyNotUE\\DeltaCopy\\Binaries"));
}
if (!FPaths::DirectoryExists(DeltaCopyPath))
{
// if no UE4 bundled version of DeltaCopy, try and use the default install location
TCHAR ProgramPath[4096];
FPlatformMisc::GetEnvironmentVariable(TEXT("PROGRAMFILES(X86)"), ProgramPath, ARRAY_COUNT(ProgramPath));
DeltaCopyPath = FPaths::Combine(ProgramPath, TEXT("DeltaCopy"));
}
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3046626) #rb none #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2948322 on 2016/04/19 by Nick.Shin update libwebsockets to v1.7.4 part 4 of 4 - doing this in stages for tracking purposes #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 2970016 on 2016/05/07 by Nick.Shin undo all of the following upgrades: - zlib - openssl - libcurl - libwebsockets and reset webrtc #jira UE-30298 - Fortnite and Orion crash on login Change 3020547 on 2016/06/20 by Jeff.Campeau Support for applocal deployment of binaries -applocaldir added to UAT to specify a per project directory to gather packages for applocal deployment Added ApplocalPrerequisitesDirectory property to packaging settings to set -applocaldir for packages built from the editor. Change 3020552 on 2016/06/20 by Jeff.Campeau Add switch to disable debug symbol cache creation Change 3020567 on 2016/06/20 by Jeff.Campeau constexpr enabled for Xbox One Change 3020568 on 2016/06/20 by Jeff.Campeau Separate setting for debug #jira UEPLAT-1348 Change 3020628 on 2016/06/20 by Jeff.Campeau Use global view instead of relying on current thread (fixes issues if pump message is called from a different thread). Change 3020629 on 2016/06/20 by Jeff.Campeau Use Slate tick to drive message processing during blocking loads (improves PLM). Change 3020633 on 2016/06/20 by Jeff.Campeau Fix Xbox One toolchain pathing to work for environment variables with and without trailing slashes. Pass requested XDK edition to VCVars batch file (fixes issues in building with a newer XDK installed SxS than the engine is configured for). Change 3020873 on 2016/06/21 by Lee.Clark PS4 - Fix missing audio when using A3D. Change 3021225 on 2016/06/21 by Keith.Judge Optimized away a bunch of GetVertexShader() calls in FSplineMeshVertexFactoryShaderParameters::SetMesh(). Saves about 0.9ms across a 100ms capture. Change 3021286 on 2016/06/21 by Dmitry.Rekman Linux: symbolication for memory profiler. - Also repaired/improved finding function name from debug info and overall callstack parsing. #tests Ran Linux editor and TestPAL, crashed multiple times Change 3021512 on 2016/06/21 by Mark.Satterthwaite Compile fixes for new clang version. Change 3021521 on 2016/06/21 by Mark.Satterthwaite Duplicate Fortnite CL #3013418: Don't release Metal buffers directly into the buffer pool, instead defer this until the command-buffer is known to have finished. This prevents the CPU from trying to modify the buffer while the GPU is still reading it if the GPU has fallen so far behind the CPU and therefore eliminates one possible cause of invalid access on the GPU. Change 3021528 on 2016/06/21 by Mark.Satterthwaite Make the Metal buffer pool cull after 30 frames - this will better match Apple's GART which unwires unused allocations after 1sec of idle, making them as expensive to use allocating a new buffer. Change 3021595 on 2016/06/21 by Mark.Satterthwaite Consolidate the way in which optional Metal features are exposed across macOS, iOS & tvOS devices & expose all the available features, unifying more of the code across all three platforms. - Implement Metal Depth-16 and stencil-texture-view support where available. - Use counting queries in Metal when available and expected (i.e. Metal_SM4+ or Metal_MRT+). - On latest iOS devices running Metal export support for GRHISupportsBaseVertexIndex & GRHISupportsFirstInstance when available. - On latest iOS devices running Metal export support for indirect buffer draw and dispatch calls. - Specify Metal layered rendering like any other and change the code so that there aren't preprocessor defines in the code. This lets the Metal MRT path assert if anyone ever tries to issue a layered draw call as its only supported on Mac. - Add support to Metal for setting UAVs from a uniform buffer. - Remove unused GlobalUniform header from MetalRHI. - Remove unnecessary FrameCount delay from Metal resource free lists. Change 3021702 on 2016/06/21 by Mark.Satterthwaite Fix mis-use of FreeListMutex instead of PoolMutex in MetalContext. Change 3022152 on 2016/06/21 by Nick.Shin Back out revision 5 from //UE4/Dev-Platform/Engine/Source/Runtime/NetworkFileSystem/Private/NetworkFileServerHttp.cpp forgot to un-do this when the giant revert (CL: #2970016) was done #jira UE-22166 HTML5 Cook on the fly will launch and then close browser Change 3022409 on 2016/06/21 by Dmitry.Rekman Fixed inability to run Setup.sh on Ubuntu 14.04 (UE-29289). - Contains PR #2258 (contributed by wshearn). Change 3022541 on 2016/06/22 by Lee.Clark PS4 - Make sure the render target masks are set correctly for disabled render targets. Fixes a validation check for shaders expecting to write to NULL render targets. Change 3022973 on 2016/06/22 by Michael.Trepka Fixed a problem in MacToolChain where both BuildConfiguration.bGeneratedSYMFile and BuildConfiguration.bUsePDBFiles set to false would not disable dSYM generation. Change 3023106 on 2016/06/22 by Dmitry.Rekman Linux: enable code to catch memory stomps during async loading. - Changed FLinuxPlatformMemory::BinnedAllocFrom/FreeToOS() to use mmap()/munmap(). Updated platform function signature accordingly. #tests Ran OrionServer on Linux (and OrionClient on Windows as a zero probe), tested also with running Linux editor with binned malloc. Change 3023256 on 2016/06/22 by Mark.Satterthwaite Fix compile errors from latest Metal changes that broke iOS. Change 3023268 on 2016/06/22 by Mark.Satterthwaite Use the Linux mmap/munmap/mprotect code to implement BinnedAllocFromOS/BinnedFreeToOS/PageProtect on Apple platforms as they are all equivalent. Change 3023651 on 2016/06/22 by Mark.Satterthwaite Make Metal SM5 the default for 10.11.5 or later, this time most of the features should be working on AMD & Nvidia, though tiled-reflections and distance-field AO/Shadows must still be forcibly disabled on Intel. Change 3023777 on 2016/06/22 by Brent.Pease + Update config for Android and iOS Change 3023781 on 2016/06/22 by Chris.Babcock Use mmap/munmap for Android BinnedAllocFromOS #ue4 #android Change 3023947 on 2016/06/22 by Mark.Satterthwaite Added a command-line switch for Mac "-RedirectNSLog" that will capture the output of NSLog using an NSPipe and write it into our log instead when not running under the debugger, thereby capturing output from underlying libraries that would otherwise be lost when outside a debugger. Change 3024434 on 2016/06/23 by Lee.Clark PS4 - Remove Delta Color Compression support Change 3024735 on 2016/06/23 by Mark.Satterthwaite Changes to MetalStatistics module initialisation. Change 3024741 on 2016/06/23 by Mark.Satterthwaite Change the way we test for Metal GPU support to avoid instantiating any MTLDevice's until MetalRHI is loaded so we can properly instantiate optional modules. Change 3025477 on 2016/06/23 by Brent.Pease + Added UnrealPluginLanguage.cs based on AndroidPluginLanguage.cs + Change UEDeployAndroid.cs to use UnrealPluginLanguage Change 3026085 on 2016/06/23 by Jeff.Campeau Separate Xbox One target settings for editor only values Move values that need to be loaded by the editor into the default inis (editor won't load target specific inis) Eliminate circular dependency on Xbox One settings (causing settings to either not load or memory corruption on shutdown) Clean up cached ini sections for UBT/UAT Change 3026093 on 2016/06/23 by Jeff.Campeau Cleanup unused files Change 3026745 on 2016/06/24 by Mark.Satterthwaite + Implemented rudimentary runtime debugging of MetalRHI with several different levels of complexity controlled by the new console-variable "rhi.Metal.RuntimeDebugLevel". + The MetalStateCache must also correctly set the render-pass descriptor when the previous render-target load action was 'Clear' as we will need to switch render targets or we'll mistakenly clear again. + Queries must not reset the MetalStateCache when they overflow the available buffer space, they simply break the encoder. - By default "rhi.Metal.RuntimeDebugLevel" is off & it is compiled out for Shipping - when enabled each higher level collects more data or changes the MetalRHI behaviour to make a command-buffer failure mode debuggable at the expense of performance. In order for this to work the number of command-buffers that may be allocated from the command-queue is also controllable via a console-variable "rhi.Metal.CommandQueueSize" which must be set prior to startup. Change 3026831 on 2016/06/24 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3026940 on 2016/06/24 by Brent.Pease PR #2458: added GetGameBundleId blueprint function (Contributed by derekvanvliet) Change 3027396 on 2016/06/24 by Brent.Pease Add BuildGraph.csproj to get Xamarin .sln builds working again Change 3029211 on 2016/06/27 by Michael.Trepka Added a setting (on by default) to make the game window preserve its content's aspect ratio while being resized by user Change 3029518 on 2016/06/27 by Josh.Adams Rollback //UE4/Dev-Platform/Engine/Build/BatchFiles/Mac/xcodeunlock.sh to revision 1 Change 3030385 on 2016/06/28 by Keith.Judge Fix XB1 deployment issues with AppXManifest for Paragon. Change 3030416 on 2016/06/28 by Lee.Clark PS4 - Fix Mediaplayer IsPlaying Change 3030922 on 2016/06/28 by Keith.Judge XB1 - Add pass through _RenderThread resource creation functions to D3D11.x RHI. Stops the render/RHI threads from stalling so much. Change 3030948 on 2016/06/28 by Jeff.Campeau Revert to using constant chunk indexes instead of polling the OS. (OS API has a bug that will not be fixed.) Change 3031016 on 2016/06/28 by Brent.Pease UEPLAT-1244 - Archive dSYM file UEPLAT-1359 - Support creating dSYM bundle Changes: + Added ios settings flag for dsym bundle + Added ios setting for creating xcode archive + xcode archive is now only put in the mac host or build machine's ~/Library/Developer/Xcode/Archives folder, it is not copied into the -archive folder like the ipa is Change 3031352 on 2016/06/28 by Bob.Tellez Added tps file for xcodeunlock Change 3031604 on 2016/06/28 by Mark.Satterthwaite Add an additional cast to flush-to-zero in the Metal shader translator bounds-checking code to avoid an internal GPU compiler error. Change 3031879 on 2016/06/28 by Brent.Pease + PhysX libraries for bitcode support on tvOS. Change 3032374 on 2016/06/29 by Keith.Judge Enable Oodle Handler Component on Xbox One Change 3032407 on 2016/06/29 by Keith.Judge Xbox One - Disable UpdateBufferStats when STATS is 0. Small perf gain. Change 3032432 on 2016/06/29 by Keith.Judge XB1 CPU Perf - Make CreateVertexDeclaration_RenderThread much faster by implementing a pass through to the RHI function rather than stalling the RHI thread. Change 3033474 on 2016/06/29 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3033603 on 2016/06/29 by Brent.Pease + Support UnrealPluginLanguage for IOS and TVOS builds + Allow ios/tvos UPL files an opportunity to modify a package's info.plist file Change 3034004 on 2016/06/30 by Lee.Clark PS4 - Use SDK 3.508.101 Change 3034007 on 2016/06/30 by Lee.Clark PS4 - VRTracker now uses SCE_VR_TRACKER_ROBUSTNESS_LEVEL_HIGH Change 3034173 on 2016/06/30 by Lee.Clark PS4 - Make sure depth target is null when eliminating fast clears. Fixes a GNM Validation failure Change 3034498 on 2016/06/30 by Jeff.Campeau Use MSBuild version 14 when generating project files. Change 3034943 on 2016/06/30 by Mark.Satterthwaite For Metal modify the MTLVertexDescriptor when calls to SetStreamSource provide different strides than the initial vertex-declaration which then requires compiling a different MTLRenderPipelineState. This silences errors reported by the Metal debug layer where the larger stride would see the shader read beyond the end of the buffer, but the smaller stride provided by SetStreamSource would work correctly. This may eliminate some more causes of Page-Fault GPU restarts. Change 3035416 on 2016/07/01 by Lee.Clark PS4 - Replace export vertex shader check with a CFLAG Change 3036093 on 2016/07/01 by Brent.Pease + Fix dSYM bundle path on Windows ios builds + Search for DeltaCopy directory if its not found from the user settings + Do not build an XCArchive file when building for ios on non-mac platforms Change 3036726 on 2016/07/02 by Brent.Pease + Add missing tvOS bitcode library Change 3037455 on 2016/07/05 by Lee.Clark PS4 - Default SmoothFrameRate to false Change 3037470 on 2016/07/05 by Keith.Judge Xbox One - Allow framerate smoothing, but default to off for consistency with PS4. Change 3038322 on 2016/07/05 by Jeremiah.Waldron Fix for asset packages with Unicode characters in their name not being loaded on Android. Fixing AndroidString's WIDECHAR* Strstr(WIDECHAR*, WIDECHAR*) function - Using an implementation of wcsstr, with a fix integrated for the incorrect implementation in Android ndk master branch, instead of converting the incoming WIDECHAR strings to ANSI strings just to be able to use strstr on them. The previous method was prone to causing the FString's Find and Contains functions to return false positives because when we convert wide to ansi, any character over the value of 255 is just set to '?' This in turn caused any package path strings with one of those characters in it to fail to load since they would be interpreted as having a question mark in their path, which is an invalid path character. #jira UE-18643 #android Change 3038693 on 2016/07/05 by Mark.Satterthwaite Change the way we store debug info for Metal shaders - the KeepDebugInfo flag now does precisely that, storing the shader code into the Metal header along with the path it was generated from. That means if KeepDebugInfo is enabled and Optimise is disabled then we can still access the shader code from within the Metal tools. On iOS/tvOS the shader code will be runtime compiled so that it shows up in the tooling but on Macs it will prefer to load the optimised version and simply unpack the shader code to the path from which it was compiled. This only works if we change the Metal shader compiler to emit temporary Metal files to the OS temporary directory so that the tools can read the file directly. Change 3039880 on 2016/07/06 by Mark.Satterthwaite Implement point-light shadow caching for RHI's that support specifying the render target layer from the vertex shader in lieu of geometry shaders. This requires changing FScreenVSForGS to TScreenVSForGS so that there can be a vertex-shader-layer variant (only compiled on RHI's that use it) whose output matches FCopyShadowMapsCubePS input. This alternative rendering path also requires adding the instance count to DrawRectangle so that we can render to all faces of the cubemap from a single draw call. Change 3040407 on 2016/07/06 by Michael.Trepka Added View->Enter Full Screen menu item for games on Mac Change 3040550 on 2016/07/06 by Mark.Satterthwaite Intel Metal compiler requires bool expressions be cast to 'int' rather than 'uint'. Change 3041098 on 2016/07/07 by Peter.Sauerbrei initial changes to get IOS builds from PC in launcher release of engine Change 3041310 on 2016/07/07 by Keith.Judge Xbox One - Optimize away GetDesc() and checks for D3D11_USAGE_DYNAMIC deep in the state cache as it's impossible for any buffer to have that flag set. Change 3041327 on 2016/07/07 by Keith.Judge Xbox One - Remove pointless memory barrier call in D3D11Query Change 3041352 on 2016/07/07 by Keith.Judge Xbox One - Add _RenderThread version of UpdateTexture2D() that just passes through to the RHI one. Saves a fairly significant chunk of time on the render/RHI thread when this is called a lot. Change 3041419 on 2016/07/07 by Jeff.Campeau Xbox One toolchain fix for VS2015 Update 3 Change 3041635 on 2016/07/07 by Jeff.Campeau Don't change game render resolution in response to WM_SIZE messages when in fullscreen (the game will restore the correct video mode when the window is restored). #jira OR-15578 Change 3041735 on 2016/07/07 by Peter.Sauerbrei re-enabled the build parameters for launcher release builds in IOS Change 3041783 on 2016/07/07 by Joe.Graf Changed bAutpApplyFailed to bAutoApplyFailed (typo) Change 3041784 on 2016/07/07 by Joe.Graf Fixed missing %s from a log message in UResavePackagesCommandlet Change 3042434 on 2016/07/08 by Lee.Clark PS4 - Fix compilation failure when Unsafe Command Buffers are enabled. Change 3042658 on 2016/07/08 by Lee.Clark PS4 - Use SDK 3.508.201 Change 3042970 on 2016/07/08 by Josh.Adams Redoing CL in 3040890 in Dev-Platform Change 3043243 on 2016/07/08 by Chris.Babcock clamped allowed slot range for gameplay debugger's categories copy of CL# 3040313 from //UE4/Dev-Framework #jira UE-32866 Change 3043500 on 2016/07/08 by Mark.Satterthwaite Downgrade "-Wdelete-non-virtual-dtor " to a warning again for Xcode 8 on iOS/tvOS to match macOS. Change 3044628 on 2016/07/11 by Mark.Satterthwaite Disable ShaderCache by default - it was implemented prior to RHI-thread/parallel-execution so it isn't thread-safe and can't be enabled by default on Mac now that Metal supports these features. #jira UE-32989 Change 3044948 on 2016/07/11 by Dmitry.Rekman Fix editor crash (happened on Linux, but not really specific to it) (UE-32973) - We can pass flags with shadows enabled when rendering asset thumbnails; thus disable shadows always when r.ShadowQuality is 0. (Redoing CL 3029574 by Bob). - Also fix mismatched 'noperspective' qualifier that caused NVidia drivers to refuse to link GL shaders. #jira UE-32973 Change 3045322 on 2016/07/11 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3046028 on 2016/07/12 by Lee.Clark PS4 - Check for correct SDK installation Allow use of 7th core when Morpheus is enabled Change 3046339 on 2016/07/12 by Peter.Sauerbrei fix for incorrect error message when iPhone Plus icon is the correct size [CL 3046645 by Josh Adams in Main branch]
2016-07-12 15:06:08 -04:00
if (!FPaths::DirectoryExists(DeltaCopyPath))
{
UE_LOG(LogIOSTargetSettings, Error, TEXT("DeltaCopy is not installed correctly"));
}
FString CygwinPath = TEXT("/cygdrive/") + FString(Path).Replace(TEXT(":"), TEXT("")).Replace(TEXT("\\"), TEXT("/"));
FString EnginePath = FPaths::EngineDir();
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3120366) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2714591 on 2015/10/02 by Ben.Marsh Initial branch of files from Engine-Main (//UE4/Engine-Main) to Dev-Platform (//UE4/Dev-Platform) Change 2916715 on 2016/03/21 by Daniel.Lamb First pass at splitting out build cook run into into seperate scripts. Change 2948322 on 2016/04/19 by Nick.Shin update libwebsockets to v1.7.4 part 4 of 4 - doing this in stages for tracking purposes #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 2970016 on 2016/05/07 by Nick.Shin undo all of the following upgrades: - zlib - openssl - libcurl - libwebsockets and reset webrtc #jira UE-30298 - Fortnite and Orion crash on login Change 3059693 on 2016/07/21 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3061151 on 2016/07/22 by Niklas.Smedberg Fast ASTC texture compression, using ISPC. #jira UE-32308 Change 3061428 on 2016/07/22 by Peter.Sauerbrei Back out changelist 3061151 as it wasn't approved for submission Change 3061970 on 2016/07/22 by Steve.Cano Adding AdMob interstitital ad support for Android, including Blueprint functions #jira UE-33286 #ue4 #android Change 3062160 on 2016/07/22 by Mark.Satterthwaite Fix the fix for handling RHISetStreamSource overriding stride on Metal - not all MTLVertexDescriptors are equally hashable so do this ourselves. #jira UE-33355 Change 3062770 on 2016/07/24 by Brent.Pease UE-32397 Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows Change 3063227 on 2016/07/25 by Dmitry.Rekman Update hlslcc cross-compile after libc++ change. Change 3063314 on 2016/07/25 by Jeff.Campeau Xbox One DLL loading Receipts can be read back by request for target info Change 3063329 on 2016/07/25 by Mark.Satterthwaite CL #3046743 was breaking other samples in unexpected ways after a recent Main merge, so make a Metal-specific change to the shader instead and amend the MetalBackend to better match HLSL's handling of NaN/inf with common single-precision float intrinsics. This is sufficient to fix the AtmosphericFog and the recent regressions. #jira UE-33600 #jira UE-33028 #jira UE-27879 #jira UE-25802 Change 3063492 on 2016/07/25 by Brent.Pease UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16 UE-33200 - A movie isn't played on iOS occasionally. Change 3063729 on 2016/07/25 by Dmitry.Rekman Linux: enable XGE on all platforms. #tests Cross-compiled a number of Linux targets on Windows. Change 3063732 on 2016/07/25 by Dmitry.Rekman Fixed formatting (spaces->tabs) in previous change. Change 3063750 on 2016/07/25 by Daniel.Lamb Added code to dump the cook modification delegate loads to log. Fixed the memory usage output log. #test cook paragon. Change 3063804 on 2016/07/25 by Daniel.Lamb Added cookpartialgc additional commandline option to uat. #test UFE Change 3064008 on 2016/07/25 by Mark.Satterthwaite For non-shipping builds conditionally bind a default uniform buffer in Metal and report an error if the slot was unbound, if our validation layer is enabled attempt to report the shader source in question. This relies on the shader compiler providing accurate information about uniform buffer bindings and won't fix all occurances of bad uniform usage (if a buffer is bound but too short the result will be GPU restarts or an error in Apple's validation layer - we can't detect this case) but will help debug the typical error of leaving an active slot unbound. #jira FORT-27685 Change 3064141 on 2016/07/25 by Jeff.Campeau Rebuild vpxmd.lib with delayed codegen disabled (fixes linker warning building Win64). Change 3065024 on 2016/07/26 by Nick.Shin Change filetype remove exclusive check out bit requested by or.coheni & nick.penwarden Change 3065274 on 2016/07/26 by Jonathan.Fitzpatrick DirectoriesToAlwaysStageAsUFS now properly filters out *.uasset and *.umap files This prevents the bug where cooked assets get trampled by staging their uncooked version on top of them during the UFS step Added a file filter to DirectoriesToAlwaysStageAsUFS for uasset and umap. Change 3066338 on 2016/07/27 by Mark.Satterthwaite Handle releasing an SRV/UAV & the source object within a single Metal command-buffer. #jira UE-33779 Change 3066789 on 2016/07/27 by Daniel.Lamb Realtime mode does not save any packages anymore unless they are ready. #test cookontheside, cookbythebook shooter game Change 3066847 on 2016/07/27 by Jeff.Campeau Fix define #2634 #jira UE-33813 Change 3068868 on 2016/07/28 by Mark.Satterthwaite Extend hlslcc's handling of switch-statements to allow implict casts from scalar bool, half & float as HLSL itself permits while also making sure it errors if the expression input is not scalar. This fixes shader compile errors in UT. Change 3070040 on 2016/07/29 by Dmitry.Rekman Delete Nadzorca. Change 3070947 on 2016/07/29 by Jeff.Campeau Perforce C++ API 2015.2 (includes debug libraries) Change 3073707 on 2016/08/02 by Daniel.Lamb Derived data cache commandlet runs resolve string asset references to load any string asset refereced packages from the map. Also process async results from shaders being compiled so they can have their memory resources released. #test DerivedDataCache commandlet shootergame. Change 3076613 on 2016/08/03 by Brent.Pease + UnrealTargetConfiguration is now passed into deploy and package methods + The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development) Change 3076668 on 2016/08/03 by Brent.Pease Back out changelist 3076613 Change 3077157 on 2016/08/04 by Daniel.Lamb Fixed up DLC staging so that it stages to the proper mount point. Fixes up include engine content in DLC staging paths. #test Made up shooter game DLC Change 3077191 on 2016/08/04 by Daniel.Lamb More smartly process async shader compilation if we are waiting for it. #test cook on the side shooter game cook by the book shooter game. Change 3077412 on 2016/08/04 by Mark.Satterthwaite Fix "iOS Metal-based build crashes at launch with sub-levels": - Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything. - To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects. - Fix validation error of texture reallocation on loading template projects under Metal. #jira UE-30847 Change 3077958 on 2016/08/04 by Brent.Pease + UnrealTargetConfiguration is now passed into deploy and package methods + The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development) Change 3079503 on 2016/08/05 by Mark.Satterthwaite Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised. #jira UE-33856 Change 3079737 on 2016/08/05 by Jeff.Campeau Add support for delay load DLLs on Xbox One Turn off warnging for missing PDBs to match VCToolchain.cs Change 3081005 on 2016/08/08 by Mark.Satterthwaite Fix-up Metal device name on AMD for macOS 10.12 which reports it correctly and enable tiled reflections on Intel from macOS 10.12 too as they now work. Change 3081557 on 2016/08/08 by Daniel.Lamb File-> Package saves all packages before starting packaging. #test File package first person template Change 3082215 on 2016/08/09 by Lee.Clark PS4 - Added 4k profile Change 3082412 on 2016/08/09 by Daniel.Lamb Fixed cook on the fly server not handling cook requests. #test Cook on the fly shooter game. Change 3082955 on 2016/08/09 by Dmitry.Rekman Linux: convert existing Strcat() uses to Strncat(). - Strcat() does not check destination size so can silently corrupt memory. While this was not observed, this conversion removes this concern altogether. Change 3083772 on 2016/08/10 by Luke.Thatcher [PLATFORM] [PS4] [+] Checking in PS4CrashHandler files so we have a copy in Perforce rather than just on the server. - Taken from \\devweb-02 and removed all the unused files/dependencies. - Created a publish profile pointing to \\devweb-02\Sites\PS4Services\PS4CrashHandlerDev so I'm not writing over the existing deployed crash handler. - Moved all code in the Page_Load event to inside the check for the HTTP method (POST) otherwise GET'ing the page from a browser will generate crash folders that hang around forever. Change 3085450 on 2016/08/11 by Lee.Clark PS4 - Fix mediaplayer pipeline allocation Change 3086360 on 2016/08/11 by Michael.Trepka Fixed a non-unity build error in Mac UnrealFrontend Change 3087224 on 2016/08/12 by Luke.Thatcher [PLATFORM] [PS4] [~] Refactor PS4 Crash Handler site - Removed CoreDumpHandler. Processing dump files is handled directly by an async thread within the aspx process. - Separated configuration values into their own class. Currently set to output to a testing directory, rather than the actual crash reporter landing zone. - Added a debug upload page to allow manual submission of .orbisdmp/.txt settings files, accessible by GET'ing Default.aspx. - Added logging. Logs self-delete after 30 days. Testing required before we switch to the new system. #jira UE-34504 #jira OR-26886 Change 3087626 on 2016/08/12 by Dmitry.Rekman PR #2689: Fix copying/duplicating failing on Linux (UE-34586). - Contributed by Web-eWorks. Change 3087991 on 2016/08/12 by Mark.Satterthwaite Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS. - Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial. - Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there. - OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time. - Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output. - On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching. - On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code. - AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format. - Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled. #jira UE-34315 Change 3088790 on 2016/08/15 by Luke.Thatcher [PLATFORM] [PS4] [~] Hook new PS4 crash handler up to the crash reporter website. - Removed indentation from generated crash context XML file. The crash reporter process does manual XML parsing which doesn't correctly handle whitespace at the start of lines. - Switched the final output folder to match the one the crash reporter process is watching. - Hide upload form on a config variable. #jira UE-34504 #jira OR-26886 Change 3089060 on 2016/08/15 by Luke.Thatcher [PLATFORM] [PS4] [!] Change PS4 crash handler log file extension to ".ps4chlog", otherwise the crash reporter site attaches the wrong log file to the crash report. Allowed showing of debug upload form via "Default.aspx?showform=1" query string. #jira UE-34504 #jira OR-26886 Change 3089089 on 2016/08/15 by Mark.Satterthwaite Duplicated changes to AppleMovieStreamer from CL #3088149. #jira UE-34315 Change 3089460 on 2016/08/15 by Mark.Satterthwaite Duplicate CL #3080971: Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared. #jira UE-34355 Change 3089465 on 2016/08/15 by Mark.Satterthwaite For Metal shader translation retain more precision for float constants -1.0f >< 1.0f by emitting them in scientific notation - prevents Hammersley constant amongst others from being flushed to 0. Change 3089902 on 2016/08/15 by Daniel.Lamb Changed the next compiling ID to the correct compiling ID. #test Cook Change 3089903 on 2016/08/15 by Daniel.Lamb Cooker monitors config useage during cook and uses those settings to invalidate cooked content instead of all config settings. Change 3090114 on 2016/08/16 by Luke.Thatcher [PLATFORM] [PS4] [~] Minor change to PS4 settings text on crash handler site. Change 3090949 on 2016/08/16 by Nick.Shin WebSocketNetDriver crash fix filled in missing chunk of code that calls PacketHandler's "packet modifiers" #jira UE-25492 HTML5 Client cannot connect to Windows Server #jira UE-30880 WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket #code.review john.pollard john.barrett Change 3091265 on 2016/08/16 by Brent.Pease Add IOS support to HarfBuzz Change 3091267 on 2016/08/16 by Brent.Pease Add references to fix mono build Change 3091291 on 2016/08/16 by Nick.Shin CIS warning fix #jira UE-25492 HTML5 Client cannot connect to Windows Server #jira UE-30880 WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket Change 3091781 on 2016/08/17 by Joe.Barnes UE-33640: Exposed UPrimitiveComponent::IsAnyRigidBodyAwake() to Blueprints. Change 3092687 on 2016/08/17 by Daniel.Lamb Added support for using binned allocator in cooker instead of tbb. #test Cook shootergame. Change 3093867 on 2016/08/18 by Mark.Satterthwaite Use a read/write mutex to protect access to Metal's internal shader pipeline caches so that parallel threads can progress in the common case where new shaders are not being compiled. Change 3093950 on 2016/08/18 by Mark.Satterthwaite Change the Mac GPU identification code to cope with AMD's new naming scheme on 10.12. Change 3093951 on 2016/08/18 by Mark.Satterthwaite More SCW threads on Mac - they work now. Change 3093960 on 2016/08/18 by Mark.Satterthwaite Increase the default number of command-buffers on Mac because bigger games overflow the current limit of 64 per queue. Change 3096493 on 2016/08/22 by Jeff.Campeau Use Xbox version of DirectX include. Change 3097509 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Refactor PS4 Symbol Publish - Moved the SymStore task from Win.Automation to BuildGraph.Automation, and made it more generic. - The specifics of uploading symbols are now implemented in the platform tool chain, alongside StripSymbols(). - Re-generated the build graph schema file. - Removed the old PS4 symbols upload path in the package step. Modified OrionBuild.xml to publish symbols for all PS4 dev, test and shipping config builds of OrionClient. Change 3097635 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Refactor Age Symbols task in UAT. - Moved the AgeStore task from Win.Automation to BuildGraph.Automation and made it more generic. - Symbol server directory structure is now defined by the platform tool chain, which the common task uses to clean out old symbols. - Added a "filter" parameter to prevent age tasks deleting symbols from unrelated builds in shared symbol servers. Modified OrionBuild.xml to age both the Windows and PS4 symbol stores. Change 3097713 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Enable new PS4 crash handler server - Created live deployment profile and applied the required config file changes. Change 3099214 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix compile error in PS4 tool chain. For some reason, this only breaks ocassionally. Maybe we're alternating between the 2013 and 2015 C# compilers depending on what initiates the build (e.g. Visual Studio vs GenerateProjectFiles)? Change 3099222 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [+] Added PS4 support for FPlatformMisc::MessageBoxExt using the MsgDialog library. - Note, only one and two button message dialogs are supported (limitation of MsgDialog). Change 3099260 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [~] Better PS4 exit function. Calls quick_exit instead of abort when we've not asserted. Allows for a "cleaner" forced exit without generating a crash dump. Change 3101192 on 2016/08/25 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3101944 on 2016/08/25 by Daniel.Lamb Ask to save the current level when we are using launch on. Change 3102036 on 2016/08/25 by Nick.Shin check for minimum expected size upon data received from network #jira UE-13657 - HTML5 plugin OnRawRecieve overflow Change 3102115 on 2016/08/25 by Brent.Pease - Fix small errors that probably only show up in the mac mono build #code.review peter.sauerbrei Change 3102747 on 2016/08/26 by Jeremiah.Waldron Re-submitting OnlineSubsystemGameCircle with TPS permission for Amazon SDK - Also fixed the plugin to remove any related files from the final package when IAP is disabled or GameCircle support itself is disabled with the plugin still enabled - Added support for new AlreadyOwned IAP response code as well which is already used for GooglePlay and IOS Change 3102900 on 2016/08/26 by Nick.Shin since last checkin (CL: 2981945) - prints are crashing the browser - this change will allow browser to print the details via console.log() #jira UE-26047 - HTML5 HTTP Response Headers not implemented Change 3103130 on 2016/08/26 by Brent.Pease UE-24679 - Enable the ability to change ports for a firewall to pass them through rsync Change 3103225 on 2016/08/26 by Daniel.Lamb Fixed issue with warning which would cause crash. Change 3103425 on 2016/08/26 by Dmitry.Rekman Enable offscreen GL rendering without X. - Added new video subsystem to SDL that is uses EGL to initialize the context. - Most windoing functions stubbed. - Also added a new test case to TestPAL for easier debugging. Change 3104743 on 2016/08/29 by Brent.Pease Support remote offline metal shader compilation Change 3105051 on 2016/08/29 by Brent.Pease UE-2382 - TASK: MobleMVP: iOS: Add ability to view iOS device console output in the editor UFE - IOS Automation will now create a thread to collect the console logs from the device and send them to C# Console output while the app is running on device - Made ProcessResult an interface (IProcessResult) which ProcessResult implements. This allows platforms to provide their own implementation if needed. - Moved the RunLoop related parts of CoreFoundation into MobileDevice.cs Change 3105053 on 2016/08/29 by Brent.Pease - IOS dll's as part of the last check-in Change 3106853 on 2016/08/30 by Jeff.Campeau Implement FD3D11DynamicRHI::RHICreateComputeFence to prevent memory overwrite Change 3107361 on 2016/08/30 by Dmitry.Rekman Renderer: changes to allow postproc delegates. Change 3107362 on 2016/08/30 by Dmitry.Rekman Plugin with a CUDA postproc example. - Linux version only. Runs under a headless GL too (without X). - Disabled during cross-compilation, can be compiled natively only. - CUDA kernel should be compiled separately, CMakefile with compilation attached (can be used to generate VStudio projects as well). - To test the output, run under the debugger, interrupt and set global variable GSaveTheOutput to 50 (this will write out kernel output buffer 50 times as .bmp files into working directory). Change 3107913 on 2016/08/31 by Daniel.Lamb Fixed loading of cooked content in the editor. Change 3107916 on 2016/08/31 by Daniel.Lamb Added error case when shader compilation fails to notify shader. #test Cook shooter game. Change 3108080 on 2016/08/31 by Josh.Adams - Fixed PS4Automation compile errors Change 3109077 on 2016/08/31 by Brent.Pease Fix C# debug builds by specifying x64 and add reference to MobileDeviceInterface Change 3110086 on 2016/09/01 by Dmitry.Rekman Fix race condition in PThread runnable (UE-35074). - Instead of relying on busy-wait, join the threads. This prevents race between PostRun() (executed in the context of the thread) and FPThreadRunnableThread() destructor (see UE-34909). - Do not use an invalid value for pthread_t, since there's none. Change 3110172 on 2016/09/01 by Dmitry.Rekman Fixed a crash exiting VR Preview on Windows GL4 (UE-28708). - PR #2188 submitted by ardneran. Change 3110313 on 2016/09/01 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3111134 on 2016/09/01 by Dmitry.Rekman UBT: prevent mono from hanging on Ctrl-C. - Sometimes Ctrl-C can cause thread creation to fail. Without this change, UBT would lock up. Change 3111171 on 2016/09/01 by Brent.Pease Move all C# projects to use the x64 Platform for consistency with other changes made to move to the x64 Platform Change 3111177 on 2016/09/01 by Dmitry.Rekman Fix Linux build on systems without CUDA (UE-35460). Change 3111548 on 2016/09/02 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix for PS4 iterative deployment. - Changes in Dev-Mobile broke the deployment manifests, as PS4 was now using the wrong filename when creating delta and obsolete file lists. Change 3111863 on 2016/09/02 by Dmitry.Rekman Better fix for build without CUDA (UE-35460). Change 3112738 on 2016/09/02 by Mark.Satterthwaite Fix the pausing particles on Metal - one line bug in the Metal query implementation meant that the first query wouldn't return the correct result for no good reason. #jira UE-34989 Change 3114579 on 2016/09/06 by Chris.Babcock Fix Vulkan include path in NDK check (contributed by geediiiiky) #jira UE-35490 #github #2758 #ue4 #android Change 3115115 on 2016/09/06 by Jeff.Campeau Calculate buffer size for paks using the bitwindow override as needed Change 3115600 on 2016/09/07 by Luke.Thatcher [PLATFORM] [PS4] [~] Make the crash dump handler registration much earlier, to catch crashes in early engine init. - Fixed up places in FGenericCrashContext::SerializeContentToBuffer which used the command line. If we crash early, the command line may not have been initialized yet. - Added a GetNoInit function to FThreadHeartBeat to avoid creating the heart beat thread if we crash early, and the thread doesn't exist yet. Tested by calling abort() immediately inside int main(), and we get a valid crash dump that the crash handler service can consume. Change 3115676 on 2016/09/07 by Luke.Thatcher [PLATFORM] [~] Dev-Platform integration fix for original CL 3064888 in //Orion/Release-29.1 Add .exe and .dll to windows symbol upload file filters. Change 3115811 on 2016/09/07 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3115944 on 2016/09/07 by Michael.Trepka Implemented IsGamepadAttached() for Mac Change 3115948 on 2016/09/07 by Michael.Trepka Don't try to restore Help menu item on Mac if MenuBlock does not contain it Change 3116200 on 2016/09/07 by Jeff.Campeau Fix parameter ordering Change 3117660 on 2016/09/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3117728 on 2016/09/08 by Michael.Trepka Copy of CL 3117698 by Mike.Fricker Fixed regression with editor's Simulate mode where cursor would teleport back to the center of the viewport after every click - This bug was introduced in CL 3075932 from a borderless window cursor handling fix that was needed for games that capture the cursor Change 3117797 on 2016/09/08 by Peter.Sauerbrei Shader Resource compression Change 3117988 on 2016/09/08 by Brent.Pease - Solutiion generator will now pick x64 instead of AnyCPU for the default platform configuration - Fix what I think was a merge error in BuildGraph.cs Change 3118296 on 2016/09/08 by Daniel.Lamb Fixed crash with launch on. Couldnt' correctly detect previous generated ini settings. #test launch on QA game #jira UE-35741 Change 3118438 on 2016/09/08 by JohnHenry.Carawon Fix UAT compilation on Linux #UE-35745 Change 3118934 on 2016/09/08 by Jeff.Campeau Shader compression setting based on target platform instead of cooking host platform. #jira UE-35753 Change 3120190 on 2016/09/09 by Ben.Marsh Add missing Platform attribute to build script for Dev-Platform. [CL 3120378 by Josh Adams in Main branch]
2016-09-09 20:13:41 -04:00
FString CommandLine = FString::Printf(TEXT("\"%s/ssh.exe\" %s \"%s\\rsync.exe\" %s %s \"%s\" \"%s\" \"%s\""),
*DeltaCopyPath,
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3120366) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2714591 on 2015/10/02 by Ben.Marsh Initial branch of files from Engine-Main (//UE4/Engine-Main) to Dev-Platform (//UE4/Dev-Platform) Change 2916715 on 2016/03/21 by Daniel.Lamb First pass at splitting out build cook run into into seperate scripts. Change 2948322 on 2016/04/19 by Nick.Shin update libwebsockets to v1.7.4 part 4 of 4 - doing this in stages for tracking purposes #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 2970016 on 2016/05/07 by Nick.Shin undo all of the following upgrades: - zlib - openssl - libcurl - libwebsockets and reset webrtc #jira UE-30298 - Fortnite and Orion crash on login Change 3059693 on 2016/07/21 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3061151 on 2016/07/22 by Niklas.Smedberg Fast ASTC texture compression, using ISPC. #jira UE-32308 Change 3061428 on 2016/07/22 by Peter.Sauerbrei Back out changelist 3061151 as it wasn't approved for submission Change 3061970 on 2016/07/22 by Steve.Cano Adding AdMob interstitital ad support for Android, including Blueprint functions #jira UE-33286 #ue4 #android Change 3062160 on 2016/07/22 by Mark.Satterthwaite Fix the fix for handling RHISetStreamSource overriding stride on Metal - not all MTLVertexDescriptors are equally hashable so do this ourselves. #jira UE-33355 Change 3062770 on 2016/07/24 by Brent.Pease UE-32397 Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows Change 3063227 on 2016/07/25 by Dmitry.Rekman Update hlslcc cross-compile after libc++ change. Change 3063314 on 2016/07/25 by Jeff.Campeau Xbox One DLL loading Receipts can be read back by request for target info Change 3063329 on 2016/07/25 by Mark.Satterthwaite CL #3046743 was breaking other samples in unexpected ways after a recent Main merge, so make a Metal-specific change to the shader instead and amend the MetalBackend to better match HLSL's handling of NaN/inf with common single-precision float intrinsics. This is sufficient to fix the AtmosphericFog and the recent regressions. #jira UE-33600 #jira UE-33028 #jira UE-27879 #jira UE-25802 Change 3063492 on 2016/07/25 by Brent.Pease UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16 UE-33200 - A movie isn't played on iOS occasionally. Change 3063729 on 2016/07/25 by Dmitry.Rekman Linux: enable XGE on all platforms. #tests Cross-compiled a number of Linux targets on Windows. Change 3063732 on 2016/07/25 by Dmitry.Rekman Fixed formatting (spaces->tabs) in previous change. Change 3063750 on 2016/07/25 by Daniel.Lamb Added code to dump the cook modification delegate loads to log. Fixed the memory usage output log. #test cook paragon. Change 3063804 on 2016/07/25 by Daniel.Lamb Added cookpartialgc additional commandline option to uat. #test UFE Change 3064008 on 2016/07/25 by Mark.Satterthwaite For non-shipping builds conditionally bind a default uniform buffer in Metal and report an error if the slot was unbound, if our validation layer is enabled attempt to report the shader source in question. This relies on the shader compiler providing accurate information about uniform buffer bindings and won't fix all occurances of bad uniform usage (if a buffer is bound but too short the result will be GPU restarts or an error in Apple's validation layer - we can't detect this case) but will help debug the typical error of leaving an active slot unbound. #jira FORT-27685 Change 3064141 on 2016/07/25 by Jeff.Campeau Rebuild vpxmd.lib with delayed codegen disabled (fixes linker warning building Win64). Change 3065024 on 2016/07/26 by Nick.Shin Change filetype remove exclusive check out bit requested by or.coheni & nick.penwarden Change 3065274 on 2016/07/26 by Jonathan.Fitzpatrick DirectoriesToAlwaysStageAsUFS now properly filters out *.uasset and *.umap files This prevents the bug where cooked assets get trampled by staging their uncooked version on top of them during the UFS step Added a file filter to DirectoriesToAlwaysStageAsUFS for uasset and umap. Change 3066338 on 2016/07/27 by Mark.Satterthwaite Handle releasing an SRV/UAV & the source object within a single Metal command-buffer. #jira UE-33779 Change 3066789 on 2016/07/27 by Daniel.Lamb Realtime mode does not save any packages anymore unless they are ready. #test cookontheside, cookbythebook shooter game Change 3066847 on 2016/07/27 by Jeff.Campeau Fix define #2634 #jira UE-33813 Change 3068868 on 2016/07/28 by Mark.Satterthwaite Extend hlslcc's handling of switch-statements to allow implict casts from scalar bool, half & float as HLSL itself permits while also making sure it errors if the expression input is not scalar. This fixes shader compile errors in UT. Change 3070040 on 2016/07/29 by Dmitry.Rekman Delete Nadzorca. Change 3070947 on 2016/07/29 by Jeff.Campeau Perforce C++ API 2015.2 (includes debug libraries) Change 3073707 on 2016/08/02 by Daniel.Lamb Derived data cache commandlet runs resolve string asset references to load any string asset refereced packages from the map. Also process async results from shaders being compiled so they can have their memory resources released. #test DerivedDataCache commandlet shootergame. Change 3076613 on 2016/08/03 by Brent.Pease + UnrealTargetConfiguration is now passed into deploy and package methods + The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development) Change 3076668 on 2016/08/03 by Brent.Pease Back out changelist 3076613 Change 3077157 on 2016/08/04 by Daniel.Lamb Fixed up DLC staging so that it stages to the proper mount point. Fixes up include engine content in DLC staging paths. #test Made up shooter game DLC Change 3077191 on 2016/08/04 by Daniel.Lamb More smartly process async shader compilation if we are waiting for it. #test cook on the side shooter game cook by the book shooter game. Change 3077412 on 2016/08/04 by Mark.Satterthwaite Fix "iOS Metal-based build crashes at launch with sub-levels": - Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything. - To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects. - Fix validation error of texture reallocation on loading template projects under Metal. #jira UE-30847 Change 3077958 on 2016/08/04 by Brent.Pease + UnrealTargetConfiguration is now passed into deploy and package methods + The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development) Change 3079503 on 2016/08/05 by Mark.Satterthwaite Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised. #jira UE-33856 Change 3079737 on 2016/08/05 by Jeff.Campeau Add support for delay load DLLs on Xbox One Turn off warnging for missing PDBs to match VCToolchain.cs Change 3081005 on 2016/08/08 by Mark.Satterthwaite Fix-up Metal device name on AMD for macOS 10.12 which reports it correctly and enable tiled reflections on Intel from macOS 10.12 too as they now work. Change 3081557 on 2016/08/08 by Daniel.Lamb File-> Package saves all packages before starting packaging. #test File package first person template Change 3082215 on 2016/08/09 by Lee.Clark PS4 - Added 4k profile Change 3082412 on 2016/08/09 by Daniel.Lamb Fixed cook on the fly server not handling cook requests. #test Cook on the fly shooter game. Change 3082955 on 2016/08/09 by Dmitry.Rekman Linux: convert existing Strcat() uses to Strncat(). - Strcat() does not check destination size so can silently corrupt memory. While this was not observed, this conversion removes this concern altogether. Change 3083772 on 2016/08/10 by Luke.Thatcher [PLATFORM] [PS4] [+] Checking in PS4CrashHandler files so we have a copy in Perforce rather than just on the server. - Taken from \\devweb-02 and removed all the unused files/dependencies. - Created a publish profile pointing to \\devweb-02\Sites\PS4Services\PS4CrashHandlerDev so I'm not writing over the existing deployed crash handler. - Moved all code in the Page_Load event to inside the check for the HTTP method (POST) otherwise GET'ing the page from a browser will generate crash folders that hang around forever. Change 3085450 on 2016/08/11 by Lee.Clark PS4 - Fix mediaplayer pipeline allocation Change 3086360 on 2016/08/11 by Michael.Trepka Fixed a non-unity build error in Mac UnrealFrontend Change 3087224 on 2016/08/12 by Luke.Thatcher [PLATFORM] [PS4] [~] Refactor PS4 Crash Handler site - Removed CoreDumpHandler. Processing dump files is handled directly by an async thread within the aspx process. - Separated configuration values into their own class. Currently set to output to a testing directory, rather than the actual crash reporter landing zone. - Added a debug upload page to allow manual submission of .orbisdmp/.txt settings files, accessible by GET'ing Default.aspx. - Added logging. Logs self-delete after 30 days. Testing required before we switch to the new system. #jira UE-34504 #jira OR-26886 Change 3087626 on 2016/08/12 by Dmitry.Rekman PR #2689: Fix copying/duplicating failing on Linux (UE-34586). - Contributed by Web-eWorks. Change 3087991 on 2016/08/12 by Mark.Satterthwaite Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS. - Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial. - Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there. - OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time. - Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output. - On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching. - On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code. - AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format. - Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled. #jira UE-34315 Change 3088790 on 2016/08/15 by Luke.Thatcher [PLATFORM] [PS4] [~] Hook new PS4 crash handler up to the crash reporter website. - Removed indentation from generated crash context XML file. The crash reporter process does manual XML parsing which doesn't correctly handle whitespace at the start of lines. - Switched the final output folder to match the one the crash reporter process is watching. - Hide upload form on a config variable. #jira UE-34504 #jira OR-26886 Change 3089060 on 2016/08/15 by Luke.Thatcher [PLATFORM] [PS4] [!] Change PS4 crash handler log file extension to ".ps4chlog", otherwise the crash reporter site attaches the wrong log file to the crash report. Allowed showing of debug upload form via "Default.aspx?showform=1" query string. #jira UE-34504 #jira OR-26886 Change 3089089 on 2016/08/15 by Mark.Satterthwaite Duplicated changes to AppleMovieStreamer from CL #3088149. #jira UE-34315 Change 3089460 on 2016/08/15 by Mark.Satterthwaite Duplicate CL #3080971: Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared. #jira UE-34355 Change 3089465 on 2016/08/15 by Mark.Satterthwaite For Metal shader translation retain more precision for float constants -1.0f >< 1.0f by emitting them in scientific notation - prevents Hammersley constant amongst others from being flushed to 0. Change 3089902 on 2016/08/15 by Daniel.Lamb Changed the next compiling ID to the correct compiling ID. #test Cook Change 3089903 on 2016/08/15 by Daniel.Lamb Cooker monitors config useage during cook and uses those settings to invalidate cooked content instead of all config settings. Change 3090114 on 2016/08/16 by Luke.Thatcher [PLATFORM] [PS4] [~] Minor change to PS4 settings text on crash handler site. Change 3090949 on 2016/08/16 by Nick.Shin WebSocketNetDriver crash fix filled in missing chunk of code that calls PacketHandler's "packet modifiers" #jira UE-25492 HTML5 Client cannot connect to Windows Server #jira UE-30880 WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket #code.review john.pollard john.barrett Change 3091265 on 2016/08/16 by Brent.Pease Add IOS support to HarfBuzz Change 3091267 on 2016/08/16 by Brent.Pease Add references to fix mono build Change 3091291 on 2016/08/16 by Nick.Shin CIS warning fix #jira UE-25492 HTML5 Client cannot connect to Windows Server #jira UE-30880 WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket Change 3091781 on 2016/08/17 by Joe.Barnes UE-33640: Exposed UPrimitiveComponent::IsAnyRigidBodyAwake() to Blueprints. Change 3092687 on 2016/08/17 by Daniel.Lamb Added support for using binned allocator in cooker instead of tbb. #test Cook shootergame. Change 3093867 on 2016/08/18 by Mark.Satterthwaite Use a read/write mutex to protect access to Metal's internal shader pipeline caches so that parallel threads can progress in the common case where new shaders are not being compiled. Change 3093950 on 2016/08/18 by Mark.Satterthwaite Change the Mac GPU identification code to cope with AMD's new naming scheme on 10.12. Change 3093951 on 2016/08/18 by Mark.Satterthwaite More SCW threads on Mac - they work now. Change 3093960 on 2016/08/18 by Mark.Satterthwaite Increase the default number of command-buffers on Mac because bigger games overflow the current limit of 64 per queue. Change 3096493 on 2016/08/22 by Jeff.Campeau Use Xbox version of DirectX include. Change 3097509 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Refactor PS4 Symbol Publish - Moved the SymStore task from Win.Automation to BuildGraph.Automation, and made it more generic. - The specifics of uploading symbols are now implemented in the platform tool chain, alongside StripSymbols(). - Re-generated the build graph schema file. - Removed the old PS4 symbols upload path in the package step. Modified OrionBuild.xml to publish symbols for all PS4 dev, test and shipping config builds of OrionClient. Change 3097635 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Refactor Age Symbols task in UAT. - Moved the AgeStore task from Win.Automation to BuildGraph.Automation and made it more generic. - Symbol server directory structure is now defined by the platform tool chain, which the common task uses to clean out old symbols. - Added a "filter" parameter to prevent age tasks deleting symbols from unrelated builds in shared symbol servers. Modified OrionBuild.xml to age both the Windows and PS4 symbol stores. Change 3097713 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Enable new PS4 crash handler server - Created live deployment profile and applied the required config file changes. Change 3099214 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix compile error in PS4 tool chain. For some reason, this only breaks ocassionally. Maybe we're alternating between the 2013 and 2015 C# compilers depending on what initiates the build (e.g. Visual Studio vs GenerateProjectFiles)? Change 3099222 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [+] Added PS4 support for FPlatformMisc::MessageBoxExt using the MsgDialog library. - Note, only one and two button message dialogs are supported (limitation of MsgDialog). Change 3099260 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [~] Better PS4 exit function. Calls quick_exit instead of abort when we've not asserted. Allows for a "cleaner" forced exit without generating a crash dump. Change 3101192 on 2016/08/25 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3101944 on 2016/08/25 by Daniel.Lamb Ask to save the current level when we are using launch on. Change 3102036 on 2016/08/25 by Nick.Shin check for minimum expected size upon data received from network #jira UE-13657 - HTML5 plugin OnRawRecieve overflow Change 3102115 on 2016/08/25 by Brent.Pease - Fix small errors that probably only show up in the mac mono build #code.review peter.sauerbrei Change 3102747 on 2016/08/26 by Jeremiah.Waldron Re-submitting OnlineSubsystemGameCircle with TPS permission for Amazon SDK - Also fixed the plugin to remove any related files from the final package when IAP is disabled or GameCircle support itself is disabled with the plugin still enabled - Added support for new AlreadyOwned IAP response code as well which is already used for GooglePlay and IOS Change 3102900 on 2016/08/26 by Nick.Shin since last checkin (CL: 2981945) - prints are crashing the browser - this change will allow browser to print the details via console.log() #jira UE-26047 - HTML5 HTTP Response Headers not implemented Change 3103130 on 2016/08/26 by Brent.Pease UE-24679 - Enable the ability to change ports for a firewall to pass them through rsync Change 3103225 on 2016/08/26 by Daniel.Lamb Fixed issue with warning which would cause crash. Change 3103425 on 2016/08/26 by Dmitry.Rekman Enable offscreen GL rendering without X. - Added new video subsystem to SDL that is uses EGL to initialize the context. - Most windoing functions stubbed. - Also added a new test case to TestPAL for easier debugging. Change 3104743 on 2016/08/29 by Brent.Pease Support remote offline metal shader compilation Change 3105051 on 2016/08/29 by Brent.Pease UE-2382 - TASK: MobleMVP: iOS: Add ability to view iOS device console output in the editor UFE - IOS Automation will now create a thread to collect the console logs from the device and send them to C# Console output while the app is running on device - Made ProcessResult an interface (IProcessResult) which ProcessResult implements. This allows platforms to provide their own implementation if needed. - Moved the RunLoop related parts of CoreFoundation into MobileDevice.cs Change 3105053 on 2016/08/29 by Brent.Pease - IOS dll's as part of the last check-in Change 3106853 on 2016/08/30 by Jeff.Campeau Implement FD3D11DynamicRHI::RHICreateComputeFence to prevent memory overwrite Change 3107361 on 2016/08/30 by Dmitry.Rekman Renderer: changes to allow postproc delegates. Change 3107362 on 2016/08/30 by Dmitry.Rekman Plugin with a CUDA postproc example. - Linux version only. Runs under a headless GL too (without X). - Disabled during cross-compilation, can be compiled natively only. - CUDA kernel should be compiled separately, CMakefile with compilation attached (can be used to generate VStudio projects as well). - To test the output, run under the debugger, interrupt and set global variable GSaveTheOutput to 50 (this will write out kernel output buffer 50 times as .bmp files into working directory). Change 3107913 on 2016/08/31 by Daniel.Lamb Fixed loading of cooked content in the editor. Change 3107916 on 2016/08/31 by Daniel.Lamb Added error case when shader compilation fails to notify shader. #test Cook shooter game. Change 3108080 on 2016/08/31 by Josh.Adams - Fixed PS4Automation compile errors Change 3109077 on 2016/08/31 by Brent.Pease Fix C# debug builds by specifying x64 and add reference to MobileDeviceInterface Change 3110086 on 2016/09/01 by Dmitry.Rekman Fix race condition in PThread runnable (UE-35074). - Instead of relying on busy-wait, join the threads. This prevents race between PostRun() (executed in the context of the thread) and FPThreadRunnableThread() destructor (see UE-34909). - Do not use an invalid value for pthread_t, since there's none. Change 3110172 on 2016/09/01 by Dmitry.Rekman Fixed a crash exiting VR Preview on Windows GL4 (UE-28708). - PR #2188 submitted by ardneran. Change 3110313 on 2016/09/01 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3111134 on 2016/09/01 by Dmitry.Rekman UBT: prevent mono from hanging on Ctrl-C. - Sometimes Ctrl-C can cause thread creation to fail. Without this change, UBT would lock up. Change 3111171 on 2016/09/01 by Brent.Pease Move all C# projects to use the x64 Platform for consistency with other changes made to move to the x64 Platform Change 3111177 on 2016/09/01 by Dmitry.Rekman Fix Linux build on systems without CUDA (UE-35460). Change 3111548 on 2016/09/02 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix for PS4 iterative deployment. - Changes in Dev-Mobile broke the deployment manifests, as PS4 was now using the wrong filename when creating delta and obsolete file lists. Change 3111863 on 2016/09/02 by Dmitry.Rekman Better fix for build without CUDA (UE-35460). Change 3112738 on 2016/09/02 by Mark.Satterthwaite Fix the pausing particles on Metal - one line bug in the Metal query implementation meant that the first query wouldn't return the correct result for no good reason. #jira UE-34989 Change 3114579 on 2016/09/06 by Chris.Babcock Fix Vulkan include path in NDK check (contributed by geediiiiky) #jira UE-35490 #github #2758 #ue4 #android Change 3115115 on 2016/09/06 by Jeff.Campeau Calculate buffer size for paks using the bitwindow override as needed Change 3115600 on 2016/09/07 by Luke.Thatcher [PLATFORM] [PS4] [~] Make the crash dump handler registration much earlier, to catch crashes in early engine init. - Fixed up places in FGenericCrashContext::SerializeContentToBuffer which used the command line. If we crash early, the command line may not have been initialized yet. - Added a GetNoInit function to FThreadHeartBeat to avoid creating the heart beat thread if we crash early, and the thread doesn't exist yet. Tested by calling abort() immediately inside int main(), and we get a valid crash dump that the crash handler service can consume. Change 3115676 on 2016/09/07 by Luke.Thatcher [PLATFORM] [~] Dev-Platform integration fix for original CL 3064888 in //Orion/Release-29.1 Add .exe and .dll to windows symbol upload file filters. Change 3115811 on 2016/09/07 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3115944 on 2016/09/07 by Michael.Trepka Implemented IsGamepadAttached() for Mac Change 3115948 on 2016/09/07 by Michael.Trepka Don't try to restore Help menu item on Mac if MenuBlock does not contain it Change 3116200 on 2016/09/07 by Jeff.Campeau Fix parameter ordering Change 3117660 on 2016/09/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3117728 on 2016/09/08 by Michael.Trepka Copy of CL 3117698 by Mike.Fricker Fixed regression with editor's Simulate mode where cursor would teleport back to the center of the viewport after every click - This bug was introduced in CL 3075932 from a borderless window cursor handling fix that was needed for games that capture the cursor Change 3117797 on 2016/09/08 by Peter.Sauerbrei Shader Resource compression Change 3117988 on 2016/09/08 by Brent.Pease - Solutiion generator will now pick x64 instead of AnyCPU for the default platform configuration - Fix what I think was a merge error in BuildGraph.cs Change 3118296 on 2016/09/08 by Daniel.Lamb Fixed crash with launch on. Couldnt' correctly detect previous generated ini settings. #test launch on QA game #jira UE-35741 Change 3118438 on 2016/09/08 by JohnHenry.Carawon Fix UAT compilation on Linux #UE-35745 Change 3118934 on 2016/09/08 by Jeff.Campeau Shader compression setting based on target platform instead of cooking host platform. #jira UE-35753 Change 3120190 on 2016/09/09 by Ben.Marsh Add missing Platform attribute to build script for Dev-Platform. [CL 3120378 by Josh Adams in Main branch]
2016-09-09 20:13:41 -04:00
*RemoteServerPort,
*DeltaCopyPath,
*(Settings.RSyncUsername),
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3120366) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2714591 on 2015/10/02 by Ben.Marsh Initial branch of files from Engine-Main (//UE4/Engine-Main) to Dev-Platform (//UE4/Dev-Platform) Change 2916715 on 2016/03/21 by Daniel.Lamb First pass at splitting out build cook run into into seperate scripts. Change 2948322 on 2016/04/19 by Nick.Shin update libwebsockets to v1.7.4 part 4 of 4 - doing this in stages for tracking purposes #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 2970016 on 2016/05/07 by Nick.Shin undo all of the following upgrades: - zlib - openssl - libcurl - libwebsockets and reset webrtc #jira UE-30298 - Fortnite and Orion crash on login Change 3059693 on 2016/07/21 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3061151 on 2016/07/22 by Niklas.Smedberg Fast ASTC texture compression, using ISPC. #jira UE-32308 Change 3061428 on 2016/07/22 by Peter.Sauerbrei Back out changelist 3061151 as it wasn't approved for submission Change 3061970 on 2016/07/22 by Steve.Cano Adding AdMob interstitital ad support for Android, including Blueprint functions #jira UE-33286 #ue4 #android Change 3062160 on 2016/07/22 by Mark.Satterthwaite Fix the fix for handling RHISetStreamSource overriding stride on Metal - not all MTLVertexDescriptors are equally hashable so do this ourselves. #jira UE-33355 Change 3062770 on 2016/07/24 by Brent.Pease UE-32397 Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows Change 3063227 on 2016/07/25 by Dmitry.Rekman Update hlslcc cross-compile after libc++ change. Change 3063314 on 2016/07/25 by Jeff.Campeau Xbox One DLL loading Receipts can be read back by request for target info Change 3063329 on 2016/07/25 by Mark.Satterthwaite CL #3046743 was breaking other samples in unexpected ways after a recent Main merge, so make a Metal-specific change to the shader instead and amend the MetalBackend to better match HLSL's handling of NaN/inf with common single-precision float intrinsics. This is sufficient to fix the AtmosphericFog and the recent regressions. #jira UE-33600 #jira UE-33028 #jira UE-27879 #jira UE-25802 Change 3063492 on 2016/07/25 by Brent.Pease UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16 UE-33200 - A movie isn't played on iOS occasionally. Change 3063729 on 2016/07/25 by Dmitry.Rekman Linux: enable XGE on all platforms. #tests Cross-compiled a number of Linux targets on Windows. Change 3063732 on 2016/07/25 by Dmitry.Rekman Fixed formatting (spaces->tabs) in previous change. Change 3063750 on 2016/07/25 by Daniel.Lamb Added code to dump the cook modification delegate loads to log. Fixed the memory usage output log. #test cook paragon. Change 3063804 on 2016/07/25 by Daniel.Lamb Added cookpartialgc additional commandline option to uat. #test UFE Change 3064008 on 2016/07/25 by Mark.Satterthwaite For non-shipping builds conditionally bind a default uniform buffer in Metal and report an error if the slot was unbound, if our validation layer is enabled attempt to report the shader source in question. This relies on the shader compiler providing accurate information about uniform buffer bindings and won't fix all occurances of bad uniform usage (if a buffer is bound but too short the result will be GPU restarts or an error in Apple's validation layer - we can't detect this case) but will help debug the typical error of leaving an active slot unbound. #jira FORT-27685 Change 3064141 on 2016/07/25 by Jeff.Campeau Rebuild vpxmd.lib with delayed codegen disabled (fixes linker warning building Win64). Change 3065024 on 2016/07/26 by Nick.Shin Change filetype remove exclusive check out bit requested by or.coheni & nick.penwarden Change 3065274 on 2016/07/26 by Jonathan.Fitzpatrick DirectoriesToAlwaysStageAsUFS now properly filters out *.uasset and *.umap files This prevents the bug where cooked assets get trampled by staging their uncooked version on top of them during the UFS step Added a file filter to DirectoriesToAlwaysStageAsUFS for uasset and umap. Change 3066338 on 2016/07/27 by Mark.Satterthwaite Handle releasing an SRV/UAV & the source object within a single Metal command-buffer. #jira UE-33779 Change 3066789 on 2016/07/27 by Daniel.Lamb Realtime mode does not save any packages anymore unless they are ready. #test cookontheside, cookbythebook shooter game Change 3066847 on 2016/07/27 by Jeff.Campeau Fix define #2634 #jira UE-33813 Change 3068868 on 2016/07/28 by Mark.Satterthwaite Extend hlslcc's handling of switch-statements to allow implict casts from scalar bool, half & float as HLSL itself permits while also making sure it errors if the expression input is not scalar. This fixes shader compile errors in UT. Change 3070040 on 2016/07/29 by Dmitry.Rekman Delete Nadzorca. Change 3070947 on 2016/07/29 by Jeff.Campeau Perforce C++ API 2015.2 (includes debug libraries) Change 3073707 on 2016/08/02 by Daniel.Lamb Derived data cache commandlet runs resolve string asset references to load any string asset refereced packages from the map. Also process async results from shaders being compiled so they can have their memory resources released. #test DerivedDataCache commandlet shootergame. Change 3076613 on 2016/08/03 by Brent.Pease + UnrealTargetConfiguration is now passed into deploy and package methods + The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development) Change 3076668 on 2016/08/03 by Brent.Pease Back out changelist 3076613 Change 3077157 on 2016/08/04 by Daniel.Lamb Fixed up DLC staging so that it stages to the proper mount point. Fixes up include engine content in DLC staging paths. #test Made up shooter game DLC Change 3077191 on 2016/08/04 by Daniel.Lamb More smartly process async shader compilation if we are waiting for it. #test cook on the side shooter game cook by the book shooter game. Change 3077412 on 2016/08/04 by Mark.Satterthwaite Fix "iOS Metal-based build crashes at launch with sub-levels": - Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything. - To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects. - Fix validation error of texture reallocation on loading template projects under Metal. #jira UE-30847 Change 3077958 on 2016/08/04 by Brent.Pease + UnrealTargetConfiguration is now passed into deploy and package methods + The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development) Change 3079503 on 2016/08/05 by Mark.Satterthwaite Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised. #jira UE-33856 Change 3079737 on 2016/08/05 by Jeff.Campeau Add support for delay load DLLs on Xbox One Turn off warnging for missing PDBs to match VCToolchain.cs Change 3081005 on 2016/08/08 by Mark.Satterthwaite Fix-up Metal device name on AMD for macOS 10.12 which reports it correctly and enable tiled reflections on Intel from macOS 10.12 too as they now work. Change 3081557 on 2016/08/08 by Daniel.Lamb File-> Package saves all packages before starting packaging. #test File package first person template Change 3082215 on 2016/08/09 by Lee.Clark PS4 - Added 4k profile Change 3082412 on 2016/08/09 by Daniel.Lamb Fixed cook on the fly server not handling cook requests. #test Cook on the fly shooter game. Change 3082955 on 2016/08/09 by Dmitry.Rekman Linux: convert existing Strcat() uses to Strncat(). - Strcat() does not check destination size so can silently corrupt memory. While this was not observed, this conversion removes this concern altogether. Change 3083772 on 2016/08/10 by Luke.Thatcher [PLATFORM] [PS4] [+] Checking in PS4CrashHandler files so we have a copy in Perforce rather than just on the server. - Taken from \\devweb-02 and removed all the unused files/dependencies. - Created a publish profile pointing to \\devweb-02\Sites\PS4Services\PS4CrashHandlerDev so I'm not writing over the existing deployed crash handler. - Moved all code in the Page_Load event to inside the check for the HTTP method (POST) otherwise GET'ing the page from a browser will generate crash folders that hang around forever. Change 3085450 on 2016/08/11 by Lee.Clark PS4 - Fix mediaplayer pipeline allocation Change 3086360 on 2016/08/11 by Michael.Trepka Fixed a non-unity build error in Mac UnrealFrontend Change 3087224 on 2016/08/12 by Luke.Thatcher [PLATFORM] [PS4] [~] Refactor PS4 Crash Handler site - Removed CoreDumpHandler. Processing dump files is handled directly by an async thread within the aspx process. - Separated configuration values into their own class. Currently set to output to a testing directory, rather than the actual crash reporter landing zone. - Added a debug upload page to allow manual submission of .orbisdmp/.txt settings files, accessible by GET'ing Default.aspx. - Added logging. Logs self-delete after 30 days. Testing required before we switch to the new system. #jira UE-34504 #jira OR-26886 Change 3087626 on 2016/08/12 by Dmitry.Rekman PR #2689: Fix copying/duplicating failing on Linux (UE-34586). - Contributed by Web-eWorks. Change 3087991 on 2016/08/12 by Mark.Satterthwaite Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS. - Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial. - Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there. - OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time. - Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output. - On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching. - On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code. - AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format. - Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled. #jira UE-34315 Change 3088790 on 2016/08/15 by Luke.Thatcher [PLATFORM] [PS4] [~] Hook new PS4 crash handler up to the crash reporter website. - Removed indentation from generated crash context XML file. The crash reporter process does manual XML parsing which doesn't correctly handle whitespace at the start of lines. - Switched the final output folder to match the one the crash reporter process is watching. - Hide upload form on a config variable. #jira UE-34504 #jira OR-26886 Change 3089060 on 2016/08/15 by Luke.Thatcher [PLATFORM] [PS4] [!] Change PS4 crash handler log file extension to ".ps4chlog", otherwise the crash reporter site attaches the wrong log file to the crash report. Allowed showing of debug upload form via "Default.aspx?showform=1" query string. #jira UE-34504 #jira OR-26886 Change 3089089 on 2016/08/15 by Mark.Satterthwaite Duplicated changes to AppleMovieStreamer from CL #3088149. #jira UE-34315 Change 3089460 on 2016/08/15 by Mark.Satterthwaite Duplicate CL #3080971: Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared. #jira UE-34355 Change 3089465 on 2016/08/15 by Mark.Satterthwaite For Metal shader translation retain more precision for float constants -1.0f >< 1.0f by emitting them in scientific notation - prevents Hammersley constant amongst others from being flushed to 0. Change 3089902 on 2016/08/15 by Daniel.Lamb Changed the next compiling ID to the correct compiling ID. #test Cook Change 3089903 on 2016/08/15 by Daniel.Lamb Cooker monitors config useage during cook and uses those settings to invalidate cooked content instead of all config settings. Change 3090114 on 2016/08/16 by Luke.Thatcher [PLATFORM] [PS4] [~] Minor change to PS4 settings text on crash handler site. Change 3090949 on 2016/08/16 by Nick.Shin WebSocketNetDriver crash fix filled in missing chunk of code that calls PacketHandler's "packet modifiers" #jira UE-25492 HTML5 Client cannot connect to Windows Server #jira UE-30880 WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket #code.review john.pollard john.barrett Change 3091265 on 2016/08/16 by Brent.Pease Add IOS support to HarfBuzz Change 3091267 on 2016/08/16 by Brent.Pease Add references to fix mono build Change 3091291 on 2016/08/16 by Nick.Shin CIS warning fix #jira UE-25492 HTML5 Client cannot connect to Windows Server #jira UE-30880 WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket Change 3091781 on 2016/08/17 by Joe.Barnes UE-33640: Exposed UPrimitiveComponent::IsAnyRigidBodyAwake() to Blueprints. Change 3092687 on 2016/08/17 by Daniel.Lamb Added support for using binned allocator in cooker instead of tbb. #test Cook shootergame. Change 3093867 on 2016/08/18 by Mark.Satterthwaite Use a read/write mutex to protect access to Metal's internal shader pipeline caches so that parallel threads can progress in the common case where new shaders are not being compiled. Change 3093950 on 2016/08/18 by Mark.Satterthwaite Change the Mac GPU identification code to cope with AMD's new naming scheme on 10.12. Change 3093951 on 2016/08/18 by Mark.Satterthwaite More SCW threads on Mac - they work now. Change 3093960 on 2016/08/18 by Mark.Satterthwaite Increase the default number of command-buffers on Mac because bigger games overflow the current limit of 64 per queue. Change 3096493 on 2016/08/22 by Jeff.Campeau Use Xbox version of DirectX include. Change 3097509 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Refactor PS4 Symbol Publish - Moved the SymStore task from Win.Automation to BuildGraph.Automation, and made it more generic. - The specifics of uploading symbols are now implemented in the platform tool chain, alongside StripSymbols(). - Re-generated the build graph schema file. - Removed the old PS4 symbols upload path in the package step. Modified OrionBuild.xml to publish symbols for all PS4 dev, test and shipping config builds of OrionClient. Change 3097635 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Refactor Age Symbols task in UAT. - Moved the AgeStore task from Win.Automation to BuildGraph.Automation and made it more generic. - Symbol server directory structure is now defined by the platform tool chain, which the common task uses to clean out old symbols. - Added a "filter" parameter to prevent age tasks deleting symbols from unrelated builds in shared symbol servers. Modified OrionBuild.xml to age both the Windows and PS4 symbol stores. Change 3097713 on 2016/08/23 by Luke.Thatcher [PLATFORM] [PS4] [+] Enable new PS4 crash handler server - Created live deployment profile and applied the required config file changes. Change 3099214 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix compile error in PS4 tool chain. For some reason, this only breaks ocassionally. Maybe we're alternating between the 2013 and 2015 C# compilers depending on what initiates the build (e.g. Visual Studio vs GenerateProjectFiles)? Change 3099222 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [+] Added PS4 support for FPlatformMisc::MessageBoxExt using the MsgDialog library. - Note, only one and two button message dialogs are supported (limitation of MsgDialog). Change 3099260 on 2016/08/24 by Luke.Thatcher [PLATFORM] [PS4] [~] Better PS4 exit function. Calls quick_exit instead of abort when we've not asserted. Allows for a "cleaner" forced exit without generating a crash dump. Change 3101192 on 2016/08/25 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3101944 on 2016/08/25 by Daniel.Lamb Ask to save the current level when we are using launch on. Change 3102036 on 2016/08/25 by Nick.Shin check for minimum expected size upon data received from network #jira UE-13657 - HTML5 plugin OnRawRecieve overflow Change 3102115 on 2016/08/25 by Brent.Pease - Fix small errors that probably only show up in the mac mono build #code.review peter.sauerbrei Change 3102747 on 2016/08/26 by Jeremiah.Waldron Re-submitting OnlineSubsystemGameCircle with TPS permission for Amazon SDK - Also fixed the plugin to remove any related files from the final package when IAP is disabled or GameCircle support itself is disabled with the plugin still enabled - Added support for new AlreadyOwned IAP response code as well which is already used for GooglePlay and IOS Change 3102900 on 2016/08/26 by Nick.Shin since last checkin (CL: 2981945) - prints are crashing the browser - this change will allow browser to print the details via console.log() #jira UE-26047 - HTML5 HTTP Response Headers not implemented Change 3103130 on 2016/08/26 by Brent.Pease UE-24679 - Enable the ability to change ports for a firewall to pass them through rsync Change 3103225 on 2016/08/26 by Daniel.Lamb Fixed issue with warning which would cause crash. Change 3103425 on 2016/08/26 by Dmitry.Rekman Enable offscreen GL rendering without X. - Added new video subsystem to SDL that is uses EGL to initialize the context. - Most windoing functions stubbed. - Also added a new test case to TestPAL for easier debugging. Change 3104743 on 2016/08/29 by Brent.Pease Support remote offline metal shader compilation Change 3105051 on 2016/08/29 by Brent.Pease UE-2382 - TASK: MobleMVP: iOS: Add ability to view iOS device console output in the editor UFE - IOS Automation will now create a thread to collect the console logs from the device and send them to C# Console output while the app is running on device - Made ProcessResult an interface (IProcessResult) which ProcessResult implements. This allows platforms to provide their own implementation if needed. - Moved the RunLoop related parts of CoreFoundation into MobileDevice.cs Change 3105053 on 2016/08/29 by Brent.Pease - IOS dll's as part of the last check-in Change 3106853 on 2016/08/30 by Jeff.Campeau Implement FD3D11DynamicRHI::RHICreateComputeFence to prevent memory overwrite Change 3107361 on 2016/08/30 by Dmitry.Rekman Renderer: changes to allow postproc delegates. Change 3107362 on 2016/08/30 by Dmitry.Rekman Plugin with a CUDA postproc example. - Linux version only. Runs under a headless GL too (without X). - Disabled during cross-compilation, can be compiled natively only. - CUDA kernel should be compiled separately, CMakefile with compilation attached (can be used to generate VStudio projects as well). - To test the output, run under the debugger, interrupt and set global variable GSaveTheOutput to 50 (this will write out kernel output buffer 50 times as .bmp files into working directory). Change 3107913 on 2016/08/31 by Daniel.Lamb Fixed loading of cooked content in the editor. Change 3107916 on 2016/08/31 by Daniel.Lamb Added error case when shader compilation fails to notify shader. #test Cook shooter game. Change 3108080 on 2016/08/31 by Josh.Adams - Fixed PS4Automation compile errors Change 3109077 on 2016/08/31 by Brent.Pease Fix C# debug builds by specifying x64 and add reference to MobileDeviceInterface Change 3110086 on 2016/09/01 by Dmitry.Rekman Fix race condition in PThread runnable (UE-35074). - Instead of relying on busy-wait, join the threads. This prevents race between PostRun() (executed in the context of the thread) and FPThreadRunnableThread() destructor (see UE-34909). - Do not use an invalid value for pthread_t, since there's none. Change 3110172 on 2016/09/01 by Dmitry.Rekman Fixed a crash exiting VR Preview on Windows GL4 (UE-28708). - PR #2188 submitted by ardneran. Change 3110313 on 2016/09/01 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3111134 on 2016/09/01 by Dmitry.Rekman UBT: prevent mono from hanging on Ctrl-C. - Sometimes Ctrl-C can cause thread creation to fail. Without this change, UBT would lock up. Change 3111171 on 2016/09/01 by Brent.Pease Move all C# projects to use the x64 Platform for consistency with other changes made to move to the x64 Platform Change 3111177 on 2016/09/01 by Dmitry.Rekman Fix Linux build on systems without CUDA (UE-35460). Change 3111548 on 2016/09/02 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix for PS4 iterative deployment. - Changes in Dev-Mobile broke the deployment manifests, as PS4 was now using the wrong filename when creating delta and obsolete file lists. Change 3111863 on 2016/09/02 by Dmitry.Rekman Better fix for build without CUDA (UE-35460). Change 3112738 on 2016/09/02 by Mark.Satterthwaite Fix the pausing particles on Metal - one line bug in the Metal query implementation meant that the first query wouldn't return the correct result for no good reason. #jira UE-34989 Change 3114579 on 2016/09/06 by Chris.Babcock Fix Vulkan include path in NDK check (contributed by geediiiiky) #jira UE-35490 #github #2758 #ue4 #android Change 3115115 on 2016/09/06 by Jeff.Campeau Calculate buffer size for paks using the bitwindow override as needed Change 3115600 on 2016/09/07 by Luke.Thatcher [PLATFORM] [PS4] [~] Make the crash dump handler registration much earlier, to catch crashes in early engine init. - Fixed up places in FGenericCrashContext::SerializeContentToBuffer which used the command line. If we crash early, the command line may not have been initialized yet. - Added a GetNoInit function to FThreadHeartBeat to avoid creating the heart beat thread if we crash early, and the thread doesn't exist yet. Tested by calling abort() immediately inside int main(), and we get a valid crash dump that the crash handler service can consume. Change 3115676 on 2016/09/07 by Luke.Thatcher [PLATFORM] [~] Dev-Platform integration fix for original CL 3064888 in //Orion/Release-29.1 Add .exe and .dll to windows symbol upload file filters. Change 3115811 on 2016/09/07 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3115944 on 2016/09/07 by Michael.Trepka Implemented IsGamepadAttached() for Mac Change 3115948 on 2016/09/07 by Michael.Trepka Don't try to restore Help menu item on Mac if MenuBlock does not contain it Change 3116200 on 2016/09/07 by Jeff.Campeau Fix parameter ordering Change 3117660 on 2016/09/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3117728 on 2016/09/08 by Michael.Trepka Copy of CL 3117698 by Mike.Fricker Fixed regression with editor's Simulate mode where cursor would teleport back to the center of the viewport after every click - This bug was introduced in CL 3075932 from a borderless window cursor handling fix that was needed for games that capture the cursor Change 3117797 on 2016/09/08 by Peter.Sauerbrei Shader Resource compression Change 3117988 on 2016/09/08 by Brent.Pease - Solutiion generator will now pick x64 instead of AnyCPU for the default platform configuration - Fix what I think was a merge error in BuildGraph.cs Change 3118296 on 2016/09/08 by Daniel.Lamb Fixed crash with launch on. Couldnt' correctly detect previous generated ini settings. #test launch on QA game #jira UE-35741 Change 3118438 on 2016/09/08 by JohnHenry.Carawon Fix UAT compilation on Linux #UE-35745 Change 3118934 on 2016/09/08 by Jeff.Campeau Shader compression setting based on target platform instead of cooking host platform. #jira UE-35753 Change 3120190 on 2016/09/09 by Ben.Marsh Add missing Platform attribute to build script for Dev-Platform. [CL 3120378 by Josh Adams in Main branch]
2016-09-09 20:13:41 -04:00
*RemoteServerAddress,
Path,
*CygwinPath,
*EnginePath);
OutputMessage = TEXT("");
IPPProcess = MakeShareable(new FMonitoredProcess(CmdExe, CommandLine, false, false));
IPPProcess->Launch();
TickerHandle = FTicker::GetCoreTicker().AddTicker(FTickerDelegate::CreateRaw(this, &FIOSTargetSettingsCustomization::UpdateStatusDelegate), 10.0f);
RunningIPPProcess = true;
return FReply::Handled();
}
const FSlateBrush* FIOSTargetSettingsCustomization::GetProvisionStatus() const
{
if( bProvisionInstalled )
{
return FEditorStyle::GetBrush("Automation.Success");
}
else
{
return FEditorStyle::GetBrush("Automation.Fail");
}
}
const FSlateBrush* FIOSTargetSettingsCustomization::GetCertificateStatus() const
{
if( bCertificateInstalled )
{
return FEditorStyle::GetBrush("Automation.Success");
}
else
{
return FEditorStyle::GetBrush("Automation.Fail");
}
}
bool FIOSTargetSettingsCustomization::UpdateStatusDelegate(float DeltaTime)
{
if (IPPProcess.IsValid())
{
if (IPPProcess->IsRunning())
{
return true;
}
int RetCode = IPPProcess->GetReturnCode();
IPPProcess = NULL;
UpdateStatus();
UpdateSSHStatus();
}
RunningIPPProcess = false;
return false;
}
TSharedRef<ITableRow> FIOSTargetSettingsCustomization::HandleProvisionListGenerateRow( ProvisionPtr InProvision, const TSharedRef<STableViewBase>& OwnerTable )
{
return SNew(SProvisionListRow, OwnerTable)
.Provision(InProvision)
.ProvisionList(ProvisionList)
.OnProvisionChanged(this, &FIOSTargetSettingsCustomization::HandleProvisionChanged);
}
void FIOSTargetSettingsCustomization::HandleProvisionChanged(FString Provision)
{
FText OutText;
MobileProvisionProperty->GetValueAsFormattedText(OutText);
if (OutText.ToString() != Provision)
{
MobileProvisionProperty->SetValueFromFormattedString(Provision);
}
SignCertificateProperty->GetValueAsFormattedText(OutText);
if (Provision == TEXT("") && OutText.ToString() == TEXT(""))
{
bManuallySelected = false;
FilterLists();
}
else if (!bManuallySelected)
{
bManuallySelected = true;
FilterLists();
}
}
void FIOSTargetSettingsCustomization::HandleCertificateChanged(FString Certificate)
{
FText OutText;
SignCertificateProperty->GetValueAsFormattedText(OutText);
if (OutText.ToString() != Certificate)
{
SignCertificateProperty->SetValueFromFormattedString(Certificate);
}
MobileProvisionProperty->GetValueAsFormattedText(OutText);
if (Certificate == TEXT("") && OutText.ToString() == TEXT(""))
{
bManuallySelected = false;
FilterLists();
}
else if (!bManuallySelected)
{
bManuallySelected = true;
FilterLists();
}
}
TSharedRef<ITableRow> FIOSTargetSettingsCustomization::HandleCertificateListGenerateRow( CertificatePtr InCertificate, const TSharedRef<STableViewBase>& OwnerTable )
{
return SNew(SCertificateListRow, OwnerTable)
.Certificate(InCertificate)
.CertificateList(CertificateList)
.OnCertificateChanged(this, &FIOSTargetSettingsCustomization::HandleCertificateChanged);
}
void FIOSTargetSettingsCustomization::HandleAllProvisionsHyperlinkNavigate( bool AllProvisions )
{
bShowAllProvisions = AllProvisions;
FilterLists();
}
void FIOSTargetSettingsCustomization::HandleAllCertificatesHyperlinkNavigate( bool AllCertificates )
{
bShowAllCertificates = AllCertificates;
FilterLists();
}
void FIOSTargetSettingsCustomization::FilterLists()
{
FilteredProvisionList.Reset();
FilteredCertificateList.Reset();
for (int Index = 0; Index < ProvisionList->Num(); ++Index)
{
if (SelectedProvision.Contains((*ProvisionList)[Index]->Name) && SelectedFile.Contains((*ProvisionList)[Index]->FileName) && !bManuallySelected)
{
(*ProvisionList)[Index]->bSelected = true;
}
else
{
(*ProvisionList)[Index]->bSelected = false;
}
if (bShowAllProvisions || (*ProvisionList)[Index]->Status.Contains("VALID"))
{
FilteredProvisionList.Add((*ProvisionList)[Index]);
}
}
if (ProvisionList->Num() > 0)
{
if (ProvisionInfoSwitcher.IsValid())
{
ProvisionInfoSwitcher->SetActiveWidgetIndex(3);
}
if (FilteredProvisionList.Num() == 0 && !bShowAllProvisions)
{
FilteredProvisionList.Append(*ProvisionList);
}
}
else
{
if (ProvisionInfoSwitcher.IsValid())
{
ProvisionInfoSwitcher->SetActiveWidgetIndex(2);
}
}
for (int Index = 0; Index < CertificateList->Num(); ++Index)
{
if (SelectedCert.Contains((*CertificateList)[Index]->Name) && !bManuallySelected)
{
(*CertificateList)[Index]->bSelected = true;
}
else
{
(*CertificateList)[Index]->bSelected = false;
}
if (bShowAllCertificates || (*CertificateList)[Index]->Status.Contains("VALID"))
{
FilteredCertificateList.Add((*CertificateList)[Index]);
}
}
if (CertificateList->Num() > 0)
{
if (CertificateInfoSwitcher.IsValid())
{
CertificateInfoSwitcher->SetActiveWidgetIndex(3);
}
if (FilteredCertificateList.Num() == 0 && !bShowAllCertificates)
{
FilteredCertificateList.Append(*CertificateList);
}
}
else
{
if (CertificateInfoSwitcher.IsValid())
{
CertificateInfoSwitcher->SetActiveWidgetIndex(2);
}
}
CertificateListView->RequestListRefresh();
ProvisionListView->RequestListRefresh();
}
bool FIOSTargetSettingsCustomization::IsImportEnabled() const
{
return !RunningIPPProcess.Get();
}
void FIOSTargetSettingsCustomization::OnBundleIdentifierChanged(const FText& NewText, ETextCommit::Type CommitType, TSharedRef<IPropertyHandle> InPropertyHandle)
{
Copying //UE4/Dev-Platform to //UE4/Main (Source: //UE4/Dev-Platform @ 3008177) ========================== MAJOR FEATURES + CHANGES ========================== Change 2948322 on 2016/04/19 by Nick.Shin update libwebsockets to v1.7.4 part 4 of 4 - doing this in stages for tracking purposes #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 2970016 on 2016/05/07 by Nick.Shin undo all of the following upgrades: - zlib - openssl - libcurl - libwebsockets and reset webrtc #jira UE-30298 - Fortnite and Orion crash on login #lockdown josh.adams Change 2970373 on 2016/05/09 by Lee.Clark PS4 - Fix NumInstances not getting reset after DrawIndirect calls Change 2972873 on 2016/05/10 by Michael.Trepka Correct initial position for SlateViewer windows on Mac Change 2974363 on 2016/05/11 by Mark.Satterthwaite Fix invoking buils using distcc from UFE - the command-line executed to access the number of parallel tasks was incorrect. Change 2975921 on 2016/05/12 by Michael.Trepka Removed unused AdjustWindowRegion declaration from LinuxWindow.h #codereview Dmitry.Rekman Change 2977002 on 2016/05/13 by Michael.Trepka Make sure dSYM generation action in UBT on Mac does not start before the source dylib is ready #codereview Ben.Marsh Change 2977337 on 2016/05/13 by Brent.Pease UE-27805 - Adding special characters into the BundleDisplayName or BundleName causes packaging error + Prevent illegal characters from being entered in the packaging UI + Report an error from iPhonePackager if a illegal bundle id is specified + Convert special characters to XML equivalents - Correctly check for the presence of iTunes 12 when packaging iOS games on Windows - Improve ios certificate and provision message in package settings UI #codereview peter.sauerbrei Change 2977509 on 2016/05/13 by Brent.Pease + Fix mac compile error Change 2978036 on 2016/05/14 by Mark.Satterthwaite One-line tweak that resolves incorrect rendering of the colour LUT because float imprecision allows -ve values to be passed into a call to pow which then generates NaN. #jira UE-30777 Change 2978037 on 2016/05/14 by Mark.Satterthwaite Fix a heap-use-after-free bug spotted by AddressSanitizer - you can't assume that the UObject system will be available in ShutdownModule() - on OS X it may have been killed a long time ago. Change 2978333 on 2016/05/16 by Lee.Clark Fix packaging of non-code projects when plugins are enabled #codereview Peter.Sauerbrei Change 2978780 on 2016/05/16 by Mark.Satterthwaite Reduce temporary allocations required to set uniform parameters in Metal. Change 2979680 on 2016/05/16 by Nick.Shin editor's HTML5 platform settings was missing due to the emscripten SDK move should have been included with CL: #2946251 Change 2979681 on 2016/05/16 by Nick.Shin cleaned up websocket processing for HTML5 #jira UE-13657 - HTML5 plugin OnRawRecieve overflow Change 2979701 on 2016/05/16 by Brent.Pease UE-28421 - Message box cannot be closed after accessing the home screen on iOS + Implement a timeout when waiting for a reply after sending background/foreground/suspend events from the main thread to the game thread. This solves the immediate problem presented in the jira bug report, however, there are deeper issues with the consequences of blocking the game thread that are not addressed. Perhaps structuring the game thread loop to know about modal dialogs so that it can receive these events even when a modal dialog is up could be a better longer term solution Change 2980766 on 2016/05/17 by Jeremiah.Waldron Adding Android build support for HarfBuzz - using a combination of android-cmake (from https://github.com/taka-no-me/android-cmake) to create the build files and Visual Studio 2015 to compile them - Adding Debug and RelWithDebInfo compiled binaries to harfbuzz-1.2.4/Android/<arch>/<config> Tested armv7 with TextShapingTest project on a GalaxyNote3 and text showed up correctly #jira UE-28586 #codereview chris.babcock Change 2980953 on 2016/05/17 by Jeremiah.Waldron Changing HarfBuzz build script and libs to use Release instead of RelWithDebInfo #jira UE-28586 Change 2981039 on 2016/05/17 by Jeff.Campeau ICMP support disabled for Xbox One and basic address processing wrappers provided (needed for Oodle support) Change 2981054 on 2016/05/17 by Jeff.Campeau Enable Live OSS for Orion on Xbox One Change 2981553 on 2016/05/18 by Jeff.Campeau Enable Oodle for Xbox One Change 2981555 on 2016/05/18 by Jeff.Campeau Scalability settings for Xbox One Change 2981774 on 2016/05/18 by Keith.Judge Xbox One - Duplicating Movie Player fix from 4.12. Change 2981789 on 2016/05/18 by Keith.Judge Xbox One - Duplicate fast semantics rendertarget unbind/clear/rebind fix from 4.12. Change 2981802 on 2016/05/18 by Keith.Judge Xbox One - Duplicate of distance field AO/Shadow fixes from 4.12. Change 2981875 on 2016/05/18 by Keith.Judge Xbox One - Dynamic VB/IB refactor. Duplicated from 4.12. Change 2981900 on 2016/05/18 by Keith.Judge Xbox One - D3D11Query refactor. Duplicated from 4.12 Change 2981945 on 2016/05/18 by Nick.Shin filled out response headers for HTML5 platform #jira UE-26047 - HTML5 HTTP Response Headers not implemented Change 2981981 on 2016/05/18 by Lee.Clark PS4 - Fix COTF not updating files #codereview Daniel.Lamb Change 2982246 on 2016/05/18 by Michael.Trepka Fixed Mono compile errors in UT build scripts Change 2983869 on 2016/05/19 by Mark.Satterthwaite Explicitly retain/release all the MTLTexture objects in FMetalSurface without the assumptions about them being the same object - the recent stencil & SRV related changes make those assumptions invalid and could lead to over-releasing some textures. #jira UE-29557 Change 2983871 on 2016/05/19 by Mark.Satterthwaite Pool Metal texture update buffers to reduce churn. Change 2983892 on 2016/05/19 by Mark.Satterthwaite Duplicate 4.12 CL #2972885: Enable Metal resource lifetime delay on all platforms, not just iOS to try and address intermittent invalid resource errors. Change 2983898 on 2016/05/19 by Mark.Satterthwaite Duplicate 4.12 CL #2982825: Correctly wait for the dispatch semaphore when clearing the Metal resource free lists. Change 2983911 on 2016/05/19 by Mark.Satterthwaite Change Metal SubmitCommandsHint to use an enum of flags rather than boolean variables to control behaviour so that its clearer to the reader what is going to happen. Change 2983916 on 2016/05/19 by Mark.Satterthwaite Duplicate 4.12 CL #2974765: Workaround for UE-30069 - on Nvidia Macs we are breaking the GMux swap the second time we run the engine and it isn't clear why, so instead explicitly select the Metal device ourselves and don't allow the OS to swap the GPU driving the display. This will potentially reduce performance a little if the discrete GPU isn't already driving the display but until we know how we are clobbering the GMux/driver it is all we can do. This only applies to 10.11.5 with the default OS X drivers where there is more than one GPU in the system, earlier versions of OS X and the Nvidia WebDrivers are unaffected. Change 2984874 on 2016/05/20 by Keith.Judge Xbox One - Re-enable shader DXBC intermediate bytecode stripping, except for geometry and hull shaders where there's a possibility of runtime recompilation in certain combinations. Saves ~2MB in TM-ShaderModels, will save more in larger maps. #jira UEPLAT-1295 Change 2985446 on 2016/05/20 by Mark.Satterthwaite Remove the non-functional -metaldebug option from MetalRHI. Change 2985827 on 2016/05/20 by Nick.Shin call EndSession() onbeforeunload() note: API CHANGE - HTML5JavaScripteFx.{js,h} - UE_MakeHTTPDataRequest() #jira UE-22285 - Session End events are not generated for HTML5 Change 2986013 on 2016/05/20 by Jeremiah.Waldron PR #2387: In-App Purchases - parameters needed for Receipt Validation (Contributed by gameDNAstudio) Also touches IOS because of added RawPrice member in FInAppPurchaseProductInfo Pulled from Release-4.12 CL #jira UE-30782 #codereview chris.babcock, Peter.Sauerbrei Change 2986057 on 2016/05/20 by Mark.Satterthwaite Further changes to ensure that UE-30710 really is fixed while also not live-leaking memory in MetalRHI. Change 2986059 on 2016/05/20 by Mark.Satterthwaite Move the Metal uniform buffers into the same resource pool as all the other buffers and add stats for how many buffers are in the pool, how much memory is in use, free and wasted (due to aligned-buffer sizes). Change 2986060 on 2016/05/20 by Mark.Satterthwaite Disable tiled-reflections on Nvidia & Intel Metal until they sort out the sample command on cube-arrays ignoring the lod level. Change 2986063 on 2016/05/20 by Mark.Satterthwaite Missing change from previous CL. Change 2986066 on 2016/05/20 by Mark.Satterthwaite More Metal stats tracking the number & memory size of id<MTLBuffer>'s allocated/released each frame. Change 2986455 on 2016/05/23 by Keith.Judge Xbox One - Fix precompile promise in shader compiler to not stop subsequent defines from being parsed by D3DCompiler. Change 2986886 on 2016/05/23 by Mark.Satterthwaite Duplicate 4.12 CL #2986880: Fix UE-31124 due to bad array iteration logic - amazing that this hadn't been seen earlier. Change 2986955 on 2016/05/23 by Brent.Pease + Do not error out if "[PROJECT_NAME]" is in the bundle ID #codereview peter.sauerbrei Change 2987304 on 2016/05/23 by Chris.Babcock Remove old Android platforms #ue4 #android #codeview Josh.Adams Change 2987571 on 2016/05/23 by Mark.Satterthwaite Duplicate CL #2967998: Integrate - MaterialParameterCollections now create default resources (uniform buffers) which are used when no valid FScene is present (eg DrawTile while exporting materials to lightmass) #jira UE-31111 Change 2987591 on 2016/05/23 by Mark.Satterthwaite Remove usage of MTLRender/ComputeEncoder setSamplerState/s calls that take Min & Max Lod overrides - they currently don't work as expected on some GPU drivers and as we don't use them anywhere and I can't see that we will removing them costs us nothing and fixes tiled reflections on Nvidia with Metal SM5. Change 2987679 on 2016/05/23 by Mark.Satterthwaite Re-enable tiled reflections on Nvidia by default now that they work. Change 2987799 on 2016/05/24 by Mark.Satterthwaite Add a shader compile option "r.Shaders.ZeroInitialise" that we can turn on to force explicit zero-initialisation of local & temporary variables in hlslcc - so far only implemented for Metal. The default behaviour remains to omit zero-initialisation but the option is helpful to eliminate or track down uninitialised access in shaders that are causing real bugs (e.g. POM material relying on zero-initialised loop counters causing hangs/bad rendering on Mac). Change 2989395 on 2016/05/25 by Lee.Clark PS4 - Fix shader output / render target format mismatch for sparse MRT. Change 2990003 on 2016/05/25 by Jeremiah.Waldron When creating our own ConfigCacheIni in GetConfigCacheIni_APL, do not assume that the Engine ini was requested. Instead use the baseIniName passed to the function. Change 2990393 on 2016/05/25 by Mark.Satterthwaite Back out changelist 2961310 - causes more problems than it solves. DistanceField rendering will still work on Intel Metal SM5 and may work on AMD but will be broken on Nvidia due to a bad access within the compute shader - there's no bounds checking in Metal... Change 2990516 on 2016/05/25 by Brent.Pease + UEPLAT-1294 - Support for local notifications + UEPLAT-1254 - Add BP event for device orientation change + Added a new class based on UGameInstance for mobile device callbacks + Ensured IOSAppDelegate.cpp follows convention for lambda functions Change 2991361 on 2016/05/26 by Jeremiah.Waldron Move InAppPurchase class to StoreHelper.java so GooglePlay and Amazon store helpers can use it Change 2992450 on 2016/05/27 by Mark.Satterthwaite Optional r.Shaders.BoundsChecking flag to control whether shader platforms should manually enforce buffer access bounds - HLSL returns zero or ignores invalid reads & writes but Metal leaves the behaviour undefined and some drivers then fail. By default this is off and its whatever the native platform behaviour is, enabling it will cost some amount of performance as the shader translator inserts additional instructions to try and match D3D as accurately as possible. This is required to fix GPU restart errors on some Metal drivers when using SM5 rendering features including DistanceField shaders. Change 2993027 on 2016/05/27 by Mark.Satterthwaite Fix typo for new CFLAG_BoundsChecking enumeration value. Change 2993594 on 2016/05/27 by Mark.Satterthwaite Build fix - check not assert... Change 2993595 on 2016/05/27 by Mark.Satterthwaite Fix typo from Xcode hang... Change 2993614 on 2016/05/28 by Mark.Satterthwaite At least for now enable shader zero-initialisation and bounds-checking on Mac to ensure that Metal shaders are compiled with semantics that approximate those HLSL assumes. This may cost some performance but will avoid a few GPU restarts on some vendor drivers. Change 2993747 on 2016/05/28 by Mark.Satterthwaite Separate texture & buffer references in the Metal backend as they bind to separate arrays in the runtime to avoid giving the side-table buffer an innaccessible binding index. Also the side-table doesn't need to be emitted if no buffer SRV or UAV is used. Change 2994256 on 2016/05/31 by Lee.Clark PS4 - Fix unitialized Head Position from HMD tracker when tracking fails. Fixes a problem with A3D audio not working. #codereview Chad.Taylor,Aaron.McLeran Change 2994281 on 2016/05/31 by Rolando.Caloca DP - Allow hlslcc to process type casts containing the 'const' keyword - it isn't strictly complete as it will simply omit the type qualifier from the cast in the AST but it is sufficient for FortniteFoliage_MasterMaterial to compile. #codereview Mark.Satterthwaite, Dmitry.Rekman #jira UE-31411 Change 2994467 on 2016/05/31 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 2994493 on 2016/05/31 by Daniel.Lamb Fixed issue with DDC commandlet not caching things from the startup packages list. Change 2994644 on 2016/05/31 by Mark.Satterthwaite Updated hlslcc Mac binaries with fix for UE-31411 which RCO accepted and submitted + script for building parsers on POSIX OSes hooked up to an Xcode scheme in the project. Change 2996074 on 2016/06/01 by Lee.Clark PS4 - Fix GS mode not getting disabled when using parallel contexts. #codereview Marcus.Wassmer Change 2996129 on 2016/06/01 by Brent.Pease Manual merge of Pete's dsym generation fix (CL#2996089) from the 4.12 branch. Change 2996130 on 2016/06/01 by Jeremiah.Waldron PR #2387 part 2 (Contributed by gameDNAstudio) Adding ability to consume purchases during GooglePlay RestorePurchases This also touches IOS due to changes to base classes and function signatures #codereview chris.babcock, Peter.Sauerbrei Change 2996441 on 2016/06/01 by Jeremiah.Waldron Relates to PR #2387: Adding ability to consume purchases during GooglePlay RestorePurchases (Contributed by gameDNAstudio) Missing changes from part 2 reworked so that there is still only one RestorePurchases function which takes the product IDs and consumable flags. I reflected this in StoreHelper so no casting is necessary in GameActivity and the soon-to-be-added AmazonStoreHelper in the GameCircle plugin will still work dynamically with GameActivity since it will call StoreHelper functionality rather than a GooglePlayStoreHelper specific function. #codereview chris.babcock Change 2996514 on 2016/06/01 by Jeff.Campeau Fix merge issue from main #jira UE-31502 Change 2996740 on 2016/06/01 by Jonathan.Fitzpatrick https://jira.ol.epicgames.net/browse/UE-31446 Two PS4 source files fail during unity builds due to name conflict with handleReserveFailed. Renamed handleReserveFailed to handleReserveFailedLightweight Change 2997235 on 2016/06/01 by Jeremiah.Waldron RestorePurchases fix up in Match3 since the new Restore consumable stuff adds an additional pin to the Restore node. The IAP product in Match3 is non-consumable so just passing an empty array where necessary Change 2997241 on 2016/06/01 by Jeremiah.Waldron OnlineSubsystemGameCircle Plugin - Leaderboards - Achievements - Friends - IAP - External UI Interface - Runtime Settings in Project Settings Plugin section when plugin is enabled - Disabled by default #jira UEPLAT-105 #codereview chris.babcock Change 2997618 on 2016/06/02 by Lee.Clark #UE4Docs: Removed PS4MapFileUtil info Change 2997840 on 2016/06/02 by Jeremiah.Waldron Removing trace logging from OnlineSubsystemGameCircle_APL Change 2998754 on 2016/06/02 by Brent.Pease Change BlueprintMobileLibrary to BlueprintPlatformLibrary Change 3000762 on 2016/06/03 by Jeff.Campeau Add example rating info to ShooterGame Change 3001037 on 2016/06/04 by Brent.Pease + Add ui screens for delegate test, local notification test, and iap test + Implement delegate test Change 3001250 on 2016/06/05 by Brent.Pease + Initial pass at IAP test screen Change 3001639 on 2016/06/06 by Jeff.Campeau Fix Xbox One build issue with DX12 #codereview Zabir.Hoque Change 3002574 on 2016/06/06 by Jeremiah.Waldron Adding Android Install Location to Android platform runtime settings and manifest generation Change 3002780 on 2016/06/06 by Brent.Pease + Initial implementation of local notification test Change 3003005 on 2016/06/06 by Jeremiah.Waldron OnlineSubsystemGameCircle plugin - adding setting for Fire TV support. Using that specification in the APL to Add/Update android.hardware.touchscreen feature required attribute Change 3004392 on 2016/06/07 by Jeremiah.Waldron Fixing typo in APL comment :) Change 3005768 on 2016/06/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3005929 on 2016/06/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3006151 on 2016/06/08 by Peter.Sauerbrei fix for LocalNotifications not available on TVOS #lockdown josh.adams Change 3006183 on 2016/06/08 by Brent.Pease Manual merge CL#3000242 from Release-4.12 into Dev-Platform #lockdown josh.adams Change 3006296 on 2016/06/08 by Peter.Sauerbrei submit an updated iPhonePackager and support DLLs #lockdown josh.adams Change 3006378 on 2016/06/08 by Peter.Sauerbrei fix for API update to RestorePurchases #codereview brent.pease #lockdown josh.adams #lockdown nick.penwarden [CL 3008183 by Josh Adams in Main branch]
2016-06-09 17:45:44 -04:00
if(!IsBundleIdentifierValid(NewText.ToString()))
{
Copying //UE4/Dev-Platform to //UE4/Main (Source: //UE4/Dev-Platform @ 3008177) ========================== MAJOR FEATURES + CHANGES ========================== Change 2948322 on 2016/04/19 by Nick.Shin update libwebsockets to v1.7.4 part 4 of 4 - doing this in stages for tracking purposes #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 2970016 on 2016/05/07 by Nick.Shin undo all of the following upgrades: - zlib - openssl - libcurl - libwebsockets and reset webrtc #jira UE-30298 - Fortnite and Orion crash on login #lockdown josh.adams Change 2970373 on 2016/05/09 by Lee.Clark PS4 - Fix NumInstances not getting reset after DrawIndirect calls Change 2972873 on 2016/05/10 by Michael.Trepka Correct initial position for SlateViewer windows on Mac Change 2974363 on 2016/05/11 by Mark.Satterthwaite Fix invoking buils using distcc from UFE - the command-line executed to access the number of parallel tasks was incorrect. Change 2975921 on 2016/05/12 by Michael.Trepka Removed unused AdjustWindowRegion declaration from LinuxWindow.h #codereview Dmitry.Rekman Change 2977002 on 2016/05/13 by Michael.Trepka Make sure dSYM generation action in UBT on Mac does not start before the source dylib is ready #codereview Ben.Marsh Change 2977337 on 2016/05/13 by Brent.Pease UE-27805 - Adding special characters into the BundleDisplayName or BundleName causes packaging error + Prevent illegal characters from being entered in the packaging UI + Report an error from iPhonePackager if a illegal bundle id is specified + Convert special characters to XML equivalents - Correctly check for the presence of iTunes 12 when packaging iOS games on Windows - Improve ios certificate and provision message in package settings UI #codereview peter.sauerbrei Change 2977509 on 2016/05/13 by Brent.Pease + Fix mac compile error Change 2978036 on 2016/05/14 by Mark.Satterthwaite One-line tweak that resolves incorrect rendering of the colour LUT because float imprecision allows -ve values to be passed into a call to pow which then generates NaN. #jira UE-30777 Change 2978037 on 2016/05/14 by Mark.Satterthwaite Fix a heap-use-after-free bug spotted by AddressSanitizer - you can't assume that the UObject system will be available in ShutdownModule() - on OS X it may have been killed a long time ago. Change 2978333 on 2016/05/16 by Lee.Clark Fix packaging of non-code projects when plugins are enabled #codereview Peter.Sauerbrei Change 2978780 on 2016/05/16 by Mark.Satterthwaite Reduce temporary allocations required to set uniform parameters in Metal. Change 2979680 on 2016/05/16 by Nick.Shin editor's HTML5 platform settings was missing due to the emscripten SDK move should have been included with CL: #2946251 Change 2979681 on 2016/05/16 by Nick.Shin cleaned up websocket processing for HTML5 #jira UE-13657 - HTML5 plugin OnRawRecieve overflow Change 2979701 on 2016/05/16 by Brent.Pease UE-28421 - Message box cannot be closed after accessing the home screen on iOS + Implement a timeout when waiting for a reply after sending background/foreground/suspend events from the main thread to the game thread. This solves the immediate problem presented in the jira bug report, however, there are deeper issues with the consequences of blocking the game thread that are not addressed. Perhaps structuring the game thread loop to know about modal dialogs so that it can receive these events even when a modal dialog is up could be a better longer term solution Change 2980766 on 2016/05/17 by Jeremiah.Waldron Adding Android build support for HarfBuzz - using a combination of android-cmake (from https://github.com/taka-no-me/android-cmake) to create the build files and Visual Studio 2015 to compile them - Adding Debug and RelWithDebInfo compiled binaries to harfbuzz-1.2.4/Android/<arch>/<config> Tested armv7 with TextShapingTest project on a GalaxyNote3 and text showed up correctly #jira UE-28586 #codereview chris.babcock Change 2980953 on 2016/05/17 by Jeremiah.Waldron Changing HarfBuzz build script and libs to use Release instead of RelWithDebInfo #jira UE-28586 Change 2981039 on 2016/05/17 by Jeff.Campeau ICMP support disabled for Xbox One and basic address processing wrappers provided (needed for Oodle support) Change 2981054 on 2016/05/17 by Jeff.Campeau Enable Live OSS for Orion on Xbox One Change 2981553 on 2016/05/18 by Jeff.Campeau Enable Oodle for Xbox One Change 2981555 on 2016/05/18 by Jeff.Campeau Scalability settings for Xbox One Change 2981774 on 2016/05/18 by Keith.Judge Xbox One - Duplicating Movie Player fix from 4.12. Change 2981789 on 2016/05/18 by Keith.Judge Xbox One - Duplicate fast semantics rendertarget unbind/clear/rebind fix from 4.12. Change 2981802 on 2016/05/18 by Keith.Judge Xbox One - Duplicate of distance field AO/Shadow fixes from 4.12. Change 2981875 on 2016/05/18 by Keith.Judge Xbox One - Dynamic VB/IB refactor. Duplicated from 4.12. Change 2981900 on 2016/05/18 by Keith.Judge Xbox One - D3D11Query refactor. Duplicated from 4.12 Change 2981945 on 2016/05/18 by Nick.Shin filled out response headers for HTML5 platform #jira UE-26047 - HTML5 HTTP Response Headers not implemented Change 2981981 on 2016/05/18 by Lee.Clark PS4 - Fix COTF not updating files #codereview Daniel.Lamb Change 2982246 on 2016/05/18 by Michael.Trepka Fixed Mono compile errors in UT build scripts Change 2983869 on 2016/05/19 by Mark.Satterthwaite Explicitly retain/release all the MTLTexture objects in FMetalSurface without the assumptions about them being the same object - the recent stencil & SRV related changes make those assumptions invalid and could lead to over-releasing some textures. #jira UE-29557 Change 2983871 on 2016/05/19 by Mark.Satterthwaite Pool Metal texture update buffers to reduce churn. Change 2983892 on 2016/05/19 by Mark.Satterthwaite Duplicate 4.12 CL #2972885: Enable Metal resource lifetime delay on all platforms, not just iOS to try and address intermittent invalid resource errors. Change 2983898 on 2016/05/19 by Mark.Satterthwaite Duplicate 4.12 CL #2982825: Correctly wait for the dispatch semaphore when clearing the Metal resource free lists. Change 2983911 on 2016/05/19 by Mark.Satterthwaite Change Metal SubmitCommandsHint to use an enum of flags rather than boolean variables to control behaviour so that its clearer to the reader what is going to happen. Change 2983916 on 2016/05/19 by Mark.Satterthwaite Duplicate 4.12 CL #2974765: Workaround for UE-30069 - on Nvidia Macs we are breaking the GMux swap the second time we run the engine and it isn't clear why, so instead explicitly select the Metal device ourselves and don't allow the OS to swap the GPU driving the display. This will potentially reduce performance a little if the discrete GPU isn't already driving the display but until we know how we are clobbering the GMux/driver it is all we can do. This only applies to 10.11.5 with the default OS X drivers where there is more than one GPU in the system, earlier versions of OS X and the Nvidia WebDrivers are unaffected. Change 2984874 on 2016/05/20 by Keith.Judge Xbox One - Re-enable shader DXBC intermediate bytecode stripping, except for geometry and hull shaders where there's a possibility of runtime recompilation in certain combinations. Saves ~2MB in TM-ShaderModels, will save more in larger maps. #jira UEPLAT-1295 Change 2985446 on 2016/05/20 by Mark.Satterthwaite Remove the non-functional -metaldebug option from MetalRHI. Change 2985827 on 2016/05/20 by Nick.Shin call EndSession() onbeforeunload() note: API CHANGE - HTML5JavaScripteFx.{js,h} - UE_MakeHTTPDataRequest() #jira UE-22285 - Session End events are not generated for HTML5 Change 2986013 on 2016/05/20 by Jeremiah.Waldron PR #2387: In-App Purchases - parameters needed for Receipt Validation (Contributed by gameDNAstudio) Also touches IOS because of added RawPrice member in FInAppPurchaseProductInfo Pulled from Release-4.12 CL #jira UE-30782 #codereview chris.babcock, Peter.Sauerbrei Change 2986057 on 2016/05/20 by Mark.Satterthwaite Further changes to ensure that UE-30710 really is fixed while also not live-leaking memory in MetalRHI. Change 2986059 on 2016/05/20 by Mark.Satterthwaite Move the Metal uniform buffers into the same resource pool as all the other buffers and add stats for how many buffers are in the pool, how much memory is in use, free and wasted (due to aligned-buffer sizes). Change 2986060 on 2016/05/20 by Mark.Satterthwaite Disable tiled-reflections on Nvidia & Intel Metal until they sort out the sample command on cube-arrays ignoring the lod level. Change 2986063 on 2016/05/20 by Mark.Satterthwaite Missing change from previous CL. Change 2986066 on 2016/05/20 by Mark.Satterthwaite More Metal stats tracking the number & memory size of id<MTLBuffer>'s allocated/released each frame. Change 2986455 on 2016/05/23 by Keith.Judge Xbox One - Fix precompile promise in shader compiler to not stop subsequent defines from being parsed by D3DCompiler. Change 2986886 on 2016/05/23 by Mark.Satterthwaite Duplicate 4.12 CL #2986880: Fix UE-31124 due to bad array iteration logic - amazing that this hadn't been seen earlier. Change 2986955 on 2016/05/23 by Brent.Pease + Do not error out if "[PROJECT_NAME]" is in the bundle ID #codereview peter.sauerbrei Change 2987304 on 2016/05/23 by Chris.Babcock Remove old Android platforms #ue4 #android #codeview Josh.Adams Change 2987571 on 2016/05/23 by Mark.Satterthwaite Duplicate CL #2967998: Integrate - MaterialParameterCollections now create default resources (uniform buffers) which are used when no valid FScene is present (eg DrawTile while exporting materials to lightmass) #jira UE-31111 Change 2987591 on 2016/05/23 by Mark.Satterthwaite Remove usage of MTLRender/ComputeEncoder setSamplerState/s calls that take Min & Max Lod overrides - they currently don't work as expected on some GPU drivers and as we don't use them anywhere and I can't see that we will removing them costs us nothing and fixes tiled reflections on Nvidia with Metal SM5. Change 2987679 on 2016/05/23 by Mark.Satterthwaite Re-enable tiled reflections on Nvidia by default now that they work. Change 2987799 on 2016/05/24 by Mark.Satterthwaite Add a shader compile option "r.Shaders.ZeroInitialise" that we can turn on to force explicit zero-initialisation of local & temporary variables in hlslcc - so far only implemented for Metal. The default behaviour remains to omit zero-initialisation but the option is helpful to eliminate or track down uninitialised access in shaders that are causing real bugs (e.g. POM material relying on zero-initialised loop counters causing hangs/bad rendering on Mac). Change 2989395 on 2016/05/25 by Lee.Clark PS4 - Fix shader output / render target format mismatch for sparse MRT. Change 2990003 on 2016/05/25 by Jeremiah.Waldron When creating our own ConfigCacheIni in GetConfigCacheIni_APL, do not assume that the Engine ini was requested. Instead use the baseIniName passed to the function. Change 2990393 on 2016/05/25 by Mark.Satterthwaite Back out changelist 2961310 - causes more problems than it solves. DistanceField rendering will still work on Intel Metal SM5 and may work on AMD but will be broken on Nvidia due to a bad access within the compute shader - there's no bounds checking in Metal... Change 2990516 on 2016/05/25 by Brent.Pease + UEPLAT-1294 - Support for local notifications + UEPLAT-1254 - Add BP event for device orientation change + Added a new class based on UGameInstance for mobile device callbacks + Ensured IOSAppDelegate.cpp follows convention for lambda functions Change 2991361 on 2016/05/26 by Jeremiah.Waldron Move InAppPurchase class to StoreHelper.java so GooglePlay and Amazon store helpers can use it Change 2992450 on 2016/05/27 by Mark.Satterthwaite Optional r.Shaders.BoundsChecking flag to control whether shader platforms should manually enforce buffer access bounds - HLSL returns zero or ignores invalid reads & writes but Metal leaves the behaviour undefined and some drivers then fail. By default this is off and its whatever the native platform behaviour is, enabling it will cost some amount of performance as the shader translator inserts additional instructions to try and match D3D as accurately as possible. This is required to fix GPU restart errors on some Metal drivers when using SM5 rendering features including DistanceField shaders. Change 2993027 on 2016/05/27 by Mark.Satterthwaite Fix typo for new CFLAG_BoundsChecking enumeration value. Change 2993594 on 2016/05/27 by Mark.Satterthwaite Build fix - check not assert... Change 2993595 on 2016/05/27 by Mark.Satterthwaite Fix typo from Xcode hang... Change 2993614 on 2016/05/28 by Mark.Satterthwaite At least for now enable shader zero-initialisation and bounds-checking on Mac to ensure that Metal shaders are compiled with semantics that approximate those HLSL assumes. This may cost some performance but will avoid a few GPU restarts on some vendor drivers. Change 2993747 on 2016/05/28 by Mark.Satterthwaite Separate texture & buffer references in the Metal backend as they bind to separate arrays in the runtime to avoid giving the side-table buffer an innaccessible binding index. Also the side-table doesn't need to be emitted if no buffer SRV or UAV is used. Change 2994256 on 2016/05/31 by Lee.Clark PS4 - Fix unitialized Head Position from HMD tracker when tracking fails. Fixes a problem with A3D audio not working. #codereview Chad.Taylor,Aaron.McLeran Change 2994281 on 2016/05/31 by Rolando.Caloca DP - Allow hlslcc to process type casts containing the 'const' keyword - it isn't strictly complete as it will simply omit the type qualifier from the cast in the AST but it is sufficient for FortniteFoliage_MasterMaterial to compile. #codereview Mark.Satterthwaite, Dmitry.Rekman #jira UE-31411 Change 2994467 on 2016/05/31 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 2994493 on 2016/05/31 by Daniel.Lamb Fixed issue with DDC commandlet not caching things from the startup packages list. Change 2994644 on 2016/05/31 by Mark.Satterthwaite Updated hlslcc Mac binaries with fix for UE-31411 which RCO accepted and submitted + script for building parsers on POSIX OSes hooked up to an Xcode scheme in the project. Change 2996074 on 2016/06/01 by Lee.Clark PS4 - Fix GS mode not getting disabled when using parallel contexts. #codereview Marcus.Wassmer Change 2996129 on 2016/06/01 by Brent.Pease Manual merge of Pete's dsym generation fix (CL#2996089) from the 4.12 branch. Change 2996130 on 2016/06/01 by Jeremiah.Waldron PR #2387 part 2 (Contributed by gameDNAstudio) Adding ability to consume purchases during GooglePlay RestorePurchases This also touches IOS due to changes to base classes and function signatures #codereview chris.babcock, Peter.Sauerbrei Change 2996441 on 2016/06/01 by Jeremiah.Waldron Relates to PR #2387: Adding ability to consume purchases during GooglePlay RestorePurchases (Contributed by gameDNAstudio) Missing changes from part 2 reworked so that there is still only one RestorePurchases function which takes the product IDs and consumable flags. I reflected this in StoreHelper so no casting is necessary in GameActivity and the soon-to-be-added AmazonStoreHelper in the GameCircle plugin will still work dynamically with GameActivity since it will call StoreHelper functionality rather than a GooglePlayStoreHelper specific function. #codereview chris.babcock Change 2996514 on 2016/06/01 by Jeff.Campeau Fix merge issue from main #jira UE-31502 Change 2996740 on 2016/06/01 by Jonathan.Fitzpatrick https://jira.ol.epicgames.net/browse/UE-31446 Two PS4 source files fail during unity builds due to name conflict with handleReserveFailed. Renamed handleReserveFailed to handleReserveFailedLightweight Change 2997235 on 2016/06/01 by Jeremiah.Waldron RestorePurchases fix up in Match3 since the new Restore consumable stuff adds an additional pin to the Restore node. The IAP product in Match3 is non-consumable so just passing an empty array where necessary Change 2997241 on 2016/06/01 by Jeremiah.Waldron OnlineSubsystemGameCircle Plugin - Leaderboards - Achievements - Friends - IAP - External UI Interface - Runtime Settings in Project Settings Plugin section when plugin is enabled - Disabled by default #jira UEPLAT-105 #codereview chris.babcock Change 2997618 on 2016/06/02 by Lee.Clark #UE4Docs: Removed PS4MapFileUtil info Change 2997840 on 2016/06/02 by Jeremiah.Waldron Removing trace logging from OnlineSubsystemGameCircle_APL Change 2998754 on 2016/06/02 by Brent.Pease Change BlueprintMobileLibrary to BlueprintPlatformLibrary Change 3000762 on 2016/06/03 by Jeff.Campeau Add example rating info to ShooterGame Change 3001037 on 2016/06/04 by Brent.Pease + Add ui screens for delegate test, local notification test, and iap test + Implement delegate test Change 3001250 on 2016/06/05 by Brent.Pease + Initial pass at IAP test screen Change 3001639 on 2016/06/06 by Jeff.Campeau Fix Xbox One build issue with DX12 #codereview Zabir.Hoque Change 3002574 on 2016/06/06 by Jeremiah.Waldron Adding Android Install Location to Android platform runtime settings and manifest generation Change 3002780 on 2016/06/06 by Brent.Pease + Initial implementation of local notification test Change 3003005 on 2016/06/06 by Jeremiah.Waldron OnlineSubsystemGameCircle plugin - adding setting for Fire TV support. Using that specification in the APL to Add/Update android.hardware.touchscreen feature required attribute Change 3004392 on 2016/06/07 by Jeremiah.Waldron Fixing typo in APL comment :) Change 3005768 on 2016/06/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3005929 on 2016/06/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3006151 on 2016/06/08 by Peter.Sauerbrei fix for LocalNotifications not available on TVOS #lockdown josh.adams Change 3006183 on 2016/06/08 by Brent.Pease Manual merge CL#3000242 from Release-4.12 into Dev-Platform #lockdown josh.adams Change 3006296 on 2016/06/08 by Peter.Sauerbrei submit an updated iPhonePackager and support DLLs #lockdown josh.adams Change 3006378 on 2016/06/08 by Peter.Sauerbrei fix for API update to RestorePurchases #codereview brent.pease #lockdown josh.adams #lockdown nick.penwarden [CL 3008183 by Josh Adams in Main branch]
2016-06-09 17:45:44 -04:00
BundleIdTextBox->SetError( LOCTEXT("NameContainsInvalidCharacters", "Identifier may only contain the characters 0-9, A-Z, a-z, period, hyphen, or [PROJECT_NAME]") );
}
Copying //UE4/Dev-Platform to //UE4/Main (Source: //UE4/Dev-Platform @ 3008177) ========================== MAJOR FEATURES + CHANGES ========================== Change 2948322 on 2016/04/19 by Nick.Shin update libwebsockets to v1.7.4 part 4 of 4 - doing this in stages for tracking purposes #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 2970016 on 2016/05/07 by Nick.Shin undo all of the following upgrades: - zlib - openssl - libcurl - libwebsockets and reset webrtc #jira UE-30298 - Fortnite and Orion crash on login #lockdown josh.adams Change 2970373 on 2016/05/09 by Lee.Clark PS4 - Fix NumInstances not getting reset after DrawIndirect calls Change 2972873 on 2016/05/10 by Michael.Trepka Correct initial position for SlateViewer windows on Mac Change 2974363 on 2016/05/11 by Mark.Satterthwaite Fix invoking buils using distcc from UFE - the command-line executed to access the number of parallel tasks was incorrect. Change 2975921 on 2016/05/12 by Michael.Trepka Removed unused AdjustWindowRegion declaration from LinuxWindow.h #codereview Dmitry.Rekman Change 2977002 on 2016/05/13 by Michael.Trepka Make sure dSYM generation action in UBT on Mac does not start before the source dylib is ready #codereview Ben.Marsh Change 2977337 on 2016/05/13 by Brent.Pease UE-27805 - Adding special characters into the BundleDisplayName or BundleName causes packaging error + Prevent illegal characters from being entered in the packaging UI + Report an error from iPhonePackager if a illegal bundle id is specified + Convert special characters to XML equivalents - Correctly check for the presence of iTunes 12 when packaging iOS games on Windows - Improve ios certificate and provision message in package settings UI #codereview peter.sauerbrei Change 2977509 on 2016/05/13 by Brent.Pease + Fix mac compile error Change 2978036 on 2016/05/14 by Mark.Satterthwaite One-line tweak that resolves incorrect rendering of the colour LUT because float imprecision allows -ve values to be passed into a call to pow which then generates NaN. #jira UE-30777 Change 2978037 on 2016/05/14 by Mark.Satterthwaite Fix a heap-use-after-free bug spotted by AddressSanitizer - you can't assume that the UObject system will be available in ShutdownModule() - on OS X it may have been killed a long time ago. Change 2978333 on 2016/05/16 by Lee.Clark Fix packaging of non-code projects when plugins are enabled #codereview Peter.Sauerbrei Change 2978780 on 2016/05/16 by Mark.Satterthwaite Reduce temporary allocations required to set uniform parameters in Metal. Change 2979680 on 2016/05/16 by Nick.Shin editor's HTML5 platform settings was missing due to the emscripten SDK move should have been included with CL: #2946251 Change 2979681 on 2016/05/16 by Nick.Shin cleaned up websocket processing for HTML5 #jira UE-13657 - HTML5 plugin OnRawRecieve overflow Change 2979701 on 2016/05/16 by Brent.Pease UE-28421 - Message box cannot be closed after accessing the home screen on iOS + Implement a timeout when waiting for a reply after sending background/foreground/suspend events from the main thread to the game thread. This solves the immediate problem presented in the jira bug report, however, there are deeper issues with the consequences of blocking the game thread that are not addressed. Perhaps structuring the game thread loop to know about modal dialogs so that it can receive these events even when a modal dialog is up could be a better longer term solution Change 2980766 on 2016/05/17 by Jeremiah.Waldron Adding Android build support for HarfBuzz - using a combination of android-cmake (from https://github.com/taka-no-me/android-cmake) to create the build files and Visual Studio 2015 to compile them - Adding Debug and RelWithDebInfo compiled binaries to harfbuzz-1.2.4/Android/<arch>/<config> Tested armv7 with TextShapingTest project on a GalaxyNote3 and text showed up correctly #jira UE-28586 #codereview chris.babcock Change 2980953 on 2016/05/17 by Jeremiah.Waldron Changing HarfBuzz build script and libs to use Release instead of RelWithDebInfo #jira UE-28586 Change 2981039 on 2016/05/17 by Jeff.Campeau ICMP support disabled for Xbox One and basic address processing wrappers provided (needed for Oodle support) Change 2981054 on 2016/05/17 by Jeff.Campeau Enable Live OSS for Orion on Xbox One Change 2981553 on 2016/05/18 by Jeff.Campeau Enable Oodle for Xbox One Change 2981555 on 2016/05/18 by Jeff.Campeau Scalability settings for Xbox One Change 2981774 on 2016/05/18 by Keith.Judge Xbox One - Duplicating Movie Player fix from 4.12. Change 2981789 on 2016/05/18 by Keith.Judge Xbox One - Duplicate fast semantics rendertarget unbind/clear/rebind fix from 4.12. Change 2981802 on 2016/05/18 by Keith.Judge Xbox One - Duplicate of distance field AO/Shadow fixes from 4.12. Change 2981875 on 2016/05/18 by Keith.Judge Xbox One - Dynamic VB/IB refactor. Duplicated from 4.12. Change 2981900 on 2016/05/18 by Keith.Judge Xbox One - D3D11Query refactor. Duplicated from 4.12 Change 2981945 on 2016/05/18 by Nick.Shin filled out response headers for HTML5 platform #jira UE-26047 - HTML5 HTTP Response Headers not implemented Change 2981981 on 2016/05/18 by Lee.Clark PS4 - Fix COTF not updating files #codereview Daniel.Lamb Change 2982246 on 2016/05/18 by Michael.Trepka Fixed Mono compile errors in UT build scripts Change 2983869 on 2016/05/19 by Mark.Satterthwaite Explicitly retain/release all the MTLTexture objects in FMetalSurface without the assumptions about them being the same object - the recent stencil & SRV related changes make those assumptions invalid and could lead to over-releasing some textures. #jira UE-29557 Change 2983871 on 2016/05/19 by Mark.Satterthwaite Pool Metal texture update buffers to reduce churn. Change 2983892 on 2016/05/19 by Mark.Satterthwaite Duplicate 4.12 CL #2972885: Enable Metal resource lifetime delay on all platforms, not just iOS to try and address intermittent invalid resource errors. Change 2983898 on 2016/05/19 by Mark.Satterthwaite Duplicate 4.12 CL #2982825: Correctly wait for the dispatch semaphore when clearing the Metal resource free lists. Change 2983911 on 2016/05/19 by Mark.Satterthwaite Change Metal SubmitCommandsHint to use an enum of flags rather than boolean variables to control behaviour so that its clearer to the reader what is going to happen. Change 2983916 on 2016/05/19 by Mark.Satterthwaite Duplicate 4.12 CL #2974765: Workaround for UE-30069 - on Nvidia Macs we are breaking the GMux swap the second time we run the engine and it isn't clear why, so instead explicitly select the Metal device ourselves and don't allow the OS to swap the GPU driving the display. This will potentially reduce performance a little if the discrete GPU isn't already driving the display but until we know how we are clobbering the GMux/driver it is all we can do. This only applies to 10.11.5 with the default OS X drivers where there is more than one GPU in the system, earlier versions of OS X and the Nvidia WebDrivers are unaffected. Change 2984874 on 2016/05/20 by Keith.Judge Xbox One - Re-enable shader DXBC intermediate bytecode stripping, except for geometry and hull shaders where there's a possibility of runtime recompilation in certain combinations. Saves ~2MB in TM-ShaderModels, will save more in larger maps. #jira UEPLAT-1295 Change 2985446 on 2016/05/20 by Mark.Satterthwaite Remove the non-functional -metaldebug option from MetalRHI. Change 2985827 on 2016/05/20 by Nick.Shin call EndSession() onbeforeunload() note: API CHANGE - HTML5JavaScripteFx.{js,h} - UE_MakeHTTPDataRequest() #jira UE-22285 - Session End events are not generated for HTML5 Change 2986013 on 2016/05/20 by Jeremiah.Waldron PR #2387: In-App Purchases - parameters needed for Receipt Validation (Contributed by gameDNAstudio) Also touches IOS because of added RawPrice member in FInAppPurchaseProductInfo Pulled from Release-4.12 CL #jira UE-30782 #codereview chris.babcock, Peter.Sauerbrei Change 2986057 on 2016/05/20 by Mark.Satterthwaite Further changes to ensure that UE-30710 really is fixed while also not live-leaking memory in MetalRHI. Change 2986059 on 2016/05/20 by Mark.Satterthwaite Move the Metal uniform buffers into the same resource pool as all the other buffers and add stats for how many buffers are in the pool, how much memory is in use, free and wasted (due to aligned-buffer sizes). Change 2986060 on 2016/05/20 by Mark.Satterthwaite Disable tiled-reflections on Nvidia & Intel Metal until they sort out the sample command on cube-arrays ignoring the lod level. Change 2986063 on 2016/05/20 by Mark.Satterthwaite Missing change from previous CL. Change 2986066 on 2016/05/20 by Mark.Satterthwaite More Metal stats tracking the number & memory size of id<MTLBuffer>'s allocated/released each frame. Change 2986455 on 2016/05/23 by Keith.Judge Xbox One - Fix precompile promise in shader compiler to not stop subsequent defines from being parsed by D3DCompiler. Change 2986886 on 2016/05/23 by Mark.Satterthwaite Duplicate 4.12 CL #2986880: Fix UE-31124 due to bad array iteration logic - amazing that this hadn't been seen earlier. Change 2986955 on 2016/05/23 by Brent.Pease + Do not error out if "[PROJECT_NAME]" is in the bundle ID #codereview peter.sauerbrei Change 2987304 on 2016/05/23 by Chris.Babcock Remove old Android platforms #ue4 #android #codeview Josh.Adams Change 2987571 on 2016/05/23 by Mark.Satterthwaite Duplicate CL #2967998: Integrate - MaterialParameterCollections now create default resources (uniform buffers) which are used when no valid FScene is present (eg DrawTile while exporting materials to lightmass) #jira UE-31111 Change 2987591 on 2016/05/23 by Mark.Satterthwaite Remove usage of MTLRender/ComputeEncoder setSamplerState/s calls that take Min & Max Lod overrides - they currently don't work as expected on some GPU drivers and as we don't use them anywhere and I can't see that we will removing them costs us nothing and fixes tiled reflections on Nvidia with Metal SM5. Change 2987679 on 2016/05/23 by Mark.Satterthwaite Re-enable tiled reflections on Nvidia by default now that they work. Change 2987799 on 2016/05/24 by Mark.Satterthwaite Add a shader compile option "r.Shaders.ZeroInitialise" that we can turn on to force explicit zero-initialisation of local & temporary variables in hlslcc - so far only implemented for Metal. The default behaviour remains to omit zero-initialisation but the option is helpful to eliminate or track down uninitialised access in shaders that are causing real bugs (e.g. POM material relying on zero-initialised loop counters causing hangs/bad rendering on Mac). Change 2989395 on 2016/05/25 by Lee.Clark PS4 - Fix shader output / render target format mismatch for sparse MRT. Change 2990003 on 2016/05/25 by Jeremiah.Waldron When creating our own ConfigCacheIni in GetConfigCacheIni_APL, do not assume that the Engine ini was requested. Instead use the baseIniName passed to the function. Change 2990393 on 2016/05/25 by Mark.Satterthwaite Back out changelist 2961310 - causes more problems than it solves. DistanceField rendering will still work on Intel Metal SM5 and may work on AMD but will be broken on Nvidia due to a bad access within the compute shader - there's no bounds checking in Metal... Change 2990516 on 2016/05/25 by Brent.Pease + UEPLAT-1294 - Support for local notifications + UEPLAT-1254 - Add BP event for device orientation change + Added a new class based on UGameInstance for mobile device callbacks + Ensured IOSAppDelegate.cpp follows convention for lambda functions Change 2991361 on 2016/05/26 by Jeremiah.Waldron Move InAppPurchase class to StoreHelper.java so GooglePlay and Amazon store helpers can use it Change 2992450 on 2016/05/27 by Mark.Satterthwaite Optional r.Shaders.BoundsChecking flag to control whether shader platforms should manually enforce buffer access bounds - HLSL returns zero or ignores invalid reads & writes but Metal leaves the behaviour undefined and some drivers then fail. By default this is off and its whatever the native platform behaviour is, enabling it will cost some amount of performance as the shader translator inserts additional instructions to try and match D3D as accurately as possible. This is required to fix GPU restart errors on some Metal drivers when using SM5 rendering features including DistanceField shaders. Change 2993027 on 2016/05/27 by Mark.Satterthwaite Fix typo for new CFLAG_BoundsChecking enumeration value. Change 2993594 on 2016/05/27 by Mark.Satterthwaite Build fix - check not assert... Change 2993595 on 2016/05/27 by Mark.Satterthwaite Fix typo from Xcode hang... Change 2993614 on 2016/05/28 by Mark.Satterthwaite At least for now enable shader zero-initialisation and bounds-checking on Mac to ensure that Metal shaders are compiled with semantics that approximate those HLSL assumes. This may cost some performance but will avoid a few GPU restarts on some vendor drivers. Change 2993747 on 2016/05/28 by Mark.Satterthwaite Separate texture & buffer references in the Metal backend as they bind to separate arrays in the runtime to avoid giving the side-table buffer an innaccessible binding index. Also the side-table doesn't need to be emitted if no buffer SRV or UAV is used. Change 2994256 on 2016/05/31 by Lee.Clark PS4 - Fix unitialized Head Position from HMD tracker when tracking fails. Fixes a problem with A3D audio not working. #codereview Chad.Taylor,Aaron.McLeran Change 2994281 on 2016/05/31 by Rolando.Caloca DP - Allow hlslcc to process type casts containing the 'const' keyword - it isn't strictly complete as it will simply omit the type qualifier from the cast in the AST but it is sufficient for FortniteFoliage_MasterMaterial to compile. #codereview Mark.Satterthwaite, Dmitry.Rekman #jira UE-31411 Change 2994467 on 2016/05/31 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 2994493 on 2016/05/31 by Daniel.Lamb Fixed issue with DDC commandlet not caching things from the startup packages list. Change 2994644 on 2016/05/31 by Mark.Satterthwaite Updated hlslcc Mac binaries with fix for UE-31411 which RCO accepted and submitted + script for building parsers on POSIX OSes hooked up to an Xcode scheme in the project. Change 2996074 on 2016/06/01 by Lee.Clark PS4 - Fix GS mode not getting disabled when using parallel contexts. #codereview Marcus.Wassmer Change 2996129 on 2016/06/01 by Brent.Pease Manual merge of Pete's dsym generation fix (CL#2996089) from the 4.12 branch. Change 2996130 on 2016/06/01 by Jeremiah.Waldron PR #2387 part 2 (Contributed by gameDNAstudio) Adding ability to consume purchases during GooglePlay RestorePurchases This also touches IOS due to changes to base classes and function signatures #codereview chris.babcock, Peter.Sauerbrei Change 2996441 on 2016/06/01 by Jeremiah.Waldron Relates to PR #2387: Adding ability to consume purchases during GooglePlay RestorePurchases (Contributed by gameDNAstudio) Missing changes from part 2 reworked so that there is still only one RestorePurchases function which takes the product IDs and consumable flags. I reflected this in StoreHelper so no casting is necessary in GameActivity and the soon-to-be-added AmazonStoreHelper in the GameCircle plugin will still work dynamically with GameActivity since it will call StoreHelper functionality rather than a GooglePlayStoreHelper specific function. #codereview chris.babcock Change 2996514 on 2016/06/01 by Jeff.Campeau Fix merge issue from main #jira UE-31502 Change 2996740 on 2016/06/01 by Jonathan.Fitzpatrick https://jira.ol.epicgames.net/browse/UE-31446 Two PS4 source files fail during unity builds due to name conflict with handleReserveFailed. Renamed handleReserveFailed to handleReserveFailedLightweight Change 2997235 on 2016/06/01 by Jeremiah.Waldron RestorePurchases fix up in Match3 since the new Restore consumable stuff adds an additional pin to the Restore node. The IAP product in Match3 is non-consumable so just passing an empty array where necessary Change 2997241 on 2016/06/01 by Jeremiah.Waldron OnlineSubsystemGameCircle Plugin - Leaderboards - Achievements - Friends - IAP - External UI Interface - Runtime Settings in Project Settings Plugin section when plugin is enabled - Disabled by default #jira UEPLAT-105 #codereview chris.babcock Change 2997618 on 2016/06/02 by Lee.Clark #UE4Docs: Removed PS4MapFileUtil info Change 2997840 on 2016/06/02 by Jeremiah.Waldron Removing trace logging from OnlineSubsystemGameCircle_APL Change 2998754 on 2016/06/02 by Brent.Pease Change BlueprintMobileLibrary to BlueprintPlatformLibrary Change 3000762 on 2016/06/03 by Jeff.Campeau Add example rating info to ShooterGame Change 3001037 on 2016/06/04 by Brent.Pease + Add ui screens for delegate test, local notification test, and iap test + Implement delegate test Change 3001250 on 2016/06/05 by Brent.Pease + Initial pass at IAP test screen Change 3001639 on 2016/06/06 by Jeff.Campeau Fix Xbox One build issue with DX12 #codereview Zabir.Hoque Change 3002574 on 2016/06/06 by Jeremiah.Waldron Adding Android Install Location to Android platform runtime settings and manifest generation Change 3002780 on 2016/06/06 by Brent.Pease + Initial implementation of local notification test Change 3003005 on 2016/06/06 by Jeremiah.Waldron OnlineSubsystemGameCircle plugin - adding setting for Fire TV support. Using that specification in the APL to Add/Update android.hardware.touchscreen feature required attribute Change 3004392 on 2016/06/07 by Jeremiah.Waldron Fixing typo in APL comment :) Change 3005768 on 2016/06/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3005929 on 2016/06/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3006151 on 2016/06/08 by Peter.Sauerbrei fix for LocalNotifications not available on TVOS #lockdown josh.adams Change 3006183 on 2016/06/08 by Brent.Pease Manual merge CL#3000242 from Release-4.12 into Dev-Platform #lockdown josh.adams Change 3006296 on 2016/06/08 by Peter.Sauerbrei submit an updated iPhonePackager and support DLLs #lockdown josh.adams Change 3006378 on 2016/06/08 by Peter.Sauerbrei fix for API update to RestorePurchases #codereview brent.pease #lockdown josh.adams #lockdown nick.penwarden [CL 3008183 by Josh Adams in Main branch]
2016-06-09 17:45:44 -04:00
else
{
BundleIdTextBox->SetError(FText::GetEmpty());
FText OutText;
InPropertyHandle->GetValueAsFormattedText(OutText);
if (OutText.ToString() != NewText.ToString())
{
InPropertyHandle->SetValueFromFormattedString( NewText.ToString() );
FindRequiredFiles();
}
}
}
void FIOSTargetSettingsCustomization::OnBundleIdentifierTextChanged(const FText& NewText, ETextCommit::Type CommitType, TSharedRef<IPropertyHandle> InPropertyHandle)
{
if(!IsBundleIdentifierValid(NewText.ToString()))
{
BundleIdTextBox->SetError( LOCTEXT("NameContainsInvalidCharacters", "Identifier may only contain the characters 0-9, A-Z, a-z, period, hyphen, or [PROJECT_NAME]") );
}
else
{
BundleIdTextBox->SetError(FText::GetEmpty());
}
}
bool FIOSTargetSettingsCustomization::IsBundleIdentifierValid(const FString& inIdentifier)
{
for(int32 i = 0; i < inIdentifier.Len(); ++i)
{
TCHAR c = inIdentifier[i];
if(c == '[')
{
if(inIdentifier.Find(gProjectNameText, ESearchCase::CaseSensitive, ESearchDir::FromStart, i) != i)
{
return false;
}
i += gProjectNameText.Len();
}
else if((c < '0' || c > '9') && (c < 'a' || c > 'z') && (c < 'A' || c > 'Z') && c != '.' && c != '-')
{
return false;
}
}
return true;
}
void FIOSTargetSettingsCustomization::OnRemoteServerChanged(const FText& NewText, ETextCommit::Type CommitType, TSharedRef<IPropertyHandle> InPropertyHandle)
{
FText OutText;
InPropertyHandle->GetValueAsFormattedText(OutText);
if (OutText.ToString() != NewText.ToString())
{
InPropertyHandle->SetValueFromFormattedString(NewText.ToString());
OutputMessage = TEXT("");
UpdateSSHStatus();
}
}
FText FIOSTargetSettingsCustomization::GetBundleText(TSharedRef<IPropertyHandle> InPropertyHandle) const
{
FText OutText;
InPropertyHandle->GetValueAsFormattedText(OutText);
return OutText;
}
//////////////////////////////////////////////////////////////////////////
#undef LOCTEXT_NAMESPACE