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UnrealEngineUWP/Engine/Source/Developer/Linux/LinuxTargetPlatform/Private/LinuxTargetPlatform.h

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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
LinuxTargetPlatform.h: Declares the FLinuxTargetPlatform class.
=============================================================================*/
#pragma once
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "CoreMinimal.h"
#include "Interfaces/TargetDeviceId.h"
#include "Misc/Paths.h"
#include "Misc/ConfigCacheIni.h"
#include "Interfaces/ITargetPlatform.h"
#include "Common/TargetPlatformBase.h"
#if WITH_ENGINE
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "Sound/SoundWave.h"
#include "StaticMeshResources.h"
#endif // WITH_ENGINE
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "Interfaces/IProjectManager.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 "InstalledPlatformInfo.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "LinuxTargetDevice.h"
#include "Linux/LinuxPlatformProperties.h"
#define LOCTEXT_NAMESPACE "TLinuxTargetPlatform"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
class UTextureLODSettings;
/**
* Template for Linux target platforms
*/
template<bool HAS_EDITOR_DATA, bool IS_DEDICATED_SERVER, bool IS_CLIENT_ONLY>
class TLinuxTargetPlatform
: public TTargetPlatformBase<FLinuxPlatformProperties<HAS_EDITOR_DATA, IS_DEDICATED_SERVER, IS_CLIENT_ONLY> >
{
public:
typedef FLinuxPlatformProperties<HAS_EDITOR_DATA, IS_DEDICATED_SERVER, IS_CLIENT_ONLY> TProperties;
typedef TTargetPlatformBase<TProperties> TSuper;
/**
* Default constructor.
*/
TLinuxTargetPlatform( )
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3206916) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3175510 on 2016/10/26 by Josh.Adams - New Wolf SDK support (11). - Added new input plugin now that extra NDA is lifted Change 3176629 on 2016/10/27 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3177232 on 2016/10/27 by Josh.Adams - Minor comment change Change 3177348 on 2016/10/27 by Dmitry.Rekman Linux: default to GL4. Change 3177523 on 2016/10/27 by Dmitry.Rekman Linux: update libc++ to 3.9 and add AArch64. Change 3178208 on 2016/10/28 by Daniel.Lamb Enable multithreaded lightmap encoding. Change 3178273 on 2016/10/28 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix crash in PS4 packaging step. - Parallel-for accessing the same log files, causing IOException. Change 3178573 on 2016/10/28 by Dmitry.Rekman Linux: fix for projects not having proper version associations (UE-5954). - Fixed by CengizT. Change 3180487 on 2016/10/31 by Josh.Adams Moved new file to peoper spot Change 3180508 on 2016/10/31 by Josh.Adams - Fixed crash on audio free for Wolf Change 3181821 on 2016/11/01 by Josh.Adams - Fixed ShooterGame cooking after sync from main Change 3182469 on 2016/11/01 by Josh.Adams - test/shipping build wolf fixes Change 3183078 on 2016/11/02 by Josh.Adams - Added AllDesktop back in for Windows (File | Package) Change 3183229 on 2016/11/02 by Josh.Adams - Fixed wrong path in JunkManifest.txt Change 3184245 on 2016/11/02 by Dmitry.Rekman Linux: add AArch64 (ARM64) libs. Change 3184326 on 2016/11/02 by Dmitry.Rekman Linux: add more files for AArch64. Change 3184353 on 2016/11/02 by Dmitry.Rekman Linux: Add missed AArch64 libpng. Change 3184871 on 2016/11/03 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix broken DownloadImage blueprint node on PS4. - Node should return a UTexture2DDynamic, otherwise the RHI assumes the data has been pre-formatted for the GPU, and we get pitch/layout issues. #jira UE-36365 Change 3185407 on 2016/11/03 by Dmitry.Rekman Linux: fix PhysX on AArch64. (Edigrating 3184484 from Wombat to Dev-Platform). Change 3187488 on 2016/11/04 by Josh.Adams Copying //Tasks/UE4/Private-Platform-Switch to Dev-Platform-Minimal (//UE4/Dev-Platform-Minimal) Change 3187740 on 2016/11/04 by Josh.Adams - Re-copying the Switch files, now with proper case in the directory names Change 3188304 on 2016/11/07 by Dan.Mahashin - Removed deprecated functions in NVN window creation Change 3188865 on 2016/11/07 by Luke.Thatcher [PLATFORM] [PS4] [~] Move PS4 console input handler into engine classes from OrionGame. - Enables console input from Sony's "Console Output" tool for all games, in debug/development builds. #jira UE-37672 Change 3189517 on 2016/11/07 by Jeff.Campeau Fix incorrect local platform identification in device manager. #jira UE-38312 Change 3189897 on 2016/11/08 by Luke.Thatcher [PLATFORM] [!] Fix width/height mismatch in DownloadImage blueprint node. Change 3190042 on 2016/11/08 by Josh.Adams - Fixed default and Shooter App Ids for Switch Change 3190181 on 2016/11/08 by Joe.Barnes [UE-37275] Split reflection capture error message into two UE_LOG()s. Line length causes truncation and line wrap on some platforms. Change 3190185 on 2016/11/08 by Joe.Barnes Fix another instance of UE_LOG() where the string was being truncated on Switch platform. Change 3190272 on 2016/11/08 by Daniel.Lamb Add file hashes to depependency tracking info. Moved partial gc controlling code outside of the cooker. Store cooked file hashes in cooked asset registry. Cooked asset registry is now part of the cooker instead of chunking manifest. #test cook paragon Change 3190332 on 2016/11/08 by Omar.Rodriguez Fixing issues with iOS remote notifications * Update UPlatformGameInstance::FPlatformRegisteredForRemoteNotificationsDelegate signature so the parameter is const& which will work with BlueprintAssignable * Fix misspelling when doing respondsToSelector check * Update generated Xcode project to use the generated entitlements file * Add remote-notification as a background mode * Update the generated entitlements file contents to include APS environment for push notifications * Added bEnableRemoteNotificationsSupport ini parameter to control whether iOS push notifications code is compiled Change 3190391 on 2016/11/08 by Brent.Pease UE-31739 - Crash when Deploying to iPad Air with BC4 Texture Compression Setting (Josh's suggestion worked out of the box) Change 3190786 on 2016/11/08 by Bart.Hawthorne Fix some missing PLATFORM_WOLF changes to PLATFORM_SWITCH in ShooterGame Change 3190902 on 2016/11/08 by Alicia.Cano Allow RTTI and exceptions to be enabled for Android #jira UE-37845 #android Change 3190973 on 2016/11/08 by Chris.Babcock Add ability to set element value field with new text parameter for UPL #jira UE-37390 #PR #2869 #ue4 #upl Change 3191411 on 2016/11/09 by Josh.Stoddard Warn when user tries to use a shared pak reader on the wrong thread #jira UE-38049 Change 3191635 on 2016/11/09 by Josh.Stoddard More useful message during cook when AT9 assets fail to encode using SCE's tool #jira UE-38053 Change 3191663 on 2016/11/09 by Peter.Sauerbrei fix for ios build from PC Change 3191701 on 2016/11/09 by Brent.Pease implement iOS device logs on windows Change 3191794 on 2016/11/09 by Daniel.Lamb Fixed up compile error missing header file. #test Compile editor #jira UE-38414 Change 3191807 on 2016/11/09 by Josh.Adams - Fixed one chage that was missed in the WolfPlat->Switch rename Change 3191867 on 2016/11/09 by Josh.Adams - Enabled Switch for ShooterGame project Change 3191958 on 2016/11/09 by Jeff.Campeau Add warning for anyone still using XP Change 3192185 on 2016/11/09 by Josh.Adams - Updated to SDK 0.11.12 - Added TrackLotCheckItem API to track guidelines with limits (nothing using it yet) Change 3192241 on 2016/11/09 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3192324 on 2016/11/09 by Josh.Adams - Worked around an issue with RunOnTarget stripping quotes around paths with spaces #jira UE-38388 Change 3192387 on 2016/11/09 by Josh.Adams - Updating editor icon for Switch #jira UE-38295 Change 3192476 on 2016/11/09 by Dmitry.Rekman Linux: put correct OpenAL lib per architecture. (Edigrating CL 3185947 from Wombat to Dev-Platform) Change 3192527 on 2016/11/09 by Josh.Adams - Fixed a shadow variable warning #jira UE-38408 Change 3192606 on 2016/11/09 by Jeff.Campeau XP option removed #jira UEPLAT-1542 Change 3192644 on 2016/11/09 by Josh.Adams - Fixed a CIS error (not sure why I don't get it, but hey) Change 3192659 on 2016/11/09 by Josh.Adams - Fixed a crash in DeploymentServer Change 3192672 on 2016/11/09 by Jeff.Campeau Fix WinXP message spamming Change 3193252 on 2016/11/10 by Josh.Adams - Remove assertion in SwitchTextureFormat when the SDK can't be found (if you are sharing DLLs) Change 3193756 on 2016/11/10 by Dmitry.Rekman Linux: add support for touch events. (Edigrating CL 3188159 from Wombat to Dev-Platform). Change 3194297 on 2016/11/10 by Jeff.Campeau HarfBuzz implementation for Xbox One #jira UE-28590 Change 3194299 on 2016/11/10 by Jeff.Campeau Pump Xbox One messaging during slow startup tasks #jira UEPLAT-1276 Change 3194300 on 2016/11/10 by Jeff.Campeau Use response files when building for Xbox One #jira UEPLAT-1296 Change 3194313 on 2016/11/11 by Jeff.Campeau Stop uploading symbols on the first error Show a more detailed error message if symbol uploading fails Add a command line option to disable upload of symbols #1852 #jira UE-24425 Change 3194327 on 2016/11/11 by Jeff.Campeau Deduplicate Xbox One build.cs setup for several modules #jira UE-37540 Change 3194402 on 2016/11/11 by Dmitry.Rekman Linux: do not apply mouse workaround unnecessarily. - Only matters when there is more than one window. (Edigrating 3194399 from Wombat to Dev-Platform). Change 3194434 on 2016/11/11 by Dan.Mahashin - Ported fix CL 3193690: Add workaround to file I/O error about ResultInvalidCurrentMemory when reloading levels - remove uncached attribute during memory pool finalization Change 3194569 on 2016/11/11 by Daniel.Lamb Fixed issue with CreateLinker failing to return LinkerLoad but creating a UPackage which can't be cleaned up. Change 3194570 on 2016/11/11 by Daniel.Lamb Fix for DiffSerializeArchive not using the correct archive when saving packages. #test Cook paragon Change 3194571 on 2016/11/11 by Daniel.Lamb Make sure dependent packages are valid before using them. Added FastBuildCookRun bat file for paragon testing. #test Cook Paragon Change 3194575 on 2016/11/11 by Daniel.Lamb Reworked a warning for the cooker. Change 3194698 on 2016/11/11 by Daniel.Lamb Skip skin verify only runs on build machines now. Saves paragon cook time. Change 3194699 on 2016/11/11 by Daniel.Lamb Changed the wording of skip editor content setting so it's more clear. #test none Change 3194702 on 2016/11/11 by Daniel.Lamb Potential fix for default materials not being in chunk zero. #test run ps4 cooked build paragon Change 3194711 on 2016/11/11 by Alicia.Cano Allow RTTI and exceptions to be enabled for Android Allow RTTI to be enabled for IOS, Mac #jira UE-37845, UE-20314 #android #ios #mac Change 3194956 on 2016/11/11 by Josh.Adams - Removed the crash with unknown socket error code, left in the warning Change 3195028 on 2016/11/11 by Dmitry.Rekman Linux: repair launch on. (Edigrating 3194384 from //UE4/Private-Wombat/... to //UE4/Dev-Platform/...) Change 3195041 on 2016/11/11 by Dmitry.Rekman Linux: support selecting architectures per project. (Edigrating 3192783 from Wombat to Dev-Platform). Change 3195058 on 2016/11/11 by Dmitry.Rekman Linux: fix code to determine number of cores. - ARM topology seems not to be in line with the assumptions made by x86-centric code. (Merging 3184632 from Wombat to Dev-Platform). Change 3195082 on 2016/11/11 by Josh.Adams - Fixed name of packaged Switch builds to have the config in it (Shipping, etc) #jira UE-38394 Change 3195151 on 2016/11/11 by Bart.Hawthorne - Add game server settings to project settings to connect to the actual game server, instead of the debug login - Use the system software dialog box to show error codes for login failures Change 3195153 on 2016/11/11 by Josh.Adams - Fixed copy and paste logs errors Change 3195156 on 2016/11/11 by Josh.Adams - Fixed some default values, especially for save games (uses their default of 4MB size) - Added some LotCheck write tracking Change 3195285 on 2016/11/11 by Jeff.Campeau Fix HarfBuzz warning on Xbox One Change 3195477 on 2016/11/11 by Josh.Adams - Fixed up some IsGameOnly calls #jira UE-37575 Change 3195490 on 2016/11/11 by Dmitry.Rekman UAT: fix CIS (removed old variables). Change 3195724 on 2016/11/11 by Josh.Adams - Final fix for name of .nsp (content only projects in Shipping config, etc) #jira UE-38394 Change 3195755 on 2016/11/11 by Josh.Adams - Made translucent Switch icons Change 3195771 on 2016/11/11 by Josh.Adams - Fixed some Switch "space in path" issues #jira UE-38393 Change 3195801 on 2016/11/11 by Josh.Adams - Handle making sure the save is completed before we shutdown #jira UE-38215 Change 3196593 on 2016/11/14 by Michael.Trepka Implemented Info string in AvfMedia for display in Media Player Editor #jira UE-35386 Change 3196782 on 2016/11/14 by Josh.Adams - Added a comment for a workaround Change 3196784 on 2016/11/14 by Michael.Trepka Alembic importer for Mac #jira UE-37708 Change 3196901 on 2016/11/14 by Alicia.Cano ADB over wifi fails to deploy on Launch on. #jira UE-37957 #android Change 3197055 on 2016/11/14 by Josh.Adams - Fixed BinnedAllocator crash that happened with PoisonProxy and large allocations with large alignment Change 3197059 on 2016/11/14 by Josh.Adams - Removed some stat code with no STATS Change 3197066 on 2016/11/14 by Josh.Adams - Fixed the generic growableallocator to not free metadata before it's used for stats, and cleaned up a couple minor things Change 3197176 on 2016/11/14 by Josh.Adams - Added some helper scripts to switch in and out of debug mode on Switch Change 3197183 on 2016/11/14 by Bart.Hawthorne Error dialog fixes based on peer review feedback from JoshA Change 3197339 on 2016/11/14 by Josh.Adams Allow -htcs on the commandline now to override disabling Htcs in packaged builds Change 3197401 on 2016/11/14 by Josh.Adams - Fixed the Switch package installation script to remove the path of the package, since it causes problems with spaces, and also it makes the script less portable! #jira UE-38556 Change 3197691 on 2016/11/14 by Dmitry.Rekman Linux: save added devices. (Edigrating 3196529 from Wombat to Dev-Platform). Change 3197854 on 2016/11/15 by Dan.Mahashin - MemoryProfiler2: fixed Switch parser file path in the csproj Change 3197960 on 2016/11/15 by Dan.Mahashin - NVN RHITransitionResources() directly uses a barrier instead of relying on CopyToResolveTarget() side effect (UE-33834) Change 3198488 on 2016/11/15 by Bart.Hawthorne Submit missing NoRedist/DefaultEngine.ini file Change 3198970 on 2016/11/15 by Michael.Trepka Don't try to use installed Mono 4.6 on Mac as it's known to have issues on macOS 10.12 (for example building the editor with UBT often fails with Mono running out of file desriptors) Change 3199050 on 2016/11/15 by Daniel.Lamb Some more output to help track down iterative cooking scenarios #test Cook paragon Change 3199097 on 2016/11/15 by Josh.Adams - Fixed up Switch packaging to re-generate the meta data in case it changed since compile time (esp with content only projects - Fixed default Program Id in code - Fixed a problem with Run with a space in the path #jira UE-38608 Change 3199181 on 2016/11/15 by Dmitry.Rekman Fix CIS (compiling LinuxTargetDevice without engine). Change 3199253 on 2016/11/15 by Dmitry.Rekman Hopeful fix for a static analysis warning. Change 3199325 on 2016/11/15 by Joe.Barnes Start a new CommandBuffer immediately upon ending one. Prevents fetching when there's no CommandBuffer. Needed for Loading Screen movie playback. Change 3199814 on 2016/11/15 by Dmitry.Rekman Linux: remove forced -windowed when launching. (Merging CL 3199789 from Wombat to Dev-Platform) Change 3200580 on 2016/11/16 by Josh.Adams Updasted DeploymentServer Change 3200595 on 2016/11/16 by Joe.Barnes Removed inadvertent SleepThread() when starting movie playback. Change 3200604 on 2016/11/16 by Josh.Adams - Added NN_MIDDLEWARE macros to tag ths apps as using UE4 middleware Change 3200632 on 2016/11/16 by Brent.Pease Update PlatformShowcase with latest tests Change 3200704 on 2016/11/16 by Dmitry.Rekman Linux: fix native compilation. Change 3200711 on 2016/11/16 by Brent.Pease - Support ios audio streaming from disk - Flushed out ADPCMAudioInfo to be more flexible with buffer management in addition to support streaming from disk. This should make more code platform independent. + Other platforms should work fine but will need to be updated to use the new buffer flexability (and hence simplify their own code and buffer management) - IOS audio implementation simplified to use new ADPCMAudioInfo functionality - Fixed adpcm seamless looping NOTE: While everything works with my testing (admittedly simple tests) a little more code cleanup needs to happen... Change 3201015 on 2016/11/16 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3201023 on 2016/11/16 by Josh.Stoddard Fix splash screen assignment for iPad #jira UE-38623 Change 3201215 on 2016/11/16 by Brent.Pease Hopefully final fix for build breakage Change 3201259 on 2016/11/16 by Josh.Adams - Removed the clock rate settings from the Project Settings, and the cvars - it was just confusing - Further improved the metadata recreation during packaging (can get rid of the temp meta/desc files now I believe) - Reduced audio pool alignment to not waste massive memory from it Change 3202332 on 2016/11/17 by Daniel.Lamb Changed build scripts to support iterative cooking #test Ran new build scripts Change 3202371 on 2016/11/17 by Michael.Trepka Changed FAppleHttpResponse::GetContentLength to return expected content size instead of payload size so it's consistent with other implementations #jira UE-38392 Change 3202421 on 2016/11/17 by Michael.Trepka Decrease the number of max open files for a thread on Apple platforms from 256 to 192 to leave more file descriptors to Cocoa #jira UE-18343 Change 3202462 on 2016/11/17 by Michael.Trepka Fixed HTTP If-None-Match response code on Mac and iOS Fixed by iktomi, https://answers.unrealengine.com/questions/492514/http-if-none-match-logic-isnt-working-on-mac-due-t.html #jira UE-36317 Change 3202620 on 2016/11/17 by Daniel.Lamb Fixed issue with some objects being garbage collected which shouldn't be because the collection handler didn't get registered. Commandlets now do not always have GIsRequestingExit true. Made crash handler check for commandlets running and exit appropriately. #test Rebuild lighting QAGame Change 3202955 on 2016/11/17 by Daniel.Lamb Add support for clearing all the cached cooked platform data for a platform when requested. #test cook QA game #jira UE-38361 Change 3202983 on 2016/11/17 by Daniel.Lamb Added support to rebuild lightmaps commandlet for building lightmaps in seperate files. #test rebuild lighting Custom QAGame maps. #jira OR-31907 Change 3203128 on 2016/11/17 by Josh.Adams - Fixed split screen user selection in ShooterGame (brought over some changes from NickD for it as well) Change 3203537 on 2016/11/18 by Dmitry.Rekman Fix ProjectWorldToScreen node for letterboxed viewports. (Merging CL 3201546 from Wombat to Dev-Platform). Change 3203540 on 2016/11/18 by Dmitry.Rekman Linux: be more verbose when setting vblank sync. (Merging CL 3199633 from Private-Wombat to Dev-Platform). Change 3203599 on 2016/11/18 by Dmitry.Rekman Speedup bForceCompilationAtStartup=True when nothing changed (UE-37067). - PR #2849: Contributed by slonopotamus. Change 3203610 on 2016/11/18 by Dmitry.Rekman Add CEF support for Linux (UE-6743). Change 3203615 on 2016/11/18 by Dmitry.Rekman Linux: fix bootstrap script so it is independent of working dir (UE-37016). - PR #2842 contributed by slonopotamus Change 3203645 on 2016/11/18 by Dmitry.Rekman Linux: fix UnrealCEFSubProcess. Change 3203658 on 2016/11/18 by Dmitry.Rekman Remove hard-coded paths to mono binary (UE-35228). - Another way to implement pull request #2741. Change 3203770 on 2016/11/18 by Josh.Adams - Brought over some changes from Dev-Core to not crash in AsyncLoading with debug code Change 3204244 on 2016/11/18 by Dmitry.Rekman Unsuppress mistakenly suppressed warnings and fix one more (UE-38788). Change 3204277 on 2016/11/18 by Brent.Pease + Fix seamless looping bug found on Dan's QAGame test + Fix static analyzer warning (which was a real bug with uncompressed streaming) + Code review feedback from Aaron + Small addition from channel sync ios bug fix Change 3204576 on 2016/11/18 by Omar.Rodriguez Expose the bEnableRemoteNotificationsSupport ini setting in the iOS project settings. Change 3204629 on 2016/11/18 by Chris.Babcock Fix case of VulkanSwapChain.h #include #jira UE-38843 #ue4 #vulkan Change 3204708 on 2016/11/18 by Josh.Adams - Set SwitchMoviePlayer to include the libs from the proper directory Change 3204730 on 2016/11/18 by Josh.Adams - Changed a check to a checkf to narrow down why FMaterialUniformExpressionType::GetTypeMap().FindRef(TypeName) is returning nullptr on tvOS Change 3204865 on 2016/11/18 by Brent.Pease + Turn off ios console logs on Windows to help sort through ios packaging and launch-on issues - This is NOT a fix but it should make it easier to track down the problem with it off. Change 3204883 on 2016/11/18 by Dmitry.Rekman Linux: fix native LaunchOn (UE-38616). Change 3204914 on 2016/11/18 by Brent.Pease + Turn off the device check to prevent it from conflicting with remote packaging/launch-on Change 3204940 on 2016/11/18 by Josh.Adams Backing out changes to the profiler for Switch. Shouldn't have checked it in today during smoke Change 3204952 on 2016/11/18 by Dmitry.Rekman Linux: fix bootstrap script (UE-38851). - Caused by UE-37016. Change 3205630 on 2016/11/21 by Brent.Pease + Fix audio sound queuing bug by ensuring audio buffers are not reused by different sound source objects. + Cleaned up the locking mechanism around stopping sound sources to make its intent and function are clear + Cleaned up memory tracking and freeing. #jira ue-38846 Change 3205787 on 2016/11/21 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) [CL 3206922 by Josh Adams in Main branch]
2016-11-21 20:27:58 -05:00
#if WITH_ENGINE
: bChangingDeviceConfig(false)
#endif // WITH_ENGINE
{
#if PLATFORM_LINUX
// only add local device if actually running on Linux
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3278667) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3278667 on 2017/01/31 by Chris.Wood Added extra context to crash analytics and crash reports in the Editor. [UE-41306] - Add context to crash analytics and crash reports (with Editor user activity) When a Slate tab becomes active or foregrounded, we take its LayoutIdentity, Label and Content Widget Type and generate a string from all three. This gives context for what the user was doing. The string is set as the UserActivity and passed to MTBF analytics, crash analytics and crash reporter. Also added filter to the UserActivity tracking system that defaults to Game mode to preserve previous behavior. Editor now switches it to Editor mode and starts setting the activity in this mode. #jira UE-41306 Change 3278637 on 2017/01/30 by Dmitriy.Dyomin Fixed: iOS Device displays textures darker than in Editor #jira UE-41298 Change 3278566 on 2017/01/30 by Jack.Porter Fix #WITH_EDITOR in InstancedStaticMesh.cpp #jira UE-41292 Change 3278195 on 2017/01/30 by Alexis.Matte Fix the re-import skeletal mesh regression, where all material disapear. #jira UE-41294 Change 3278173 on 2017/01/30 by Frank.Fella PlatformMediaSource - Don't allow the user to nest platform media sources, and also fail validation on nested platform media sources just in case they are set outside of the cusomization UI. #Jira UE-40779 Change 3278156 on 2017/01/30 by Josh.Adams - Adding the missed #include line for IsWindowsServer() #jira UE-41304 Change 3278088 on 2017/01/30 by Mike.Beach Mirroring CL 3249423 from Dev-BP. Fix to keep placeholder classes from being needlessly created (when the object they represent already exists) - instead, attempt to lookup and find the existing import objects (which used to be set, but could be cleared during async loading by FLinkerManager::DissociateImportsAndForcedExports()). #jira OR-34038 Change 3278036 on 2017/01/30 by Mike.Beach Mirroring CL 3277671 from Dev-BP. Refactoring FBlueprintCompilerCppBackend::SortNodesInUberGraphExecutionGroup() a bit. Catching cases that weren't acounted for - detecting cyclical logic now when we've pulled a node/statement out of order, and other nodes need to fall through to that logic (not relying on a goto). #jira UE-41188, UE-41189, UE-41186, UE-41037 Change 3277974 on 2017/01/30 by Josh.Adams - Hopeful workaround for COM crash in HandleGameExplorerIntegration function #jira UE-41080 Change 3277951 on 2017/01/30 by Ori.Cohen Fix access violation in physx. #JIRA ODIN-5199 Change 3277773 on 2017/01/30 by Jamie.Dale Fixing crash that could occur with null meta-data #jira UE-41271 Change 3277549 on 2017/01/30 by Max.Chen Sequencer: Back out changelist 3276452 because it breaks other uses of the time snapping interval in the settings. #jira UE-41009 Change 3277510 on 2017/01/30 by Jamie.Dale Fixed localization sometimes having incorrect keys in cooked builds Merged CL# 3276233 and CL# 3277273. #jira UE-41271 Change 3277500 on 2017/01/30 by Michael.Trepka Added -Wno-undefined-var-template on Mac to work around an issue with compiling UHT in Xcode 8.3 #jira UE-41225 Change 3277421 on 2017/01/30 by Arciel.Rekman TestPAL: delete unused test (UE-36984) #jira UE-36984 (Edigrating CL 3267568 from Dev-Platform to Release-4.15) Change 3277410 on 2017/01/30 by Jeff.Fisher UE-41152 more non-unity include fixes. -Matthew Griffin showed me how to run this locally, so I was able to locally reproduce the errors and this fixed them (the previous fixes were insufficient rather than incorrect). #jira UE-41152 Change 3277230 on 2017/01/30 by Jack.Porter Fixed issue with static lighting for Foliage and Instanced Static Meshes where shadows on instances in LOD levels other than LOD 0 was incorrect. #jira UE-39884 Change 3277178 on 2017/01/30 by Allan.Bentham enable FORCE_FLOATS with iOS metal shaders when full precision material setting is set. #jira UE-41253 Change 3277134 on 2017/01/30 by Matthew.Griffin Fixed NonUnity compile issues Change 3276503 on 2017/01/28 by Jeff.Fisher UE-41152 more non-unity include fixes. #jira UE-41152 Change 3276452 on 2017/01/28 by Max.Chen Sequencer: Changed the time snapping interval in the toolbar ui so that it no longer additionally updates the sequencer setting. The value used in the sequencer settings is only used to initialize a new level sequence. #jira UE-41009 Change 3276130 on 2017/01/27 by Phillip.Kavan [UE-40894] Fix data loss issues with non-native Blueprint classes that override inherited component default values from a nativized parent Blueprint class hierarchy. - Mirrored from //UE4/Dev-Blueprints (CL# 3276109). #jira UE-40894 Change 3276013 on 2017/01/27 by Lina.Halper - fix issue with additive pose preview applying twice #jira: UE-41216 #code review:Thomas.Sarkanen Change 3275990 on 2017/01/27 by Mitchell.Wilson Disabling 'Used with skeletal mesh' on some materials to resolve errors and warnings. #jira UE-40736 Change 3275885 on 2017/01/27 by Matt.Kuhlenschmidt Fixed missing slate style assets log warning #jira UE-41148 Change 3275805 on 2017/01/27 by Ori.Cohen Fix incorrect warning about moving simulated bodies during tick group. The existing code would warn if you had a kinematic that was SimulationDisabled (i.e. meaning it's not in the sim scene). #JIRA UE-37270 Change 3275797 on 2017/01/27 by Shaun.Kime In some cases, it was possible to create a SRetainerWidget that does not have a valid scene. This would cause the recorded scene index to be mismatched with the actual rendering index when played back in the future. #jira OR-34919 Change 3275681 on 2017/01/27 by Lina.Halper Dupe change of CL 3273803, 3274129, 3274700 #jira: UE-41163 #code review:Daniel.Wright, Martin.Wilson Change 3275624 on 2017/01/27 by Benn.Gallagher Fixed crash when creating destructible meshes from static meshes with null material interface entries #jira UE-38998 Change 3275601 on 2017/01/27 by Matt.Kuhlenschmidt Fix crash when a kdop collision generation fails and there are existing collision meshes selected. We no longer clear out unrelated collision primitives when kdop generation fails. #jira UE-41220 Change 3275545 on 2017/01/27 by Chris.Bunner Added flag for retreiving debug materials from GetUsedMaterials calls on rendering components. #jira UE-40482 Change 3275522 on 2017/01/27 by Max.Chen Sequencer: Call modify before setting row indices #jira UE-40682 Change 3275518 on 2017/01/27 by Max.Chen Sequencer: Switch to static pointer to fix crash when tearing down curve editor. #jira UE-41105 Change 3275475 on 2017/01/27 by Jeff.Fisher UE-41152 Merge Improved Daydream Support from Google -Fixing non-unity missing includes. #jira UE-41152 Change 3275387 on 2017/01/27 by Steve.Robb Prevent engine reinstancing on hot reload. Copied from CL# 3265490. #jira UE-40765 Change 3275279 on 2017/01/27 by Josh.Adams - Redoing change 3274305 in 4.15 #jira UE-40451 Change 3275233 on 2017/01/27 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix share play initialization logic. #jira UE-41209 Change 3275227 on 2017/01/27 by Alex.Delesky Duplicating the fix for UE-40791 from Dev-Editor CL 3265714 - The ForceFeedback thumbnail's Play and Stop icons will now render correctly, and will only be visible while an effect is playing or when the cursor hovers over the icon. #jira UE-40791 Change 3275057 on 2017/01/27 by Peter.Sauerbrei fix for crash after changing the metal shader version #jira ue-41183 Change 3275031 on 2017/01/27 by Matthew.Griffin Added architecture hash to path for Linux generated includes, didn't realize that this was part of the path. Change 3275005 on 2017/01/27 by Matthew.Griffin Re-enabled Cache of cooked platform data during DerivedDataCache commandlet Moved caching DDC of non-host platform data behind an option so it's not done for Installed Build by default Removed other platforms from Launcher Samples and changed 'CookPlatforms' to 'DDCPlatforms' so that its purpose is more clear Change 3274828 on 2017/01/27 by Jeff.Fisher UE-41152 Merge Improved Daydream Support from Google -Fixing non-unity missing include. #jira UE-41152 Change 3274799 on 2017/01/27 by Arciel.Rekman Fix for installed Linux cross-toolchain (UE-40392). - Pull request #3111 contributed by rubu. #jira UE-40392 Change 3274756 on 2017/01/27 by Max.Chen Sequencer: Update the parent guid with the new possessable guid. This fixes a bug where the parent guid isn't set properly and so folders aren't retained when assign actors and running fix up actor references. #jira UE-41010 Change 3274755 on 2017/01/27 by Max.Chen Sequencer: Call notify movie scene data changed when creating a camera instead of marking the instances as needing a refresh. #jira UE-41019 Change 3274597 on 2017/01/26 by Jeff.Fisher UE-41152 Merge Improved Daydream Support from Google -Fixing monolithic include warning. #jira UE-41152 Change 3274564 on 2017/01/26 by Mike.Beach Following the example of other nodes with external dependencies (like UK2Node_SwitchEnum), and making sure the struct is preloaded before we use it (the struct needs to have a valid size). #jira UE-41073 Change 3274535 on 2017/01/26 by Mike.Beach Removed ensure that was blocking a wrapper function call to a non-nativized function lib from being generated (while not optimal, the generated code works). #jira UE-41190 Change 3274512 on 2017/01/26 by Jeff.Fisher UE-41152 Merge Improved Daydream Support from Google Merging cl 3255506 Copyright update for google -note most of the changes went in with the previous 3 androidvr-devvr change integrations, these two were not otherwise changed. -just incrementing the year //depot/Partners/Google/AndroidVR-DevVR/Engine/... to //UE4/Release-4.15/Engine/... #jira UE-41152 #review-3273588 Change 3274511 on 2017/01/26 by Jeff.Fisher UE-41152 Merge Improved Daydream Support from Google Merging cl 3243495 Adding GoogleVRTransition2D plugin to handle VR->2D->VR transition for daydream app. //depot/Partners/Google/AndroidVR-DevVR/Engine/... to //UE4/Release-4.15/Engine/... #jira UE-41152 #review-3273586 Change 3274510 on 2017/01/26 by Jeff.Fisher UE-41152 Merge Improved Daydream Support from Google Merging cl 3243494 Update GoogleVR plugin to v1.2. -Upgrade GVR NDK to 1.10.0 -Add easy to use GoogleVR input component, including controller component for daydream and a gaze based reticle component for cardboard. -Make the GoogleVRSplash rendered with depth. -Add built in arm model support in GoogleVR controller plugin. -Add "Use ExternalFilesDir for UE4Game files" option in AndroidRuntimeSetting to support saving game progress without requesting EXTERNAL_STORAGE permission in Andoird 23+ -Remove the "Package for Daydream" option in AndroidRuntimeSetting. -Fix the crash on iOS9 when GoogleVR plugin is enabled.(udn/325432) //depot/Partners/Google/AndroidVR-DevVR/Engine/... to //UE4/Release-4.15/Engine/... #jira UE-41152 #review-3273585 Change 3274509 on 2017/01/26 by Jeff.Fisher UE-41152 Merge Improved Daydream Support from Google Merging cl 3243493 Adding AndroidPermission plugin to handle runtime permission request and check for android api 23 and above. -The plugin works for both daydream and normal Android application. -For Daydream app, it need to work with GoogleVRTransition2D plugin. //depot/Partners/Google/AndroidVR-DevVR/Engine/... to //UE4/Release-4.15/Engine/... #jira UE-41152 #review-3273583 Change 3274485 on 2017/01/26 by Chris.Babcock Fix handling of numbers in textedit (allow decimals) #jira UE-41198 #ue4 #android Change 3274457 on 2017/01/26 by Mike.Beach Fix to CIS warning (fallout from CL 3274362) #jira UE-41072, UE-41071, UE-41070 Change 3274445 on 2017/01/26 by Arciel.Rekman Proper fix for deploying to Linux (UE-40023). - The logic is: if the base path (local to PC, one we are replacing) *ends* with a separator, add the separator to the dest path (one we're mapping to). Previous fix had a last minute change that inverted it. #jira UE-40023 Change 3274428 on 2017/01/26 by Brian.Karis Fixed bloom flickering on high contrast HDR edges when r.TemporalAACatmullRom was enabled. #jira UE-41138 Change 3274362 on 2017/01/26 by Mike.Beach Restructuring how we apply individual (exclusive) Blueprint nativization flags... 1. Explicitly flagging Blueprints as dependencies for nativization (and communicating that to the user) 2. Now applying nativization flag to authoritative config for all dependencies on save 3. Flagging new dependencies (parent or interface) as needing nativization (when required) 4. Ignore bDontNativizeDataOnlyBP setting when nativization mode is set to explicit #jira UE-41072, UE-41071, UE-41070 Change 3274349 on 2017/01/26 by Yannick.Lange VREditor: Fix Laser not hidden on MotionControllers with docked Menu/UI Panels #jira UE-40070 Change 3274301 on 2017/01/26 by Chris.Bunner Added missing material expression tooltips/keywords for new nodes based on 4.15 preview feeback. #jira UE-41193 Change 3274254 on 2017/01/26 by Ryan.Gerleve Fix for IsInGameThread() checks that could fail in debug builds while recording a replay with tick.DoAsyncEndOfFrameTasks and demo.ClientRecordAsyncEndOfFrame enabled. #jira UE-39911 Change 3274121 on 2017/01/26 by Josh.Adams - Fixed build error with landscape gizmo #jira UE-41177 Change 3274114 on 2017/01/26 by Dan.Oconnor Updating all references before calling post edit - prevents objects from being destroyed or created while updating references #jira UE-40121 Change 3273971 on 2017/01/26 by Chris.Bunner Update material instance permutations when we have already set param/switch overrides, then only change the base properties. #jira UE-39754 Change 3273842 on 2017/01/26 by Daniel.Wright Attempt to remove instructions from code features only present in the forward renderer, so we are showing users their graph cost. Allows shader complexity in forward to sortof match deferred. #jira UE-41167 Change 3273750 on 2017/01/26 by Jeff.Fisher UE-41137 //UE4/Main: Step 'Compile Ocean (Win32/Win64)' - 2 Errors - SteamVRController.cpp -Fixing build break for Ocean. Maybe they are using an older compiler? #jira UE-31137 Change 3273602 on 2017/01/26 by Michael.Trepka Fix for UE-41146 #jira UE-41146 Change 3273506 on 2017/01/26 by Maciej.Mroz #jira ODIN-4991, UE-41035 merged cl3273497 from Dev-Blueprints branch Nativization: EX_AddMulticastDelegate - generated code calls TMulticastScriptDelegate::AddUniqe instead of TMulticastScriptDelegate::Add. Change 3273464 on 2017/01/26 by Mitchell.Wilson Resaving asset to resolve warning. #jira UE-41008 Change 3273413 on 2017/01/26 by Marc.Audy Fix crash when audio device fails to initialize #author Andrew.Grant #jira UE-41143 Change 3273391 on 2017/01/26 by Jack.Porter Fixed ensure encountered when using the Copy/Paste sub-tool in sculpt mode #jira UE-40480 Change 3273343 on 2017/01/26 by Matt.Kuhlenschmidt Resetting the preview on a material now properly clears the thumbnail which could have a stale references that was impossible to fix. Fixed on asset exibiting this problem #jira UE-40300 Change 3273243 on 2017/01/26 by Jamie.Dale Speculative fix for an issue where User Defined Enum display names were being lost on upgrade to 4.15 #jira UE-41130 Change 3273235 on 2017/01/26 by Graeme.Thornton Fix for some memory being left hanging around when loading bulk data asyncronously under certain circumstances #jira UE-37815 Change 3273225 on 2017/01/26 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3273224 on 2017/01/26 by Josh.Stoddard Increment FDerivedDataPhysXCooker to force recook of PhysX data #jira UE-39791#rb none #lockdown james.golding Change 3273201 on 2017/01/26 by Jack.Porter Fixed problem where UpdateInstanceTransform blueprint function was not updating bounds correctly #jira UE-41126 Change 3273122 on 2017/01/26 by Graeme.Thornton Added some extra log output for situations where a compressed block in an archive doesn't have a valid header #jira UE-38767 Change 3273116 on 2017/01/26 by Benn.Gallagher Fix for crash generating clothing skinning data due to coplanar check triggering a check() on small triangles #jira UE-41112 Change 3273077 on 2017/01/26 by Thomas.Sarkanen Allowed LODs other than LOD0 to have screen sizes greater than 1 #jira UE-41125 - Static mesh LODs other than LOD0 cannot be set to screen sizes greater than 1 Change 3273061 on 2017/01/26 by Matthew.Griffin Disabled code caching data for all platforms until we can figure out why it's filling up DDC cache Change 3272938 on 2017/01/25 by Arciel.Rekman Fix launch on a remote Linux machine (UE-38691). - Device id is now used to get target platform, so should match it exactly. #jira UE-38691 Change 3272816 on 2017/01/25 by Ben.Marsh Fix VS2017 being displayed as 'Visual Studio 15' in the Windows target settings panel. Change 3272590 on 2017/01/25 by Daniel.Wright Workaround for "error X3067: 'GetObjectWorldPosition': ambiguous function call" which happens when FMaterialPixelParameters and FMaterialVertexParameters have the same number of floats with the HLSL compiler. Function overload resolution appears to identify types based on how many floats / ints / etc they contain. #jira UE-41099 Change 3272419 on 2017/01/25 by Arciel.Rekman Linux: fix remote deploying of a packaged build (UE-40023). #jira UE-40023 Change 3272355 on 2017/01/25 by Daniel.Wright Prevent a large shadow depth bias due to low resolution from causing near plane clipping #jira UE-40873 Change 3272196 on 2017/01/25 by tim.gautier Updating TM-UMG content for UI visibility #jira UE-29618 Change 3272114 on 2017/01/25 by Michael.Dupuis #jira UE-29817 : backout of CL from Dev-Editor fixing this jira Change 3271953 on 2017/01/25 by Michael.Trepka Attempt to fix UE-40956 - Rare crash occurs in CoreAudio in Vehicle Game on Mac when quitting. #jira UE-40956 Change 3271945 on 2017/01/25 by Olaf.Piesche Replicating CL 3271564 #jira UE-40980 #udn 325525 Fix uniform buffers for mesh particles; these should really be on the mesh collector, so allocating them as a one frame resource is safe. Change 3271883 on 2017/01/25 by Daniel.Wright UWorld::AreAlwaysLoadedLevelsLoaded takes into account bShouldBeVisible. Fixes reflection captures not getting uploaded when there's an invisible always loaded level, which is supposed to be invisible. #jira UE-40724 Change 3271686 on 2017/01/25 by Marc.Audy Properly fix line endings in all cases when installing a c++ feature pack #jira UE-40939 Change 3271631 on 2017/01/25 by Ryan.Gerleve In UEngine::CommitMapChange, rename the new ULevelStreaming objects so that the main world is their outer. This is more correct in general, and will cause those levels to be added to the correct level collection during FlushLevelStreaming. Also use MoveTemp to add the streaming level list to the main world, so that the fake world will no longer reference them. #jira UE-40524 Change 3271611 on 2017/01/25 by Allan.Bentham Ensure texture's buildsettings are not marked as streamable if the target platform does not support streaming. #jira UE-40927 Change 3271504 on 2017/01/25 by tim.gautier Updated default values of UMG_Behavior #jira UE-29618 Change 3271491 on 2017/01/25 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix bug in AT9 audio cooking. - Maximum mono bitrate is 144kbps, but 100% quality mono tracks were selecting 168kbps, causing the AT9 tool to fail. - Also bumped AT9 engine format to recook potentially broken audio data. #jira UE-40761 Change 3271428 on 2017/01/25 by Chris.Bunner Bug in previous CL. #jira UE-39953 Change 3271413 on 2017/01/25 by Lina.Halper #DUPEFIX of CL 3270776 #jira: UE-41082 Change 3271403 on 2017/01/25 by tim.gautier Adjusted UMG_Blur intensity settings. #jira UE-29618 # rb cristina.riveron Change 3271300 on 2017/01/25 by Luke.Thatcher [PLATFORM] [PS4] [^] Merge (as edit) fix for NpToolkit2 initialization in 6CPU mode, from //UE4/Dev-Platform to //UE4/Release-4.15 (Original CL 3271215) - Default thread affinity in the InitParams structure is 7 CPUs. - Using this affinity in games with 6CPU mode set in param.sfo causes init() to fail. - We now select 6 or 7 CPU affinity based on what sceKernelGetCpumode reports at runtime. #jira UE-41079 Change 3271197 on 2017/01/25 by Andrew.Rodham Sequencer: Ensure initial evaluation range correctly sets exclusive lower boundary for subsequent evaluations - This prevents us from erroneously evaluating the initial time twice as part of swept evaluations) #jira UE-40758 Change 3270386 on 2017/01/24 by tim.gautier Updated UMG_Blur to include second Low-Quality asset #jira UE-29618 Change 3270267 on 2017/01/24 by Arciel.Rekman Linux: fix not being able to run a packaged build (UE-37016, UE-39648). - Fixed expansion of paths with spaces in the bootstrap script. - Also increased the timeout since large projects can sometimes get killed on start. - Also killed spammy console output. #jira UE-37016 Change 3270203 on 2017/01/24 by Chris.Babcock Fixed issue with Mac and Linux install and uninstall scripts if ANDROID_HOME not set (contributed by nathansizemore) #jira UE-41042 #PR #3160 #ue4 #android Change 3270037 on 2017/01/24 by tim.gautier Checking in UMG_Blur for UMG test coverage #jira UE-29618 Change 3269829 on 2017/01/24 by matt.barnes Adding content for Material Attribute testing #jira UE-29618 Change 3269700 on 2017/01/24 by Josh.Stoddard force relink of PhysX libs #jira UE-39791 #rb ori.cohen #lockdown james.golding Change 3269621 on 2017/01/24 by Allan.Bentham Make sure 'intrinsic_GetHDR32bppEncodeModeES2()' reports no encoding mode when mobileHDR == false #jira UE-41023 Change 3269503 on 2017/01/24 by Josh.Stoddard Integrate PhysX change 3268008 from //UE4/Dev-Physics-Upgrade #jira UE-39791 #lockdown james.golding #rb josh.stoddard Change 3269359 on 2017/01/24 by Jack.Porter Fix for Web browser widget crash on Android when packaged for Distribution #jira UE-39451 Change 3269316 on 2017/01/24 by Thomas.Sarkanen Fixed non-unity issues with last change for UE-40945 #jira UE-40945 - Crash trying to import facial animations Change 3269047 on 2017/01/23 by Yannick.Lange VREditor: Fix VREditor Laser not hidden on MotionControllers with docked Menu/UI Panels #jira UE-40070 Change 3268824 on 2017/01/23 by Rolando.Caloca UE4.15 - Fix for right eye showing black on VR #jira UE-40900 Change 3268752 on 2017/01/23 by Nick.Whiting Fix for assertion for binding an MSAA'd scene color with a non-MSAA'd texture. #jira UE-39304 Change 3268722 on 2017/01/23 by Olaf.Piesche Replicating 3256329 #jira UE-38615 Removing unnecessary assert that fires when exporting emitters. Change 3268220 on 2017/01/23 by Nick.Whiting Adding in a new CVar (vr.SteamVR.UsePostPresentHandoff), which defaults to 0. When set to 0, we do NOT use the SteamVR PostPresentHandoff, which costs some performance GPU time. When 1, we use the call, and get some extra GPU performance. However, this call is NOT safe for scenes that have frame-behind GPU work, like SceneCapture components and Widget Components #jira UE-40570 Change 3268180 on 2017/01/23 by Marc.Audy PendingKill Actors will no longer register their components when the level is being loaded #jira UE-40505 Change 3268076 on 2017/01/23 by Matthew.Griffin Changed Mac SunTemple cook jobs to use Sample Editor to avoid errors about mismatched files #jira UE-40806 Change 3267997 on 2017/01/23 by Mitchell.Wilson Increased lightmap size on spheres in volumes example to resolve issue with lighting. Corrected misspelling in multiple examples and one UMG asset. #jira UE-40890 UE-40926 UE-40882 UE-40928 UE-40825 UE-40819 Change 3267892 on 2017/01/23 by Mitchell.Wilson Removed preview mesh on M_Bird_Inst that was referencing a static mesh that was removed or renamed to resolve warnings in CIS. #jira UE-40300 Change 3267866 on 2017/01/23 by Thomas.Sarkanen Prevented crash when using Facial Animation importer Also hid the feature behind an experiemental setting flag, as it is not ready for users yet. #jira UE-40945 - Crash trying to import facial animations Change 3267834 on 2017/01/23 by Nick.Darnell An addition to 3255247, this also adds input processing incrementing for double click, and preview mouse down. #jira UE-40313 Change 3267785 on 2017/01/23 by Marc.Audy Put proper line endings when modifying template files when installing feature pack #jira UE-40939 Change 3267761 on 2017/01/23 by Mitchell.Wilson Moved left landscape mesh slightly to hide a seam that can be seen when using VR and looking over the railing. #jira UE-40916 Change 3267632 on 2017/01/23 by Jurre.deBaare Marker syncs not working correctly in Blend Spaces #fix Ensure that SampleIndexWithMarkers is serialized #JIRA UE-40975 [CL 3287682 by Matthew Griffin in Main branch]
2017-02-06 10:41:38 -05:00
LocalDevice = MakeShareable(new FLinuxTargetDevice(*this, FPlatformProcess::ComputerName(), nullptr));
#endif
#if WITH_ENGINE
FConfigCacheIni::LoadLocalIniFile(EngineSettings, TEXT("Engine"), true, *this->PlatformName());
TextureLODSettings = nullptr;
StaticMeshLODSettings.Initialize(EngineSettings);
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3206916) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3175510 on 2016/10/26 by Josh.Adams - New Wolf SDK support (11). - Added new input plugin now that extra NDA is lifted Change 3176629 on 2016/10/27 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3177232 on 2016/10/27 by Josh.Adams - Minor comment change Change 3177348 on 2016/10/27 by Dmitry.Rekman Linux: default to GL4. Change 3177523 on 2016/10/27 by Dmitry.Rekman Linux: update libc++ to 3.9 and add AArch64. Change 3178208 on 2016/10/28 by Daniel.Lamb Enable multithreaded lightmap encoding. Change 3178273 on 2016/10/28 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix crash in PS4 packaging step. - Parallel-for accessing the same log files, causing IOException. Change 3178573 on 2016/10/28 by Dmitry.Rekman Linux: fix for projects not having proper version associations (UE-5954). - Fixed by CengizT. Change 3180487 on 2016/10/31 by Josh.Adams Moved new file to peoper spot Change 3180508 on 2016/10/31 by Josh.Adams - Fixed crash on audio free for Wolf Change 3181821 on 2016/11/01 by Josh.Adams - Fixed ShooterGame cooking after sync from main Change 3182469 on 2016/11/01 by Josh.Adams - test/shipping build wolf fixes Change 3183078 on 2016/11/02 by Josh.Adams - Added AllDesktop back in for Windows (File | Package) Change 3183229 on 2016/11/02 by Josh.Adams - Fixed wrong path in JunkManifest.txt Change 3184245 on 2016/11/02 by Dmitry.Rekman Linux: add AArch64 (ARM64) libs. Change 3184326 on 2016/11/02 by Dmitry.Rekman Linux: add more files for AArch64. Change 3184353 on 2016/11/02 by Dmitry.Rekman Linux: Add missed AArch64 libpng. Change 3184871 on 2016/11/03 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix broken DownloadImage blueprint node on PS4. - Node should return a UTexture2DDynamic, otherwise the RHI assumes the data has been pre-formatted for the GPU, and we get pitch/layout issues. #jira UE-36365 Change 3185407 on 2016/11/03 by Dmitry.Rekman Linux: fix PhysX on AArch64. (Edigrating 3184484 from Wombat to Dev-Platform). Change 3187488 on 2016/11/04 by Josh.Adams Copying //Tasks/UE4/Private-Platform-Switch to Dev-Platform-Minimal (//UE4/Dev-Platform-Minimal) Change 3187740 on 2016/11/04 by Josh.Adams - Re-copying the Switch files, now with proper case in the directory names Change 3188304 on 2016/11/07 by Dan.Mahashin - Removed deprecated functions in NVN window creation Change 3188865 on 2016/11/07 by Luke.Thatcher [PLATFORM] [PS4] [~] Move PS4 console input handler into engine classes from OrionGame. - Enables console input from Sony's "Console Output" tool for all games, in debug/development builds. #jira UE-37672 Change 3189517 on 2016/11/07 by Jeff.Campeau Fix incorrect local platform identification in device manager. #jira UE-38312 Change 3189897 on 2016/11/08 by Luke.Thatcher [PLATFORM] [!] Fix width/height mismatch in DownloadImage blueprint node. Change 3190042 on 2016/11/08 by Josh.Adams - Fixed default and Shooter App Ids for Switch Change 3190181 on 2016/11/08 by Joe.Barnes [UE-37275] Split reflection capture error message into two UE_LOG()s. Line length causes truncation and line wrap on some platforms. Change 3190185 on 2016/11/08 by Joe.Barnes Fix another instance of UE_LOG() where the string was being truncated on Switch platform. Change 3190272 on 2016/11/08 by Daniel.Lamb Add file hashes to depependency tracking info. Moved partial gc controlling code outside of the cooker. Store cooked file hashes in cooked asset registry. Cooked asset registry is now part of the cooker instead of chunking manifest. #test cook paragon Change 3190332 on 2016/11/08 by Omar.Rodriguez Fixing issues with iOS remote notifications * Update UPlatformGameInstance::FPlatformRegisteredForRemoteNotificationsDelegate signature so the parameter is const& which will work with BlueprintAssignable * Fix misspelling when doing respondsToSelector check * Update generated Xcode project to use the generated entitlements file * Add remote-notification as a background mode * Update the generated entitlements file contents to include APS environment for push notifications * Added bEnableRemoteNotificationsSupport ini parameter to control whether iOS push notifications code is compiled Change 3190391 on 2016/11/08 by Brent.Pease UE-31739 - Crash when Deploying to iPad Air with BC4 Texture Compression Setting (Josh's suggestion worked out of the box) Change 3190786 on 2016/11/08 by Bart.Hawthorne Fix some missing PLATFORM_WOLF changes to PLATFORM_SWITCH in ShooterGame Change 3190902 on 2016/11/08 by Alicia.Cano Allow RTTI and exceptions to be enabled for Android #jira UE-37845 #android Change 3190973 on 2016/11/08 by Chris.Babcock Add ability to set element value field with new text parameter for UPL #jira UE-37390 #PR #2869 #ue4 #upl Change 3191411 on 2016/11/09 by Josh.Stoddard Warn when user tries to use a shared pak reader on the wrong thread #jira UE-38049 Change 3191635 on 2016/11/09 by Josh.Stoddard More useful message during cook when AT9 assets fail to encode using SCE's tool #jira UE-38053 Change 3191663 on 2016/11/09 by Peter.Sauerbrei fix for ios build from PC Change 3191701 on 2016/11/09 by Brent.Pease implement iOS device logs on windows Change 3191794 on 2016/11/09 by Daniel.Lamb Fixed up compile error missing header file. #test Compile editor #jira UE-38414 Change 3191807 on 2016/11/09 by Josh.Adams - Fixed one chage that was missed in the WolfPlat->Switch rename Change 3191867 on 2016/11/09 by Josh.Adams - Enabled Switch for ShooterGame project Change 3191958 on 2016/11/09 by Jeff.Campeau Add warning for anyone still using XP Change 3192185 on 2016/11/09 by Josh.Adams - Updated to SDK 0.11.12 - Added TrackLotCheckItem API to track guidelines with limits (nothing using it yet) Change 3192241 on 2016/11/09 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3192324 on 2016/11/09 by Josh.Adams - Worked around an issue with RunOnTarget stripping quotes around paths with spaces #jira UE-38388 Change 3192387 on 2016/11/09 by Josh.Adams - Updating editor icon for Switch #jira UE-38295 Change 3192476 on 2016/11/09 by Dmitry.Rekman Linux: put correct OpenAL lib per architecture. (Edigrating CL 3185947 from Wombat to Dev-Platform) Change 3192527 on 2016/11/09 by Josh.Adams - Fixed a shadow variable warning #jira UE-38408 Change 3192606 on 2016/11/09 by Jeff.Campeau XP option removed #jira UEPLAT-1542 Change 3192644 on 2016/11/09 by Josh.Adams - Fixed a CIS error (not sure why I don't get it, but hey) Change 3192659 on 2016/11/09 by Josh.Adams - Fixed a crash in DeploymentServer Change 3192672 on 2016/11/09 by Jeff.Campeau Fix WinXP message spamming Change 3193252 on 2016/11/10 by Josh.Adams - Remove assertion in SwitchTextureFormat when the SDK can't be found (if you are sharing DLLs) Change 3193756 on 2016/11/10 by Dmitry.Rekman Linux: add support for touch events. (Edigrating CL 3188159 from Wombat to Dev-Platform). Change 3194297 on 2016/11/10 by Jeff.Campeau HarfBuzz implementation for Xbox One #jira UE-28590 Change 3194299 on 2016/11/10 by Jeff.Campeau Pump Xbox One messaging during slow startup tasks #jira UEPLAT-1276 Change 3194300 on 2016/11/10 by Jeff.Campeau Use response files when building for Xbox One #jira UEPLAT-1296 Change 3194313 on 2016/11/11 by Jeff.Campeau Stop uploading symbols on the first error Show a more detailed error message if symbol uploading fails Add a command line option to disable upload of symbols #1852 #jira UE-24425 Change 3194327 on 2016/11/11 by Jeff.Campeau Deduplicate Xbox One build.cs setup for several modules #jira UE-37540 Change 3194402 on 2016/11/11 by Dmitry.Rekman Linux: do not apply mouse workaround unnecessarily. - Only matters when there is more than one window. (Edigrating 3194399 from Wombat to Dev-Platform). Change 3194434 on 2016/11/11 by Dan.Mahashin - Ported fix CL 3193690: Add workaround to file I/O error about ResultInvalidCurrentMemory when reloading levels - remove uncached attribute during memory pool finalization Change 3194569 on 2016/11/11 by Daniel.Lamb Fixed issue with CreateLinker failing to return LinkerLoad but creating a UPackage which can't be cleaned up. Change 3194570 on 2016/11/11 by Daniel.Lamb Fix for DiffSerializeArchive not using the correct archive when saving packages. #test Cook paragon Change 3194571 on 2016/11/11 by Daniel.Lamb Make sure dependent packages are valid before using them. Added FastBuildCookRun bat file for paragon testing. #test Cook Paragon Change 3194575 on 2016/11/11 by Daniel.Lamb Reworked a warning for the cooker. Change 3194698 on 2016/11/11 by Daniel.Lamb Skip skin verify only runs on build machines now. Saves paragon cook time. Change 3194699 on 2016/11/11 by Daniel.Lamb Changed the wording of skip editor content setting so it's more clear. #test none Change 3194702 on 2016/11/11 by Daniel.Lamb Potential fix for default materials not being in chunk zero. #test run ps4 cooked build paragon Change 3194711 on 2016/11/11 by Alicia.Cano Allow RTTI and exceptions to be enabled for Android Allow RTTI to be enabled for IOS, Mac #jira UE-37845, UE-20314 #android #ios #mac Change 3194956 on 2016/11/11 by Josh.Adams - Removed the crash with unknown socket error code, left in the warning Change 3195028 on 2016/11/11 by Dmitry.Rekman Linux: repair launch on. (Edigrating 3194384 from //UE4/Private-Wombat/... to //UE4/Dev-Platform/...) Change 3195041 on 2016/11/11 by Dmitry.Rekman Linux: support selecting architectures per project. (Edigrating 3192783 from Wombat to Dev-Platform). Change 3195058 on 2016/11/11 by Dmitry.Rekman Linux: fix code to determine number of cores. - ARM topology seems not to be in line with the assumptions made by x86-centric code. (Merging 3184632 from Wombat to Dev-Platform). Change 3195082 on 2016/11/11 by Josh.Adams - Fixed name of packaged Switch builds to have the config in it (Shipping, etc) #jira UE-38394 Change 3195151 on 2016/11/11 by Bart.Hawthorne - Add game server settings to project settings to connect to the actual game server, instead of the debug login - Use the system software dialog box to show error codes for login failures Change 3195153 on 2016/11/11 by Josh.Adams - Fixed copy and paste logs errors Change 3195156 on 2016/11/11 by Josh.Adams - Fixed some default values, especially for save games (uses their default of 4MB size) - Added some LotCheck write tracking Change 3195285 on 2016/11/11 by Jeff.Campeau Fix HarfBuzz warning on Xbox One Change 3195477 on 2016/11/11 by Josh.Adams - Fixed up some IsGameOnly calls #jira UE-37575 Change 3195490 on 2016/11/11 by Dmitry.Rekman UAT: fix CIS (removed old variables). Change 3195724 on 2016/11/11 by Josh.Adams - Final fix for name of .nsp (content only projects in Shipping config, etc) #jira UE-38394 Change 3195755 on 2016/11/11 by Josh.Adams - Made translucent Switch icons Change 3195771 on 2016/11/11 by Josh.Adams - Fixed some Switch "space in path" issues #jira UE-38393 Change 3195801 on 2016/11/11 by Josh.Adams - Handle making sure the save is completed before we shutdown #jira UE-38215 Change 3196593 on 2016/11/14 by Michael.Trepka Implemented Info string in AvfMedia for display in Media Player Editor #jira UE-35386 Change 3196782 on 2016/11/14 by Josh.Adams - Added a comment for a workaround Change 3196784 on 2016/11/14 by Michael.Trepka Alembic importer for Mac #jira UE-37708 Change 3196901 on 2016/11/14 by Alicia.Cano ADB over wifi fails to deploy on Launch on. #jira UE-37957 #android Change 3197055 on 2016/11/14 by Josh.Adams - Fixed BinnedAllocator crash that happened with PoisonProxy and large allocations with large alignment Change 3197059 on 2016/11/14 by Josh.Adams - Removed some stat code with no STATS Change 3197066 on 2016/11/14 by Josh.Adams - Fixed the generic growableallocator to not free metadata before it's used for stats, and cleaned up a couple minor things Change 3197176 on 2016/11/14 by Josh.Adams - Added some helper scripts to switch in and out of debug mode on Switch Change 3197183 on 2016/11/14 by Bart.Hawthorne Error dialog fixes based on peer review feedback from JoshA Change 3197339 on 2016/11/14 by Josh.Adams Allow -htcs on the commandline now to override disabling Htcs in packaged builds Change 3197401 on 2016/11/14 by Josh.Adams - Fixed the Switch package installation script to remove the path of the package, since it causes problems with spaces, and also it makes the script less portable! #jira UE-38556 Change 3197691 on 2016/11/14 by Dmitry.Rekman Linux: save added devices. (Edigrating 3196529 from Wombat to Dev-Platform). Change 3197854 on 2016/11/15 by Dan.Mahashin - MemoryProfiler2: fixed Switch parser file path in the csproj Change 3197960 on 2016/11/15 by Dan.Mahashin - NVN RHITransitionResources() directly uses a barrier instead of relying on CopyToResolveTarget() side effect (UE-33834) Change 3198488 on 2016/11/15 by Bart.Hawthorne Submit missing NoRedist/DefaultEngine.ini file Change 3198970 on 2016/11/15 by Michael.Trepka Don't try to use installed Mono 4.6 on Mac as it's known to have issues on macOS 10.12 (for example building the editor with UBT often fails with Mono running out of file desriptors) Change 3199050 on 2016/11/15 by Daniel.Lamb Some more output to help track down iterative cooking scenarios #test Cook paragon Change 3199097 on 2016/11/15 by Josh.Adams - Fixed up Switch packaging to re-generate the meta data in case it changed since compile time (esp with content only projects - Fixed default Program Id in code - Fixed a problem with Run with a space in the path #jira UE-38608 Change 3199181 on 2016/11/15 by Dmitry.Rekman Fix CIS (compiling LinuxTargetDevice without engine). Change 3199253 on 2016/11/15 by Dmitry.Rekman Hopeful fix for a static analysis warning. Change 3199325 on 2016/11/15 by Joe.Barnes Start a new CommandBuffer immediately upon ending one. Prevents fetching when there's no CommandBuffer. Needed for Loading Screen movie playback. Change 3199814 on 2016/11/15 by Dmitry.Rekman Linux: remove forced -windowed when launching. (Merging CL 3199789 from Wombat to Dev-Platform) Change 3200580 on 2016/11/16 by Josh.Adams Updasted DeploymentServer Change 3200595 on 2016/11/16 by Joe.Barnes Removed inadvertent SleepThread() when starting movie playback. Change 3200604 on 2016/11/16 by Josh.Adams - Added NN_MIDDLEWARE macros to tag ths apps as using UE4 middleware Change 3200632 on 2016/11/16 by Brent.Pease Update PlatformShowcase with latest tests Change 3200704 on 2016/11/16 by Dmitry.Rekman Linux: fix native compilation. Change 3200711 on 2016/11/16 by Brent.Pease - Support ios audio streaming from disk - Flushed out ADPCMAudioInfo to be more flexible with buffer management in addition to support streaming from disk. This should make more code platform independent. + Other platforms should work fine but will need to be updated to use the new buffer flexability (and hence simplify their own code and buffer management) - IOS audio implementation simplified to use new ADPCMAudioInfo functionality - Fixed adpcm seamless looping NOTE: While everything works with my testing (admittedly simple tests) a little more code cleanup needs to happen... Change 3201015 on 2016/11/16 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3201023 on 2016/11/16 by Josh.Stoddard Fix splash screen assignment for iPad #jira UE-38623 Change 3201215 on 2016/11/16 by Brent.Pease Hopefully final fix for build breakage Change 3201259 on 2016/11/16 by Josh.Adams - Removed the clock rate settings from the Project Settings, and the cvars - it was just confusing - Further improved the metadata recreation during packaging (can get rid of the temp meta/desc files now I believe) - Reduced audio pool alignment to not waste massive memory from it Change 3202332 on 2016/11/17 by Daniel.Lamb Changed build scripts to support iterative cooking #test Ran new build scripts Change 3202371 on 2016/11/17 by Michael.Trepka Changed FAppleHttpResponse::GetContentLength to return expected content size instead of payload size so it's consistent with other implementations #jira UE-38392 Change 3202421 on 2016/11/17 by Michael.Trepka Decrease the number of max open files for a thread on Apple platforms from 256 to 192 to leave more file descriptors to Cocoa #jira UE-18343 Change 3202462 on 2016/11/17 by Michael.Trepka Fixed HTTP If-None-Match response code on Mac and iOS Fixed by iktomi, https://answers.unrealengine.com/questions/492514/http-if-none-match-logic-isnt-working-on-mac-due-t.html #jira UE-36317 Change 3202620 on 2016/11/17 by Daniel.Lamb Fixed issue with some objects being garbage collected which shouldn't be because the collection handler didn't get registered. Commandlets now do not always have GIsRequestingExit true. Made crash handler check for commandlets running and exit appropriately. #test Rebuild lighting QAGame Change 3202955 on 2016/11/17 by Daniel.Lamb Add support for clearing all the cached cooked platform data for a platform when requested. #test cook QA game #jira UE-38361 Change 3202983 on 2016/11/17 by Daniel.Lamb Added support to rebuild lightmaps commandlet for building lightmaps in seperate files. #test rebuild lighting Custom QAGame maps. #jira OR-31907 Change 3203128 on 2016/11/17 by Josh.Adams - Fixed split screen user selection in ShooterGame (brought over some changes from NickD for it as well) Change 3203537 on 2016/11/18 by Dmitry.Rekman Fix ProjectWorldToScreen node for letterboxed viewports. (Merging CL 3201546 from Wombat to Dev-Platform). Change 3203540 on 2016/11/18 by Dmitry.Rekman Linux: be more verbose when setting vblank sync. (Merging CL 3199633 from Private-Wombat to Dev-Platform). Change 3203599 on 2016/11/18 by Dmitry.Rekman Speedup bForceCompilationAtStartup=True when nothing changed (UE-37067). - PR #2849: Contributed by slonopotamus. Change 3203610 on 2016/11/18 by Dmitry.Rekman Add CEF support for Linux (UE-6743). Change 3203615 on 2016/11/18 by Dmitry.Rekman Linux: fix bootstrap script so it is independent of working dir (UE-37016). - PR #2842 contributed by slonopotamus Change 3203645 on 2016/11/18 by Dmitry.Rekman Linux: fix UnrealCEFSubProcess. Change 3203658 on 2016/11/18 by Dmitry.Rekman Remove hard-coded paths to mono binary (UE-35228). - Another way to implement pull request #2741. Change 3203770 on 2016/11/18 by Josh.Adams - Brought over some changes from Dev-Core to not crash in AsyncLoading with debug code Change 3204244 on 2016/11/18 by Dmitry.Rekman Unsuppress mistakenly suppressed warnings and fix one more (UE-38788). Change 3204277 on 2016/11/18 by Brent.Pease + Fix seamless looping bug found on Dan's QAGame test + Fix static analyzer warning (which was a real bug with uncompressed streaming) + Code review feedback from Aaron + Small addition from channel sync ios bug fix Change 3204576 on 2016/11/18 by Omar.Rodriguez Expose the bEnableRemoteNotificationsSupport ini setting in the iOS project settings. Change 3204629 on 2016/11/18 by Chris.Babcock Fix case of VulkanSwapChain.h #include #jira UE-38843 #ue4 #vulkan Change 3204708 on 2016/11/18 by Josh.Adams - Set SwitchMoviePlayer to include the libs from the proper directory Change 3204730 on 2016/11/18 by Josh.Adams - Changed a check to a checkf to narrow down why FMaterialUniformExpressionType::GetTypeMap().FindRef(TypeName) is returning nullptr on tvOS Change 3204865 on 2016/11/18 by Brent.Pease + Turn off ios console logs on Windows to help sort through ios packaging and launch-on issues - This is NOT a fix but it should make it easier to track down the problem with it off. Change 3204883 on 2016/11/18 by Dmitry.Rekman Linux: fix native LaunchOn (UE-38616). Change 3204914 on 2016/11/18 by Brent.Pease + Turn off the device check to prevent it from conflicting with remote packaging/launch-on Change 3204940 on 2016/11/18 by Josh.Adams Backing out changes to the profiler for Switch. Shouldn't have checked it in today during smoke Change 3204952 on 2016/11/18 by Dmitry.Rekman Linux: fix bootstrap script (UE-38851). - Caused by UE-37016. Change 3205630 on 2016/11/21 by Brent.Pease + Fix audio sound queuing bug by ensuring audio buffers are not reused by different sound source objects. + Cleaned up the locking mechanism around stopping sound sources to make its intent and function are clear + Cleaned up memory tracking and freeing. #jira ue-38846 Change 3205787 on 2016/11/21 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) [CL 3206922 by Josh Adams in Main branch]
2016-11-21 20:27:58 -05:00
InitDevicesFromConfig();
#endif // WITH_ENGINE
}
public:
//~ Begin ITargetPlatform Interface
virtual void EnableDeviceCheck(bool OnOff) override {}
virtual bool AddDevice(const FString& DeviceName, bool bDefault) override
{
FLinuxTargetDevicePtr& Device = Devices.FindOrAdd(DeviceName);
if (Device.IsValid())
{
// do not allow duplicates
return false;
}
FTargetDeviceId UATFriendlyId(TEXT("Linux"), DeviceName);
Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3278667) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3278667 on 2017/01/31 by Chris.Wood Added extra context to crash analytics and crash reports in the Editor. [UE-41306] - Add context to crash analytics and crash reports (with Editor user activity) When a Slate tab becomes active or foregrounded, we take its LayoutIdentity, Label and Content Widget Type and generate a string from all three. This gives context for what the user was doing. The string is set as the UserActivity and passed to MTBF analytics, crash analytics and crash reporter. Also added filter to the UserActivity tracking system that defaults to Game mode to preserve previous behavior. Editor now switches it to Editor mode and starts setting the activity in this mode. #jira UE-41306 Change 3278637 on 2017/01/30 by Dmitriy.Dyomin Fixed: iOS Device displays textures darker than in Editor #jira UE-41298 Change 3278566 on 2017/01/30 by Jack.Porter Fix #WITH_EDITOR in InstancedStaticMesh.cpp #jira UE-41292 Change 3278195 on 2017/01/30 by Alexis.Matte Fix the re-import skeletal mesh regression, where all material disapear. #jira UE-41294 Change 3278173 on 2017/01/30 by Frank.Fella PlatformMediaSource - Don't allow the user to nest platform media sources, and also fail validation on nested platform media sources just in case they are set outside of the cusomization UI. #Jira UE-40779 Change 3278156 on 2017/01/30 by Josh.Adams - Adding the missed #include line for IsWindowsServer() #jira UE-41304 Change 3278088 on 2017/01/30 by Mike.Beach Mirroring CL 3249423 from Dev-BP. Fix to keep placeholder classes from being needlessly created (when the object they represent already exists) - instead, attempt to lookup and find the existing import objects (which used to be set, but could be cleared during async loading by FLinkerManager::DissociateImportsAndForcedExports()). #jira OR-34038 Change 3278036 on 2017/01/30 by Mike.Beach Mirroring CL 3277671 from Dev-BP. Refactoring FBlueprintCompilerCppBackend::SortNodesInUberGraphExecutionGroup() a bit. Catching cases that weren't acounted for - detecting cyclical logic now when we've pulled a node/statement out of order, and other nodes need to fall through to that logic (not relying on a goto). #jira UE-41188, UE-41189, UE-41186, UE-41037 Change 3277974 on 2017/01/30 by Josh.Adams - Hopeful workaround for COM crash in HandleGameExplorerIntegration function #jira UE-41080 Change 3277951 on 2017/01/30 by Ori.Cohen Fix access violation in physx. #JIRA ODIN-5199 Change 3277773 on 2017/01/30 by Jamie.Dale Fixing crash that could occur with null meta-data #jira UE-41271 Change 3277549 on 2017/01/30 by Max.Chen Sequencer: Back out changelist 3276452 because it breaks other uses of the time snapping interval in the settings. #jira UE-41009 Change 3277510 on 2017/01/30 by Jamie.Dale Fixed localization sometimes having incorrect keys in cooked builds Merged CL# 3276233 and CL# 3277273. #jira UE-41271 Change 3277500 on 2017/01/30 by Michael.Trepka Added -Wno-undefined-var-template on Mac to work around an issue with compiling UHT in Xcode 8.3 #jira UE-41225 Change 3277421 on 2017/01/30 by Arciel.Rekman TestPAL: delete unused test (UE-36984) #jira UE-36984 (Edigrating CL 3267568 from Dev-Platform to Release-4.15) Change 3277410 on 2017/01/30 by Jeff.Fisher UE-41152 more non-unity include fixes. -Matthew Griffin showed me how to run this locally, so I was able to locally reproduce the errors and this fixed them (the previous fixes were insufficient rather than incorrect). #jira UE-41152 Change 3277230 on 2017/01/30 by Jack.Porter Fixed issue with static lighting for Foliage and Instanced Static Meshes where shadows on instances in LOD levels other than LOD 0 was incorrect. #jira UE-39884 Change 3277178 on 2017/01/30 by Allan.Bentham enable FORCE_FLOATS with iOS metal shaders when full precision material setting is set. #jira UE-41253 Change 3277134 on 2017/01/30 by Matthew.Griffin Fixed NonUnity compile issues Change 3276503 on 2017/01/28 by Jeff.Fisher UE-41152 more non-unity include fixes. #jira UE-41152 Change 3276452 on 2017/01/28 by Max.Chen Sequencer: Changed the time snapping interval in the toolbar ui so that it no longer additionally updates the sequencer setting. The value used in the sequencer settings is only used to initialize a new level sequence. #jira UE-41009 Change 3276130 on 2017/01/27 by Phillip.Kavan [UE-40894] Fix data loss issues with non-native Blueprint classes that override inherited component default values from a nativized parent Blueprint class hierarchy. - Mirrored from //UE4/Dev-Blueprints (CL# 3276109). #jira UE-40894 Change 3276013 on 2017/01/27 by Lina.Halper - fix issue with additive pose preview applying twice #jira: UE-41216 #code review:Thomas.Sarkanen Change 3275990 on 2017/01/27 by Mitchell.Wilson Disabling 'Used with skeletal mesh' on some materials to resolve errors and warnings. #jira UE-40736 Change 3275885 on 2017/01/27 by Matt.Kuhlenschmidt Fixed missing slate style assets log warning #jira UE-41148 Change 3275805 on 2017/01/27 by Ori.Cohen Fix incorrect warning about moving simulated bodies during tick group. The existing code would warn if you had a kinematic that was SimulationDisabled (i.e. meaning it's not in the sim scene). #JIRA UE-37270 Change 3275797 on 2017/01/27 by Shaun.Kime In some cases, it was possible to create a SRetainerWidget that does not have a valid scene. This would cause the recorded scene index to be mismatched with the actual rendering index when played back in the future. #jira OR-34919 Change 3275681 on 2017/01/27 by Lina.Halper Dupe change of CL 3273803, 3274129, 3274700 #jira: UE-41163 #code review:Daniel.Wright, Martin.Wilson Change 3275624 on 2017/01/27 by Benn.Gallagher Fixed crash when creating destructible meshes from static meshes with null material interface entries #jira UE-38998 Change 3275601 on 2017/01/27 by Matt.Kuhlenschmidt Fix crash when a kdop collision generation fails and there are existing collision meshes selected. We no longer clear out unrelated collision primitives when kdop generation fails. #jira UE-41220 Change 3275545 on 2017/01/27 by Chris.Bunner Added flag for retreiving debug materials from GetUsedMaterials calls on rendering components. #jira UE-40482 Change 3275522 on 2017/01/27 by Max.Chen Sequencer: Call modify before setting row indices #jira UE-40682 Change 3275518 on 2017/01/27 by Max.Chen Sequencer: Switch to static pointer to fix crash when tearing down curve editor. #jira UE-41105 Change 3275475 on 2017/01/27 by Jeff.Fisher UE-41152 Merge Improved Daydream Support from Google -Fixing non-unity missing includes. #jira UE-41152 Change 3275387 on 2017/01/27 by Steve.Robb Prevent engine reinstancing on hot reload. Copied from CL# 3265490. #jira UE-40765 Change 3275279 on 2017/01/27 by Josh.Adams - Redoing change 3274305 in 4.15 #jira UE-40451 Change 3275233 on 2017/01/27 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix share play initialization logic. #jira UE-41209 Change 3275227 on 2017/01/27 by Alex.Delesky Duplicating the fix for UE-40791 from Dev-Editor CL 3265714 - The ForceFeedback thumbnail's Play and Stop icons will now render correctly, and will only be visible while an effect is playing or when the cursor hovers over the icon. #jira UE-40791 Change 3275057 on 2017/01/27 by Peter.Sauerbrei fix for crash after changing the metal shader version #jira ue-41183 Change 3275031 on 2017/01/27 by Matthew.Griffin Added architecture hash to path for Linux generated includes, didn't realize that this was part of the path. Change 3275005 on 2017/01/27 by Matthew.Griffin Re-enabled Cache of cooked platform data during DerivedDataCache commandlet Moved caching DDC of non-host platform data behind an option so it's not done for Installed Build by default Removed other platforms from Launcher Samples and changed 'CookPlatforms' to 'DDCPlatforms' so that its purpose is more clear Change 3274828 on 2017/01/27 by Jeff.Fisher UE-41152 Merge Improved Daydream Support from Google -Fixing non-unity missing include. #jira UE-41152 Change 3274799 on 2017/01/27 by Arciel.Rekman Fix for installed Linux cross-toolchain (UE-40392). - Pull request #3111 contributed by rubu. #jira UE-40392 Change 3274756 on 2017/01/27 by Max.Chen Sequencer: Update the parent guid with the new possessable guid. This fixes a bug where the parent guid isn't set properly and so folders aren't retained when assign actors and running fix up actor references. #jira UE-41010 Change 3274755 on 2017/01/27 by Max.Chen Sequencer: Call notify movie scene data changed when creating a camera instead of marking the instances as needing a refresh. #jira UE-41019 Change 3274597 on 2017/01/26 by Jeff.Fisher UE-41152 Merge Improved Daydream Support from Google -Fixing monolithic include warning. #jira UE-41152 Change 3274564 on 2017/01/26 by Mike.Beach Following the example of other nodes with external dependencies (like UK2Node_SwitchEnum), and making sure the struct is preloaded before we use it (the struct needs to have a valid size). #jira UE-41073 Change 3274535 on 2017/01/26 by Mike.Beach Removed ensure that was blocking a wrapper function call to a non-nativized function lib from being generated (while not optimal, the generated code works). #jira UE-41190 Change 3274512 on 2017/01/26 by Jeff.Fisher UE-41152 Merge Improved Daydream Support from Google Merging cl 3255506 Copyright update for google -note most of the changes went in with the previous 3 androidvr-devvr change integrations, these two were not otherwise changed. -just incrementing the year //depot/Partners/Google/AndroidVR-DevVR/Engine/... to //UE4/Release-4.15/Engine/... #jira UE-41152 #review-3273588 Change 3274511 on 2017/01/26 by Jeff.Fisher UE-41152 Merge Improved Daydream Support from Google Merging cl 3243495 Adding GoogleVRTransition2D plugin to handle VR->2D->VR transition for daydream app. //depot/Partners/Google/AndroidVR-DevVR/Engine/... to //UE4/Release-4.15/Engine/... #jira UE-41152 #review-3273586 Change 3274510 on 2017/01/26 by Jeff.Fisher UE-41152 Merge Improved Daydream Support from Google Merging cl 3243494 Update GoogleVR plugin to v1.2. -Upgrade GVR NDK to 1.10.0 -Add easy to use GoogleVR input component, including controller component for daydream and a gaze based reticle component for cardboard. -Make the GoogleVRSplash rendered with depth. -Add built in arm model support in GoogleVR controller plugin. -Add "Use ExternalFilesDir for UE4Game files" option in AndroidRuntimeSetting to support saving game progress without requesting EXTERNAL_STORAGE permission in Andoird 23+ -Remove the "Package for Daydream" option in AndroidRuntimeSetting. -Fix the crash on iOS9 when GoogleVR plugin is enabled.(udn/325432) //depot/Partners/Google/AndroidVR-DevVR/Engine/... to //UE4/Release-4.15/Engine/... #jira UE-41152 #review-3273585 Change 3274509 on 2017/01/26 by Jeff.Fisher UE-41152 Merge Improved Daydream Support from Google Merging cl 3243493 Adding AndroidPermission plugin to handle runtime permission request and check for android api 23 and above. -The plugin works for both daydream and normal Android application. -For Daydream app, it need to work with GoogleVRTransition2D plugin. //depot/Partners/Google/AndroidVR-DevVR/Engine/... to //UE4/Release-4.15/Engine/... #jira UE-41152 #review-3273583 Change 3274485 on 2017/01/26 by Chris.Babcock Fix handling of numbers in textedit (allow decimals) #jira UE-41198 #ue4 #android Change 3274457 on 2017/01/26 by Mike.Beach Fix to CIS warning (fallout from CL 3274362) #jira UE-41072, UE-41071, UE-41070 Change 3274445 on 2017/01/26 by Arciel.Rekman Proper fix for deploying to Linux (UE-40023). - The logic is: if the base path (local to PC, one we are replacing) *ends* with a separator, add the separator to the dest path (one we're mapping to). Previous fix had a last minute change that inverted it. #jira UE-40023 Change 3274428 on 2017/01/26 by Brian.Karis Fixed bloom flickering on high contrast HDR edges when r.TemporalAACatmullRom was enabled. #jira UE-41138 Change 3274362 on 2017/01/26 by Mike.Beach Restructuring how we apply individual (exclusive) Blueprint nativization flags... 1. Explicitly flagging Blueprints as dependencies for nativization (and communicating that to the user) 2. Now applying nativization flag to authoritative config for all dependencies on save 3. Flagging new dependencies (parent or interface) as needing nativization (when required) 4. Ignore bDontNativizeDataOnlyBP setting when nativization mode is set to explicit #jira UE-41072, UE-41071, UE-41070 Change 3274349 on 2017/01/26 by Yannick.Lange VREditor: Fix Laser not hidden on MotionControllers with docked Menu/UI Panels #jira UE-40070 Change 3274301 on 2017/01/26 by Chris.Bunner Added missing material expression tooltips/keywords for new nodes based on 4.15 preview feeback. #jira UE-41193 Change 3274254 on 2017/01/26 by Ryan.Gerleve Fix for IsInGameThread() checks that could fail in debug builds while recording a replay with tick.DoAsyncEndOfFrameTasks and demo.ClientRecordAsyncEndOfFrame enabled. #jira UE-39911 Change 3274121 on 2017/01/26 by Josh.Adams - Fixed build error with landscape gizmo #jira UE-41177 Change 3274114 on 2017/01/26 by Dan.Oconnor Updating all references before calling post edit - prevents objects from being destroyed or created while updating references #jira UE-40121 Change 3273971 on 2017/01/26 by Chris.Bunner Update material instance permutations when we have already set param/switch overrides, then only change the base properties. #jira UE-39754 Change 3273842 on 2017/01/26 by Daniel.Wright Attempt to remove instructions from code features only present in the forward renderer, so we are showing users their graph cost. Allows shader complexity in forward to sortof match deferred. #jira UE-41167 Change 3273750 on 2017/01/26 by Jeff.Fisher UE-41137 //UE4/Main: Step 'Compile Ocean (Win32/Win64)' - 2 Errors - SteamVRController.cpp -Fixing build break for Ocean. Maybe they are using an older compiler? #jira UE-31137 Change 3273602 on 2017/01/26 by Michael.Trepka Fix for UE-41146 #jira UE-41146 Change 3273506 on 2017/01/26 by Maciej.Mroz #jira ODIN-4991, UE-41035 merged cl3273497 from Dev-Blueprints branch Nativization: EX_AddMulticastDelegate - generated code calls TMulticastScriptDelegate::AddUniqe instead of TMulticastScriptDelegate::Add. Change 3273464 on 2017/01/26 by Mitchell.Wilson Resaving asset to resolve warning. #jira UE-41008 Change 3273413 on 2017/01/26 by Marc.Audy Fix crash when audio device fails to initialize #author Andrew.Grant #jira UE-41143 Change 3273391 on 2017/01/26 by Jack.Porter Fixed ensure encountered when using the Copy/Paste sub-tool in sculpt mode #jira UE-40480 Change 3273343 on 2017/01/26 by Matt.Kuhlenschmidt Resetting the preview on a material now properly clears the thumbnail which could have a stale references that was impossible to fix. Fixed on asset exibiting this problem #jira UE-40300 Change 3273243 on 2017/01/26 by Jamie.Dale Speculative fix for an issue where User Defined Enum display names were being lost on upgrade to 4.15 #jira UE-41130 Change 3273235 on 2017/01/26 by Graeme.Thornton Fix for some memory being left hanging around when loading bulk data asyncronously under certain circumstances #jira UE-37815 Change 3273225 on 2017/01/26 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3273224 on 2017/01/26 by Josh.Stoddard Increment FDerivedDataPhysXCooker to force recook of PhysX data #jira UE-39791#rb none #lockdown james.golding Change 3273201 on 2017/01/26 by Jack.Porter Fixed problem where UpdateInstanceTransform blueprint function was not updating bounds correctly #jira UE-41126 Change 3273122 on 2017/01/26 by Graeme.Thornton Added some extra log output for situations where a compressed block in an archive doesn't have a valid header #jira UE-38767 Change 3273116 on 2017/01/26 by Benn.Gallagher Fix for crash generating clothing skinning data due to coplanar check triggering a check() on small triangles #jira UE-41112 Change 3273077 on 2017/01/26 by Thomas.Sarkanen Allowed LODs other than LOD0 to have screen sizes greater than 1 #jira UE-41125 - Static mesh LODs other than LOD0 cannot be set to screen sizes greater than 1 Change 3273061 on 2017/01/26 by Matthew.Griffin Disabled code caching data for all platforms until we can figure out why it's filling up DDC cache Change 3272938 on 2017/01/25 by Arciel.Rekman Fix launch on a remote Linux machine (UE-38691). - Device id is now used to get target platform, so should match it exactly. #jira UE-38691 Change 3272816 on 2017/01/25 by Ben.Marsh Fix VS2017 being displayed as 'Visual Studio 15' in the Windows target settings panel. Change 3272590 on 2017/01/25 by Daniel.Wright Workaround for "error X3067: 'GetObjectWorldPosition': ambiguous function call" which happens when FMaterialPixelParameters and FMaterialVertexParameters have the same number of floats with the HLSL compiler. Function overload resolution appears to identify types based on how many floats / ints / etc they contain. #jira UE-41099 Change 3272419 on 2017/01/25 by Arciel.Rekman Linux: fix remote deploying of a packaged build (UE-40023). #jira UE-40023 Change 3272355 on 2017/01/25 by Daniel.Wright Prevent a large shadow depth bias due to low resolution from causing near plane clipping #jira UE-40873 Change 3272196 on 2017/01/25 by tim.gautier Updating TM-UMG content for UI visibility #jira UE-29618 Change 3272114 on 2017/01/25 by Michael.Dupuis #jira UE-29817 : backout of CL from Dev-Editor fixing this jira Change 3271953 on 2017/01/25 by Michael.Trepka Attempt to fix UE-40956 - Rare crash occurs in CoreAudio in Vehicle Game on Mac when quitting. #jira UE-40956 Change 3271945 on 2017/01/25 by Olaf.Piesche Replicating CL 3271564 #jira UE-40980 #udn 325525 Fix uniform buffers for mesh particles; these should really be on the mesh collector, so allocating them as a one frame resource is safe. Change 3271883 on 2017/01/25 by Daniel.Wright UWorld::AreAlwaysLoadedLevelsLoaded takes into account bShouldBeVisible. Fixes reflection captures not getting uploaded when there's an invisible always loaded level, which is supposed to be invisible. #jira UE-40724 Change 3271686 on 2017/01/25 by Marc.Audy Properly fix line endings in all cases when installing a c++ feature pack #jira UE-40939 Change 3271631 on 2017/01/25 by Ryan.Gerleve In UEngine::CommitMapChange, rename the new ULevelStreaming objects so that the main world is their outer. This is more correct in general, and will cause those levels to be added to the correct level collection during FlushLevelStreaming. Also use MoveTemp to add the streaming level list to the main world, so that the fake world will no longer reference them. #jira UE-40524 Change 3271611 on 2017/01/25 by Allan.Bentham Ensure texture's buildsettings are not marked as streamable if the target platform does not support streaming. #jira UE-40927 Change 3271504 on 2017/01/25 by tim.gautier Updated default values of UMG_Behavior #jira UE-29618 Change 3271491 on 2017/01/25 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix bug in AT9 audio cooking. - Maximum mono bitrate is 144kbps, but 100% quality mono tracks were selecting 168kbps, causing the AT9 tool to fail. - Also bumped AT9 engine format to recook potentially broken audio data. #jira UE-40761 Change 3271428 on 2017/01/25 by Chris.Bunner Bug in previous CL. #jira UE-39953 Change 3271413 on 2017/01/25 by Lina.Halper #DUPEFIX of CL 3270776 #jira: UE-41082 Change 3271403 on 2017/01/25 by tim.gautier Adjusted UMG_Blur intensity settings. #jira UE-29618 # rb cristina.riveron Change 3271300 on 2017/01/25 by Luke.Thatcher [PLATFORM] [PS4] [^] Merge (as edit) fix for NpToolkit2 initialization in 6CPU mode, from //UE4/Dev-Platform to //UE4/Release-4.15 (Original CL 3271215) - Default thread affinity in the InitParams structure is 7 CPUs. - Using this affinity in games with 6CPU mode set in param.sfo causes init() to fail. - We now select 6 or 7 CPU affinity based on what sceKernelGetCpumode reports at runtime. #jira UE-41079 Change 3271197 on 2017/01/25 by Andrew.Rodham Sequencer: Ensure initial evaluation range correctly sets exclusive lower boundary for subsequent evaluations - This prevents us from erroneously evaluating the initial time twice as part of swept evaluations) #jira UE-40758 Change 3270386 on 2017/01/24 by tim.gautier Updated UMG_Blur to include second Low-Quality asset #jira UE-29618 Change 3270267 on 2017/01/24 by Arciel.Rekman Linux: fix not being able to run a packaged build (UE-37016, UE-39648). - Fixed expansion of paths with spaces in the bootstrap script. - Also increased the timeout since large projects can sometimes get killed on start. - Also killed spammy console output. #jira UE-37016 Change 3270203 on 2017/01/24 by Chris.Babcock Fixed issue with Mac and Linux install and uninstall scripts if ANDROID_HOME not set (contributed by nathansizemore) #jira UE-41042 #PR #3160 #ue4 #android Change 3270037 on 2017/01/24 by tim.gautier Checking in UMG_Blur for UMG test coverage #jira UE-29618 Change 3269829 on 2017/01/24 by matt.barnes Adding content for Material Attribute testing #jira UE-29618 Change 3269700 on 2017/01/24 by Josh.Stoddard force relink of PhysX libs #jira UE-39791 #rb ori.cohen #lockdown james.golding Change 3269621 on 2017/01/24 by Allan.Bentham Make sure 'intrinsic_GetHDR32bppEncodeModeES2()' reports no encoding mode when mobileHDR == false #jira UE-41023 Change 3269503 on 2017/01/24 by Josh.Stoddard Integrate PhysX change 3268008 from //UE4/Dev-Physics-Upgrade #jira UE-39791 #lockdown james.golding #rb josh.stoddard Change 3269359 on 2017/01/24 by Jack.Porter Fix for Web browser widget crash on Android when packaged for Distribution #jira UE-39451 Change 3269316 on 2017/01/24 by Thomas.Sarkanen Fixed non-unity issues with last change for UE-40945 #jira UE-40945 - Crash trying to import facial animations Change 3269047 on 2017/01/23 by Yannick.Lange VREditor: Fix VREditor Laser not hidden on MotionControllers with docked Menu/UI Panels #jira UE-40070 Change 3268824 on 2017/01/23 by Rolando.Caloca UE4.15 - Fix for right eye showing black on VR #jira UE-40900 Change 3268752 on 2017/01/23 by Nick.Whiting Fix for assertion for binding an MSAA'd scene color with a non-MSAA'd texture. #jira UE-39304 Change 3268722 on 2017/01/23 by Olaf.Piesche Replicating 3256329 #jira UE-38615 Removing unnecessary assert that fires when exporting emitters. Change 3268220 on 2017/01/23 by Nick.Whiting Adding in a new CVar (vr.SteamVR.UsePostPresentHandoff), which defaults to 0. When set to 0, we do NOT use the SteamVR PostPresentHandoff, which costs some performance GPU time. When 1, we use the call, and get some extra GPU performance. However, this call is NOT safe for scenes that have frame-behind GPU work, like SceneCapture components and Widget Components #jira UE-40570 Change 3268180 on 2017/01/23 by Marc.Audy PendingKill Actors will no longer register their components when the level is being loaded #jira UE-40505 Change 3268076 on 2017/01/23 by Matthew.Griffin Changed Mac SunTemple cook jobs to use Sample Editor to avoid errors about mismatched files #jira UE-40806 Change 3267997 on 2017/01/23 by Mitchell.Wilson Increased lightmap size on spheres in volumes example to resolve issue with lighting. Corrected misspelling in multiple examples and one UMG asset. #jira UE-40890 UE-40926 UE-40882 UE-40928 UE-40825 UE-40819 Change 3267892 on 2017/01/23 by Mitchell.Wilson Removed preview mesh on M_Bird_Inst that was referencing a static mesh that was removed or renamed to resolve warnings in CIS. #jira UE-40300 Change 3267866 on 2017/01/23 by Thomas.Sarkanen Prevented crash when using Facial Animation importer Also hid the feature behind an experiemental setting flag, as it is not ready for users yet. #jira UE-40945 - Crash trying to import facial animations Change 3267834 on 2017/01/23 by Nick.Darnell An addition to 3255247, this also adds input processing incrementing for double click, and preview mouse down. #jira UE-40313 Change 3267785 on 2017/01/23 by Marc.Audy Put proper line endings when modifying template files when installing feature pack #jira UE-40939 Change 3267761 on 2017/01/23 by Mitchell.Wilson Moved left landscape mesh slightly to hide a seam that can be seen when using VR and looking over the railing. #jira UE-40916 Change 3267632 on 2017/01/23 by Jurre.deBaare Marker syncs not working correctly in Blend Spaces #fix Ensure that SampleIndexWithMarkers is serialized #JIRA UE-40975 [CL 3287682 by Matthew Griffin in Main branch]
2017-02-06 10:41:38 -05:00
Device = MakeShareable(new FLinuxTargetDevice(*this, DeviceName,
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3206916) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3175510 on 2016/10/26 by Josh.Adams - New Wolf SDK support (11). - Added new input plugin now that extra NDA is lifted Change 3176629 on 2016/10/27 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3177232 on 2016/10/27 by Josh.Adams - Minor comment change Change 3177348 on 2016/10/27 by Dmitry.Rekman Linux: default to GL4. Change 3177523 on 2016/10/27 by Dmitry.Rekman Linux: update libc++ to 3.9 and add AArch64. Change 3178208 on 2016/10/28 by Daniel.Lamb Enable multithreaded lightmap encoding. Change 3178273 on 2016/10/28 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix crash in PS4 packaging step. - Parallel-for accessing the same log files, causing IOException. Change 3178573 on 2016/10/28 by Dmitry.Rekman Linux: fix for projects not having proper version associations (UE-5954). - Fixed by CengizT. Change 3180487 on 2016/10/31 by Josh.Adams Moved new file to peoper spot Change 3180508 on 2016/10/31 by Josh.Adams - Fixed crash on audio free for Wolf Change 3181821 on 2016/11/01 by Josh.Adams - Fixed ShooterGame cooking after sync from main Change 3182469 on 2016/11/01 by Josh.Adams - test/shipping build wolf fixes Change 3183078 on 2016/11/02 by Josh.Adams - Added AllDesktop back in for Windows (File | Package) Change 3183229 on 2016/11/02 by Josh.Adams - Fixed wrong path in JunkManifest.txt Change 3184245 on 2016/11/02 by Dmitry.Rekman Linux: add AArch64 (ARM64) libs. Change 3184326 on 2016/11/02 by Dmitry.Rekman Linux: add more files for AArch64. Change 3184353 on 2016/11/02 by Dmitry.Rekman Linux: Add missed AArch64 libpng. Change 3184871 on 2016/11/03 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix broken DownloadImage blueprint node on PS4. - Node should return a UTexture2DDynamic, otherwise the RHI assumes the data has been pre-formatted for the GPU, and we get pitch/layout issues. #jira UE-36365 Change 3185407 on 2016/11/03 by Dmitry.Rekman Linux: fix PhysX on AArch64. (Edigrating 3184484 from Wombat to Dev-Platform). Change 3187488 on 2016/11/04 by Josh.Adams Copying //Tasks/UE4/Private-Platform-Switch to Dev-Platform-Minimal (//UE4/Dev-Platform-Minimal) Change 3187740 on 2016/11/04 by Josh.Adams - Re-copying the Switch files, now with proper case in the directory names Change 3188304 on 2016/11/07 by Dan.Mahashin - Removed deprecated functions in NVN window creation Change 3188865 on 2016/11/07 by Luke.Thatcher [PLATFORM] [PS4] [~] Move PS4 console input handler into engine classes from OrionGame. - Enables console input from Sony's "Console Output" tool for all games, in debug/development builds. #jira UE-37672 Change 3189517 on 2016/11/07 by Jeff.Campeau Fix incorrect local platform identification in device manager. #jira UE-38312 Change 3189897 on 2016/11/08 by Luke.Thatcher [PLATFORM] [!] Fix width/height mismatch in DownloadImage blueprint node. Change 3190042 on 2016/11/08 by Josh.Adams - Fixed default and Shooter App Ids for Switch Change 3190181 on 2016/11/08 by Joe.Barnes [UE-37275] Split reflection capture error message into two UE_LOG()s. Line length causes truncation and line wrap on some platforms. Change 3190185 on 2016/11/08 by Joe.Barnes Fix another instance of UE_LOG() where the string was being truncated on Switch platform. Change 3190272 on 2016/11/08 by Daniel.Lamb Add file hashes to depependency tracking info. Moved partial gc controlling code outside of the cooker. Store cooked file hashes in cooked asset registry. Cooked asset registry is now part of the cooker instead of chunking manifest. #test cook paragon Change 3190332 on 2016/11/08 by Omar.Rodriguez Fixing issues with iOS remote notifications * Update UPlatformGameInstance::FPlatformRegisteredForRemoteNotificationsDelegate signature so the parameter is const& which will work with BlueprintAssignable * Fix misspelling when doing respondsToSelector check * Update generated Xcode project to use the generated entitlements file * Add remote-notification as a background mode * Update the generated entitlements file contents to include APS environment for push notifications * Added bEnableRemoteNotificationsSupport ini parameter to control whether iOS push notifications code is compiled Change 3190391 on 2016/11/08 by Brent.Pease UE-31739 - Crash when Deploying to iPad Air with BC4 Texture Compression Setting (Josh's suggestion worked out of the box) Change 3190786 on 2016/11/08 by Bart.Hawthorne Fix some missing PLATFORM_WOLF changes to PLATFORM_SWITCH in ShooterGame Change 3190902 on 2016/11/08 by Alicia.Cano Allow RTTI and exceptions to be enabled for Android #jira UE-37845 #android Change 3190973 on 2016/11/08 by Chris.Babcock Add ability to set element value field with new text parameter for UPL #jira UE-37390 #PR #2869 #ue4 #upl Change 3191411 on 2016/11/09 by Josh.Stoddard Warn when user tries to use a shared pak reader on the wrong thread #jira UE-38049 Change 3191635 on 2016/11/09 by Josh.Stoddard More useful message during cook when AT9 assets fail to encode using SCE's tool #jira UE-38053 Change 3191663 on 2016/11/09 by Peter.Sauerbrei fix for ios build from PC Change 3191701 on 2016/11/09 by Brent.Pease implement iOS device logs on windows Change 3191794 on 2016/11/09 by Daniel.Lamb Fixed up compile error missing header file. #test Compile editor #jira UE-38414 Change 3191807 on 2016/11/09 by Josh.Adams - Fixed one chage that was missed in the WolfPlat->Switch rename Change 3191867 on 2016/11/09 by Josh.Adams - Enabled Switch for ShooterGame project Change 3191958 on 2016/11/09 by Jeff.Campeau Add warning for anyone still using XP Change 3192185 on 2016/11/09 by Josh.Adams - Updated to SDK 0.11.12 - Added TrackLotCheckItem API to track guidelines with limits (nothing using it yet) Change 3192241 on 2016/11/09 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3192324 on 2016/11/09 by Josh.Adams - Worked around an issue with RunOnTarget stripping quotes around paths with spaces #jira UE-38388 Change 3192387 on 2016/11/09 by Josh.Adams - Updating editor icon for Switch #jira UE-38295 Change 3192476 on 2016/11/09 by Dmitry.Rekman Linux: put correct OpenAL lib per architecture. (Edigrating CL 3185947 from Wombat to Dev-Platform) Change 3192527 on 2016/11/09 by Josh.Adams - Fixed a shadow variable warning #jira UE-38408 Change 3192606 on 2016/11/09 by Jeff.Campeau XP option removed #jira UEPLAT-1542 Change 3192644 on 2016/11/09 by Josh.Adams - Fixed a CIS error (not sure why I don't get it, but hey) Change 3192659 on 2016/11/09 by Josh.Adams - Fixed a crash in DeploymentServer Change 3192672 on 2016/11/09 by Jeff.Campeau Fix WinXP message spamming Change 3193252 on 2016/11/10 by Josh.Adams - Remove assertion in SwitchTextureFormat when the SDK can't be found (if you are sharing DLLs) Change 3193756 on 2016/11/10 by Dmitry.Rekman Linux: add support for touch events. (Edigrating CL 3188159 from Wombat to Dev-Platform). Change 3194297 on 2016/11/10 by Jeff.Campeau HarfBuzz implementation for Xbox One #jira UE-28590 Change 3194299 on 2016/11/10 by Jeff.Campeau Pump Xbox One messaging during slow startup tasks #jira UEPLAT-1276 Change 3194300 on 2016/11/10 by Jeff.Campeau Use response files when building for Xbox One #jira UEPLAT-1296 Change 3194313 on 2016/11/11 by Jeff.Campeau Stop uploading symbols on the first error Show a more detailed error message if symbol uploading fails Add a command line option to disable upload of symbols #1852 #jira UE-24425 Change 3194327 on 2016/11/11 by Jeff.Campeau Deduplicate Xbox One build.cs setup for several modules #jira UE-37540 Change 3194402 on 2016/11/11 by Dmitry.Rekman Linux: do not apply mouse workaround unnecessarily. - Only matters when there is more than one window. (Edigrating 3194399 from Wombat to Dev-Platform). Change 3194434 on 2016/11/11 by Dan.Mahashin - Ported fix CL 3193690: Add workaround to file I/O error about ResultInvalidCurrentMemory when reloading levels - remove uncached attribute during memory pool finalization Change 3194569 on 2016/11/11 by Daniel.Lamb Fixed issue with CreateLinker failing to return LinkerLoad but creating a UPackage which can't be cleaned up. Change 3194570 on 2016/11/11 by Daniel.Lamb Fix for DiffSerializeArchive not using the correct archive when saving packages. #test Cook paragon Change 3194571 on 2016/11/11 by Daniel.Lamb Make sure dependent packages are valid before using them. Added FastBuildCookRun bat file for paragon testing. #test Cook Paragon Change 3194575 on 2016/11/11 by Daniel.Lamb Reworked a warning for the cooker. Change 3194698 on 2016/11/11 by Daniel.Lamb Skip skin verify only runs on build machines now. Saves paragon cook time. Change 3194699 on 2016/11/11 by Daniel.Lamb Changed the wording of skip editor content setting so it's more clear. #test none Change 3194702 on 2016/11/11 by Daniel.Lamb Potential fix for default materials not being in chunk zero. #test run ps4 cooked build paragon Change 3194711 on 2016/11/11 by Alicia.Cano Allow RTTI and exceptions to be enabled for Android Allow RTTI to be enabled for IOS, Mac #jira UE-37845, UE-20314 #android #ios #mac Change 3194956 on 2016/11/11 by Josh.Adams - Removed the crash with unknown socket error code, left in the warning Change 3195028 on 2016/11/11 by Dmitry.Rekman Linux: repair launch on. (Edigrating 3194384 from //UE4/Private-Wombat/... to //UE4/Dev-Platform/...) Change 3195041 on 2016/11/11 by Dmitry.Rekman Linux: support selecting architectures per project. (Edigrating 3192783 from Wombat to Dev-Platform). Change 3195058 on 2016/11/11 by Dmitry.Rekman Linux: fix code to determine number of cores. - ARM topology seems not to be in line with the assumptions made by x86-centric code. (Merging 3184632 from Wombat to Dev-Platform). Change 3195082 on 2016/11/11 by Josh.Adams - Fixed name of packaged Switch builds to have the config in it (Shipping, etc) #jira UE-38394 Change 3195151 on 2016/11/11 by Bart.Hawthorne - Add game server settings to project settings to connect to the actual game server, instead of the debug login - Use the system software dialog box to show error codes for login failures Change 3195153 on 2016/11/11 by Josh.Adams - Fixed copy and paste logs errors Change 3195156 on 2016/11/11 by Josh.Adams - Fixed some default values, especially for save games (uses their default of 4MB size) - Added some LotCheck write tracking Change 3195285 on 2016/11/11 by Jeff.Campeau Fix HarfBuzz warning on Xbox One Change 3195477 on 2016/11/11 by Josh.Adams - Fixed up some IsGameOnly calls #jira UE-37575 Change 3195490 on 2016/11/11 by Dmitry.Rekman UAT: fix CIS (removed old variables). Change 3195724 on 2016/11/11 by Josh.Adams - Final fix for name of .nsp (content only projects in Shipping config, etc) #jira UE-38394 Change 3195755 on 2016/11/11 by Josh.Adams - Made translucent Switch icons Change 3195771 on 2016/11/11 by Josh.Adams - Fixed some Switch "space in path" issues #jira UE-38393 Change 3195801 on 2016/11/11 by Josh.Adams - Handle making sure the save is completed before we shutdown #jira UE-38215 Change 3196593 on 2016/11/14 by Michael.Trepka Implemented Info string in AvfMedia for display in Media Player Editor #jira UE-35386 Change 3196782 on 2016/11/14 by Josh.Adams - Added a comment for a workaround Change 3196784 on 2016/11/14 by Michael.Trepka Alembic importer for Mac #jira UE-37708 Change 3196901 on 2016/11/14 by Alicia.Cano ADB over wifi fails to deploy on Launch on. #jira UE-37957 #android Change 3197055 on 2016/11/14 by Josh.Adams - Fixed BinnedAllocator crash that happened with PoisonProxy and large allocations with large alignment Change 3197059 on 2016/11/14 by Josh.Adams - Removed some stat code with no STATS Change 3197066 on 2016/11/14 by Josh.Adams - Fixed the generic growableallocator to not free metadata before it's used for stats, and cleaned up a couple minor things Change 3197176 on 2016/11/14 by Josh.Adams - Added some helper scripts to switch in and out of debug mode on Switch Change 3197183 on 2016/11/14 by Bart.Hawthorne Error dialog fixes based on peer review feedback from JoshA Change 3197339 on 2016/11/14 by Josh.Adams Allow -htcs on the commandline now to override disabling Htcs in packaged builds Change 3197401 on 2016/11/14 by Josh.Adams - Fixed the Switch package installation script to remove the path of the package, since it causes problems with spaces, and also it makes the script less portable! #jira UE-38556 Change 3197691 on 2016/11/14 by Dmitry.Rekman Linux: save added devices. (Edigrating 3196529 from Wombat to Dev-Platform). Change 3197854 on 2016/11/15 by Dan.Mahashin - MemoryProfiler2: fixed Switch parser file path in the csproj Change 3197960 on 2016/11/15 by Dan.Mahashin - NVN RHITransitionResources() directly uses a barrier instead of relying on CopyToResolveTarget() side effect (UE-33834) Change 3198488 on 2016/11/15 by Bart.Hawthorne Submit missing NoRedist/DefaultEngine.ini file Change 3198970 on 2016/11/15 by Michael.Trepka Don't try to use installed Mono 4.6 on Mac as it's known to have issues on macOS 10.12 (for example building the editor with UBT often fails with Mono running out of file desriptors) Change 3199050 on 2016/11/15 by Daniel.Lamb Some more output to help track down iterative cooking scenarios #test Cook paragon Change 3199097 on 2016/11/15 by Josh.Adams - Fixed up Switch packaging to re-generate the meta data in case it changed since compile time (esp with content only projects - Fixed default Program Id in code - Fixed a problem with Run with a space in the path #jira UE-38608 Change 3199181 on 2016/11/15 by Dmitry.Rekman Fix CIS (compiling LinuxTargetDevice without engine). Change 3199253 on 2016/11/15 by Dmitry.Rekman Hopeful fix for a static analysis warning. Change 3199325 on 2016/11/15 by Joe.Barnes Start a new CommandBuffer immediately upon ending one. Prevents fetching when there's no CommandBuffer. Needed for Loading Screen movie playback. Change 3199814 on 2016/11/15 by Dmitry.Rekman Linux: remove forced -windowed when launching. (Merging CL 3199789 from Wombat to Dev-Platform) Change 3200580 on 2016/11/16 by Josh.Adams Updasted DeploymentServer Change 3200595 on 2016/11/16 by Joe.Barnes Removed inadvertent SleepThread() when starting movie playback. Change 3200604 on 2016/11/16 by Josh.Adams - Added NN_MIDDLEWARE macros to tag ths apps as using UE4 middleware Change 3200632 on 2016/11/16 by Brent.Pease Update PlatformShowcase with latest tests Change 3200704 on 2016/11/16 by Dmitry.Rekman Linux: fix native compilation. Change 3200711 on 2016/11/16 by Brent.Pease - Support ios audio streaming from disk - Flushed out ADPCMAudioInfo to be more flexible with buffer management in addition to support streaming from disk. This should make more code platform independent. + Other platforms should work fine but will need to be updated to use the new buffer flexability (and hence simplify their own code and buffer management) - IOS audio implementation simplified to use new ADPCMAudioInfo functionality - Fixed adpcm seamless looping NOTE: While everything works with my testing (admittedly simple tests) a little more code cleanup needs to happen... Change 3201015 on 2016/11/16 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3201023 on 2016/11/16 by Josh.Stoddard Fix splash screen assignment for iPad #jira UE-38623 Change 3201215 on 2016/11/16 by Brent.Pease Hopefully final fix for build breakage Change 3201259 on 2016/11/16 by Josh.Adams - Removed the clock rate settings from the Project Settings, and the cvars - it was just confusing - Further improved the metadata recreation during packaging (can get rid of the temp meta/desc files now I believe) - Reduced audio pool alignment to not waste massive memory from it Change 3202332 on 2016/11/17 by Daniel.Lamb Changed build scripts to support iterative cooking #test Ran new build scripts Change 3202371 on 2016/11/17 by Michael.Trepka Changed FAppleHttpResponse::GetContentLength to return expected content size instead of payload size so it's consistent with other implementations #jira UE-38392 Change 3202421 on 2016/11/17 by Michael.Trepka Decrease the number of max open files for a thread on Apple platforms from 256 to 192 to leave more file descriptors to Cocoa #jira UE-18343 Change 3202462 on 2016/11/17 by Michael.Trepka Fixed HTTP If-None-Match response code on Mac and iOS Fixed by iktomi, https://answers.unrealengine.com/questions/492514/http-if-none-match-logic-isnt-working-on-mac-due-t.html #jira UE-36317 Change 3202620 on 2016/11/17 by Daniel.Lamb Fixed issue with some objects being garbage collected which shouldn't be because the collection handler didn't get registered. Commandlets now do not always have GIsRequestingExit true. Made crash handler check for commandlets running and exit appropriately. #test Rebuild lighting QAGame Change 3202955 on 2016/11/17 by Daniel.Lamb Add support for clearing all the cached cooked platform data for a platform when requested. #test cook QA game #jira UE-38361 Change 3202983 on 2016/11/17 by Daniel.Lamb Added support to rebuild lightmaps commandlet for building lightmaps in seperate files. #test rebuild lighting Custom QAGame maps. #jira OR-31907 Change 3203128 on 2016/11/17 by Josh.Adams - Fixed split screen user selection in ShooterGame (brought over some changes from NickD for it as well) Change 3203537 on 2016/11/18 by Dmitry.Rekman Fix ProjectWorldToScreen node for letterboxed viewports. (Merging CL 3201546 from Wombat to Dev-Platform). Change 3203540 on 2016/11/18 by Dmitry.Rekman Linux: be more verbose when setting vblank sync. (Merging CL 3199633 from Private-Wombat to Dev-Platform). Change 3203599 on 2016/11/18 by Dmitry.Rekman Speedup bForceCompilationAtStartup=True when nothing changed (UE-37067). - PR #2849: Contributed by slonopotamus. Change 3203610 on 2016/11/18 by Dmitry.Rekman Add CEF support for Linux (UE-6743). Change 3203615 on 2016/11/18 by Dmitry.Rekman Linux: fix bootstrap script so it is independent of working dir (UE-37016). - PR #2842 contributed by slonopotamus Change 3203645 on 2016/11/18 by Dmitry.Rekman Linux: fix UnrealCEFSubProcess. Change 3203658 on 2016/11/18 by Dmitry.Rekman Remove hard-coded paths to mono binary (UE-35228). - Another way to implement pull request #2741. Change 3203770 on 2016/11/18 by Josh.Adams - Brought over some changes from Dev-Core to not crash in AsyncLoading with debug code Change 3204244 on 2016/11/18 by Dmitry.Rekman Unsuppress mistakenly suppressed warnings and fix one more (UE-38788). Change 3204277 on 2016/11/18 by Brent.Pease + Fix seamless looping bug found on Dan's QAGame test + Fix static analyzer warning (which was a real bug with uncompressed streaming) + Code review feedback from Aaron + Small addition from channel sync ios bug fix Change 3204576 on 2016/11/18 by Omar.Rodriguez Expose the bEnableRemoteNotificationsSupport ini setting in the iOS project settings. Change 3204629 on 2016/11/18 by Chris.Babcock Fix case of VulkanSwapChain.h #include #jira UE-38843 #ue4 #vulkan Change 3204708 on 2016/11/18 by Josh.Adams - Set SwitchMoviePlayer to include the libs from the proper directory Change 3204730 on 2016/11/18 by Josh.Adams - Changed a check to a checkf to narrow down why FMaterialUniformExpressionType::GetTypeMap().FindRef(TypeName) is returning nullptr on tvOS Change 3204865 on 2016/11/18 by Brent.Pease + Turn off ios console logs on Windows to help sort through ios packaging and launch-on issues - This is NOT a fix but it should make it easier to track down the problem with it off. Change 3204883 on 2016/11/18 by Dmitry.Rekman Linux: fix native LaunchOn (UE-38616). Change 3204914 on 2016/11/18 by Brent.Pease + Turn off the device check to prevent it from conflicting with remote packaging/launch-on Change 3204940 on 2016/11/18 by Josh.Adams Backing out changes to the profiler for Switch. Shouldn't have checked it in today during smoke Change 3204952 on 2016/11/18 by Dmitry.Rekman Linux: fix bootstrap script (UE-38851). - Caused by UE-37016. Change 3205630 on 2016/11/21 by Brent.Pease + Fix audio sound queuing bug by ensuring audio buffers are not reused by different sound source objects. + Cleaned up the locking mechanism around stopping sound sources to make its intent and function are clear + Cleaned up memory tracking and freeing. #jira ue-38846 Change 3205787 on 2016/11/21 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) [CL 3206922 by Josh Adams in Main branch]
2016-11-21 20:27:58 -05:00
#if WITH_ENGINE
[&]() { SaveDevicesToConfig(); }));
SaveDevicesToConfig(); // this will do the right thing even if AddDevice() was called from InitDevicesFromConfig
#else
nullptr));
#endif // WITH_ENGINE
DeviceDiscoveredEvent.Broadcast(Device.ToSharedRef());
return true;
}
virtual void GetAllDevices( TArray<ITargetDevicePtr>& OutDevices ) const override
{
// TODO: ping all the machines in a local segment and/or try to connect to port 22 of those that respond
OutDevices.Reset();
if (LocalDevice.IsValid())
{
OutDevices.Add(LocalDevice);
}
for (const auto & DeviceIter : Devices)
{
OutDevices.Add(DeviceIter.Value);
}
}
virtual ECompressionFlags GetBaseCompressionMethod( ) const override
{
return COMPRESS_ZLIB;
}
virtual bool GenerateStreamingInstallManifest(const TMultiMap<FString, int32>& ChunkMap, const TSet<int32>& ChunkIDsInUse) const override
{
return true;
}
virtual ITargetDevicePtr GetDefaultDevice( ) const override
{
if (LocalDevice.IsValid())
{
return LocalDevice;
}
return nullptr;
}
virtual ITargetDevicePtr GetDevice( const FTargetDeviceId& DeviceId ) override
{
if (LocalDevice.IsValid() && (DeviceId == LocalDevice->GetId()))
{
return LocalDevice;
}
for (const auto & DeviceIter : Devices)
{
if (DeviceId == DeviceIter.Value->GetId())
{
return DeviceIter.Value;
}
}
return nullptr;
}
virtual bool IsRunningPlatform( ) const override
{
// Must be Linux platform as editor for this to be considered a running platform
return PLATFORM_LINUX && !UE_SERVER && !UE_GAME && WITH_EDITOR && HAS_EDITOR_DATA;
}
virtual bool SupportsFeature(ETargetPlatformFeatures Feature) const override
{
if (Feature == ETargetPlatformFeatures::UserCredentials || Feature == ETargetPlatformFeatures::Packaging)
{
return true;
}
return TTargetPlatformBase<FLinuxPlatformProperties<HAS_EDITOR_DATA, IS_DEDICATED_SERVER, IS_CLIENT_ONLY>>::SupportsFeature(Feature);
}
virtual bool IsSdkInstalled(bool bProjectHasCode, FString& OutDocumentationPath) const override
{
if (!PLATFORM_LINUX)
{
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3155909) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3118534 on 2016/09/08 by Steve.Cano Certain non-looping SFX would not properly fire "Stop" events when the effect was finished, and therefore Sound Mixes that should end at the end of a SFX (such as ducking the BGM volume) were not properly finishing. Fixing the IsSourceFinished call to check the Position of the player to determine if we are actually done playing, which was not working properly before for PCM sounds. #jira UE-35016 #ue4 #android Change 3119125 on 2016/09/09 by Dmitriy.Dyomin Mobile launcher profile wizard: Fixed case where DLC will not be built if user selects non Development build configuration Fixed case where project maps will be empty if UE4 and project located on different drives Change 3122584 on 2016/09/13 by Allan.Bentham Add simple clip plane for planar reflections. #jira UE-32449 Change 3129390 on 2016/09/16 by Chris.Babcock Fixed ES 3.1 detection to also support devices returning ES 3.2 support (eg Note 7) #jira UE-35598 Change 3129867 on 2016/09/18 by Jack.Porter Fixed ES 3.1 detection to also support devices returning ES 3.2 support (eg Note 7) #jira UE-35598 Change 3131961 on 2016/09/20 by Allan.Bentham Fix missing editor widgets and gamma incorrectness when mobileHDR == false. Fix editor widget rendering when hdr encoding is active. #jira UE-34281 Change 3132717 on 2016/09/20 by Chris.Babcock Add $S(ProjectDir) to UPL #jira UE-35483 #ue4 Change 3132940 on 2016/09/20 by Chris.Babcock Corrected case for some include files (contributed by Yukariin) #jira UE-33816 #PR #2636 #ue4 #android Change 3134098 on 2016/09/21 by Allan.Bentham Mobile CSM shadow quality controllable via quality levels. #jira UEMOB-74 Change 3134931 on 2016/09/21 by Chris.Babcock Allow Windows types in vulkan.h #jira UE-36270 #ue4 #vulkan Change 3135380 on 2016/09/21 by Dmitriy.Dyomin Plugin which exposes some of BuildPatchServices functionality to BP. Inteded to be used on mobile platforms for donwloading game content. Right now misses: IOS download directory and iOS WiFi detection #jira UEMOB-157 Change 3136004 on 2016/09/22 by Allan.Bentham Add project option to disable vertex fog on mobile. Vertex fog is now enabled even when mobile HDR is not. #jira UEMOB-148 Change 3137377 on 2016/09/22 by Dmitriy.Dyomin Fix compile error from CL# 3135380 Change 3139571 on 2016/09/26 by Jack.Porter Applied deferred change CL 3101462 to mobile to make planar reflections no longer update GPU particles Change 3139663 on 2016/09/26 by Jack.Porter Include Android shader cache files when packaging Change 3142839 on 2016/09/28 by Dmitriy.Dyomin Added WiFi connection detection on iOS Change 3142845 on 2016/09/28 by Jack.Porter Fixed various issues with TcpMessageTransport discovered when transferring automation testing screenshots from mobile devices - socket not readable or writable is not an error condition if output buffer is full - messages were previously limited to 64kb but screenshots overflowed this - messages over 8kb were not reliably received as the inbound buffer was full so the available bytes was always less than the message length - sending large messages was not reliable due to the output buffer being full Change 3143280 on 2016/09/28 by Jack.Porter Clear out UnbuiltInstanceBoundsList when async building a tree with no instances Change 3143282 on 2016/09/28 by Jack.Porter Fix issue where client functional tests in the current map do not appear on clients running with cooked content. Problem is that the AssetRegistry uses in-memory metadata created on load for currently-loaded assets, but cooked content only has the serialized AssetRegistry and individual assets do not contain any metadata. Change 3143808 on 2016/09/28 by Steve.Cano Assume that the app starts in focus at startup and don't wait for an "APP_EVENT_STATE_WINDOW_GAINED_FOCUS" event to fire, as this event will not come down from SplashActivity since it is not a NativeActivity. If the user then rotates the device in Sensor or FullSensor orientation during SplashActivity and forces an eglSurface recreation, the initial Create will properly execute if we're "in focus". Previously, the create-destroy-create cycle would not properly execute due to the EventManager thinking the app was not yet in focus, and would cause the second create to get a 0x3003 error (EGL_BAD_ALLOC) #jira UE-35004 #ue4 #android Change 3144880 on 2016/09/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3146220 on 2016/09/30 by Dmitriy.Dyomin Adjusted device button style to make it more readable. #jira UE-21881 Change 3146280 on 2016/09/30 by Dmitriy.Dyomin Replaced IBuildManifest::ComputeDownloadSize with a new function Change 3146302 on 2016/09/30 by Allan.Bentham Added more stringent checks for ES3.1 compatibility #jira UE-36241 Change 3146435 on 2016/09/30 by Jack.Porter Prevent landscape grass being duplicated for PIE, causing ensure #jira UE-36531 Change 3147532 on 2016/09/30 by Chris.Babcock Use .sh extension for Android install scripts on Linux #jira UE-36669 #ue4 #android #linux Change 3149851 on 2016/10/04 by Dmitriy.Dyomin Mobile: Added custom depth rendering Mobile: Added support for CustomDepth and SceneDepth in post-process materails Change 3149852 on 2016/10/04 by Dmitriy.Dyomin Fixed comments for SortBasePass console variable Change 3149857 on 2016/10/04 by Jack.Porter Remove dead code in ProceduralFoliageComponentDetails.cpp Change 3149863 on 2016/10/04 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3149896 on 2016/10/04 by Dmitriy.Dyomin Fixed: SkyLight makes level entire green on Android devices #jira UE-34469 Change 3150102 on 2016/10/04 by Jack.Porter Bring Protostar 4.13 fixes back to Dev-Mobile Engine - MaxDescriptorSets = 16384 to prevent crash on Mali - Include texture formats in FRenderTargetLayoutHashableStruct to solve RT aliasing issue - Use ERenderTargetLoadAction::EClear for planar reflection target to work around Adreno issue - Default Adreno to SPIR-V Contents - Disable fog, reduce CSM shadow quality, fix device profiles - Add PSO cache Change 3150113 on 2016/10/04 by Jack.Porter Ensure automation testing screenshots have Alpha=255 (fixes automation screenshots on Mobile) Change 3150231 on 2016/10/04 by Jack.Porter Use a new SessionID GUID each time you use the launcher to launch a session. Change 3150608 on 2016/10/04 by Jack.Porter Changes for automated testing screenshots on Android. - Prevent automation screenshots from changing resolution on platforms with fixed resolution - Set GRHIAdapterInternalDriverVersion for OpenGL and Vulkan - Parse ImgTec/ARM/Qualcomm GRHIVendorId on OpenGL - Added helper to convert GRHIVendorId to string Change 3151318 on 2016/10/04 by Jack.Porter Fixed compile error with AdapterVendor Change 3151366 on 2016/10/04 by Jack.Porter Prevent FTcpMessageTransportConnection deadlock on device disconnect Change 3151397 on 2016/10/05 by Dmitriy.Dyomin More consistent BP categories for Mobile Patching utils Change 3151576 on 2016/10/05 by Dmitriy.Dyomin Added on screen warning for invalid reflection captures, can be seen only in game running with FeatureLevel < SM4 and no valid capture data Change 3151795 on 2016/10/05 by Dmitry.Rekman Linux: update UBT to use a v8 multiarch toolchain. - Also added toolchain build scripts and ct-ng configs. Change 3151966 on 2016/10/05 by Allan.Bentham Add mobile support for inverse opacity to mobile scene captures as well as SCS_SceneColorSceneDepth and SCS_SceneDepth. #jira UEMOB-106 Change 3152664 on 2016/10/05 by Chris.Babcock Merging //UE4/Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3152675 on 2016/10/05 by Will.Fissler Fixed patching so that it searches for pak files as well as pkg files. #test Patch for QAGame Change 3152728 on 2016/10/05 by Chris.Babcock Update ReflectionCaptureDDCVer (need to resave maps) Change 3152910 on 2016/10/05 by Dmitry.Rekman Linux: Fix toolchain for non-AutoSDKs (github) case (UE-36899). Change 3152966 on 2016/10/05 by Dmitry.Rekman Linux: Fix test for the installed SDK (UE-36899). Change 3153004 on 2016/10/05 by Dmitry.Rekman Linux: fix CIS (UT server case-sens errors). Change 3153694 on 2016/10/06 by Jack.Porter Rollback ReflectionCaptureDDCVer change as bug intended to fix UE-36919 does not repro Change 3154766 on 2016/10/07 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3154833 on 2016/10/07 by Jack.Porter Fix merge error of MobileShadingRenderer.cpp Change 3154848 on 2016/10/07 by Allan.Bentham Fix mobile scene capture's clear code Change 3154875 on 2016/10/07 by Allan.Bentham fix vk build issues Change 3154941 on 2016/10/07 by Allan.Bentham Fix gearvr build fail Change 3154950 on 2016/10/07 by Allan.Bentham Fix shadowed local variable vk build warning on android. Change 3155909 on 2016/10/07 by Ben.Marsh UBT: Attempt to work around C1076 error ("internal heap limit reached: use /Zm to specify a higher limit"), encountered when building with XGE. Specify the AutoReserveMemory attribute on XGE tool tasks that manipulate precompiled headers. [CL 3155988 by Chris Babcock in Main branch]
2016-10-07 23:11:00 -04:00
// check for LINUX_MULTIARCH_ROOT or for legacy LINUX_ROOT when targeting Linux from Win/Mac
TCHAR ToolchainRoot[32768] = { 0 };
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3155909) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3118534 on 2016/09/08 by Steve.Cano Certain non-looping SFX would not properly fire "Stop" events when the effect was finished, and therefore Sound Mixes that should end at the end of a SFX (such as ducking the BGM volume) were not properly finishing. Fixing the IsSourceFinished call to check the Position of the player to determine if we are actually done playing, which was not working properly before for PCM sounds. #jira UE-35016 #ue4 #android Change 3119125 on 2016/09/09 by Dmitriy.Dyomin Mobile launcher profile wizard: Fixed case where DLC will not be built if user selects non Development build configuration Fixed case where project maps will be empty if UE4 and project located on different drives Change 3122584 on 2016/09/13 by Allan.Bentham Add simple clip plane for planar reflections. #jira UE-32449 Change 3129390 on 2016/09/16 by Chris.Babcock Fixed ES 3.1 detection to also support devices returning ES 3.2 support (eg Note 7) #jira UE-35598 Change 3129867 on 2016/09/18 by Jack.Porter Fixed ES 3.1 detection to also support devices returning ES 3.2 support (eg Note 7) #jira UE-35598 Change 3131961 on 2016/09/20 by Allan.Bentham Fix missing editor widgets and gamma incorrectness when mobileHDR == false. Fix editor widget rendering when hdr encoding is active. #jira UE-34281 Change 3132717 on 2016/09/20 by Chris.Babcock Add $S(ProjectDir) to UPL #jira UE-35483 #ue4 Change 3132940 on 2016/09/20 by Chris.Babcock Corrected case for some include files (contributed by Yukariin) #jira UE-33816 #PR #2636 #ue4 #android Change 3134098 on 2016/09/21 by Allan.Bentham Mobile CSM shadow quality controllable via quality levels. #jira UEMOB-74 Change 3134931 on 2016/09/21 by Chris.Babcock Allow Windows types in vulkan.h #jira UE-36270 #ue4 #vulkan Change 3135380 on 2016/09/21 by Dmitriy.Dyomin Plugin which exposes some of BuildPatchServices functionality to BP. Inteded to be used on mobile platforms for donwloading game content. Right now misses: IOS download directory and iOS WiFi detection #jira UEMOB-157 Change 3136004 on 2016/09/22 by Allan.Bentham Add project option to disable vertex fog on mobile. Vertex fog is now enabled even when mobile HDR is not. #jira UEMOB-148 Change 3137377 on 2016/09/22 by Dmitriy.Dyomin Fix compile error from CL# 3135380 Change 3139571 on 2016/09/26 by Jack.Porter Applied deferred change CL 3101462 to mobile to make planar reflections no longer update GPU particles Change 3139663 on 2016/09/26 by Jack.Porter Include Android shader cache files when packaging Change 3142839 on 2016/09/28 by Dmitriy.Dyomin Added WiFi connection detection on iOS Change 3142845 on 2016/09/28 by Jack.Porter Fixed various issues with TcpMessageTransport discovered when transferring automation testing screenshots from mobile devices - socket not readable or writable is not an error condition if output buffer is full - messages were previously limited to 64kb but screenshots overflowed this - messages over 8kb were not reliably received as the inbound buffer was full so the available bytes was always less than the message length - sending large messages was not reliable due to the output buffer being full Change 3143280 on 2016/09/28 by Jack.Porter Clear out UnbuiltInstanceBoundsList when async building a tree with no instances Change 3143282 on 2016/09/28 by Jack.Porter Fix issue where client functional tests in the current map do not appear on clients running with cooked content. Problem is that the AssetRegistry uses in-memory metadata created on load for currently-loaded assets, but cooked content only has the serialized AssetRegistry and individual assets do not contain any metadata. Change 3143808 on 2016/09/28 by Steve.Cano Assume that the app starts in focus at startup and don't wait for an "APP_EVENT_STATE_WINDOW_GAINED_FOCUS" event to fire, as this event will not come down from SplashActivity since it is not a NativeActivity. If the user then rotates the device in Sensor or FullSensor orientation during SplashActivity and forces an eglSurface recreation, the initial Create will properly execute if we're "in focus". Previously, the create-destroy-create cycle would not properly execute due to the EventManager thinking the app was not yet in focus, and would cause the second create to get a 0x3003 error (EGL_BAD_ALLOC) #jira UE-35004 #ue4 #android Change 3144880 on 2016/09/29 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3146220 on 2016/09/30 by Dmitriy.Dyomin Adjusted device button style to make it more readable. #jira UE-21881 Change 3146280 on 2016/09/30 by Dmitriy.Dyomin Replaced IBuildManifest::ComputeDownloadSize with a new function Change 3146302 on 2016/09/30 by Allan.Bentham Added more stringent checks for ES3.1 compatibility #jira UE-36241 Change 3146435 on 2016/09/30 by Jack.Porter Prevent landscape grass being duplicated for PIE, causing ensure #jira UE-36531 Change 3147532 on 2016/09/30 by Chris.Babcock Use .sh extension for Android install scripts on Linux #jira UE-36669 #ue4 #android #linux Change 3149851 on 2016/10/04 by Dmitriy.Dyomin Mobile: Added custom depth rendering Mobile: Added support for CustomDepth and SceneDepth in post-process materails Change 3149852 on 2016/10/04 by Dmitriy.Dyomin Fixed comments for SortBasePass console variable Change 3149857 on 2016/10/04 by Jack.Porter Remove dead code in ProceduralFoliageComponentDetails.cpp Change 3149863 on 2016/10/04 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3149896 on 2016/10/04 by Dmitriy.Dyomin Fixed: SkyLight makes level entire green on Android devices #jira UE-34469 Change 3150102 on 2016/10/04 by Jack.Porter Bring Protostar 4.13 fixes back to Dev-Mobile Engine - MaxDescriptorSets = 16384 to prevent crash on Mali - Include texture formats in FRenderTargetLayoutHashableStruct to solve RT aliasing issue - Use ERenderTargetLoadAction::EClear for planar reflection target to work around Adreno issue - Default Adreno to SPIR-V Contents - Disable fog, reduce CSM shadow quality, fix device profiles - Add PSO cache Change 3150113 on 2016/10/04 by Jack.Porter Ensure automation testing screenshots have Alpha=255 (fixes automation screenshots on Mobile) Change 3150231 on 2016/10/04 by Jack.Porter Use a new SessionID GUID each time you use the launcher to launch a session. Change 3150608 on 2016/10/04 by Jack.Porter Changes for automated testing screenshots on Android. - Prevent automation screenshots from changing resolution on platforms with fixed resolution - Set GRHIAdapterInternalDriverVersion for OpenGL and Vulkan - Parse ImgTec/ARM/Qualcomm GRHIVendorId on OpenGL - Added helper to convert GRHIVendorId to string Change 3151318 on 2016/10/04 by Jack.Porter Fixed compile error with AdapterVendor Change 3151366 on 2016/10/04 by Jack.Porter Prevent FTcpMessageTransportConnection deadlock on device disconnect Change 3151397 on 2016/10/05 by Dmitriy.Dyomin More consistent BP categories for Mobile Patching utils Change 3151576 on 2016/10/05 by Dmitriy.Dyomin Added on screen warning for invalid reflection captures, can be seen only in game running with FeatureLevel < SM4 and no valid capture data Change 3151795 on 2016/10/05 by Dmitry.Rekman Linux: update UBT to use a v8 multiarch toolchain. - Also added toolchain build scripts and ct-ng configs. Change 3151966 on 2016/10/05 by Allan.Bentham Add mobile support for inverse opacity to mobile scene captures as well as SCS_SceneColorSceneDepth and SCS_SceneDepth. #jira UEMOB-106 Change 3152664 on 2016/10/05 by Chris.Babcock Merging //UE4/Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3152675 on 2016/10/05 by Will.Fissler Fixed patching so that it searches for pak files as well as pkg files. #test Patch for QAGame Change 3152728 on 2016/10/05 by Chris.Babcock Update ReflectionCaptureDDCVer (need to resave maps) Change 3152910 on 2016/10/05 by Dmitry.Rekman Linux: Fix toolchain for non-AutoSDKs (github) case (UE-36899). Change 3152966 on 2016/10/05 by Dmitry.Rekman Linux: Fix test for the installed SDK (UE-36899). Change 3153004 on 2016/10/05 by Dmitry.Rekman Linux: fix CIS (UT server case-sens errors). Change 3153694 on 2016/10/06 by Jack.Porter Rollback ReflectionCaptureDDCVer change as bug intended to fix UE-36919 does not repro Change 3154766 on 2016/10/07 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3154833 on 2016/10/07 by Jack.Porter Fix merge error of MobileShadingRenderer.cpp Change 3154848 on 2016/10/07 by Allan.Bentham Fix mobile scene capture's clear code Change 3154875 on 2016/10/07 by Allan.Bentham fix vk build issues Change 3154941 on 2016/10/07 by Allan.Bentham Fix gearvr build fail Change 3154950 on 2016/10/07 by Allan.Bentham Fix shadowed local variable vk build warning on android. Change 3155909 on 2016/10/07 by Ben.Marsh UBT: Attempt to work around C1076 error ("internal heap limit reached: use /Zm to specify a higher limit"), encountered when building with XGE. Specify the AutoReserveMemory attribute on XGE tool tasks that manipulate precompiled headers. [CL 3155988 by Chris Babcock in Main branch]
2016-10-07 23:11:00 -04:00
FPlatformMisc::GetEnvironmentVariable(TEXT("LINUX_MULTIARCH_ROOT"), ToolchainRoot, ARRAY_COUNT(ToolchainRoot));
// proceed with any value for MULTIARCH root, because checking exact architecture is not possible at this point
FString ToolchainMultiarchRoot = ToolchainRoot;
if (ToolchainMultiarchRoot.Len() > 0 && FPaths::DirectoryExists(ToolchainMultiarchRoot))
{
return true;
}
// else check for legacy LINUX_ROOT
ToolchainRoot[ 0 ] = 0;
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3295257) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3235199 on 2016/12/14 by Joe.Barnes Fix new compile error for missing #define Change 3235340 on 2016/12/14 by Arciel.Rekman Linux: refactor of some PlatformMisc functions. - RootDir() removed since it was a no-op. - Old EngineDir() implementation removed in favor of more generic one that should handle foreign engine dir. - Change by CengizT, Change 3237014 on 2016/12/15 by Michael.Trepka Fixed a crash in FChunkCacheWorker constructor Change 3238305 on 2016/12/16 by Josh.Adams - Added a None option to the FKey customization, unless the FKey property had NoClear on it Change 3240823 on 2016/12/20 by Josh.Stoddard Device profiles don't work for iPadPro 9.7 and 12.9 #jira UE-39943 Change 3241103 on 2016/12/20 by Alicia.Cano Android support from Visual Studio #jira UEPLAT-1421 #android Change 3241357 on 2016/12/20 by Chris.Babcock Add gameActivityOnNewIntentAddtions section to Android UPL #jira UE-38986 #PR #2969 #ue4 #android Change 3241941 on 2016/12/21 by Alicia.Cano Build Fix Change 3249832 on 2017/01/06 by Nick.Shin refetch on timed out GET/POST requests #jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure" Change 3249837 on 2017/01/06 by Nick.Shin black box issues fixed: use device pixel ratio during width and height checks and use canvas dimensions if in full screen -- otherwise store SDL_window dimensions for future use #jira UE-36341 HTML5 - View is incorrectly drawn #jira UE-32311 Templates on Firefox/Chrome on HTML5 are not full screen during Launch On Change 3249988 on 2017/01/06 by Josh.Adams - Disable the HeartBeat() function on platforms that don't actually want to use the HeartbeatThread #jira UE-40305, UE-39291, UE-40113 Change 3253720 on 2017/01/11 by Josh.Adams - Added support for a config class to use a specific platform's config hierarchy, so that the editor can read NDA'd platform default settings without needing the settings to in Base*.ini - See SwitchRuntimeSettings.h / GetConfigOverridePlatform() - Addiontally made it so that NDAd platforms are saved to Project/Platform/Platform*.ini, instead of Project/Default*.ini (to keep samples .ini files free of NDAd platform settings). - See UObject::GetDefaultConfigFilename() - Updated some minor ShooterGame switch settings while cleaning this up Change 3254162 on 2017/01/11 by Daniel.Lamb Avoid trying to load empty package names. Fixed issue with iterative ini files being unparseable if they inlcude a colon in them. #jira UE-40257, UE-35001 #test Cook QAGame Change 3255309 on 2017/01/12 by Daniel.Lamb In the derived datacache commandlet wait for texture building to finish before we GC. #test DDC QAGame Change 3255311 on 2017/01/12 by Daniel.Lamb Removed debug logging for shader compilation. Issue hasn't occured in a while and the logging is annoying. #test Cook QAGame Change 3257024 on 2017/01/13 by Josh.Adams - Reread in the target RHIs array every time the list of shader types is needed, instead of caching, because the user could change the settings in the editor, then click cook. #jira UE-38691 Change 3259636 on 2017/01/16 by Josh.Adams - Fixed split screen render issue with payer 2 getting no geometry #jira UE-40684 Change 3260159 on 2017/01/17 by Ben.Marsh Added extra logging when deleting a directory fails during ReconcileWorkspace. Change 3260300 on 2017/01/17 by Ben.Marsh More logging for cleaning workspaces. Change 3261056 on 2017/01/17 by Daniel.Lamb Cook on the fly builds now resolve string asset references. #test Trivial Change 3262803 on 2017/01/18 by Joe.Graf Added missing support for compiling plugins external to Engine/Plugins & Game/Plugins Change 3262852 on 2017/01/18 by Joe.Graf Fixed the bad robomerge Don't try to regenerate projects when adding a content only plugin to a content only project Change 3264930 on 2017/01/19 by Joe.Barnes #include some header files needed when building UFE. Change 3265728 on 2017/01/20 by Will.Fissler PlatformShowcase - Added TestBed_MobileFeatures .umap and related test content. Change 3267188 on 2017/01/21 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3267439 on 2017/01/22 by Arciel.Rekman Fix Dev-Platform build. - Fixed just to have it compile; perhaps a proper fix is needed. - Seems to be caused by CL 3265587 (delegate was changed to return an array of search results instead of a single one). Change 3267556 on 2017/01/23 by Arciel.Rekman Linux: fix MoveFile to work across file systems. - PR #3141 with slight changes. Change 3267843 on 2017/01/23 by Arciel.Rekman Remove name collision (macro vs libc++). - Redoing CL 3259310. Change 3267850 on 2017/01/23 by Arciel.Rekman Fix wrong always true condition. - PLATFORM_LINUX is always defined, but can be 0. Change 3268048 on 2017/01/23 by Daniel.Lamb Integrated fix for rebuild lighting commandlet from Greg Korman @ Impulse Gear. #test Rebuild lighting Paragon Change 3268403 on 2017/01/23 by Josh.Adams #BUILDUPGRADENOTES - Moved XboxOne and PS4 settings into platform specific .ini files (after using GetConfigOverridePlatform() in their class delcarations) - Licensee games that have PS4, XboxOne, Switch settings in DefaultEngine.ini will have those settings saved in the platform version next time the project settings are edited. DOCUMENT THIS! Change 3272441 on 2017/01/25 by Chris.Babcock Fixed documentation error in UnrealPluginLanguage #ue4 #android Change 3272478 on 2017/01/25 by Chris.Babcock Fix another documentation error in UnrealPluginLanguage #ue4 Change 3272826 on 2017/01/25 by Chris.Babcock Google Cloud Messaging plugin for Android #jira UEPLAT-1458 #ue4 #android Change 3272839 on 2017/01/25 by Chris.Babcock Fix name of Google Cloud Messaging Sender ID #ue4 #android Change 3273837 on 2017/01/26 by Daniel.Lamb Added check to ensure editor never saves source texture data which has had ReleaseSourceMemory called on it. Instead crash as this is a loss of content situation. #test Cook paragon cook qagame Change 3274122 on 2017/01/26 by Alicia.Cano Runtime permissions support on Android - Removing certain permissions #jira UE-38512 #android Change 3274311 on 2017/01/26 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3274794 on 2017/01/27 by Arciel.Rekman Linux: fix installed SDK check (UE-40392). - Pull request #3111 by rubu. Change 3274803 on 2017/01/27 by Arciel.Rekman Linux: added few more exceptions to .gitignore (UE-39612). - Pull request #3026 by ardneran. Change 3276247 on 2017/01/27 by Nick.Shin HTML5 HeapSize settings - make use of it from UE4 Editor:Platforms:HTML5:Memory:HeapSize note: emscripten says this is really no longer needed when using [ -s ALLOW_MEMORY_GROWTH=1 ] -- but tests have shown when using that, the game load/compile times takes longer #jira UE-34753 Zen Garden cannot compile in HTML5 #jira UE-40815 Launching QAGame for HTML5 creates an 'uncaught exception: out of memory'. Change 3276347 on 2017/01/27 by dan.reynolds Android Streaming Test Content Change 3276682 on 2017/01/29 by Nick.Shin HTML5 thirdparty build scripts - fix up what looks like a bad merge - allow linux to also build these libs - fixed harfbuzz to use freetype2-2.6 when building HTML5 libs - tested on mac, linux, and windows (git-bash) Change 3276796 on 2017/01/29 by Nick.Shin HTML5 thirdparty (python) build scripts - linux patches from mozilla's jukka - tested on mac and, linux, and windows (git-bash) part of: #jira UEPLAT-1437 (4.16) Switch [to] web assembly Change 3276803 on 2017/01/29 by Nick.Shin HTML5 thirdparty build scripts - getting ready to build with (new toolchain that has) wasm support - minor fix to handle whitespace in project path - tested on mac and, linux, and windows (git-bash) part of: #jira UEPLAT-1437 (4.16) Switch [to] web assembly Change 3278007 on 2017/01/30 by Arciel.Rekman SteamVR: whitelist for Linux. - Makes Blueprint functions available in Linux builds, even if stubbed. - Can be probably whitelisted for Mac too. Change 3278172 on 2017/01/30 by Arciel.Rekman Do not rebuild UnrealPak locally (UE-41285). Change 3279873 on 2017/01/31 by Brent.Pease + Implement streaming in Vorbis + Add streaming to Android audio + Fix audio streaming chunk race condition Change 3280063 on 2017/01/31 by Brent.Pease GitHub 2949 : Fix for crashes when backgrounding/sleeping on iOS metal devices #2949 #jira UE-38829 Change 3280072 on 2017/01/31 by Brent.Pease PR #2889: Add -distribution when iOS distribution Packaging. with IPhonePackage.exe (Contributed by sangpan) https://github.com/EpicGames/UnrealEngine/pull/2889 #jira ue-37874 #2889 Change 3280091 on 2017/01/31 by Arciel.Rekman Linux: fix "unable to make writable" toast (UE-37228). - Also fixed other platforms that returned inverted the error result. Change 3280624 on 2017/01/31 by Brent.Pease PR #2891: iOS IDFV string allocation fix (Contributed by robertfsegal) https://github.com/EpicGames/UnrealEngine/pull/2891 #2891 #jira ue-37891 Change 3280625 on 2017/01/31 by Brent.Pease GitHub 2576 - Fix UIImagePickerController crash #2576 #jira UE-328888 Change 3281618 on 2017/02/01 by Josh.Adams - Fixed hopeful compile error with missing inlcude #jira UE-41415 Change 3282277 on 2017/02/01 by Josh.Adams - Support 0.12.16 and 1.1.1 (the first versions that can share Oasis) Change 3282441 on 2017/02/01 by Arciel.Rekman Fix Linux editor splash screen (UE-28123). Change 3282580 on 2017/02/01 by Nick.Shin HTML5 - fix "firefox nighly" issue with: failed to compile wasm module: CompileError: at offset XXX: initial memory size too big: WARNING: this greatly impacts (in browser) compile times Change 3285991 on 2017/02/03 by Chris.Babcock Fix executable path for stripping Android debug symbols (handle non-Windows properly) #jira UE-41238 #ue4 #android Change 3286406 on 2017/02/03 by Chris.Babcock Save and restore texture filtering for movie playback in all cases #jira UE-41565 #ue4 #android Change 3286800 on 2017/02/04 by Chris.Babcock Fix executable path for stripping Android debug symbols (handle non-Windows properly) #jira UE-41238 #ue4 #android Change 3288598 on 2017/02/06 by Arciel.Rekman CodeLite fixes. - Use *-Linux-Debug binary for Debug configuration. - Fix virtual paths. Change 3288864 on 2017/02/06 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) - Note, Switch is known to not boot with this, fix coming next Change 3289364 on 2017/02/06 by Josh.Adams [BUILDUPGRADENOTES] - Fixed the "type" of the desktop device profiles to be Windows, not WindowsNoEditor, etc. It should be the platform, not a random string. - Updated how DeviceProfiles are loaded, especially in the editor, so that we can have NDAd platforms have their default DP values in platform-hidden files - This makes use of the ability for a class to override the platform hierarchy in the editor (like we do with other editor-exposed platform objects) - Added Config/[PS4|XboxOne|Switch]/ConfidentialPlatform.ini files so that the DP loading code knows to look in their directories for DPs. See FGenericPlatformMisc::GetConfidentialPlatforms() for more information - Note that saving still saves the entire DP to the .ini. Next DP change is to have them properly save against their 2(!) parents - the .ini file earlier in the hierarchy, and the parent DP object. Makes it tricky, for sure. - Added FConfigFile::GetArray (previous was only on FConfigCacheIni) Change 3289796 on 2017/02/07 by Arciel.Rekman Linux: remove leftover CEF build script. Change 3289872 on 2017/02/07 by Arciel.Rekman Linux: install MIME types (UE-40954). - Pull request #3154 by RicardoEPRodrigues. Change 3289915 on 2017/02/07 by Josh.Adams - Fixed CIS warnings Change 3289916 on 2017/02/07 by Arciel.Rekman Linux: remove -opengl4 from the default invocation. Change 3290009 on 2017/02/07 by Gil.Gribb UE4 - Fixed boot time EDL causing some issues even when it wasn't being used. Change 3290120 on 2017/02/07 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3290948 on 2017/02/07 by Arciel.Rekman Linux: fix crash when clicking on question mark (UE-41634). - Symbol interposition problem (proper fix is still to be investigated). (Edigrating part of CL 3290683 from Release-4.15 to Dev-Platform) Change 3291074 on 2017/02/07 by Arciel.Rekman Speculative build fix. Change 3292028 on 2017/02/08 by Josh.Adams - Fixed Incremental CIS build failures Change 3292105 on 2017/02/08 by Nick.Shin emcc.py - change warning to info #jira UE-41747 //UE4/Dev-Platform Compile UE4Game HTML5 completed with 50 warnings Change 3292201 on 2017/02/08 by JohnHenry.Carawon Change comment to fix XML warning when generating project files on Linux Change 3292242 on 2017/02/08 by Arciel.Rekman Linux: avoid unnecessary dependency on CEF (UE-41634). - Do not apply CEF workaround to monolithic builds (eg. stock Game/Server targets). - Also disable CEF compilation for ShaderCompileWorker. - Based on CL 3292077 in 4.15. Change 3292559 on 2017/02/08 by Josh.Adams - Added more platforms to disable the file handle caching (all the ones that use MANAGED_FILE_HANDLES) Change 3294333 on 2017/02/09 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3294506 on 2017/02/09 by Josh.Adams - Fixed GoogleCloudMessaging.uplugin to fix the Installed flag. Every other plugin had false, this one had true, which caused various checks to go haywire #jira UE-41710 Change 3294984 on 2017/02/09 by Josh.Adams - Worked around the remote compiling issue with code-based projects on a different drive than the engine #jira UE-41704 Change 3295056 on 2017/02/09 by Josh.Adams - Fixed the remote compiling issue by unconverting the path back to host when reading from the module filename Change 3295161 on 2017/02/09 by Josh.Adams - Fixed new bug when buildin native ios that was caused by a remote compile break Change 3295229 on 2017/02/09 by Josh.Adams - Fixed a crash in clothing on platforms that don't support clothing #jira UE-41830 [CL 3295859 by Josh Adams in Main branch]
2017-02-09 19:20:55 -05:00
FPlatformMisc::GetEnvironmentVariable(TEXT("LINUX_ROOT"), ToolchainRoot, ARRAY_COUNT(ToolchainRoot));
FString ToolchainCompiler = ToolchainRoot;
if (PLATFORM_WINDOWS)
{
ToolchainCompiler += "/bin/clang++.exe";
}
else if (PLATFORM_MAC)
{
ToolchainCompiler += "/bin/clang++";
}
else
{
checkf(false, TEXT("Unable to target Linux on an unknown platform."));
return false;
}
return FPaths::FileExists(ToolchainCompiler);
}
return true;
}
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3627362) #lockdown Nick.Penwarden #rb None ============================ MAJOR FEATURES & CHANGES ============================ Change 3600639 by Nick.Shin HTML5 remove old emscripten toolchain forgot to remove this (was checked out in another changelist) #jira UE-47813 Change 3600641 by Nick.Shin HTML5 TM-Core crash fixes new PhysX HTML5 libs #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600644 by Nick.Shin HTML5 TM-Core crash fixes emscripten doesn't seem to know how to look at <PxRigidActor> from the PxActor class... #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600647 by Nick.Shin HTML5 UInterpTrackInst::GetGroupActor() pre-null check #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3601439 by Dmitriy.Dyomin Fixed: Protostar leads to device reboot in Galaxy S7 Adreno device. (SM-G930V) #jira UE-48323 Change 3601440 by Dmitriy.Dyomin Fixed: Texture streaming after world origin was rebased Change 3601456 by Dmitriy.Dyomin Added: Async loading bytecode from shader library - Shader library will be packed into single file - Shader library will be created only when packaging project by the book #jira UEMOB-381 Change 3601624 by Jack.Porter Fix landscape crash on HTML5 Exception !IsInRenderingThread() failed. #jira UE-48527 Change 3603890 by Dmitriy.Dyomin GitHub 3905 : Engine crash in LandscapeComponent when streaming levels #3905 #jira UE-48422 Change 3603933 by Dmitriy.Dyomin Fixed: Crash after Splash Screen on Android (ETC2) when Adding r.UseShaderCaching and r.UseShaderPredraw - Added r.SaveShaderCache command to save current cache on demand - Removed support for caching multiple platfroms at the same time, each platform now uses separate cache/file - Significantly reduced size of draw log on disk - Mobile platfroms support only basic caching, logging shaders and bound shader states without full gfx state #jira UE-47553 Change 3604050 by Sorin.Gradinaru #jira UE-47428 Android virtual keyboard polishing Done: Multiline should be disabled when not needed Hide suggestions and autocorrect "Done" / back button behavior to make it feel natural - Done/Enter and the Back key event sent to the engine If the keyboard is up and you click on the same control you're currently inputting into, it will hide the keyboard. Look into animation - not critical. S6 with Swiftkey. The numbers don't show up in our textedit but the string is updated (we see dots in the Slate control) with the password entry Could not reproduce/test: Make sure we don't use negative coords for the input box if the keyboard is at the top of the screen Change 3604081 by Allan.Bentham Reduce redundant log spam from SustainedPerformanceMode on android. Change 3604152 by Allan.Bentham Improved vulkanRHI availability and selection reporting. Change 3604186 by Dmitriy.Dyomin Vulkan: Write to buffers directly on UMA devices (no staging) Change 3604396 by Nick.Shin HTML5 - stats and multi-threading checks more null & multi-threading - and some functions flat out disabled for HTML5 platform the big "don't use on HTML5" is TLockFreeFixedSizeAllocator_TLSCacheBase's manual TLS.PartialBundle memory handler... i'm not sure it's working properly... switched on USE_NIEVE_TLockFreeFixedSizeAllocator_TLSCacheBase sections of code (i.e. basic malloc and free) for PLATFORM_HTML5 - it seems only the stats function was exacerbating the memory bug ... but, shutting this completely out for HTML5... don't know if it's an emscripten compiler/corruption that's causing this... - will send this to emscripten makers as another test case for them to help see what's going on... #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3604752 by Allan.Bentham Reduce battery status log spam. Change 3604825 by Nick.Shin HTML5 emscripten 1.37.19 updated license file #jira UE-47813 Change 3606486 by Jack.Porter Enabled refraction on tvOS #jira UE-47229 Change 3606546 by Dmitriy.Dyomin Vulkan: Missed null check from CL# 3601439 Change 3606654 by Allan.Bentham mobile post process shaders will not attempt depth buffer fetch, instead they will always read from the depth texture. #jira UE-41919 Change 3606672 by Dmitriy.Dyomin Fixed: Vulkan mode crashes without error on Tegra K1 Nvidia Shield due to OOM - fixed r.MobileReduceLoadedMips has no effect - added r.MobileMaxLoadedMips to set a limit to a number of mips - reduced size of vulkan allocation pages on android #jira UE-42838 Change 3607204 by Allan.Bentham Do not attempt getprocaddress for GL_EXT_DEBUG_LABEL functions when the extension is not declared. Change 3607214 by Nick.Shin HTML5 - stats font crash fix #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3609164 by Chris.Babcock More informative Android SDK license requirements and errors #jra UE-48837 #ue4 #android Change 3609175 by Chris.Babcock Linux build fix #jira none Change 3609516 by Dmitriy.Dyomin Fixed: Decals in TM-ShaderModels appearing and disappearing when viewed at certain angles on Android #jira UE-45342 Change 3609618 by Dmitriy.Dyomin Back out changelist 3603933, to help merge from main Change 3610979 by Peter.Sauerbrei addition of asset catalogs for icons on Xcode 9 for iOS 11 Change 3612145 by Dmitriy.Dyomin Resubmitting CL #3603933 (shader cache fixes) Change 3613981 by Chris.Babcock Fix issue with Android password keyboard input #jira WEX-7343 #ue4 #android Change 3614375 by Sorin.Gradinaru #jira UE-44656 StrategyGame Crashes on launch on KindleFire 5th Gen. Kindle Fire HD7 5th (CPU Mali 450) seems to have problems with thread rendering, crashing when returning to the main thread. Added new device profile [Android_Mali_4xx_KindleFire] with a new cvar r.AndroidDisableThreadedRenderingFirstLoad=1, disabling movie player rendering on the intial screen. For subsequent loading screens, the (same) code apparently runs Ok. A warning "Initial loading screen disabled from BaseDeviceProfiles.ini: r.AndroidDisableThreadedRenderingFirstLoad=1" should appear when the thread rendering is disabled Change 3614971 by Cosmin.Sulea UE-46769 - GitHub 3745 : bForcePVRTC4 was ignored. #jira UE-46769 Change 3616431 by Peter.Sauerbrei PR3657,3658 - fixes for InApp purchase bugs courtesy of nverenik Change 3617306 by Jack.Porter Fix issue where undocked tabs had no way to be made visible again when hidden #jira UE-12044 Change 3617312 by Jack.Porter Find a new best MobileDirectionalLights[channel] when then current one is removed from the world (eg by a level streaming operation) #jira UE-47135 #3785 Change 3617383 by Dmitriy.Dyomin Vk - only dynamic buffers in HostVisible on UMA devices Change 3617437 by Dmitriy.Dyomin Vk - SRV allocates one BufferView for each buffer in FVulkanResourceMultiBuffer, so they can be reused (contributed by Samsung) Change 3617474 by Dmitriy.Dyomin Vk - Don't use fences on image acquire on Android Change 3617483 by Dmitriy.Dyomin Vk - Remove redundant dynamic state setup (viewport, scissor, stencilref) (contributed by Samsung) Change 3617521 by Dmitriy.Dyomin Fix CIS warnings Change 3617574 by Dmitriy.Dyomin Vk - Optimized RenderPass pool and Framebuffer pool (reduced vkObject count) (contributed by Samsung) ProtoStar: Framebuffer count : 133 -> 108, Renderpass count : 21 -> 18 Change 3617585 by Dmitriy.Dyomin compile fix for CL# 3617574 Change 3617849 by Allan.Bentham Log UnsatisfiedLinkError's content when loadlibrary fails. Change 3617945 by Chris.Babcock Allow UPL variable expansion in addPermission, addFeature, and addLibrary #jira UE-47421 #ue4 #android Change 3618097 by Allan.Bentham Fix Y axis switch with android GLES when rendering triangles to canvas. #jira UE-44510 Change 3618733 by Peter.Sauerbrei fix from Dev-Rendering for tvOS shader compilation Change 3618761 by Peter.Sauerbrei fix for shader crash on startup on iOS Change 3618769 by Peter.Sauerbrei bump metal shader guid to force a rebuild of shaders Change 3620061 by Peter.Sauerbrei fix for resource directory on Asset catalogs #jira UE-49074 Change 3620520 by Peter.Sauerbrei remove the texture warning, the logic was incorrect and in the end we don't need the warning #jira UE-49057 Change 3621811 by Allan.Bentham Add mipindex and array slice index to framebuffer hashing code. #jira UE-49171 Change 3624410 by Jack.Porter Fix issue where the Shared Material Native Libraries checkbox causes packaging for Android to fail #jira UE-49105 Change 3627361 by Jack.Porter Fixing case on iOS files #jira None Change 3627362 by Jack.Porter Fixed case on IOS files #jira None [CL 3627373 by Jack Porter in Main branch]
2017-09-06 01:04:25 -04:00
virtual int32 CheckRequirements(const FString& ProjectPath, bool bProjectHasCode, FString& OutTutorialPath, FString& OutDocumentationPath, FText& CustomizedLogMessage) const override
{
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3627362) #lockdown Nick.Penwarden #rb None ============================ MAJOR FEATURES & CHANGES ============================ Change 3600639 by Nick.Shin HTML5 remove old emscripten toolchain forgot to remove this (was checked out in another changelist) #jira UE-47813 Change 3600641 by Nick.Shin HTML5 TM-Core crash fixes new PhysX HTML5 libs #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600644 by Nick.Shin HTML5 TM-Core crash fixes emscripten doesn't seem to know how to look at <PxRigidActor> from the PxActor class... #jira UE-47813 Index Out Of Bounds crash running "GC and Level Load Stress Test" in TM-Core on Firefox Change 3600647 by Nick.Shin HTML5 UInterpTrackInst::GetGroupActor() pre-null check #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3601439 by Dmitriy.Dyomin Fixed: Protostar leads to device reboot in Galaxy S7 Adreno device. (SM-G930V) #jira UE-48323 Change 3601440 by Dmitriy.Dyomin Fixed: Texture streaming after world origin was rebased Change 3601456 by Dmitriy.Dyomin Added: Async loading bytecode from shader library - Shader library will be packed into single file - Shader library will be created only when packaging project by the book #jira UEMOB-381 Change 3601624 by Jack.Porter Fix landscape crash on HTML5 Exception !IsInRenderingThread() failed. #jira UE-48527 Change 3603890 by Dmitriy.Dyomin GitHub 3905 : Engine crash in LandscapeComponent when streaming levels #3905 #jira UE-48422 Change 3603933 by Dmitriy.Dyomin Fixed: Crash after Splash Screen on Android (ETC2) when Adding r.UseShaderCaching and r.UseShaderPredraw - Added r.SaveShaderCache command to save current cache on demand - Removed support for caching multiple platfroms at the same time, each platform now uses separate cache/file - Significantly reduced size of draw log on disk - Mobile platfroms support only basic caching, logging shaders and bound shader states without full gfx state #jira UE-47553 Change 3604050 by Sorin.Gradinaru #jira UE-47428 Android virtual keyboard polishing Done: Multiline should be disabled when not needed Hide suggestions and autocorrect "Done" / back button behavior to make it feel natural - Done/Enter and the Back key event sent to the engine If the keyboard is up and you click on the same control you're currently inputting into, it will hide the keyboard. Look into animation - not critical. S6 with Swiftkey. The numbers don't show up in our textedit but the string is updated (we see dots in the Slate control) with the password entry Could not reproduce/test: Make sure we don't use negative coords for the input box if the keyboard is at the top of the screen Change 3604081 by Allan.Bentham Reduce redundant log spam from SustainedPerformanceMode on android. Change 3604152 by Allan.Bentham Improved vulkanRHI availability and selection reporting. Change 3604186 by Dmitriy.Dyomin Vulkan: Write to buffers directly on UMA devices (no staging) Change 3604396 by Nick.Shin HTML5 - stats and multi-threading checks more null & multi-threading - and some functions flat out disabled for HTML5 platform the big "don't use on HTML5" is TLockFreeFixedSizeAllocator_TLSCacheBase's manual TLS.PartialBundle memory handler... i'm not sure it's working properly... switched on USE_NIEVE_TLockFreeFixedSizeAllocator_TLSCacheBase sections of code (i.e. basic malloc and free) for PLATFORM_HTML5 - it seems only the stats function was exacerbating the memory bug ... but, shutting this completely out for HTML5... don't know if it's an emscripten compiler/corruption that's causing this... - will send this to emscripten makers as another test case for them to help see what's going on... #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3604752 by Allan.Bentham Reduce battery status log spam. Change 3604825 by Nick.Shin HTML5 emscripten 1.37.19 updated license file #jira UE-47813 Change 3606486 by Jack.Porter Enabled refraction on tvOS #jira UE-47229 Change 3606546 by Dmitriy.Dyomin Vulkan: Missed null check from CL# 3601439 Change 3606654 by Allan.Bentham mobile post process shaders will not attempt depth buffer fetch, instead they will always read from the depth texture. #jira UE-41919 Change 3606672 by Dmitriy.Dyomin Fixed: Vulkan mode crashes without error on Tegra K1 Nvidia Shield due to OOM - fixed r.MobileReduceLoadedMips has no effect - added r.MobileMaxLoadedMips to set a limit to a number of mips - reduced size of vulkan allocation pages on android #jira UE-42838 Change 3607204 by Allan.Bentham Do not attempt getprocaddress for GL_EXT_DEBUG_LABEL functions when the extension is not declared. Change 3607214 by Nick.Shin HTML5 - stats font crash fix #jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox Change 3609164 by Chris.Babcock More informative Android SDK license requirements and errors #jra UE-48837 #ue4 #android Change 3609175 by Chris.Babcock Linux build fix #jira none Change 3609516 by Dmitriy.Dyomin Fixed: Decals in TM-ShaderModels appearing and disappearing when viewed at certain angles on Android #jira UE-45342 Change 3609618 by Dmitriy.Dyomin Back out changelist 3603933, to help merge from main Change 3610979 by Peter.Sauerbrei addition of asset catalogs for icons on Xcode 9 for iOS 11 Change 3612145 by Dmitriy.Dyomin Resubmitting CL #3603933 (shader cache fixes) Change 3613981 by Chris.Babcock Fix issue with Android password keyboard input #jira WEX-7343 #ue4 #android Change 3614375 by Sorin.Gradinaru #jira UE-44656 StrategyGame Crashes on launch on KindleFire 5th Gen. Kindle Fire HD7 5th (CPU Mali 450) seems to have problems with thread rendering, crashing when returning to the main thread. Added new device profile [Android_Mali_4xx_KindleFire] with a new cvar r.AndroidDisableThreadedRenderingFirstLoad=1, disabling movie player rendering on the intial screen. For subsequent loading screens, the (same) code apparently runs Ok. A warning "Initial loading screen disabled from BaseDeviceProfiles.ini: r.AndroidDisableThreadedRenderingFirstLoad=1" should appear when the thread rendering is disabled Change 3614971 by Cosmin.Sulea UE-46769 - GitHub 3745 : bForcePVRTC4 was ignored. #jira UE-46769 Change 3616431 by Peter.Sauerbrei PR3657,3658 - fixes for InApp purchase bugs courtesy of nverenik Change 3617306 by Jack.Porter Fix issue where undocked tabs had no way to be made visible again when hidden #jira UE-12044 Change 3617312 by Jack.Porter Find a new best MobileDirectionalLights[channel] when then current one is removed from the world (eg by a level streaming operation) #jira UE-47135 #3785 Change 3617383 by Dmitriy.Dyomin Vk - only dynamic buffers in HostVisible on UMA devices Change 3617437 by Dmitriy.Dyomin Vk - SRV allocates one BufferView for each buffer in FVulkanResourceMultiBuffer, so they can be reused (contributed by Samsung) Change 3617474 by Dmitriy.Dyomin Vk - Don't use fences on image acquire on Android Change 3617483 by Dmitriy.Dyomin Vk - Remove redundant dynamic state setup (viewport, scissor, stencilref) (contributed by Samsung) Change 3617521 by Dmitriy.Dyomin Fix CIS warnings Change 3617574 by Dmitriy.Dyomin Vk - Optimized RenderPass pool and Framebuffer pool (reduced vkObject count) (contributed by Samsung) ProtoStar: Framebuffer count : 133 -> 108, Renderpass count : 21 -> 18 Change 3617585 by Dmitriy.Dyomin compile fix for CL# 3617574 Change 3617849 by Allan.Bentham Log UnsatisfiedLinkError's content when loadlibrary fails. Change 3617945 by Chris.Babcock Allow UPL variable expansion in addPermission, addFeature, and addLibrary #jira UE-47421 #ue4 #android Change 3618097 by Allan.Bentham Fix Y axis switch with android GLES when rendering triangles to canvas. #jira UE-44510 Change 3618733 by Peter.Sauerbrei fix from Dev-Rendering for tvOS shader compilation Change 3618761 by Peter.Sauerbrei fix for shader crash on startup on iOS Change 3618769 by Peter.Sauerbrei bump metal shader guid to force a rebuild of shaders Change 3620061 by Peter.Sauerbrei fix for resource directory on Asset catalogs #jira UE-49074 Change 3620520 by Peter.Sauerbrei remove the texture warning, the logic was incorrect and in the end we don't need the warning #jira UE-49057 Change 3621811 by Allan.Bentham Add mipindex and array slice index to framebuffer hashing code. #jira UE-49171 Change 3624410 by Jack.Porter Fix issue where the Shared Material Native Libraries checkbox causes packaging for Android to fail #jira UE-49105 Change 3627361 by Jack.Porter Fixing case on iOS files #jira None Change 3627362 by Jack.Porter Fixed case on IOS files #jira None [CL 3627373 by Jack Porter in Main branch]
2017-09-06 01:04:25 -04:00
int32 ReadyToBuild = TSuper::CheckRequirements(ProjectPath, bProjectHasCode, OutTutorialPath, OutDocumentationPath, CustomizedLogMessage);
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
// do not support code/plugins in Installed builds if the required libs aren't bundled (on Windows/Mac)
if (!PLATFORM_LINUX && !FInstalledPlatformInfo::Get().IsValidPlatform(TSuper::GetPlatformInfo().BinaryFolderName, EProjectType::Code))
{
if (bProjectHasCode)
{
ReadyToBuild |= ETargetPlatformReadyStatus::CodeUnsupported;
}
if (IProjectManager::Get().IsNonDefaultPluginEnabled())
{
ReadyToBuild |= ETargetPlatformReadyStatus::PluginsUnsupported;
}
}
return ReadyToBuild;
}
#if WITH_ENGINE
virtual void GetAllPossibleShaderFormats( TArray<FName>& OutFormats ) const override
{
// no shaders needed for dedicated server target
if (!IS_DEDICATED_SERVER)
{
static FName NAME_GLSL_150(TEXT("GLSL_150"));
static FName NAME_GLSL_430(TEXT("GLSL_430"));
Copying //UE4/Dev-VR to //UE4/Dev-Main (Source: //UE4/Dev-VR @ 3383750) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3012064 on 2016/06/13 by Nick.Whiting Merging Main -> DevVR Change 3048060 on 2016/07/13 by Nick.Whiting Integrating CL 3045721 from //depot/Partners/Google/AndroidVR-DevVR Upgrade Android and iOS GVR SDK to the latest. Fix the flipped vignette issue when using Unreal's post processing distortion. Change the Daydream & Cardboard mode to use scanline racing. Deprecate the ability to turn off individual UI elements. Change 3235307 on 2016/12/14 by Keli.Hlodversson Filter out excluded HMD modules during FEngineLoop:PreInitHMDDevice. The final selection still happens in UEngine::InitializeHMDDevice as all HMD plugins have not been loaded during PreInit Change 3235308 on 2016/12/14 by Ryan.Vance #jira UEVR-478 Monoscopic far field improvements Shader changes are now gated behind the read only cvar vr.MonoscopicFarField. Changing this requires a shader compile. Moved the mono rendering mode to the cvar vr.MonoscopicFarFieldMode. This is writable, so users can enable/disable mono rendering on the fly if the above cvar is enabled. Only write to the alpha channel in the mobile base pass if the object is opaque and MONOSCOPIC_FAR_FIELD is defined. Addressed code review comments. Change 3235397 on 2016/12/14 by Keli.Hlodversson [Oculus] Only enable GearVR platform on Windows if Oculus service is running Original author: Loren.McQuade Change 3235762 on 2016/12/14 by Keli.Hlodversson Add explicit parentheses to placate the build bots. Change 3242318 on 2016/12/21 by Ryan.Vance Working around pixel density crash. Change 3242522 on 2016/12/21 by Ryan.Vance Missing flag clear so our adaptive test was always returning true. Change 3243173 on 2016/12/22 by Ryan.Vance Integrating post present callback implementation from 4.14.1 Change 3248633 on 2017/01/05 by Keli.Hlodversson Copying //Tasks/UE4/Dev-VR-Refactoring to Dev-VR-Minimal (//UE4/Dev-VR-Minimal) Change 3248723 on 2017/01/05 by Keli.Hlodversson Fix after merge. EnablePositionalTracking no longer exists. Change 3249484 on 2017/01/06 by Keli.Hlodversson Add missing includes Change 3249714 on 2017/01/06 by Keli.Hlodversson Remove monolithic header include Change 3249980 on 2017/01/06 by Keli.Hlodversson SteamVR: Remove leftover unused WindowMirrorMode member variable Change 3252432 on 2017/01/10 by Keli.Hlodversson Submitting change by Loren McQuade to fix monolithic builds. Unshelved from pending changelist '3251436': Change 3257373 on 2017/01/13 by Keli.Hlodversson #jira UEVR-411: Finish renaming/removing/remodelling the remaining Oculus (Rift+GearVR) commands #jira UEVR-412: Rename and merge remaining Morpheus console commands #jira UEVR-417: Remove Exec from IHeadMountedDisplay Change 3269971 on 2017/01/24 by Jeff.Fisher UEVR-498 move controller is missing world to meters UEVR-522 PS4 motion controller worldscale support. -Passing world to meters scale into getControllerOrientationAndPosition because the thing asking about it ought to be part of a world, and know what it should be. This also avoids making PS4 motion controllers dependent on the HMD. Note Google VR Controller doesn't do position, so doesnt' care about scale. Oculus already had internal threadsafe tracking of world scale, so I left that. Steam handles world scale below our input level. -Also adding PlayerIndex member to FSceneView so we can figure out which view the MotionControllerComponent should get its worldscale from for the late render thread update. #jira UEVR-498 #review-3384107 Change 3288308 on 2017/02/06 by Jeff.Fisher UEVR-517 Detect MotionController Connectivity -PS4 can only track 2 controllers and 1 hmd. Support for dealing with that is needed. -Also need to support multiple motion controller components mapped to a single controller. Licencees have done that before. -Created a new interface IMotionTrackingSystemManagement, and implements it for PS4Tracker on PS4. -Created a MotionTrackedDeviceFunctionLibrary to expose that interface to blueprint. -With those one can enable and disable tracking on ps4 controllers and query their state to stay within the controller tracking limit. -PS4Tracker also keeps a blackboard of the enable/disable state so that one can enable or disable controllers that have not been connected yet, and have them enable tracking or not when they are connected. -DS4 controller no longer jumps back to 000 if it loses tracking. #review-3384107 #jira UEVR-517 Change 3288309 on 2017/02/06 by Keli.Hlodversson Add file missing from CL#3257373. Change 3288311 on 2017/02/06 by Jeff.Fisher UEVR-517 Detect MotionController Connectivity - Test content. -tm-motionControllers has a third mode where all playstation motion controllers for player 0 are availalbe. You can toggle them to track or not with ctrl-P,G,L,R for pad, gun, leftmove, rightmove or with alt-P,G,L,R. Ctrl tests doing so via MotionControllerComponent. Alt tests doing so by player index and controller type enum. -ctrl-A disables tracking of all controllers -alt-A disables tracking of all controllers for player 0 -ctrl-D toggles enabling new controllers by default -Also fixed one button not working in one of the other test modes for the Aim (gun) controller. -The controller 'models' have an arrow out the front. It is black if disabled. Red if enabled, but no tracker is active, yellow if tracked but inertial only, and green if fully tracked by the camera. -This logic is in the QA_MoCoAll blueprint. Change 3291601 on 2017/02/07 by Jeff.Fisher UEVR-536 PSVR motion controller tracking problem with multiple controllers -Previous code called GetRelativeTransform from the render thread, but the game thread could update it at any time. This caches that transform so that it can be safely used in the render thread. #jira UEVR-536 #review-3384107 @Ryan.Vance Change 3292460 on 2017/02/08 by Jeff.Fisher PS4 sceVrTrackerGetResult() error warning logging improved, and explanatory comment added. Change 3308771 on 2017/02/17 by Keli.Hlodversson Rename GoogleVR console commands #jira UEVR-412 Change 3309156 on 2017/02/17 by Keli.Hlodversson Track changes in r.ScreenPercentage on GoogleVR and set RenderTargetSize accordingly. Change 3311999 on 2017/02/20 by Keli.Hlodversson Create a default implementation for RecordAnalytics. Also create an initial stub for FHeadMountedDisplayBase for future default implementations of common HMD functionality. Make implementing IHeadMountedDisplay::GetDeviceName mandatory instead of defaulting to "Unknown" #jira UE-21878 #jira UEVR-213 Change 3313467 on 2017/02/20 by Ryan.Vance #jira UE-41604 3278583 pCustomPresent->AllocateRenderTargetTexture may return false, if we blindly return true we can end up with an invalid render target since the fall back sceneviewport will be skipped. 3278536 Adding ovrError_NoHmd to our sanity check in OnStartGameFrame. Change 3314002 on 2017/02/21 by Keli.Hlodversson Fix compilation on PS4 and Linux Change 3326722 on 2017/03/01 by Jeff.Fisher Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR) Integrating 4.15 from main. Change 3327567 on 2017/03/01 by Jeff.Fisher UEVR-588 Oculus crash on "stereo on" when the proximity sensor is not triggered. Duplicating from Release-4.15 cl 3327481, 3327542 -Don't ovr_SubmitFrame when the layers need to be recreated. They stay dirty until rendering is unpaused. #jira UEVR-588 #review-3384107 Change 3328098 on 2017/03/01 by Jeff.Fisher 4.15 merge fixes -Fixed deprecated enum name function usage. -Fixed world scale usage in GoogleVRController. -Fixed compile break in PS4Tracker. Change 3328271 on 2017/03/01 by Jeff.Fisher 2.15 merge -restroging GoogleVRController::GetWorldToMetersScale... cause it is used everywhere. Change 3328307 on 2017/03/01 by Jeff.Fisher 4.15 merge -More googlevr worldscale fixes. Change 3328312 on 2017/03/01 by Jeff.Fisher 4.15 merge -removing 2 unused includes Change 3330610 on 2017/03/02 by Jeff.Fisher 4.15 merge -fixing linux build Change 3333952 on 2017/03/06 by Keli.Hlodversson Implement common stereo layer management base class and use it in SteamVR and PS4. Fixes an outstanding bug in SteamVR where texures are updated every frame regardles of whether the continous update flag is set or not. #jira UEVR-628 #jira UE-42555 Change 3334961 on 2017/03/07 by Keli.Hlodversson Add missing include to fix non-unity builds Change 3336200 on 2017/03/07 by Keli.Hlodversson Fix compilation issues. (https://ec-01.epicgames.net/commander/link/jobDetails/jobs/7568252?jobName=UE4+Dev-VR+-+CL+3334961+-+Nightly+Build&s=Jobs) * Pre VS2015 compilers don't like mixing wide and unmarked strings in concatenation. Unfortunately LOCTEXT hides the call to the TEXT macro, completely hinding the prefix (which only gets added to the first fragment.) * Switch apparently doesn't know how to format a size_t for analytics either. Also: Typo in backwards compatibility command name alias Change 3337347 on 2017/03/08 by Jeff.Fisher UE-42631 Stereo off while prox sensor uncovered causes low framerate -Setting maxfps appropriately on 'stereo on/off'. #review-3384107 #jira UE-42631 Change 3338385 on 2017/03/08 by Ryan.Vance r.DisableDistortion was only being used for the mobile renderer Change 3342301 on 2017/03/10 by patrickr.donovan Test updates to TM-VRSmoke. Increased lightmap resolution on QA_MeshTypes meshes to improve readbility and reliablility of tests involving said asset. Rebuilt lighting. Change 3348133 on 2017/03/15 by Ryan.Vance Moving mono cvars to scene rendering to avoid cross module references. There's not a good reason to have them in the hmd module anyway. Change 3348836 on 2017/03/15 by Ryan.Vance Direct multi-view support for gear vr Monoscopic far field with multi-view (blit and direct) support for gear vr Support for translucent objects on both sides of the mono clip plane (due to a sorting issue, objects that straddle the plane composite incorrectly) Fixed missing discards/clears in the multi-view blit Change 3348843 on 2017/03/15 by Ryan.Vance Fixing color/depth target size mismatch when screen percentage scaling results in a size that isn't divisible by 16. Change 3349276 on 2017/03/16 by Keli.Hlodversson Fixing compile errors in GoogleVR after merge from main. Change 3350932 on 2017/03/16 by Ryan.Vance Re-enabling the gearvr plugin on windows. Change 3351977 on 2017/03/17 by Jeff.Fisher Fixing masked member variable. Change 3352314 on 2017/03/17 by Ryan.Vance We need to ensure that we don't select different lod levels for each eye. Change 3352993 on 2017/03/17 by Nick.Whiting Integrating CL 3345824 from Android-DevVR to Dev-VR. Support for device depth pass in SceneCaptureComponent2D Change 3355185 on 2017/03/20 by Nick.Whiting Added ability to disable the autoloading splash screen, which would prevent the hide splash screen node from ever working Change 3355676 on 2017/03/20 by Nick.Whiting PR #3384: [GNUX] SteamVR, OpenGL patch. (Contributed by yaakuro), with some minor modifications Change 3357286 on 2017/03/21 by Jeff.Fisher Fixing GenerateProjectFiles, looks like the .config. was removed from these references in main some time ago. Change 3357435 on 2017/03/21 by Jeff.Fisher Fixing editor build break, looks like a merge mistake. Change 3359960 on 2017/03/23 by Keli.Hlodversson Prevent potential crash when drawing tracking sensor location. Also only fetch HMD location once instead of once per tracking sensor. Change 3361230 on 2017/03/23 by Jeff.Fisher Fixing linux build opengl include problem... maybe. Change 3361638 on 2017/03/23 by Jeff.Fisher Another guess at fixing linux build. Change 3364224 on 2017/03/24 by Keli.Hlodversson Initial implementation of UEVR-576 - Base emulated layer implementation #jira UEVR-668 - Base emulated layer implementation: Initial framework for overrideable default implementation #jira UEVR-669 - Base emulated layer implementation: Face Locked Layers Support #jira UEVR-670 - Base emulated layer implementation: Tracker Locked Layers Support #jira UEVR-671 - Base emulated layer implementation: World Locked Layers Support #jira UEVR-672 - Base emulated layer implementation: Add support for optionally rendering face locked layers into a separate layer Change 3364242 on 2017/03/24 by Keli.Hlodversson SteamVR layers do not support negatve Layer priorities Change 3364263 on 2017/03/24 by Jeff.Fisher Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR) Monoscopicfarfieldrendering was just 'accept source', Ryan is going to look at fixing it up. Change 3364472 on 2017/03/24 by Jeff.Fisher Merge fix Change 3364475 on 2017/03/24 by Jeff.Fisher Fixing gearvr include. Change 3364486 on 2017/03/24 by Jeff.Fisher merge fix Change 3364532 on 2017/03/24 by Ryan.Vance pso update for mono rendering and stereo layers. Change 3364599 on 2017/03/24 by Ryan.Vance Oculus changes for SI1.12 Change 3365159 on 2017/03/26 by Jeff.Fisher include fix Change 3365182 on 2017/03/26 by Jeff.Fisher include fix Change 3366087 on 2017/03/27 by Ryan.Vance Remaining files from Oculus changes for SI1.12 merge request. Fixing a bug in OnlineSubsystem. Temporarily changing the eye padding change to be a shader clear to work around a clear color binding issue. Change 3366492 on 2017/03/27 by Ryan.Vance #jira UE-43294 Moved the clear before we setup state for drawing the mirror window content. It was stomping over state after the pso changes. Going to leave the shader clear in the rift prerender for clearing the eye padding for now. Change 3366929 on 2017/03/27 by Ryan.Vance Fixing compile error Change 3368549 on 2017/03/28 by Jeff.Fisher Merging Change: 3357998 from //UE4/Partner-Google-VR/Engine/... to Dev-VR Upgrade Google VR Plugin to v1.3: *Upgraded GVR NDK to 1.30.0 *Changed some BlueprintFunction to use BlueprintPure *Add the missing bDaydream flag in UEDeployAndroid.cs #review-3384107 Change 3368975 on 2017/03/28 by Ryan.Vance CIS clean up #jira UE-43428, UE-43429, UE-43426, UE-43427 Change 3369028 on 2017/03/28 by Ryan.Vance This is not exacly 'correct', but it's at least what the code was trying to do. Change 3370203 on 2017/03/29 by Ryan.Vance Adding gear vr controller component support. Change 3370918 on 2017/03/29 by Ryan.Vance Merging 3370569 using Partner-Google-VR_to_DevVR Change 3371030 on 2017/03/29 by Ryan.Vance Fixing linux build errors #jira UE-43426 Change 3371036 on 2017/03/29 by Ryan.Vance Oculus 4.16 integration. Not terribly happy with the use of std::string. They promised to clean this up for the next release. Change 3373495 on 2017/03/30 by Jeff.Fisher Merging from Dev-Main, in preparation for 4.16 Change 3373578 on 2017/03/30 by Jeff.Fisher build break, one comma short Change 3373870 on 2017/03/31 by Jeff.Fisher Include order fix. Change 3374001 on 2017/03/31 by Keli.Hlodversson Use DefaultStereoLayers as base for Morpheus implementation. #jira UEVR-709 #jira UE-42919 #rb: Jeff.Fisher Change 3374004 on 2017/03/31 by Keli.Hlodversson Fix rendering for the default Stereo Layers implementation on mobile. Depth test was set to "Never" instead of "Always" Destination texture on GLES is flipped on the Y axis, the coordinates are reversed in the shade when compiled on the relevant platforms. Change 3375125 on 2017/03/31 by Jeff.Fisher UE-43506 Ensure using VRPreview with GoogleVR -Removed the ensure, there is code in there to handle that case, and it works. #jira UE-43506 Change 3375294 on 2017/03/31 by nick.bullard Resaving Plugin content to resovle "saved with empty engine version" #jira UE-43537 Change 3375480 on 2017/03/31 by Jeff.Fisher UEVR-9 PSVR: Social Screen Support -Experimental social screen support for 4.16. -This does the basics of driving output through the Aux port in the proper format for display on the mirror monitor. -Only supports 30fps on the mirror monitor. 60fps will require the implementation of sony system dialogs to deal with incompatable system features (video streaming, remote play). -There is a project setting in Morpheus, under experiemental bEnableSocialScreenSeparateMode. This must be set to true to use this feature. When it is false we avoid allocating the back buffers. -MorpheusFunctionLibrary blueprints now have a node "SetSocialScreenMode" which can switch between SystemMirror (hardware supported mirroring), SeparateTest (alternates black and white), SeparateTexture (displays a texture, eg a render target, specified via blueprint), and SeparateMirror(puts the hmd render buffer on screen - which is both eyes, like a debug mode). -Also finally updated the bEnabled flag in project settings to tell people it's only for PC. #jira UEVR-9 #review-3384107 Change 3375540 on 2017/03/31 by Ryan.Vance #jira UE-43504 Fixing android build break when using a 64 bit isa. Change 3375655 on 2017/03/31 by Jeff.Fisher Fixing missing RGBAToYUV shader problem -This at least unblocks our process. Will revisit before zbr. Change 3375820 on 2017/04/01 by Jeff.Fisher Fixing linux build warning about HAS_MORPHEUS Change 3376050 on 2017/04/02 by Jeff.Fisher UE-43515 Step 'UE4Editor Static Analysis Win64' - Module.OnlineSubsystemOculus.cpp Warnings -Temporary fix for static analysis annotation warnings in OnlineSubsytemOculus. Longer term plan is to eliminate the use of the headers that trigger the warnings. -Just wrap all standard headers in static analysis disables. #jira UE-43515 Change 3376609 on 2017/04/03 by Jeff.Fisher Fixing rgbatoyuvshader include. Change 3377001 on 2017/04/03 by Jeff.Fisher UE-43547 Launch On PS4 fails during Run command - Missing global shader FRGBAToYUV420CS - shader c++ must be compiled so that it can be cooked for ps4. #jira UE-43547 Change 3379858 on 2017/04/04 by Jeff.Fisher Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR) pulling main this should get us ps4 sdk 4.508 Change 3379938 on 2017/04/04 by Ryan.Vance #jira UE-43548 If stereo layers are not being used, don't setup overlay targets as we will never clear/initialize them. The clear happens as part of the default layers PostRenderView_RenderThread call which wont be called if layers aren't being used in the scene. Change 3381519 on 2017/04/05 by Jeff.Fisher UEVR-733 PS4 sdk 4.500 hmd connection api changes break hmd connect. -Handling failure of sceHmdGetDeviceInformation if the hmd is powered off. It now returns an error code about an invalid handle in that case, rather than reporting unready. We just treat the error code like an unready status. #jira UEVR-733 #review-3384107 Change 3382019 on 2017/04/05 by Ryan.Vance Linux: add Vulkan support from dev editor: 3381593 Change 3382021 on 2017/04/05 by Ryan.Vance SteamVR on Linux using Vulkan OpenVR rev to 1_0_6 PR #3412: [GNUX] Initial support for SteamVR using Vulkan on GNUX platform. (Contributed by yaakuro) Change 3382076 on 2017/04/05 by Ryan.Vance Fixing linux steamvr lib path. It changed to something less silly in 1.0.6 Removing the steamvr plugin from the white list for linux. It's looking for a runtime that no one will have installed. Change 3383237 on 2017/04/06 by Ryan.Vance #jira UE-43732 Fixing Android compile issues. We can't wrap portions of a macro with a definie. This should probably be some sort of recursive macro thing since there's so much overlap. Good enough for now. Change 3383353 on 2017/04/06 by Ryan.Vance Fixing include cycles. Change 3383509 on 2017/04/06 by Jeff.Fisher Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR) merging the stuff from dev-mobile [CL 3384106 by Ryan Vance in Main branch]
2017-04-06 22:03:51 -04:00
static FName NAME_VULKAN_SM4(TEXT("SF_VULKAN_SM4"));
static FName NAME_VULKAN_SM5(TEXT("SF_VULKAN_SM5"));
static FName NAME_VULKAN_ES31(TEXT("SF_VULKAN_ES31"));
OutFormats.AddUnique(NAME_GLSL_150);
OutFormats.AddUnique(NAME_GLSL_430);
Copying //UE4/Dev-VR to //UE4/Dev-Main (Source: //UE4/Dev-VR @ 3383750) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3012064 on 2016/06/13 by Nick.Whiting Merging Main -> DevVR Change 3048060 on 2016/07/13 by Nick.Whiting Integrating CL 3045721 from //depot/Partners/Google/AndroidVR-DevVR Upgrade Android and iOS GVR SDK to the latest. Fix the flipped vignette issue when using Unreal's post processing distortion. Change the Daydream & Cardboard mode to use scanline racing. Deprecate the ability to turn off individual UI elements. Change 3235307 on 2016/12/14 by Keli.Hlodversson Filter out excluded HMD modules during FEngineLoop:PreInitHMDDevice. The final selection still happens in UEngine::InitializeHMDDevice as all HMD plugins have not been loaded during PreInit Change 3235308 on 2016/12/14 by Ryan.Vance #jira UEVR-478 Monoscopic far field improvements Shader changes are now gated behind the read only cvar vr.MonoscopicFarField. Changing this requires a shader compile. Moved the mono rendering mode to the cvar vr.MonoscopicFarFieldMode. This is writable, so users can enable/disable mono rendering on the fly if the above cvar is enabled. Only write to the alpha channel in the mobile base pass if the object is opaque and MONOSCOPIC_FAR_FIELD is defined. Addressed code review comments. Change 3235397 on 2016/12/14 by Keli.Hlodversson [Oculus] Only enable GearVR platform on Windows if Oculus service is running Original author: Loren.McQuade Change 3235762 on 2016/12/14 by Keli.Hlodversson Add explicit parentheses to placate the build bots. Change 3242318 on 2016/12/21 by Ryan.Vance Working around pixel density crash. Change 3242522 on 2016/12/21 by Ryan.Vance Missing flag clear so our adaptive test was always returning true. Change 3243173 on 2016/12/22 by Ryan.Vance Integrating post present callback implementation from 4.14.1 Change 3248633 on 2017/01/05 by Keli.Hlodversson Copying //Tasks/UE4/Dev-VR-Refactoring to Dev-VR-Minimal (//UE4/Dev-VR-Minimal) Change 3248723 on 2017/01/05 by Keli.Hlodversson Fix after merge. EnablePositionalTracking no longer exists. Change 3249484 on 2017/01/06 by Keli.Hlodversson Add missing includes Change 3249714 on 2017/01/06 by Keli.Hlodversson Remove monolithic header include Change 3249980 on 2017/01/06 by Keli.Hlodversson SteamVR: Remove leftover unused WindowMirrorMode member variable Change 3252432 on 2017/01/10 by Keli.Hlodversson Submitting change by Loren McQuade to fix monolithic builds. Unshelved from pending changelist '3251436': Change 3257373 on 2017/01/13 by Keli.Hlodversson #jira UEVR-411: Finish renaming/removing/remodelling the remaining Oculus (Rift+GearVR) commands #jira UEVR-412: Rename and merge remaining Morpheus console commands #jira UEVR-417: Remove Exec from IHeadMountedDisplay Change 3269971 on 2017/01/24 by Jeff.Fisher UEVR-498 move controller is missing world to meters UEVR-522 PS4 motion controller worldscale support. -Passing world to meters scale into getControllerOrientationAndPosition because the thing asking about it ought to be part of a world, and know what it should be. This also avoids making PS4 motion controllers dependent on the HMD. Note Google VR Controller doesn't do position, so doesnt' care about scale. Oculus already had internal threadsafe tracking of world scale, so I left that. Steam handles world scale below our input level. -Also adding PlayerIndex member to FSceneView so we can figure out which view the MotionControllerComponent should get its worldscale from for the late render thread update. #jira UEVR-498 #review-3384107 Change 3288308 on 2017/02/06 by Jeff.Fisher UEVR-517 Detect MotionController Connectivity -PS4 can only track 2 controllers and 1 hmd. Support for dealing with that is needed. -Also need to support multiple motion controller components mapped to a single controller. Licencees have done that before. -Created a new interface IMotionTrackingSystemManagement, and implements it for PS4Tracker on PS4. -Created a MotionTrackedDeviceFunctionLibrary to expose that interface to blueprint. -With those one can enable and disable tracking on ps4 controllers and query their state to stay within the controller tracking limit. -PS4Tracker also keeps a blackboard of the enable/disable state so that one can enable or disable controllers that have not been connected yet, and have them enable tracking or not when they are connected. -DS4 controller no longer jumps back to 000 if it loses tracking. #review-3384107 #jira UEVR-517 Change 3288309 on 2017/02/06 by Keli.Hlodversson Add file missing from CL#3257373. Change 3288311 on 2017/02/06 by Jeff.Fisher UEVR-517 Detect MotionController Connectivity - Test content. -tm-motionControllers has a third mode where all playstation motion controllers for player 0 are availalbe. You can toggle them to track or not with ctrl-P,G,L,R for pad, gun, leftmove, rightmove or with alt-P,G,L,R. Ctrl tests doing so via MotionControllerComponent. Alt tests doing so by player index and controller type enum. -ctrl-A disables tracking of all controllers -alt-A disables tracking of all controllers for player 0 -ctrl-D toggles enabling new controllers by default -Also fixed one button not working in one of the other test modes for the Aim (gun) controller. -The controller 'models' have an arrow out the front. It is black if disabled. Red if enabled, but no tracker is active, yellow if tracked but inertial only, and green if fully tracked by the camera. -This logic is in the QA_MoCoAll blueprint. Change 3291601 on 2017/02/07 by Jeff.Fisher UEVR-536 PSVR motion controller tracking problem with multiple controllers -Previous code called GetRelativeTransform from the render thread, but the game thread could update it at any time. This caches that transform so that it can be safely used in the render thread. #jira UEVR-536 #review-3384107 @Ryan.Vance Change 3292460 on 2017/02/08 by Jeff.Fisher PS4 sceVrTrackerGetResult() error warning logging improved, and explanatory comment added. Change 3308771 on 2017/02/17 by Keli.Hlodversson Rename GoogleVR console commands #jira UEVR-412 Change 3309156 on 2017/02/17 by Keli.Hlodversson Track changes in r.ScreenPercentage on GoogleVR and set RenderTargetSize accordingly. Change 3311999 on 2017/02/20 by Keli.Hlodversson Create a default implementation for RecordAnalytics. Also create an initial stub for FHeadMountedDisplayBase for future default implementations of common HMD functionality. Make implementing IHeadMountedDisplay::GetDeviceName mandatory instead of defaulting to "Unknown" #jira UE-21878 #jira UEVR-213 Change 3313467 on 2017/02/20 by Ryan.Vance #jira UE-41604 3278583 pCustomPresent->AllocateRenderTargetTexture may return false, if we blindly return true we can end up with an invalid render target since the fall back sceneviewport will be skipped. 3278536 Adding ovrError_NoHmd to our sanity check in OnStartGameFrame. Change 3314002 on 2017/02/21 by Keli.Hlodversson Fix compilation on PS4 and Linux Change 3326722 on 2017/03/01 by Jeff.Fisher Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR) Integrating 4.15 from main. Change 3327567 on 2017/03/01 by Jeff.Fisher UEVR-588 Oculus crash on "stereo on" when the proximity sensor is not triggered. Duplicating from Release-4.15 cl 3327481, 3327542 -Don't ovr_SubmitFrame when the layers need to be recreated. They stay dirty until rendering is unpaused. #jira UEVR-588 #review-3384107 Change 3328098 on 2017/03/01 by Jeff.Fisher 4.15 merge fixes -Fixed deprecated enum name function usage. -Fixed world scale usage in GoogleVRController. -Fixed compile break in PS4Tracker. Change 3328271 on 2017/03/01 by Jeff.Fisher 2.15 merge -restroging GoogleVRController::GetWorldToMetersScale... cause it is used everywhere. Change 3328307 on 2017/03/01 by Jeff.Fisher 4.15 merge -More googlevr worldscale fixes. Change 3328312 on 2017/03/01 by Jeff.Fisher 4.15 merge -removing 2 unused includes Change 3330610 on 2017/03/02 by Jeff.Fisher 4.15 merge -fixing linux build Change 3333952 on 2017/03/06 by Keli.Hlodversson Implement common stereo layer management base class and use it in SteamVR and PS4. Fixes an outstanding bug in SteamVR where texures are updated every frame regardles of whether the continous update flag is set or not. #jira UEVR-628 #jira UE-42555 Change 3334961 on 2017/03/07 by Keli.Hlodversson Add missing include to fix non-unity builds Change 3336200 on 2017/03/07 by Keli.Hlodversson Fix compilation issues. (https://ec-01.epicgames.net/commander/link/jobDetails/jobs/7568252?jobName=UE4+Dev-VR+-+CL+3334961+-+Nightly+Build&s=Jobs) * Pre VS2015 compilers don't like mixing wide and unmarked strings in concatenation. Unfortunately LOCTEXT hides the call to the TEXT macro, completely hinding the prefix (which only gets added to the first fragment.) * Switch apparently doesn't know how to format a size_t for analytics either. Also: Typo in backwards compatibility command name alias Change 3337347 on 2017/03/08 by Jeff.Fisher UE-42631 Stereo off while prox sensor uncovered causes low framerate -Setting maxfps appropriately on 'stereo on/off'. #review-3384107 #jira UE-42631 Change 3338385 on 2017/03/08 by Ryan.Vance r.DisableDistortion was only being used for the mobile renderer Change 3342301 on 2017/03/10 by patrickr.donovan Test updates to TM-VRSmoke. Increased lightmap resolution on QA_MeshTypes meshes to improve readbility and reliablility of tests involving said asset. Rebuilt lighting. Change 3348133 on 2017/03/15 by Ryan.Vance Moving mono cvars to scene rendering to avoid cross module references. There's not a good reason to have them in the hmd module anyway. Change 3348836 on 2017/03/15 by Ryan.Vance Direct multi-view support for gear vr Monoscopic far field with multi-view (blit and direct) support for gear vr Support for translucent objects on both sides of the mono clip plane (due to a sorting issue, objects that straddle the plane composite incorrectly) Fixed missing discards/clears in the multi-view blit Change 3348843 on 2017/03/15 by Ryan.Vance Fixing color/depth target size mismatch when screen percentage scaling results in a size that isn't divisible by 16. Change 3349276 on 2017/03/16 by Keli.Hlodversson Fixing compile errors in GoogleVR after merge from main. Change 3350932 on 2017/03/16 by Ryan.Vance Re-enabling the gearvr plugin on windows. Change 3351977 on 2017/03/17 by Jeff.Fisher Fixing masked member variable. Change 3352314 on 2017/03/17 by Ryan.Vance We need to ensure that we don't select different lod levels for each eye. Change 3352993 on 2017/03/17 by Nick.Whiting Integrating CL 3345824 from Android-DevVR to Dev-VR. Support for device depth pass in SceneCaptureComponent2D Change 3355185 on 2017/03/20 by Nick.Whiting Added ability to disable the autoloading splash screen, which would prevent the hide splash screen node from ever working Change 3355676 on 2017/03/20 by Nick.Whiting PR #3384: [GNUX] SteamVR, OpenGL patch. (Contributed by yaakuro), with some minor modifications Change 3357286 on 2017/03/21 by Jeff.Fisher Fixing GenerateProjectFiles, looks like the .config. was removed from these references in main some time ago. Change 3357435 on 2017/03/21 by Jeff.Fisher Fixing editor build break, looks like a merge mistake. Change 3359960 on 2017/03/23 by Keli.Hlodversson Prevent potential crash when drawing tracking sensor location. Also only fetch HMD location once instead of once per tracking sensor. Change 3361230 on 2017/03/23 by Jeff.Fisher Fixing linux build opengl include problem... maybe. Change 3361638 on 2017/03/23 by Jeff.Fisher Another guess at fixing linux build. Change 3364224 on 2017/03/24 by Keli.Hlodversson Initial implementation of UEVR-576 - Base emulated layer implementation #jira UEVR-668 - Base emulated layer implementation: Initial framework for overrideable default implementation #jira UEVR-669 - Base emulated layer implementation: Face Locked Layers Support #jira UEVR-670 - Base emulated layer implementation: Tracker Locked Layers Support #jira UEVR-671 - Base emulated layer implementation: World Locked Layers Support #jira UEVR-672 - Base emulated layer implementation: Add support for optionally rendering face locked layers into a separate layer Change 3364242 on 2017/03/24 by Keli.Hlodversson SteamVR layers do not support negatve Layer priorities Change 3364263 on 2017/03/24 by Jeff.Fisher Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR) Monoscopicfarfieldrendering was just 'accept source', Ryan is going to look at fixing it up. Change 3364472 on 2017/03/24 by Jeff.Fisher Merge fix Change 3364475 on 2017/03/24 by Jeff.Fisher Fixing gearvr include. Change 3364486 on 2017/03/24 by Jeff.Fisher merge fix Change 3364532 on 2017/03/24 by Ryan.Vance pso update for mono rendering and stereo layers. Change 3364599 on 2017/03/24 by Ryan.Vance Oculus changes for SI1.12 Change 3365159 on 2017/03/26 by Jeff.Fisher include fix Change 3365182 on 2017/03/26 by Jeff.Fisher include fix Change 3366087 on 2017/03/27 by Ryan.Vance Remaining files from Oculus changes for SI1.12 merge request. Fixing a bug in OnlineSubsystem. Temporarily changing the eye padding change to be a shader clear to work around a clear color binding issue. Change 3366492 on 2017/03/27 by Ryan.Vance #jira UE-43294 Moved the clear before we setup state for drawing the mirror window content. It was stomping over state after the pso changes. Going to leave the shader clear in the rift prerender for clearing the eye padding for now. Change 3366929 on 2017/03/27 by Ryan.Vance Fixing compile error Change 3368549 on 2017/03/28 by Jeff.Fisher Merging Change: 3357998 from //UE4/Partner-Google-VR/Engine/... to Dev-VR Upgrade Google VR Plugin to v1.3: *Upgraded GVR NDK to 1.30.0 *Changed some BlueprintFunction to use BlueprintPure *Add the missing bDaydream flag in UEDeployAndroid.cs #review-3384107 Change 3368975 on 2017/03/28 by Ryan.Vance CIS clean up #jira UE-43428, UE-43429, UE-43426, UE-43427 Change 3369028 on 2017/03/28 by Ryan.Vance This is not exacly 'correct', but it's at least what the code was trying to do. Change 3370203 on 2017/03/29 by Ryan.Vance Adding gear vr controller component support. Change 3370918 on 2017/03/29 by Ryan.Vance Merging 3370569 using Partner-Google-VR_to_DevVR Change 3371030 on 2017/03/29 by Ryan.Vance Fixing linux build errors #jira UE-43426 Change 3371036 on 2017/03/29 by Ryan.Vance Oculus 4.16 integration. Not terribly happy with the use of std::string. They promised to clean this up for the next release. Change 3373495 on 2017/03/30 by Jeff.Fisher Merging from Dev-Main, in preparation for 4.16 Change 3373578 on 2017/03/30 by Jeff.Fisher build break, one comma short Change 3373870 on 2017/03/31 by Jeff.Fisher Include order fix. Change 3374001 on 2017/03/31 by Keli.Hlodversson Use DefaultStereoLayers as base for Morpheus implementation. #jira UEVR-709 #jira UE-42919 #rb: Jeff.Fisher Change 3374004 on 2017/03/31 by Keli.Hlodversson Fix rendering for the default Stereo Layers implementation on mobile. Depth test was set to "Never" instead of "Always" Destination texture on GLES is flipped on the Y axis, the coordinates are reversed in the shade when compiled on the relevant platforms. Change 3375125 on 2017/03/31 by Jeff.Fisher UE-43506 Ensure using VRPreview with GoogleVR -Removed the ensure, there is code in there to handle that case, and it works. #jira UE-43506 Change 3375294 on 2017/03/31 by nick.bullard Resaving Plugin content to resovle "saved with empty engine version" #jira UE-43537 Change 3375480 on 2017/03/31 by Jeff.Fisher UEVR-9 PSVR: Social Screen Support -Experimental social screen support for 4.16. -This does the basics of driving output through the Aux port in the proper format for display on the mirror monitor. -Only supports 30fps on the mirror monitor. 60fps will require the implementation of sony system dialogs to deal with incompatable system features (video streaming, remote play). -There is a project setting in Morpheus, under experiemental bEnableSocialScreenSeparateMode. This must be set to true to use this feature. When it is false we avoid allocating the back buffers. -MorpheusFunctionLibrary blueprints now have a node "SetSocialScreenMode" which can switch between SystemMirror (hardware supported mirroring), SeparateTest (alternates black and white), SeparateTexture (displays a texture, eg a render target, specified via blueprint), and SeparateMirror(puts the hmd render buffer on screen - which is both eyes, like a debug mode). -Also finally updated the bEnabled flag in project settings to tell people it's only for PC. #jira UEVR-9 #review-3384107 Change 3375540 on 2017/03/31 by Ryan.Vance #jira UE-43504 Fixing android build break when using a 64 bit isa. Change 3375655 on 2017/03/31 by Jeff.Fisher Fixing missing RGBAToYUV shader problem -This at least unblocks our process. Will revisit before zbr. Change 3375820 on 2017/04/01 by Jeff.Fisher Fixing linux build warning about HAS_MORPHEUS Change 3376050 on 2017/04/02 by Jeff.Fisher UE-43515 Step 'UE4Editor Static Analysis Win64' - Module.OnlineSubsystemOculus.cpp Warnings -Temporary fix for static analysis annotation warnings in OnlineSubsytemOculus. Longer term plan is to eliminate the use of the headers that trigger the warnings. -Just wrap all standard headers in static analysis disables. #jira UE-43515 Change 3376609 on 2017/04/03 by Jeff.Fisher Fixing rgbatoyuvshader include. Change 3377001 on 2017/04/03 by Jeff.Fisher UE-43547 Launch On PS4 fails during Run command - Missing global shader FRGBAToYUV420CS - shader c++ must be compiled so that it can be cooked for ps4. #jira UE-43547 Change 3379858 on 2017/04/04 by Jeff.Fisher Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR) pulling main this should get us ps4 sdk 4.508 Change 3379938 on 2017/04/04 by Ryan.Vance #jira UE-43548 If stereo layers are not being used, don't setup overlay targets as we will never clear/initialize them. The clear happens as part of the default layers PostRenderView_RenderThread call which wont be called if layers aren't being used in the scene. Change 3381519 on 2017/04/05 by Jeff.Fisher UEVR-733 PS4 sdk 4.500 hmd connection api changes break hmd connect. -Handling failure of sceHmdGetDeviceInformation if the hmd is powered off. It now returns an error code about an invalid handle in that case, rather than reporting unready. We just treat the error code like an unready status. #jira UEVR-733 #review-3384107 Change 3382019 on 2017/04/05 by Ryan.Vance Linux: add Vulkan support from dev editor: 3381593 Change 3382021 on 2017/04/05 by Ryan.Vance SteamVR on Linux using Vulkan OpenVR rev to 1_0_6 PR #3412: [GNUX] Initial support for SteamVR using Vulkan on GNUX platform. (Contributed by yaakuro) Change 3382076 on 2017/04/05 by Ryan.Vance Fixing linux steamvr lib path. It changed to something less silly in 1.0.6 Removing the steamvr plugin from the white list for linux. It's looking for a runtime that no one will have installed. Change 3383237 on 2017/04/06 by Ryan.Vance #jira UE-43732 Fixing Android compile issues. We can't wrap portions of a macro with a definie. This should probably be some sort of recursive macro thing since there's so much overlap. Good enough for now. Change 3383353 on 2017/04/06 by Ryan.Vance Fixing include cycles. Change 3383509 on 2017/04/06 by Jeff.Fisher Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR) merging the stuff from dev-mobile [CL 3384106 by Ryan Vance in Main branch]
2017-04-06 22:03:51 -04:00
OutFormats.AddUnique(NAME_VULKAN_SM4);
OutFormats.AddUnique(NAME_VULKAN_SM5);
OutFormats.AddUnique(NAME_VULKAN_ES31);
}
}
virtual void GetAllTargetedShaderFormats( TArray<FName>& OutFormats ) const override
{
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3295257) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3235199 on 2016/12/14 by Joe.Barnes Fix new compile error for missing #define Change 3235340 on 2016/12/14 by Arciel.Rekman Linux: refactor of some PlatformMisc functions. - RootDir() removed since it was a no-op. - Old EngineDir() implementation removed in favor of more generic one that should handle foreign engine dir. - Change by CengizT, Change 3237014 on 2016/12/15 by Michael.Trepka Fixed a crash in FChunkCacheWorker constructor Change 3238305 on 2016/12/16 by Josh.Adams - Added a None option to the FKey customization, unless the FKey property had NoClear on it Change 3240823 on 2016/12/20 by Josh.Stoddard Device profiles don't work for iPadPro 9.7 and 12.9 #jira UE-39943 Change 3241103 on 2016/12/20 by Alicia.Cano Android support from Visual Studio #jira UEPLAT-1421 #android Change 3241357 on 2016/12/20 by Chris.Babcock Add gameActivityOnNewIntentAddtions section to Android UPL #jira UE-38986 #PR #2969 #ue4 #android Change 3241941 on 2016/12/21 by Alicia.Cano Build Fix Change 3249832 on 2017/01/06 by Nick.Shin refetch on timed out GET/POST requests #jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure" Change 3249837 on 2017/01/06 by Nick.Shin black box issues fixed: use device pixel ratio during width and height checks and use canvas dimensions if in full screen -- otherwise store SDL_window dimensions for future use #jira UE-36341 HTML5 - View is incorrectly drawn #jira UE-32311 Templates on Firefox/Chrome on HTML5 are not full screen during Launch On Change 3249988 on 2017/01/06 by Josh.Adams - Disable the HeartBeat() function on platforms that don't actually want to use the HeartbeatThread #jira UE-40305, UE-39291, UE-40113 Change 3253720 on 2017/01/11 by Josh.Adams - Added support for a config class to use a specific platform's config hierarchy, so that the editor can read NDA'd platform default settings without needing the settings to in Base*.ini - See SwitchRuntimeSettings.h / GetConfigOverridePlatform() - Addiontally made it so that NDAd platforms are saved to Project/Platform/Platform*.ini, instead of Project/Default*.ini (to keep samples .ini files free of NDAd platform settings). - See UObject::GetDefaultConfigFilename() - Updated some minor ShooterGame switch settings while cleaning this up Change 3254162 on 2017/01/11 by Daniel.Lamb Avoid trying to load empty package names. Fixed issue with iterative ini files being unparseable if they inlcude a colon in them. #jira UE-40257, UE-35001 #test Cook QAGame Change 3255309 on 2017/01/12 by Daniel.Lamb In the derived datacache commandlet wait for texture building to finish before we GC. #test DDC QAGame Change 3255311 on 2017/01/12 by Daniel.Lamb Removed debug logging for shader compilation. Issue hasn't occured in a while and the logging is annoying. #test Cook QAGame Change 3257024 on 2017/01/13 by Josh.Adams - Reread in the target RHIs array every time the list of shader types is needed, instead of caching, because the user could change the settings in the editor, then click cook. #jira UE-38691 Change 3259636 on 2017/01/16 by Josh.Adams - Fixed split screen render issue with payer 2 getting no geometry #jira UE-40684 Change 3260159 on 2017/01/17 by Ben.Marsh Added extra logging when deleting a directory fails during ReconcileWorkspace. Change 3260300 on 2017/01/17 by Ben.Marsh More logging for cleaning workspaces. Change 3261056 on 2017/01/17 by Daniel.Lamb Cook on the fly builds now resolve string asset references. #test Trivial Change 3262803 on 2017/01/18 by Joe.Graf Added missing support for compiling plugins external to Engine/Plugins & Game/Plugins Change 3262852 on 2017/01/18 by Joe.Graf Fixed the bad robomerge Don't try to regenerate projects when adding a content only plugin to a content only project Change 3264930 on 2017/01/19 by Joe.Barnes #include some header files needed when building UFE. Change 3265728 on 2017/01/20 by Will.Fissler PlatformShowcase - Added TestBed_MobileFeatures .umap and related test content. Change 3267188 on 2017/01/21 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3267439 on 2017/01/22 by Arciel.Rekman Fix Dev-Platform build. - Fixed just to have it compile; perhaps a proper fix is needed. - Seems to be caused by CL 3265587 (delegate was changed to return an array of search results instead of a single one). Change 3267556 on 2017/01/23 by Arciel.Rekman Linux: fix MoveFile to work across file systems. - PR #3141 with slight changes. Change 3267843 on 2017/01/23 by Arciel.Rekman Remove name collision (macro vs libc++). - Redoing CL 3259310. Change 3267850 on 2017/01/23 by Arciel.Rekman Fix wrong always true condition. - PLATFORM_LINUX is always defined, but can be 0. Change 3268048 on 2017/01/23 by Daniel.Lamb Integrated fix for rebuild lighting commandlet from Greg Korman @ Impulse Gear. #test Rebuild lighting Paragon Change 3268403 on 2017/01/23 by Josh.Adams #BUILDUPGRADENOTES - Moved XboxOne and PS4 settings into platform specific .ini files (after using GetConfigOverridePlatform() in their class delcarations) - Licensee games that have PS4, XboxOne, Switch settings in DefaultEngine.ini will have those settings saved in the platform version next time the project settings are edited. DOCUMENT THIS! Change 3272441 on 2017/01/25 by Chris.Babcock Fixed documentation error in UnrealPluginLanguage #ue4 #android Change 3272478 on 2017/01/25 by Chris.Babcock Fix another documentation error in UnrealPluginLanguage #ue4 Change 3272826 on 2017/01/25 by Chris.Babcock Google Cloud Messaging plugin for Android #jira UEPLAT-1458 #ue4 #android Change 3272839 on 2017/01/25 by Chris.Babcock Fix name of Google Cloud Messaging Sender ID #ue4 #android Change 3273837 on 2017/01/26 by Daniel.Lamb Added check to ensure editor never saves source texture data which has had ReleaseSourceMemory called on it. Instead crash as this is a loss of content situation. #test Cook paragon cook qagame Change 3274122 on 2017/01/26 by Alicia.Cano Runtime permissions support on Android - Removing certain permissions #jira UE-38512 #android Change 3274311 on 2017/01/26 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3274794 on 2017/01/27 by Arciel.Rekman Linux: fix installed SDK check (UE-40392). - Pull request #3111 by rubu. Change 3274803 on 2017/01/27 by Arciel.Rekman Linux: added few more exceptions to .gitignore (UE-39612). - Pull request #3026 by ardneran. Change 3276247 on 2017/01/27 by Nick.Shin HTML5 HeapSize settings - make use of it from UE4 Editor:Platforms:HTML5:Memory:HeapSize note: emscripten says this is really no longer needed when using [ -s ALLOW_MEMORY_GROWTH=1 ] -- but tests have shown when using that, the game load/compile times takes longer #jira UE-34753 Zen Garden cannot compile in HTML5 #jira UE-40815 Launching QAGame for HTML5 creates an 'uncaught exception: out of memory'. Change 3276347 on 2017/01/27 by dan.reynolds Android Streaming Test Content Change 3276682 on 2017/01/29 by Nick.Shin HTML5 thirdparty build scripts - fix up what looks like a bad merge - allow linux to also build these libs - fixed harfbuzz to use freetype2-2.6 when building HTML5 libs - tested on mac, linux, and windows (git-bash) Change 3276796 on 2017/01/29 by Nick.Shin HTML5 thirdparty (python) build scripts - linux patches from mozilla's jukka - tested on mac and, linux, and windows (git-bash) part of: #jira UEPLAT-1437 (4.16) Switch [to] web assembly Change 3276803 on 2017/01/29 by Nick.Shin HTML5 thirdparty build scripts - getting ready to build with (new toolchain that has) wasm support - minor fix to handle whitespace in project path - tested on mac and, linux, and windows (git-bash) part of: #jira UEPLAT-1437 (4.16) Switch [to] web assembly Change 3278007 on 2017/01/30 by Arciel.Rekman SteamVR: whitelist for Linux. - Makes Blueprint functions available in Linux builds, even if stubbed. - Can be probably whitelisted for Mac too. Change 3278172 on 2017/01/30 by Arciel.Rekman Do not rebuild UnrealPak locally (UE-41285). Change 3279873 on 2017/01/31 by Brent.Pease + Implement streaming in Vorbis + Add streaming to Android audio + Fix audio streaming chunk race condition Change 3280063 on 2017/01/31 by Brent.Pease GitHub 2949 : Fix for crashes when backgrounding/sleeping on iOS metal devices #2949 #jira UE-38829 Change 3280072 on 2017/01/31 by Brent.Pease PR #2889: Add -distribution when iOS distribution Packaging. with IPhonePackage.exe (Contributed by sangpan) https://github.com/EpicGames/UnrealEngine/pull/2889 #jira ue-37874 #2889 Change 3280091 on 2017/01/31 by Arciel.Rekman Linux: fix "unable to make writable" toast (UE-37228). - Also fixed other platforms that returned inverted the error result. Change 3280624 on 2017/01/31 by Brent.Pease PR #2891: iOS IDFV string allocation fix (Contributed by robertfsegal) https://github.com/EpicGames/UnrealEngine/pull/2891 #2891 #jira ue-37891 Change 3280625 on 2017/01/31 by Brent.Pease GitHub 2576 - Fix UIImagePickerController crash #2576 #jira UE-328888 Change 3281618 on 2017/02/01 by Josh.Adams - Fixed hopeful compile error with missing inlcude #jira UE-41415 Change 3282277 on 2017/02/01 by Josh.Adams - Support 0.12.16 and 1.1.1 (the first versions that can share Oasis) Change 3282441 on 2017/02/01 by Arciel.Rekman Fix Linux editor splash screen (UE-28123). Change 3282580 on 2017/02/01 by Nick.Shin HTML5 - fix "firefox nighly" issue with: failed to compile wasm module: CompileError: at offset XXX: initial memory size too big: WARNING: this greatly impacts (in browser) compile times Change 3285991 on 2017/02/03 by Chris.Babcock Fix executable path for stripping Android debug symbols (handle non-Windows properly) #jira UE-41238 #ue4 #android Change 3286406 on 2017/02/03 by Chris.Babcock Save and restore texture filtering for movie playback in all cases #jira UE-41565 #ue4 #android Change 3286800 on 2017/02/04 by Chris.Babcock Fix executable path for stripping Android debug symbols (handle non-Windows properly) #jira UE-41238 #ue4 #android Change 3288598 on 2017/02/06 by Arciel.Rekman CodeLite fixes. - Use *-Linux-Debug binary for Debug configuration. - Fix virtual paths. Change 3288864 on 2017/02/06 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) - Note, Switch is known to not boot with this, fix coming next Change 3289364 on 2017/02/06 by Josh.Adams [BUILDUPGRADENOTES] - Fixed the "type" of the desktop device profiles to be Windows, not WindowsNoEditor, etc. It should be the platform, not a random string. - Updated how DeviceProfiles are loaded, especially in the editor, so that we can have NDAd platforms have their default DP values in platform-hidden files - This makes use of the ability for a class to override the platform hierarchy in the editor (like we do with other editor-exposed platform objects) - Added Config/[PS4|XboxOne|Switch]/ConfidentialPlatform.ini files so that the DP loading code knows to look in their directories for DPs. See FGenericPlatformMisc::GetConfidentialPlatforms() for more information - Note that saving still saves the entire DP to the .ini. Next DP change is to have them properly save against their 2(!) parents - the .ini file earlier in the hierarchy, and the parent DP object. Makes it tricky, for sure. - Added FConfigFile::GetArray (previous was only on FConfigCacheIni) Change 3289796 on 2017/02/07 by Arciel.Rekman Linux: remove leftover CEF build script. Change 3289872 on 2017/02/07 by Arciel.Rekman Linux: install MIME types (UE-40954). - Pull request #3154 by RicardoEPRodrigues. Change 3289915 on 2017/02/07 by Josh.Adams - Fixed CIS warnings Change 3289916 on 2017/02/07 by Arciel.Rekman Linux: remove -opengl4 from the default invocation. Change 3290009 on 2017/02/07 by Gil.Gribb UE4 - Fixed boot time EDL causing some issues even when it wasn't being used. Change 3290120 on 2017/02/07 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3290948 on 2017/02/07 by Arciel.Rekman Linux: fix crash when clicking on question mark (UE-41634). - Symbol interposition problem (proper fix is still to be investigated). (Edigrating part of CL 3290683 from Release-4.15 to Dev-Platform) Change 3291074 on 2017/02/07 by Arciel.Rekman Speculative build fix. Change 3292028 on 2017/02/08 by Josh.Adams - Fixed Incremental CIS build failures Change 3292105 on 2017/02/08 by Nick.Shin emcc.py - change warning to info #jira UE-41747 //UE4/Dev-Platform Compile UE4Game HTML5 completed with 50 warnings Change 3292201 on 2017/02/08 by JohnHenry.Carawon Change comment to fix XML warning when generating project files on Linux Change 3292242 on 2017/02/08 by Arciel.Rekman Linux: avoid unnecessary dependency on CEF (UE-41634). - Do not apply CEF workaround to monolithic builds (eg. stock Game/Server targets). - Also disable CEF compilation for ShaderCompileWorker. - Based on CL 3292077 in 4.15. Change 3292559 on 2017/02/08 by Josh.Adams - Added more platforms to disable the file handle caching (all the ones that use MANAGED_FILE_HANDLES) Change 3294333 on 2017/02/09 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3294506 on 2017/02/09 by Josh.Adams - Fixed GoogleCloudMessaging.uplugin to fix the Installed flag. Every other plugin had false, this one had true, which caused various checks to go haywire #jira UE-41710 Change 3294984 on 2017/02/09 by Josh.Adams - Worked around the remote compiling issue with code-based projects on a different drive than the engine #jira UE-41704 Change 3295056 on 2017/02/09 by Josh.Adams - Fixed the remote compiling issue by unconverting the path back to host when reading from the module filename Change 3295161 on 2017/02/09 by Josh.Adams - Fixed new bug when buildin native ios that was caused by a remote compile break Change 3295229 on 2017/02/09 by Josh.Adams - Fixed a crash in clothing on platforms that don't support clothing #jira UE-41830 [CL 3295859 by Josh Adams in Main branch]
2017-02-09 19:20:55 -05:00
// Get the Target RHIs for this platform, we do not always want all those that are supported. (reload in case user changed in the editor)
TArray<FString>TargetedShaderFormats;
GConfig->GetArray(TEXT("/Script/LinuxTargetPlatform.LinuxTargetSettings"), TEXT("TargetedRHIs"), TargetedShaderFormats, GEngineIni);
// Gather the list of Target RHIs and filter out any that may be invalid.
TArray<FName> PossibleShaderFormats;
GetAllPossibleShaderFormats(PossibleShaderFormats);
for (int32 ShaderFormatIdx = TargetedShaderFormats.Num() - 1; ShaderFormatIdx >= 0; ShaderFormatIdx--)
{
FString ShaderFormat = TargetedShaderFormats[ShaderFormatIdx];
if (PossibleShaderFormats.Contains(FName(*ShaderFormat)) == false)
{
TargetedShaderFormats.RemoveAt(ShaderFormatIdx);
}
}
for(const FString& ShaderFormat : TargetedShaderFormats)
{
OutFormats.AddUnique(FName(*ShaderFormat));
}
}
virtual const class FStaticMeshLODSettings& GetStaticMeshLODSettings( ) const override
{
return StaticMeshLODSettings;
}
virtual void GetTextureFormats( const UTexture* InTexture, TArray<FName>& OutFormats ) const override
{
if (!IS_DEDICATED_SERVER)
{
// just use the standard texture format name for this texture
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
FName TextureFormatName = GetDefaultTextureFormatName(this, InTexture, EngineSettings, false);
OutFormats.Add(TextureFormatName);
}
}
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3358916) #lockdown Nick.Penwarden Change 3358916 on 2017/03/22 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb na Change 3357395 on 2017/03/21 by Daniel.Lamb Added some more custom stats to the cooker. Only cook the english cook culture when we are running local builds. #!rb Trivial #!test Iterative shared cooked builds paragon Change 3357377 on 2017/03/21 by Daniel.Lamb Added support for packages which fail to load to the package dependency info module #!rb Trivial #!test Cook paragon Change 3356838 on 2017/03/21 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!3rb #!tests na Change 3355306 on 2017/03/20 by Daniel.Lamb Switched PackageDependencyInfo to using Guid instead of entire package hash when generating dependency info. Stopped cooker from collecting garbage while in the editor. Iterative cooks don't resolve string asset references for startup packages. #!rb Trivial #!test Shared precooked build paragon Change 3354527 on 2017/03/20 by Wes.Hunt AnalyticsProvider::SetUserID will now flush any pending events before changing the ID. #!jira AN-1660 #!fyi josh.markiewicz,david.nikdel #!rb josh.markiewicz #!tests ran client connected to Solo vs. AI server Change 3353852 on 2017/03/20 by Benn.Gallagher Speculative fix for clothing crashes using Mambo. It was possible that the skeletal mesh component could have triggered deletion or creation of simulation state objects while the simulation was in flight on another thread, added tracking and waiting for outstanding tasks. #!jira OR-36843, UE-42975 #!rb Martin.Wilson #!tests Editor PIE, -game hero gallery Change 3353048 on 2017/03/18 by Jeff.Williams #!ORION_DG - Merge MAIN @CL 3353033 Change 3352845 on 2017/03/17 by Daniel.Lamb Renamed the ConvertRenderTargetToTexture2D function so that it's obvious it's a editor only feature. #!rb Daniel.Wright #!test Editor paragon Change 3352544 on 2017/03/17 by Daniel.Lamb ADded support for ignoring ini settings incompatbilities when using shared cooked builds. #!rb Trivial #!test Shared cooked build paragon Change 3352285 on 2017/03/17 by Daniel.Lamb Fix client side compilation error to do with render texture conversion function #!rb Trivial #!test Compile Paragon Change 3352141 on 2017/03/17 by Daniel.Lamb Added support for blueprint function to convert a rendertexture to a texture. #!rb Daniel.Wright #!test Run in the editor Change 3351612 on 2017/03/17 by Andrew.Grant Expand EngineDir and ProjectDir variables during AppLocal deployment #!tests Jamie verified packaging Orion via the editor works now #!rb Jamie.Dale Change 3350470 on 2017/03/16 by Laurent.Delayen Fix for PS4 compile. #!rb none #!tests PS4 + non unity Change 3350237 on 2017/03/16 by Andrew.Grant Pak-mounting fix from Dev-Core for OR-36896 #!tests na #!rb GIl.Gribb Change 3350079 on 2017/03/16 by Laurent.Delayen Added 'AnimNotify_PlayMontageNotify' and 'AnimNotify_PlayMontageNotifyWindow' to forward notifies Begin/End to 'PlayMontage' AsyncTask. #!rb lina.halper #!tests Yin's BP Change 3349694 on 2017/03/16 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Exposing copy/paste actions for properties embedded within IDetailGroup header rows #!rb Matt.Kuhlenschmidt #!tests Copy/paste on skin variant primary override rows #!ROBOMERGE-SOURCE: CL 3349513 in //Orion/Dev-REGS/... via CL 3349675 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3349560 on 2017/03/16 by David.Ratti Update GameplayTagReferenceHelper to pass in raw data for owner struct (Rather than having caller pass raw 'this' to delegate). Fixes crashes with resizing lists while making calling code less crappy (avoid having to implement copy cstor and operator to fixup delegate). Added GameplayTagReferenceHelper to gameplay cue classes. #!rb none #!tests editor Change 3349305 on 2017/03/16 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!tests compiled #!rb na Change 3349189 on 2017/03/16 by Benn.Gallagher Fixed clothing not running in PS4 packaged builds #!rb Martin.Wilson #!jira OR-36680 #!tests PS4 cooked OrionEntry with Shinbi Change 3348659 on 2017/03/15 by Daniel.Lamb Fix compilation errors. #!rb None Change 3348646 on 2017/03/15 by Andrew.Grant Unshelved from pending changelist '3347778': <description: restricted, no permission to view> Change 3348636 on 2017/03/15 by Daniel.Lamb Fixed issue with rebuildlighting commandlet not checking out separate lighting files. #!rb None #!test ResavePackages commandlet Change 3348559 on 2017/03/15 by Daniel.Lamb Fixed up some iterative ini settings blacklist configs. #!rb Trivial #!test Iterative Cook paragon Change 3348379 on 2017/03/15 by Laurent.Delayen Added simple Async Node 'Play Montage' to use outside of gameplay abilities. #!rb none #!tests none Change 3348035 on 2017/03/15 by Ben.Salem Switch automationcheckpoint to being a .log file. Unblocks running on packaged builds in paragon. #!rb none #!tests ran oh so very many tests with the changes. Change 3345982 on 2017/03/14 by Zak.Middleton #!orion - OR-36422: Clamp client net send rate for character movement to 60Hz (down from 90). Integrates CL 3345771 from Dev-Framework which adds engine support for specifying the rate parameters, and sets them in Orion DefaultGame.ini to 1/60 second. #!jira OR-36422 #!tests multi-PIE dedicated server, various framerates, net lag, etc. #!rb Laurent.Delayen #!codereview Laurent.Delayen Change 3345134 on 2017/03/14 by Jordan.Walker mono work Change 3344857 on 2017/03/14 by Martin.Wilson Missing includes for transactor header #!rb none Change 3341860 on 2017/03/10 by Chris.Bunner Partial revert of CL 3339904. Fixed material translation error with multiple connections from custom interpolator nodes. #!rb None #!tests Editor, Known trouble materials with interpolator nodes, With/without material functions Change 3341759 on 2017/03/10 by Daniel.Lamb Fixed up NetworkCompatible version so that it works with UGS. #!rb Trivial #!test Cook ps4 paragon. Change 3341616 on 2017/03/10 by Josh.Markiewicz #!UE4 - added define for OGS feature #!rb none #!codereview sam.zamani #!tests compiles Change 3341612 on 2017/03/10 by Josh.Markiewicz #!UE4 - removed old define #!tests compiles Change 3340180 on 2017/03/09 by Daniel.Lamb Integrate fix for sync loading from main to Dev General. #!rb Ben.Zeigler Change 3339904 on 2017/03/09 by Chris.Bunner Fixed material translation error when custom interpolator node hooked to multiple function outputs. #!rb None #!tests Editor Change 3339280 on 2017/03/09 by Josh.Markiewicz #!UE4 - removed WebBrowser moduel dependency on OnlineSubsystem - added 2 functions to online engine interface #!codereview sam.zamani, ben.marsh Change 3338654 on 2017/03/08 by Daniel.Lamb Fixed up some issues with iterative ini settings. Added support for target platforms exposing which audio formats they use so they can match up supported formats with different machines. #!rb None #!test Cook paragon iteratively Change 3336989 on 2017/03/08 by Ben.Marsh Merging CL 3336693 from Dev-Core: Use shared PCHs for game plugins by default, to reduce time spent generating individual PCHs. #!rb none Change 3336135 on 2017/03/07 by Michael.Trepka Hide GameLayerManager's title bar on exiting PIE #!rb Dan.Hertzka #!tests Tested in the editor on Windows Change 3335324 on 2017/03/07 by Aaron.Eady Chat; Adding AddedItem, CompletedItem, and DiscardedItem to the chat message type enum so we can control the color for each. Set the colors in the Social asset. Creating client record settings for turning on/off the added item, completed item, and discarded item in chat. Put these in the gameplay settings menu. Added horizontal boxes to the gameplay settings menu because we are running out of space. Added a vertical scroll bar to the gameplay settings menu but it doesn't seem to show. Also fixed the horizontal scroll bar at the bottom to be horizontal instead of vertical. #!rb Matt.Schembari #!tests MCP, PIE #!lockdown Nicholas.Davies #!RN Change 3333541 on 2017/03/06 by Jason.Bestimt #!ORION_DG - Merge MAIN @ CL 3333512 #!RB:none #!Tests:none #!codeReview: cameron.winston Change 3332578 on 2017/03/04 by Andrew.Grant Temp Disabled wrong-looking warning #!tests #!rb na #!ROBOMERGE: Main Change 3332555 on 2017/03/04 by Andrew.Grant Proper fix for Tencent DLL issue #!tests #!rb na #!ROBOMERGE: Main Change 3332552 on 2017/03/04 by Andrew.Grant Fix for Tencent DLL issue while staging #!tests none #!rb none #!ROBOMERGE: Main Change 3332216 on 2017/03/03 by Jason.Bestimt #!ORION_DG - Merge MAIN @ CL 3332168 #!RB:none #!Tests:none Change 3332060 on 2017/03/03 by Daniel.Lamb Fixed issue with AsyncLoading code eventually flushing async loading while in async loading... This causes all kinds of cool stuff like objects on the stack corruption and also deleted memory accesses. #!rb Gil.Gribb. #!test Editor and -game Change 3331680 on 2017/03/03 by Jason.Bestimt #!ORION_MAIN - Merge MAIN @ CL 3331636 #!RB:none #!Tests:none #!codeReview: andrew.grant Change 3331412 on 2017/03/03 by James.Hopkin #!orion Rebuilt OpenSSL libs for PS4 to fix process termination due to SIGPIPE on closing websockets Source change committed in CL#!3331380 #!jira OR-36274 #!fyi Paul.Moore Change 3331375 on 2017/03/03 by Sam.Zamani fix dll path for tenproxy #!rb none #!tests none Change 3330953 on 2017/03/02 by Jason.Bestimt #!ORION_DG - Merge MAIN @ CL 3330924 [STOMPED ChestOpeningScreen.uasset] #!RB:none #!Tests:none #!codeReview: bryan.rathman, phil.buuck, matt.schembari, andrew.grant Change 3330646 on 2017/03/02 by Andrew.Grant Warning and non-unity fix #!tests compiled #!rb none Change 3330388 on 2017/03/02 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb na Change 3329982 on 2017/03/02 by Sam.Zamani fixed updated module rules #!rb none #!tests regen projects Change 3329964 on 2017/03/02 by Sam.Zamani Copying //Tasks/Orion/Dev-Online-Tencent to Dev-General (//Orion/Dev-General) 3245325 Adding new OSS for Tencent online platform 3245448 tencent third party SDK TCLS proxy functionality #!rb none 3245474 missing include #!rb none 3249585 TCLS tenproxy.dll in thirdparty bin folder #!rb none 3249726 Load TenProxy.dll for TCLS integration New OSS Tencent #!rb none 3255571 tencent configs #!rb none 3255826 Tencent TCLS paragon launcher #!rb none 3256168 TCLS launch batch update cmd line options #!rb none 3256170 Added "TencentLive,TencentDev" MCP config entries #!rb none 3256504 xmpp config update #!rb none 3273168 skip login steps for tencent config update #!rb none 3279427 #!xmpp add option to use plain text auth 3279428 disable ssl and use plain text auth for XMPP connection temporary until we have a valid cert setup on Tigase deployment 3281566 enabled OSS tencent this will also be the toggle for detecting when to enable tencent functionality at runtime 3283103 differentiate between tencent dev/live environments disable QoS region selection for tencentdev 3283106 lower http verbosity 3283734 config updates 3285066 disable replays and mtx for tencent build 3291005 #!online,mcp service config bEnabled flag to toggle individual services as needed 3291006 explicitly mark unneeded Mcp services as disabled 3291108 allow replay tab to be disabled via UOrionRuntimeOptions.bEnableReplays=false 3291492 disable recording of replays for tencent mode 3292750 disable replay tab based on bEnableReplays=false 3292753 new orion runtime option bDisallowCoinPurchases if true, prevents coins from being available for purchase 3292755 diable mtx coin offers if bDisallowCoinPurchases=true 3292759 missing header 3293246 disable query for available friend codes if bEnableFriendCodes=false 3293250 temp usage of NULL analytics provider 3298025 Adding optional RegionTencent plugin for overriding config files 3298027 ability to override config cache values via plugin config files 3311016 default to TencentDev backend when running in tencent mode 3311017 CMS tencent config 3311022 Rename RegionTencent to RegionCN 3312470 disable links for tencent build 3313014 move tenproxy.dll to \OrionGame\Binaries\ThirdParty\Tencent 3314861 tenproxy 2.0.2.7 update 3314878 default RegionCN plugin to disabled this will only be enabled once the RegionCN.pak is loaded 3314879 TCLS launcher pointing at UE4Editor.exe for development 3315257 missing file 3323573 remove TCLS launcher 3326006 Tencent TLOG SDK 3326277 wrapper singleton class for tenproxy connection 3329180 Tencent support for login flow 3329181 WIP tenproxy connection usage in identity 3329624 wip tcls proxy #!rb none #!tests none Change 3329651 on 2017/03/02 by Andrew.Grant Merging from //UE4/Main @ 3322856 through Orion-Staging #!tests QA #!rb na Change 3329411 on 2017/03/02 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Duplicating CL 3303733 from Dev-Editor (simple fix for a massive issue) - This will prevent any TAssetPtr property from getting stomped by undo/redo (you know those ridiculous store and card art issues? Fixed!) #!lockdown Jason.Bestimt #!rb none #!tests Undo on an item definition asset #!ROBOMERGE-SOURCE: CL 3329404 in //Orion/Release-38.3/... via CL 3329405 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3328858 on 2017/03/01 by Lina.Halper Fixed crash on importing animation that was edited before #!rb: none #!tests: reimport Change 3328459 on 2017/03/01 by Daniel.Lamb When adding new ddc back ends to the hierarchcial ddc make sure to update the async backends lists. #!codereview Gil.Gribb #!test None #!rb Trivial Change 3328182 on 2017/03/01 by Daniel.Lamb Unshelved from pending changelist '3318009': Adding support for shared cooked builds to be downloaded from the network. Included CookedAssetRegistry in the p:\ published builds. #!rb Ben.Marsh Change 3327856 on 2017/03/01 by Frank.Gigliotti Added velocity overrides to FRK4SpringInterpolator; #!RB None #!codeReview Laurent.Delayen #!Tests PIE Change 3327096 on 2017/03/01 by David.Ratti Added generic reference viewer details customization for gameplay tags. Added it to GameplayStatsMetaData. #!rb none #!tests editor Change 3326177 on 2017/02/28 by Daniel.Lamb Added some more debugging information to help track down live issue. #!rb Chris.Bunner #!test Ran editor. Change 3324951 on 2017/02/28 by David.Ratti UDataTable: added AddRow/RemoveRow native functions. #!rb JB #!tests na Change 3323852 on 2017/02/27 by David.Ratti Fix ::RequestAllGameplayTags OnlyIncludeDictionaryTags option #!codereview Ben.Zeigler #!rb #!tests na Change 3323706 on 2017/02/27 by Jason.Bestimt #!ORION_DG - Merge MAIN @ CL 3323694 #!RB:none #!Tests:none Change 3321945 on 2017/02/24 by Jon.Lietz OR-36258 - fixing an issue where gameplay effects that are set to not refresh the period should not allow the execution of a period effect on application. #!RB David.Ratti #!tests golden path #!codeReview: Billy.Bramer, Fred.Kimberley #!RNX Change 3321876 on 2017/02/24 by Daniel.Lamb Fixed erroronEngineContentUse flag not being set properly. #!rb Trivial #!test Cook Paragon. Change 3321591 on 2017/02/24 by Jason.Bestimt #!ORION_DG - MAIN @ CL 3321563 #!RB:none #!Tests:none Change 3321260 on 2017/02/24 by Andrew.Grant Fixed issue that was causing missing string references to not show their referencer #!rb none Change 3321040 on 2017/02/24 by Robert.Manuszewski Merging changes 3316253 and 3319134 from Dev-Core: fixes to file log hangs and crashes. #!rb none #!tests Cooked Win64 server and client, played cooked Win64 build Change 3319413 on 2017/02/23 by Jason.Bestimt #!ORION_DG - Merge MAIN @ CL 3319394 #!RB:none #!Tests:none Change 3317905 on 2017/02/22 by Daniel.Lamb Integrate CL 3238291 from Odin Add Plugin content to the asset registry Change the location of AssetRegistry.bin when cooking a plugin as DLC Include AssetRegistry.bin in the cooked plugin staging process Add function to PluginManager to keep list of any plugins that loaded a pak file Use list of plugins with pak files to merge their AssetRegistry.bin files into the main AssetRegistry when it's created #!rb Ben.Marsh #!codereview Chance.Ivey, Daniel.Lamb Change 3317648 on 2017/02/22 by Cody.Haskell Instead of popping an external web browser, we use the SWebBrowser widget on GFN. #!rb DanH #!codereview Andrew.Grant, Dan.Hertzka, Matt.Schembari #!tests PIE Change 3317289 on 2017/02/22 by Jason.Bestimt #!ORION_DG - Merge MAIN @ CL 3317254 #!RB:none #!Tests:none Change 3317186 on 2017/02/22 by Mieszko.Zielinski Fixed items that have been force-scored by an EQS test as 'failed' getting discarted even if the test is being run in scoring-only mode #!UE4 #!test golden path #!rb Lukasz.Furman #!codereview Daniel.Broder, John.Abercrombie Change 3317005 on 2017/02/22 by Daniel.Lamb Submitted wrong version of my file. #!rb Trivial #!test Compile Change 3316958 on 2017/02/22 by Daniel.Lamb Added support in buildcookrun for shared cooked builds. #!rb Trivial #!test BuildCookRun iterative script Change 3316942 on 2017/02/22 by Daniel.Lamb DLC cooking optimization. Optimization to determining package dependency tree, now is async. Fixes for iterate shared cooked build. Added fallback when using shared cooked build to local build if local build is newer. Added DLC cooking warning if you are overriding output directories. Removed previous release packages names from DLC asset registry. Only generate manifest for additional assets instead of all assets. Minor optimization to worst case resolving of string asset references. Only resolve those that haven't been resolved before (only happens when GC thrashing happens). #!rb Andrew.Grant #!test Cook paragon [CL 3365166 by Andrew Grant in Main branch]
2017-03-26 15:18:02 -04:00
virtual void GetAllTextureFormats(TArray<FName>& OutFormats) const override
{
if (!IS_DEDICATED_SERVER)
{
// just use the standard texture format name for this texture
GetAllDefaultTextureFormats(this, OutFormats, false);
}
}
virtual const UTextureLODSettings& GetTextureLODSettings() const override
{
return *TextureLODSettings;
}
virtual void RegisterTextureLODSettings(const UTextureLODSettings* InTextureLODSettings) override
{
TextureLODSettings = InTextureLODSettings;
}
virtual FName GetWaveFormat( const class USoundWave* Wave ) const override
{
static FName NAME_OGG(TEXT("OGG"));
return NAME_OGG;
}
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3358916) #lockdown Nick.Penwarden Change 3358916 on 2017/03/22 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb na Change 3357395 on 2017/03/21 by Daniel.Lamb Added some more custom stats to the cooker. Only cook the english cook culture when we are running local builds. #!rb Trivial #!test Iterative shared cooked builds paragon Change 3357377 on 2017/03/21 by Daniel.Lamb Added support for packages which fail to load to the package dependency info module #!rb Trivial #!test Cook paragon Change 3356838 on 2017/03/21 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!3rb #!tests na Change 3355306 on 2017/03/20 by Daniel.Lamb Switched PackageDependencyInfo to using Guid instead of entire package hash when generating dependency info. Stopped cooker from collecting garbage while in the editor. Iterative cooks don't resolve string asset references for startup packages. #!rb Trivial #!test Shared precooked build paragon Change 3354527 on 2017/03/20 by Wes.Hunt AnalyticsProvider::SetUserID will now flush any pending events before changing the ID. #!jira AN-1660 #!fyi josh.markiewicz,david.nikdel #!rb josh.markiewicz #!tests ran client connected to Solo vs. AI server Change 3353852 on 2017/03/20 by Benn.Gallagher Speculative fix for clothing crashes using Mambo. It was possible that the skeletal mesh component could have triggered deletion or creation of simulation state objects while the simulation was in flight on another thread, added tracking and waiting for outstanding tasks. #!jira OR-36843, UE-42975 #!rb Martin.Wilson #!tests Editor PIE, -game hero gallery Change 3353048 on 2017/03/18 by Jeff.Williams #!ORION_DG - Merge MAIN @CL 3353033 Change 3352845 on 2017/03/17 by Daniel.Lamb Renamed the ConvertRenderTargetToTexture2D function so that it's obvious it's a editor only feature. #!rb Daniel.Wright #!test Editor paragon Change 3352544 on 2017/03/17 by Daniel.Lamb ADded support for ignoring ini settings incompatbilities when using shared cooked builds. #!rb Trivial #!test Shared cooked build paragon Change 3352285 on 2017/03/17 by Daniel.Lamb Fix client side compilation error to do with render texture conversion function #!rb Trivial #!test Compile Paragon Change 3352141 on 2017/03/17 by Daniel.Lamb Added support for blueprint function to convert a rendertexture to a texture. #!rb Daniel.Wright #!test Run in the editor Change 3351612 on 2017/03/17 by Andrew.Grant Expand EngineDir and ProjectDir variables during AppLocal deployment #!tests Jamie verified packaging Orion via the editor works now #!rb Jamie.Dale Change 3350470 on 2017/03/16 by Laurent.Delayen Fix for PS4 compile. #!rb none #!tests PS4 + non unity Change 3350237 on 2017/03/16 by Andrew.Grant Pak-mounting fix from Dev-Core for OR-36896 #!tests na #!rb GIl.Gribb Change 3350079 on 2017/03/16 by Laurent.Delayen Added 'AnimNotify_PlayMontageNotify' and 'AnimNotify_PlayMontageNotifyWindow' to forward notifies Begin/End to 'PlayMontage' AsyncTask. #!rb lina.halper #!tests Yin's BP Change 3349694 on 2017/03/16 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Exposing copy/paste actions for properties embedded within IDetailGroup header rows #!rb Matt.Kuhlenschmidt #!tests Copy/paste on skin variant primary override rows #!ROBOMERGE-SOURCE: CL 3349513 in //Orion/Dev-REGS/... via CL 3349675 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3349560 on 2017/03/16 by David.Ratti Update GameplayTagReferenceHelper to pass in raw data for owner struct (Rather than having caller pass raw 'this' to delegate). Fixes crashes with resizing lists while making calling code less crappy (avoid having to implement copy cstor and operator to fixup delegate). Added GameplayTagReferenceHelper to gameplay cue classes. #!rb none #!tests editor Change 3349305 on 2017/03/16 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!tests compiled #!rb na Change 3349189 on 2017/03/16 by Benn.Gallagher Fixed clothing not running in PS4 packaged builds #!rb Martin.Wilson #!jira OR-36680 #!tests PS4 cooked OrionEntry with Shinbi Change 3348659 on 2017/03/15 by Daniel.Lamb Fix compilation errors. #!rb None Change 3348646 on 2017/03/15 by Andrew.Grant Unshelved from pending changelist '3347778': <description: restricted, no permission to view> Change 3348636 on 2017/03/15 by Daniel.Lamb Fixed issue with rebuildlighting commandlet not checking out separate lighting files. #!rb None #!test ResavePackages commandlet Change 3348559 on 2017/03/15 by Daniel.Lamb Fixed up some iterative ini settings blacklist configs. #!rb Trivial #!test Iterative Cook paragon Change 3348379 on 2017/03/15 by Laurent.Delayen Added simple Async Node 'Play Montage' to use outside of gameplay abilities. #!rb none #!tests none Change 3348035 on 2017/03/15 by Ben.Salem Switch automationcheckpoint to being a .log file. Unblocks running on packaged builds in paragon. #!rb none #!tests ran oh so very many tests with the changes. Change 3345982 on 2017/03/14 by Zak.Middleton #!orion - OR-36422: Clamp client net send rate for character movement to 60Hz (down from 90). Integrates CL 3345771 from Dev-Framework which adds engine support for specifying the rate parameters, and sets them in Orion DefaultGame.ini to 1/60 second. #!jira OR-36422 #!tests multi-PIE dedicated server, various framerates, net lag, etc. #!rb Laurent.Delayen #!codereview Laurent.Delayen Change 3345134 on 2017/03/14 by Jordan.Walker mono work Change 3344857 on 2017/03/14 by Martin.Wilson Missing includes for transactor header #!rb none Change 3341860 on 2017/03/10 by Chris.Bunner Partial revert of CL 3339904. Fixed material translation error with multiple connections from custom interpolator nodes. #!rb None #!tests Editor, Known trouble materials with interpolator nodes, With/without material functions Change 3341759 on 2017/03/10 by Daniel.Lamb Fixed up NetworkCompatible version so that it works with UGS. #!rb Trivial #!test Cook ps4 paragon. Change 3341616 on 2017/03/10 by Josh.Markiewicz #!UE4 - added define for OGS feature #!rb none #!codereview sam.zamani #!tests compiles Change 3341612 on 2017/03/10 by Josh.Markiewicz #!UE4 - removed old define #!tests compiles Change 3340180 on 2017/03/09 by Daniel.Lamb Integrate fix for sync loading from main to Dev General. #!rb Ben.Zeigler Change 3339904 on 2017/03/09 by Chris.Bunner Fixed material translation error when custom interpolator node hooked to multiple function outputs. #!rb None #!tests Editor Change 3339280 on 2017/03/09 by Josh.Markiewicz #!UE4 - removed WebBrowser moduel dependency on OnlineSubsystem - added 2 functions to online engine interface #!codereview sam.zamani, ben.marsh Change 3338654 on 2017/03/08 by Daniel.Lamb Fixed up some issues with iterative ini settings. Added support for target platforms exposing which audio formats they use so they can match up supported formats with different machines. #!rb None #!test Cook paragon iteratively Change 3336989 on 2017/03/08 by Ben.Marsh Merging CL 3336693 from Dev-Core: Use shared PCHs for game plugins by default, to reduce time spent generating individual PCHs. #!rb none Change 3336135 on 2017/03/07 by Michael.Trepka Hide GameLayerManager's title bar on exiting PIE #!rb Dan.Hertzka #!tests Tested in the editor on Windows Change 3335324 on 2017/03/07 by Aaron.Eady Chat; Adding AddedItem, CompletedItem, and DiscardedItem to the chat message type enum so we can control the color for each. Set the colors in the Social asset. Creating client record settings for turning on/off the added item, completed item, and discarded item in chat. Put these in the gameplay settings menu. Added horizontal boxes to the gameplay settings menu because we are running out of space. Added a vertical scroll bar to the gameplay settings menu but it doesn't seem to show. Also fixed the horizontal scroll bar at the bottom to be horizontal instead of vertical. #!rb Matt.Schembari #!tests MCP, PIE #!lockdown Nicholas.Davies #!RN Change 3333541 on 2017/03/06 by Jason.Bestimt #!ORION_DG - Merge MAIN @ CL 3333512 #!RB:none #!Tests:none #!codeReview: cameron.winston Change 3332578 on 2017/03/04 by Andrew.Grant Temp Disabled wrong-looking warning #!tests #!rb na #!ROBOMERGE: Main Change 3332555 on 2017/03/04 by Andrew.Grant Proper fix for Tencent DLL issue #!tests #!rb na #!ROBOMERGE: Main Change 3332552 on 2017/03/04 by Andrew.Grant Fix for Tencent DLL issue while staging #!tests none #!rb none #!ROBOMERGE: Main Change 3332216 on 2017/03/03 by Jason.Bestimt #!ORION_DG - Merge MAIN @ CL 3332168 #!RB:none #!Tests:none Change 3332060 on 2017/03/03 by Daniel.Lamb Fixed issue with AsyncLoading code eventually flushing async loading while in async loading... This causes all kinds of cool stuff like objects on the stack corruption and also deleted memory accesses. #!rb Gil.Gribb. #!test Editor and -game Change 3331680 on 2017/03/03 by Jason.Bestimt #!ORION_MAIN - Merge MAIN @ CL 3331636 #!RB:none #!Tests:none #!codeReview: andrew.grant Change 3331412 on 2017/03/03 by James.Hopkin #!orion Rebuilt OpenSSL libs for PS4 to fix process termination due to SIGPIPE on closing websockets Source change committed in CL#!3331380 #!jira OR-36274 #!fyi Paul.Moore Change 3331375 on 2017/03/03 by Sam.Zamani fix dll path for tenproxy #!rb none #!tests none Change 3330953 on 2017/03/02 by Jason.Bestimt #!ORION_DG - Merge MAIN @ CL 3330924 [STOMPED ChestOpeningScreen.uasset] #!RB:none #!Tests:none #!codeReview: bryan.rathman, phil.buuck, matt.schembari, andrew.grant Change 3330646 on 2017/03/02 by Andrew.Grant Warning and non-unity fix #!tests compiled #!rb none Change 3330388 on 2017/03/02 by Andrew.Grant Merging //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb na Change 3329982 on 2017/03/02 by Sam.Zamani fixed updated module rules #!rb none #!tests regen projects Change 3329964 on 2017/03/02 by Sam.Zamani Copying //Tasks/Orion/Dev-Online-Tencent to Dev-General (//Orion/Dev-General) 3245325 Adding new OSS for Tencent online platform 3245448 tencent third party SDK TCLS proxy functionality #!rb none 3245474 missing include #!rb none 3249585 TCLS tenproxy.dll in thirdparty bin folder #!rb none 3249726 Load TenProxy.dll for TCLS integration New OSS Tencent #!rb none 3255571 tencent configs #!rb none 3255826 Tencent TCLS paragon launcher #!rb none 3256168 TCLS launch batch update cmd line options #!rb none 3256170 Added "TencentLive,TencentDev" MCP config entries #!rb none 3256504 xmpp config update #!rb none 3273168 skip login steps for tencent config update #!rb none 3279427 #!xmpp add option to use plain text auth 3279428 disable ssl and use plain text auth for XMPP connection temporary until we have a valid cert setup on Tigase deployment 3281566 enabled OSS tencent this will also be the toggle for detecting when to enable tencent functionality at runtime 3283103 differentiate between tencent dev/live environments disable QoS region selection for tencentdev 3283106 lower http verbosity 3283734 config updates 3285066 disable replays and mtx for tencent build 3291005 #!online,mcp service config bEnabled flag to toggle individual services as needed 3291006 explicitly mark unneeded Mcp services as disabled 3291108 allow replay tab to be disabled via UOrionRuntimeOptions.bEnableReplays=false 3291492 disable recording of replays for tencent mode 3292750 disable replay tab based on bEnableReplays=false 3292753 new orion runtime option bDisallowCoinPurchases if true, prevents coins from being available for purchase 3292755 diable mtx coin offers if bDisallowCoinPurchases=true 3292759 missing header 3293246 disable query for available friend codes if bEnableFriendCodes=false 3293250 temp usage of NULL analytics provider 3298025 Adding optional RegionTencent plugin for overriding config files 3298027 ability to override config cache values via plugin config files 3311016 default to TencentDev backend when running in tencent mode 3311017 CMS tencent config 3311022 Rename RegionTencent to RegionCN 3312470 disable links for tencent build 3313014 move tenproxy.dll to \OrionGame\Binaries\ThirdParty\Tencent 3314861 tenproxy 2.0.2.7 update 3314878 default RegionCN plugin to disabled this will only be enabled once the RegionCN.pak is loaded 3314879 TCLS launcher pointing at UE4Editor.exe for development 3315257 missing file 3323573 remove TCLS launcher 3326006 Tencent TLOG SDK 3326277 wrapper singleton class for tenproxy connection 3329180 Tencent support for login flow 3329181 WIP tenproxy connection usage in identity 3329624 wip tcls proxy #!rb none #!tests none Change 3329651 on 2017/03/02 by Andrew.Grant Merging from //UE4/Main @ 3322856 through Orion-Staging #!tests QA #!rb na Change 3329411 on 2017/03/02 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Duplicating CL 3303733 from Dev-Editor (simple fix for a massive issue) - This will prevent any TAssetPtr property from getting stomped by undo/redo (you know those ridiculous store and card art issues? Fixed!) #!lockdown Jason.Bestimt #!rb none #!tests Undo on an item definition asset #!ROBOMERGE-SOURCE: CL 3329404 in //Orion/Release-38.3/... via CL 3329405 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3328858 on 2017/03/01 by Lina.Halper Fixed crash on importing animation that was edited before #!rb: none #!tests: reimport Change 3328459 on 2017/03/01 by Daniel.Lamb When adding new ddc back ends to the hierarchcial ddc make sure to update the async backends lists. #!codereview Gil.Gribb #!test None #!rb Trivial Change 3328182 on 2017/03/01 by Daniel.Lamb Unshelved from pending changelist '3318009': Adding support for shared cooked builds to be downloaded from the network. Included CookedAssetRegistry in the p:\ published builds. #!rb Ben.Marsh Change 3327856 on 2017/03/01 by Frank.Gigliotti Added velocity overrides to FRK4SpringInterpolator; #!RB None #!codeReview Laurent.Delayen #!Tests PIE Change 3327096 on 2017/03/01 by David.Ratti Added generic reference viewer details customization for gameplay tags. Added it to GameplayStatsMetaData. #!rb none #!tests editor Change 3326177 on 2017/02/28 by Daniel.Lamb Added some more debugging information to help track down live issue. #!rb Chris.Bunner #!test Ran editor. Change 3324951 on 2017/02/28 by David.Ratti UDataTable: added AddRow/RemoveRow native functions. #!rb JB #!tests na Change 3323852 on 2017/02/27 by David.Ratti Fix ::RequestAllGameplayTags OnlyIncludeDictionaryTags option #!codereview Ben.Zeigler #!rb #!tests na Change 3323706 on 2017/02/27 by Jason.Bestimt #!ORION_DG - Merge MAIN @ CL 3323694 #!RB:none #!Tests:none Change 3321945 on 2017/02/24 by Jon.Lietz OR-36258 - fixing an issue where gameplay effects that are set to not refresh the period should not allow the execution of a period effect on application. #!RB David.Ratti #!tests golden path #!codeReview: Billy.Bramer, Fred.Kimberley #!RNX Change 3321876 on 2017/02/24 by Daniel.Lamb Fixed erroronEngineContentUse flag not being set properly. #!rb Trivial #!test Cook Paragon. Change 3321591 on 2017/02/24 by Jason.Bestimt #!ORION_DG - MAIN @ CL 3321563 #!RB:none #!Tests:none Change 3321260 on 2017/02/24 by Andrew.Grant Fixed issue that was causing missing string references to not show their referencer #!rb none Change 3321040 on 2017/02/24 by Robert.Manuszewski Merging changes 3316253 and 3319134 from Dev-Core: fixes to file log hangs and crashes. #!rb none #!tests Cooked Win64 server and client, played cooked Win64 build Change 3319413 on 2017/02/23 by Jason.Bestimt #!ORION_DG - Merge MAIN @ CL 3319394 #!RB:none #!Tests:none Change 3317905 on 2017/02/22 by Daniel.Lamb Integrate CL 3238291 from Odin Add Plugin content to the asset registry Change the location of AssetRegistry.bin when cooking a plugin as DLC Include AssetRegistry.bin in the cooked plugin staging process Add function to PluginManager to keep list of any plugins that loaded a pak file Use list of plugins with pak files to merge their AssetRegistry.bin files into the main AssetRegistry when it's created #!rb Ben.Marsh #!codereview Chance.Ivey, Daniel.Lamb Change 3317648 on 2017/02/22 by Cody.Haskell Instead of popping an external web browser, we use the SWebBrowser widget on GFN. #!rb DanH #!codereview Andrew.Grant, Dan.Hertzka, Matt.Schembari #!tests PIE Change 3317289 on 2017/02/22 by Jason.Bestimt #!ORION_DG - Merge MAIN @ CL 3317254 #!RB:none #!Tests:none Change 3317186 on 2017/02/22 by Mieszko.Zielinski Fixed items that have been force-scored by an EQS test as 'failed' getting discarted even if the test is being run in scoring-only mode #!UE4 #!test golden path #!rb Lukasz.Furman #!codereview Daniel.Broder, John.Abercrombie Change 3317005 on 2017/02/22 by Daniel.Lamb Submitted wrong version of my file. #!rb Trivial #!test Compile Change 3316958 on 2017/02/22 by Daniel.Lamb Added support in buildcookrun for shared cooked builds. #!rb Trivial #!test BuildCookRun iterative script Change 3316942 on 2017/02/22 by Daniel.Lamb DLC cooking optimization. Optimization to determining package dependency tree, now is async. Fixes for iterate shared cooked build. Added fallback when using shared cooked build to local build if local build is newer. Added DLC cooking warning if you are overriding output directories. Removed previous release packages names from DLC asset registry. Only generate manifest for additional assets instead of all assets. Minor optimization to worst case resolving of string asset references. Only resolve those that haven't been resolved before (only happens when GC thrashing happens). #!rb Andrew.Grant #!test Cook paragon [CL 3365166 by Andrew Grant in Main branch]
2017-03-26 15:18:02 -04:00
virtual void GetAllWaveFormats(TArray<FName>& OutFormats) const override
{
static FName NAME_OGG(TEXT("OGG"));
OutFormats.Add(NAME_OGG);
}
#endif //WITH_ENGINE
virtual bool SupportsVariants() const override
{
return true;
}
virtual FText GetVariantDisplayName() const override
{
if (IS_DEDICATED_SERVER)
{
return LOCTEXT("LinuxServerVariantTitle", "Dedicated Server");
}
if (HAS_EDITOR_DATA)
{
return LOCTEXT("LinuxClientEditorDataVariantTitle", "Client with Editor Data");
}
if (IS_CLIENT_ONLY)
{
return LOCTEXT("LinuxClientOnlyVariantTitle", "Client only");
}
return LOCTEXT("LinuxClientVariantTitle", "Client");
}
virtual FText GetVariantTitle() const override
{
return LOCTEXT("LinuxVariantTitle", "Build Type");
}
virtual float GetVariantPriority() const override
{
return TProperties::GetVariantPriority();
}
DECLARE_DERIVED_EVENT(TLinuxTargetPlatform, ITargetPlatform::FOnTargetDeviceDiscovered, FOnTargetDeviceDiscovered);
virtual FOnTargetDeviceDiscovered& OnDeviceDiscovered( ) override
{
return DeviceDiscoveredEvent;
}
DECLARE_DERIVED_EVENT(TLinuxTargetPlatform, ITargetPlatform::FOnTargetDeviceLost, FOnTargetDeviceLost);
virtual FOnTargetDeviceLost& OnDeviceLost( ) override
{
return DeviceLostEvent;
}
//~ End ITargetPlatform Interface
private:
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3206916) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3175510 on 2016/10/26 by Josh.Adams - New Wolf SDK support (11). - Added new input plugin now that extra NDA is lifted Change 3176629 on 2016/10/27 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3177232 on 2016/10/27 by Josh.Adams - Minor comment change Change 3177348 on 2016/10/27 by Dmitry.Rekman Linux: default to GL4. Change 3177523 on 2016/10/27 by Dmitry.Rekman Linux: update libc++ to 3.9 and add AArch64. Change 3178208 on 2016/10/28 by Daniel.Lamb Enable multithreaded lightmap encoding. Change 3178273 on 2016/10/28 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix crash in PS4 packaging step. - Parallel-for accessing the same log files, causing IOException. Change 3178573 on 2016/10/28 by Dmitry.Rekman Linux: fix for projects not having proper version associations (UE-5954). - Fixed by CengizT. Change 3180487 on 2016/10/31 by Josh.Adams Moved new file to peoper spot Change 3180508 on 2016/10/31 by Josh.Adams - Fixed crash on audio free for Wolf Change 3181821 on 2016/11/01 by Josh.Adams - Fixed ShooterGame cooking after sync from main Change 3182469 on 2016/11/01 by Josh.Adams - test/shipping build wolf fixes Change 3183078 on 2016/11/02 by Josh.Adams - Added AllDesktop back in for Windows (File | Package) Change 3183229 on 2016/11/02 by Josh.Adams - Fixed wrong path in JunkManifest.txt Change 3184245 on 2016/11/02 by Dmitry.Rekman Linux: add AArch64 (ARM64) libs. Change 3184326 on 2016/11/02 by Dmitry.Rekman Linux: add more files for AArch64. Change 3184353 on 2016/11/02 by Dmitry.Rekman Linux: Add missed AArch64 libpng. Change 3184871 on 2016/11/03 by Luke.Thatcher [PLATFORM] [PS4] [!] Fix broken DownloadImage blueprint node on PS4. - Node should return a UTexture2DDynamic, otherwise the RHI assumes the data has been pre-formatted for the GPU, and we get pitch/layout issues. #jira UE-36365 Change 3185407 on 2016/11/03 by Dmitry.Rekman Linux: fix PhysX on AArch64. (Edigrating 3184484 from Wombat to Dev-Platform). Change 3187488 on 2016/11/04 by Josh.Adams Copying //Tasks/UE4/Private-Platform-Switch to Dev-Platform-Minimal (//UE4/Dev-Platform-Minimal) Change 3187740 on 2016/11/04 by Josh.Adams - Re-copying the Switch files, now with proper case in the directory names Change 3188304 on 2016/11/07 by Dan.Mahashin - Removed deprecated functions in NVN window creation Change 3188865 on 2016/11/07 by Luke.Thatcher [PLATFORM] [PS4] [~] Move PS4 console input handler into engine classes from OrionGame. - Enables console input from Sony's "Console Output" tool for all games, in debug/development builds. #jira UE-37672 Change 3189517 on 2016/11/07 by Jeff.Campeau Fix incorrect local platform identification in device manager. #jira UE-38312 Change 3189897 on 2016/11/08 by Luke.Thatcher [PLATFORM] [!] Fix width/height mismatch in DownloadImage blueprint node. Change 3190042 on 2016/11/08 by Josh.Adams - Fixed default and Shooter App Ids for Switch Change 3190181 on 2016/11/08 by Joe.Barnes [UE-37275] Split reflection capture error message into two UE_LOG()s. Line length causes truncation and line wrap on some platforms. Change 3190185 on 2016/11/08 by Joe.Barnes Fix another instance of UE_LOG() where the string was being truncated on Switch platform. Change 3190272 on 2016/11/08 by Daniel.Lamb Add file hashes to depependency tracking info. Moved partial gc controlling code outside of the cooker. Store cooked file hashes in cooked asset registry. Cooked asset registry is now part of the cooker instead of chunking manifest. #test cook paragon Change 3190332 on 2016/11/08 by Omar.Rodriguez Fixing issues with iOS remote notifications * Update UPlatformGameInstance::FPlatformRegisteredForRemoteNotificationsDelegate signature so the parameter is const& which will work with BlueprintAssignable * Fix misspelling when doing respondsToSelector check * Update generated Xcode project to use the generated entitlements file * Add remote-notification as a background mode * Update the generated entitlements file contents to include APS environment for push notifications * Added bEnableRemoteNotificationsSupport ini parameter to control whether iOS push notifications code is compiled Change 3190391 on 2016/11/08 by Brent.Pease UE-31739 - Crash when Deploying to iPad Air with BC4 Texture Compression Setting (Josh's suggestion worked out of the box) Change 3190786 on 2016/11/08 by Bart.Hawthorne Fix some missing PLATFORM_WOLF changes to PLATFORM_SWITCH in ShooterGame Change 3190902 on 2016/11/08 by Alicia.Cano Allow RTTI and exceptions to be enabled for Android #jira UE-37845 #android Change 3190973 on 2016/11/08 by Chris.Babcock Add ability to set element value field with new text parameter for UPL #jira UE-37390 #PR #2869 #ue4 #upl Change 3191411 on 2016/11/09 by Josh.Stoddard Warn when user tries to use a shared pak reader on the wrong thread #jira UE-38049 Change 3191635 on 2016/11/09 by Josh.Stoddard More useful message during cook when AT9 assets fail to encode using SCE's tool #jira UE-38053 Change 3191663 on 2016/11/09 by Peter.Sauerbrei fix for ios build from PC Change 3191701 on 2016/11/09 by Brent.Pease implement iOS device logs on windows Change 3191794 on 2016/11/09 by Daniel.Lamb Fixed up compile error missing header file. #test Compile editor #jira UE-38414 Change 3191807 on 2016/11/09 by Josh.Adams - Fixed one chage that was missed in the WolfPlat->Switch rename Change 3191867 on 2016/11/09 by Josh.Adams - Enabled Switch for ShooterGame project Change 3191958 on 2016/11/09 by Jeff.Campeau Add warning for anyone still using XP Change 3192185 on 2016/11/09 by Josh.Adams - Updated to SDK 0.11.12 - Added TrackLotCheckItem API to track guidelines with limits (nothing using it yet) Change 3192241 on 2016/11/09 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3192324 on 2016/11/09 by Josh.Adams - Worked around an issue with RunOnTarget stripping quotes around paths with spaces #jira UE-38388 Change 3192387 on 2016/11/09 by Josh.Adams - Updating editor icon for Switch #jira UE-38295 Change 3192476 on 2016/11/09 by Dmitry.Rekman Linux: put correct OpenAL lib per architecture. (Edigrating CL 3185947 from Wombat to Dev-Platform) Change 3192527 on 2016/11/09 by Josh.Adams - Fixed a shadow variable warning #jira UE-38408 Change 3192606 on 2016/11/09 by Jeff.Campeau XP option removed #jira UEPLAT-1542 Change 3192644 on 2016/11/09 by Josh.Adams - Fixed a CIS error (not sure why I don't get it, but hey) Change 3192659 on 2016/11/09 by Josh.Adams - Fixed a crash in DeploymentServer Change 3192672 on 2016/11/09 by Jeff.Campeau Fix WinXP message spamming Change 3193252 on 2016/11/10 by Josh.Adams - Remove assertion in SwitchTextureFormat when the SDK can't be found (if you are sharing DLLs) Change 3193756 on 2016/11/10 by Dmitry.Rekman Linux: add support for touch events. (Edigrating CL 3188159 from Wombat to Dev-Platform). Change 3194297 on 2016/11/10 by Jeff.Campeau HarfBuzz implementation for Xbox One #jira UE-28590 Change 3194299 on 2016/11/10 by Jeff.Campeau Pump Xbox One messaging during slow startup tasks #jira UEPLAT-1276 Change 3194300 on 2016/11/10 by Jeff.Campeau Use response files when building for Xbox One #jira UEPLAT-1296 Change 3194313 on 2016/11/11 by Jeff.Campeau Stop uploading symbols on the first error Show a more detailed error message if symbol uploading fails Add a command line option to disable upload of symbols #1852 #jira UE-24425 Change 3194327 on 2016/11/11 by Jeff.Campeau Deduplicate Xbox One build.cs setup for several modules #jira UE-37540 Change 3194402 on 2016/11/11 by Dmitry.Rekman Linux: do not apply mouse workaround unnecessarily. - Only matters when there is more than one window. (Edigrating 3194399 from Wombat to Dev-Platform). Change 3194434 on 2016/11/11 by Dan.Mahashin - Ported fix CL 3193690: Add workaround to file I/O error about ResultInvalidCurrentMemory when reloading levels - remove uncached attribute during memory pool finalization Change 3194569 on 2016/11/11 by Daniel.Lamb Fixed issue with CreateLinker failing to return LinkerLoad but creating a UPackage which can't be cleaned up. Change 3194570 on 2016/11/11 by Daniel.Lamb Fix for DiffSerializeArchive not using the correct archive when saving packages. #test Cook paragon Change 3194571 on 2016/11/11 by Daniel.Lamb Make sure dependent packages are valid before using them. Added FastBuildCookRun bat file for paragon testing. #test Cook Paragon Change 3194575 on 2016/11/11 by Daniel.Lamb Reworked a warning for the cooker. Change 3194698 on 2016/11/11 by Daniel.Lamb Skip skin verify only runs on build machines now. Saves paragon cook time. Change 3194699 on 2016/11/11 by Daniel.Lamb Changed the wording of skip editor content setting so it's more clear. #test none Change 3194702 on 2016/11/11 by Daniel.Lamb Potential fix for default materials not being in chunk zero. #test run ps4 cooked build paragon Change 3194711 on 2016/11/11 by Alicia.Cano Allow RTTI and exceptions to be enabled for Android Allow RTTI to be enabled for IOS, Mac #jira UE-37845, UE-20314 #android #ios #mac Change 3194956 on 2016/11/11 by Josh.Adams - Removed the crash with unknown socket error code, left in the warning Change 3195028 on 2016/11/11 by Dmitry.Rekman Linux: repair launch on. (Edigrating 3194384 from //UE4/Private-Wombat/... to //UE4/Dev-Platform/...) Change 3195041 on 2016/11/11 by Dmitry.Rekman Linux: support selecting architectures per project. (Edigrating 3192783 from Wombat to Dev-Platform). Change 3195058 on 2016/11/11 by Dmitry.Rekman Linux: fix code to determine number of cores. - ARM topology seems not to be in line with the assumptions made by x86-centric code. (Merging 3184632 from Wombat to Dev-Platform). Change 3195082 on 2016/11/11 by Josh.Adams - Fixed name of packaged Switch builds to have the config in it (Shipping, etc) #jira UE-38394 Change 3195151 on 2016/11/11 by Bart.Hawthorne - Add game server settings to project settings to connect to the actual game server, instead of the debug login - Use the system software dialog box to show error codes for login failures Change 3195153 on 2016/11/11 by Josh.Adams - Fixed copy and paste logs errors Change 3195156 on 2016/11/11 by Josh.Adams - Fixed some default values, especially for save games (uses their default of 4MB size) - Added some LotCheck write tracking Change 3195285 on 2016/11/11 by Jeff.Campeau Fix HarfBuzz warning on Xbox One Change 3195477 on 2016/11/11 by Josh.Adams - Fixed up some IsGameOnly calls #jira UE-37575 Change 3195490 on 2016/11/11 by Dmitry.Rekman UAT: fix CIS (removed old variables). Change 3195724 on 2016/11/11 by Josh.Adams - Final fix for name of .nsp (content only projects in Shipping config, etc) #jira UE-38394 Change 3195755 on 2016/11/11 by Josh.Adams - Made translucent Switch icons Change 3195771 on 2016/11/11 by Josh.Adams - Fixed some Switch "space in path" issues #jira UE-38393 Change 3195801 on 2016/11/11 by Josh.Adams - Handle making sure the save is completed before we shutdown #jira UE-38215 Change 3196593 on 2016/11/14 by Michael.Trepka Implemented Info string in AvfMedia for display in Media Player Editor #jira UE-35386 Change 3196782 on 2016/11/14 by Josh.Adams - Added a comment for a workaround Change 3196784 on 2016/11/14 by Michael.Trepka Alembic importer for Mac #jira UE-37708 Change 3196901 on 2016/11/14 by Alicia.Cano ADB over wifi fails to deploy on Launch on. #jira UE-37957 #android Change 3197055 on 2016/11/14 by Josh.Adams - Fixed BinnedAllocator crash that happened with PoisonProxy and large allocations with large alignment Change 3197059 on 2016/11/14 by Josh.Adams - Removed some stat code with no STATS Change 3197066 on 2016/11/14 by Josh.Adams - Fixed the generic growableallocator to not free metadata before it's used for stats, and cleaned up a couple minor things Change 3197176 on 2016/11/14 by Josh.Adams - Added some helper scripts to switch in and out of debug mode on Switch Change 3197183 on 2016/11/14 by Bart.Hawthorne Error dialog fixes based on peer review feedback from JoshA Change 3197339 on 2016/11/14 by Josh.Adams Allow -htcs on the commandline now to override disabling Htcs in packaged builds Change 3197401 on 2016/11/14 by Josh.Adams - Fixed the Switch package installation script to remove the path of the package, since it causes problems with spaces, and also it makes the script less portable! #jira UE-38556 Change 3197691 on 2016/11/14 by Dmitry.Rekman Linux: save added devices. (Edigrating 3196529 from Wombat to Dev-Platform). Change 3197854 on 2016/11/15 by Dan.Mahashin - MemoryProfiler2: fixed Switch parser file path in the csproj Change 3197960 on 2016/11/15 by Dan.Mahashin - NVN RHITransitionResources() directly uses a barrier instead of relying on CopyToResolveTarget() side effect (UE-33834) Change 3198488 on 2016/11/15 by Bart.Hawthorne Submit missing NoRedist/DefaultEngine.ini file Change 3198970 on 2016/11/15 by Michael.Trepka Don't try to use installed Mono 4.6 on Mac as it's known to have issues on macOS 10.12 (for example building the editor with UBT often fails with Mono running out of file desriptors) Change 3199050 on 2016/11/15 by Daniel.Lamb Some more output to help track down iterative cooking scenarios #test Cook paragon Change 3199097 on 2016/11/15 by Josh.Adams - Fixed up Switch packaging to re-generate the meta data in case it changed since compile time (esp with content only projects - Fixed default Program Id in code - Fixed a problem with Run with a space in the path #jira UE-38608 Change 3199181 on 2016/11/15 by Dmitry.Rekman Fix CIS (compiling LinuxTargetDevice without engine). Change 3199253 on 2016/11/15 by Dmitry.Rekman Hopeful fix for a static analysis warning. Change 3199325 on 2016/11/15 by Joe.Barnes Start a new CommandBuffer immediately upon ending one. Prevents fetching when there's no CommandBuffer. Needed for Loading Screen movie playback. Change 3199814 on 2016/11/15 by Dmitry.Rekman Linux: remove forced -windowed when launching. (Merging CL 3199789 from Wombat to Dev-Platform) Change 3200580 on 2016/11/16 by Josh.Adams Updasted DeploymentServer Change 3200595 on 2016/11/16 by Joe.Barnes Removed inadvertent SleepThread() when starting movie playback. Change 3200604 on 2016/11/16 by Josh.Adams - Added NN_MIDDLEWARE macros to tag ths apps as using UE4 middleware Change 3200632 on 2016/11/16 by Brent.Pease Update PlatformShowcase with latest tests Change 3200704 on 2016/11/16 by Dmitry.Rekman Linux: fix native compilation. Change 3200711 on 2016/11/16 by Brent.Pease - Support ios audio streaming from disk - Flushed out ADPCMAudioInfo to be more flexible with buffer management in addition to support streaming from disk. This should make more code platform independent. + Other platforms should work fine but will need to be updated to use the new buffer flexability (and hence simplify their own code and buffer management) - IOS audio implementation simplified to use new ADPCMAudioInfo functionality - Fixed adpcm seamless looping NOTE: While everything works with my testing (admittedly simple tests) a little more code cleanup needs to happen... Change 3201015 on 2016/11/16 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3201023 on 2016/11/16 by Josh.Stoddard Fix splash screen assignment for iPad #jira UE-38623 Change 3201215 on 2016/11/16 by Brent.Pease Hopefully final fix for build breakage Change 3201259 on 2016/11/16 by Josh.Adams - Removed the clock rate settings from the Project Settings, and the cvars - it was just confusing - Further improved the metadata recreation during packaging (can get rid of the temp meta/desc files now I believe) - Reduced audio pool alignment to not waste massive memory from it Change 3202332 on 2016/11/17 by Daniel.Lamb Changed build scripts to support iterative cooking #test Ran new build scripts Change 3202371 on 2016/11/17 by Michael.Trepka Changed FAppleHttpResponse::GetContentLength to return expected content size instead of payload size so it's consistent with other implementations #jira UE-38392 Change 3202421 on 2016/11/17 by Michael.Trepka Decrease the number of max open files for a thread on Apple platforms from 256 to 192 to leave more file descriptors to Cocoa #jira UE-18343 Change 3202462 on 2016/11/17 by Michael.Trepka Fixed HTTP If-None-Match response code on Mac and iOS Fixed by iktomi, https://answers.unrealengine.com/questions/492514/http-if-none-match-logic-isnt-working-on-mac-due-t.html #jira UE-36317 Change 3202620 on 2016/11/17 by Daniel.Lamb Fixed issue with some objects being garbage collected which shouldn't be because the collection handler didn't get registered. Commandlets now do not always have GIsRequestingExit true. Made crash handler check for commandlets running and exit appropriately. #test Rebuild lighting QAGame Change 3202955 on 2016/11/17 by Daniel.Lamb Add support for clearing all the cached cooked platform data for a platform when requested. #test cook QA game #jira UE-38361 Change 3202983 on 2016/11/17 by Daniel.Lamb Added support to rebuild lightmaps commandlet for building lightmaps in seperate files. #test rebuild lighting Custom QAGame maps. #jira OR-31907 Change 3203128 on 2016/11/17 by Josh.Adams - Fixed split screen user selection in ShooterGame (brought over some changes from NickD for it as well) Change 3203537 on 2016/11/18 by Dmitry.Rekman Fix ProjectWorldToScreen node for letterboxed viewports. (Merging CL 3201546 from Wombat to Dev-Platform). Change 3203540 on 2016/11/18 by Dmitry.Rekman Linux: be more verbose when setting vblank sync. (Merging CL 3199633 from Private-Wombat to Dev-Platform). Change 3203599 on 2016/11/18 by Dmitry.Rekman Speedup bForceCompilationAtStartup=True when nothing changed (UE-37067). - PR #2849: Contributed by slonopotamus. Change 3203610 on 2016/11/18 by Dmitry.Rekman Add CEF support for Linux (UE-6743). Change 3203615 on 2016/11/18 by Dmitry.Rekman Linux: fix bootstrap script so it is independent of working dir (UE-37016). - PR #2842 contributed by slonopotamus Change 3203645 on 2016/11/18 by Dmitry.Rekman Linux: fix UnrealCEFSubProcess. Change 3203658 on 2016/11/18 by Dmitry.Rekman Remove hard-coded paths to mono binary (UE-35228). - Another way to implement pull request #2741. Change 3203770 on 2016/11/18 by Josh.Adams - Brought over some changes from Dev-Core to not crash in AsyncLoading with debug code Change 3204244 on 2016/11/18 by Dmitry.Rekman Unsuppress mistakenly suppressed warnings and fix one more (UE-38788). Change 3204277 on 2016/11/18 by Brent.Pease + Fix seamless looping bug found on Dan's QAGame test + Fix static analyzer warning (which was a real bug with uncompressed streaming) + Code review feedback from Aaron + Small addition from channel sync ios bug fix Change 3204576 on 2016/11/18 by Omar.Rodriguez Expose the bEnableRemoteNotificationsSupport ini setting in the iOS project settings. Change 3204629 on 2016/11/18 by Chris.Babcock Fix case of VulkanSwapChain.h #include #jira UE-38843 #ue4 #vulkan Change 3204708 on 2016/11/18 by Josh.Adams - Set SwitchMoviePlayer to include the libs from the proper directory Change 3204730 on 2016/11/18 by Josh.Adams - Changed a check to a checkf to narrow down why FMaterialUniformExpressionType::GetTypeMap().FindRef(TypeName) is returning nullptr on tvOS Change 3204865 on 2016/11/18 by Brent.Pease + Turn off ios console logs on Windows to help sort through ios packaging and launch-on issues - This is NOT a fix but it should make it easier to track down the problem with it off. Change 3204883 on 2016/11/18 by Dmitry.Rekman Linux: fix native LaunchOn (UE-38616). Change 3204914 on 2016/11/18 by Brent.Pease + Turn off the device check to prevent it from conflicting with remote packaging/launch-on Change 3204940 on 2016/11/18 by Josh.Adams Backing out changes to the profiler for Switch. Shouldn't have checked it in today during smoke Change 3204952 on 2016/11/18 by Dmitry.Rekman Linux: fix bootstrap script (UE-38851). - Caused by UE-37016. Change 3205630 on 2016/11/21 by Brent.Pease + Fix audio sound queuing bug by ensuring audio buffers are not reused by different sound source objects. + Cleaned up the locking mechanism around stopping sound sources to make its intent and function are clear + Cleaned up memory tracking and freeing. #jira ue-38846 Change 3205787 on 2016/11/21 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) [CL 3206922 by Josh Adams in Main branch]
2016-11-21 20:27:58 -05:00
#if WITH_ENGINE
/** Whether we're in process of changing device config - if yes, we will prevent recurrent calls. */
bool bChangingDeviceConfig;
void InitDevicesFromConfig()
{
if (bChangingDeviceConfig)
{
return;
}
bChangingDeviceConfig = true;
int NumDevices = 0;
for (;; ++NumDevices)
{
FString DeviceName, DeviceUser, DevicePass;
FString DeviceBaseKey(FString::Printf(TEXT("LinuxTargetPlatfrom_%s_Device_%d"), *TSuper::PlatformName(), NumDevices));
FString DeviceNameKey = DeviceBaseKey + TEXT("_Name");
if (!GConfig->GetString(TEXT("/Script/LinuxTargetPlatform.LinuxTargetSettings"), *DeviceNameKey, DeviceName, GEngineIni))
{
// no such device
break;
}
if (!AddDevice(DeviceName, false))
{
break;
}
// set credentials, if any
FString DeviceUserKey = DeviceBaseKey + TEXT("_User");
if (GConfig->GetString(TEXT("/Script/LinuxTargetPlatform.LinuxTargetSettings"), *DeviceUserKey, DeviceUser, GEngineIni))
{
FString DevicePassKey = DeviceBaseKey + TEXT("_Pass");
if (GConfig->GetString(TEXT("/Script/LinuxTargetPlatform.LinuxTargetSettings"), *DevicePassKey, DevicePass, GEngineIni))
{
for (const auto & DeviceIter : Devices)
{
ITargetDevicePtr Device = DeviceIter.Value;
if (Device.IsValid() && Device->GetId().GetDeviceName() == DeviceName)
{
Device->SetUserCredentials(DeviceUser, DevicePass);
}
}
}
}
}
bChangingDeviceConfig = false;
}
void SaveDevicesToConfig()
{
if (bChangingDeviceConfig)
{
return;
}
bChangingDeviceConfig = true;
int DeviceIndex = 0;
for (const auto & DeviceIter : Devices)
{
ITargetDevicePtr Device = DeviceIter.Value;
FString DeviceBaseKey(FString::Printf(TEXT("LinuxTargetPlatfrom_%s_Device_%d"), *TSuper::PlatformName(), DeviceIndex));
FString DeviceNameKey = DeviceBaseKey + TEXT("_Name");
if (Device.IsValid())
{
FString DeviceName = Device->GetId().GetDeviceName();
// do not save a local device on Linux or it will be duplicated
if (PLATFORM_LINUX && DeviceName == FPlatformProcess::ComputerName())
{
continue;
}
GConfig->SetString(TEXT("/Script/LinuxTargetPlatform.LinuxTargetSettings"), *DeviceNameKey, *DeviceName, GEngineIni);
FString DeviceUser, DevicePass;
if (Device->GetUserCredentials(DeviceUser, DevicePass))
{
FString DeviceUserKey = DeviceBaseKey + TEXT("_User");
FString DevicePassKey = DeviceBaseKey + TEXT("_Pass");
GConfig->SetString(TEXT("/Script/LinuxTargetPlatform.LinuxTargetSettings"), *DeviceUserKey, *DeviceUser, GEngineIni);
GConfig->SetString(TEXT("/Script/LinuxTargetPlatform.LinuxTargetSettings"), *DevicePassKey, *DevicePass, GEngineIni);
}
++DeviceIndex; // needs to be incremented here since we cannot allow gaps
}
}
bChangingDeviceConfig = false;
}
#endif // WITH_ENGINE
// Holds the local device.
FLinuxTargetDevicePtr LocalDevice;
// Holds a map of valid devices.
TMap<FString, FLinuxTargetDevicePtr> Devices;
#if WITH_ENGINE
// Holds the Engine INI settings for quick use.
FConfigFile EngineSettings;
// Holds the texture LOD settings.
const UTextureLODSettings* TextureLODSettings;
// Holds static mesh LOD settings.
FStaticMeshLODSettings StaticMeshLODSettings;
#endif // WITH_ENGINE
private:
// Holds an event delegate that is executed when a new target device has been discovered.
FOnTargetDeviceDiscovered DeviceDiscoveredEvent;
// Holds an event delegate that is executed when a target device has been lost, i.e. disconnected or timed out.
FOnTargetDeviceLost DeviceLostEvent;
};
#undef LOCTEXT_NAMESPACE