2019-12-26 23:01:54 -05:00
// Copyright Epic Games, Inc. All Rights Reserved.
2016-12-08 08:52:44 -05:00
using System ;
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087)
==========================
MAJOR FEATURES + CHANGES
==========================
#lockdown Nick.Penwarden
Change 2903938 on 2016/03/10 by Frank.Gigliotti
Added an instance ID to FAnimMontageInstance
#CodeReview Laurent.Delayen
#RB Laurent.Delayen
#Tests PIE
Change 2903745 on 2016/03/10 by Wes.Hunt
Update Oodle TPS
#rb none
#tests none
#codereview:john.pollard
Change 2903689 on 2016/03/10 by Uriel.Doyon
New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero.
#rb marcus.wasmer
#codereview marcus.wassmer
#tests editor, playing PC games, trying the new command
Change 2903669 on 2016/03/10 by Aaron.McLeran
OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds
- Change only effects debug stat commands for audio guys
#rb none
#tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds
Change 2903625 on 2016/03/10 by John.Pollard
XB1 Oodle SDK
#rb none
#tests none
#codereview Jeff.Campeau
Change 2903577 on 2016/03/10 by Ben.Marsh
Remaking latest build scripts from //UE4/Main @ 2900980.
Change 2903560 on 2016/03/10 by Ben.Marsh
Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP.
Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components:
* Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules.
* Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts.
* Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts.
* Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts.
* Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on.
Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name.
Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope.
Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs.
File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on.
Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system.
A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type.
#rb none
#codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett
#tests local only so far, but not part of any build process yet
Change 2903539 on 2016/03/10 by John.Pollard
Improve replay playback debugging of character movement
#rb none
#tests replays
Change 2903526 on 2016/03/10 by Ben.Marsh
Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks.
#rb none
#tests none
Change 2903512 on 2016/03/10 by Dan.Youhon
Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s
#rb None
#tests Compiles
Change 2903474 on 2016/03/10 by Marc.Audy
Fix crash if ChildActor is null
#rb None
#tests None
Change 2903314 on 2016/03/10 by Marc.Audy
Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken
#rb James.Golding
#tests Selection of child actors works as expected
#jira UE-28201
Change 2903298 on 2016/03/10 by Simon.Tovey
Disabling the trails optimization.
#tests none
#rb none
#codereview Olaf.Piesche
Change 2903124 on 2016/03/10 by Robert.Manuszewski
Small refactor to pak signing to help with exe protection
#rb none
#tests none
[CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
using System.Collections.Generic ;
using System.Text ;
using System.Threading.Tasks ;
2016-04-14 20:35:31 -04:00
using System.Xml ;
2021-12-16 13:55:22 -05:00
using EpicGames.BuildGraph ;
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using EpicGames.Core ;
2023-03-07 21:23:47 -05:00
using Microsoft.Extensions.Logging ;
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using UnrealBuildBase ;
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2021-12-10 16:56:09 -05:00
namespace AutomationTool.Tasks
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087)
==========================
MAJOR FEATURES + CHANGES
==========================
#lockdown Nick.Penwarden
Change 2903938 on 2016/03/10 by Frank.Gigliotti
Added an instance ID to FAnimMontageInstance
#CodeReview Laurent.Delayen
#RB Laurent.Delayen
#Tests PIE
Change 2903745 on 2016/03/10 by Wes.Hunt
Update Oodle TPS
#rb none
#tests none
#codereview:john.pollard
Change 2903689 on 2016/03/10 by Uriel.Doyon
New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero.
#rb marcus.wasmer
#codereview marcus.wassmer
#tests editor, playing PC games, trying the new command
Change 2903669 on 2016/03/10 by Aaron.McLeran
OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds
- Change only effects debug stat commands for audio guys
#rb none
#tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds
Change 2903625 on 2016/03/10 by John.Pollard
XB1 Oodle SDK
#rb none
#tests none
#codereview Jeff.Campeau
Change 2903577 on 2016/03/10 by Ben.Marsh
Remaking latest build scripts from //UE4/Main @ 2900980.
Change 2903560 on 2016/03/10 by Ben.Marsh
Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP.
Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components:
* Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules.
* Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts.
* Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts.
* Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts.
* Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on.
Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name.
Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope.
Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs.
File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on.
Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system.
A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type.
#rb none
#codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett
#tests local only so far, but not part of any build process yet
Change 2903539 on 2016/03/10 by John.Pollard
Improve replay playback debugging of character movement
#rb none
#tests replays
Change 2903526 on 2016/03/10 by Ben.Marsh
Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks.
#rb none
#tests none
Change 2903512 on 2016/03/10 by Dan.Youhon
Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s
#rb None
#tests Compiles
Change 2903474 on 2016/03/10 by Marc.Audy
Fix crash if ChildActor is null
#rb None
#tests None
Change 2903314 on 2016/03/10 by Marc.Audy
Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken
#rb James.Golding
#tests Selection of child actors works as expected
#jira UE-28201
Change 2903298 on 2016/03/10 by Simon.Tovey
Disabling the trails optimization.
#tests none
#rb none
#codereview Olaf.Piesche
Change 2903124 on 2016/03/10 by Robert.Manuszewski
Small refactor to pak signing to help with exe protection
#rb none
#tests none
[CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
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static class StringExtensions
{
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public static bool CaseInsensitiveContains ( this string text , string value )
2016-11-24 04:42:26 -05:00
{
2024-05-22 13:17:22 -04:00
return System . Globalization . CultureInfo . InvariantCulture . CompareInfo . IndexOf ( text , value , System . Globalization . CompareOptions . IgnoreCase ) > = 0 ;
2016-11-24 04:42:26 -05:00
}
}
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087)
==========================
MAJOR FEATURES + CHANGES
==========================
#lockdown Nick.Penwarden
Change 2903938 on 2016/03/10 by Frank.Gigliotti
Added an instance ID to FAnimMontageInstance
#CodeReview Laurent.Delayen
#RB Laurent.Delayen
#Tests PIE
Change 2903745 on 2016/03/10 by Wes.Hunt
Update Oodle TPS
#rb none
#tests none
#codereview:john.pollard
Change 2903689 on 2016/03/10 by Uriel.Doyon
New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero.
#rb marcus.wasmer
#codereview marcus.wassmer
#tests editor, playing PC games, trying the new command
Change 2903669 on 2016/03/10 by Aaron.McLeran
OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds
- Change only effects debug stat commands for audio guys
#rb none
#tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds
Change 2903625 on 2016/03/10 by John.Pollard
XB1 Oodle SDK
#rb none
#tests none
#codereview Jeff.Campeau
Change 2903577 on 2016/03/10 by Ben.Marsh
Remaking latest build scripts from //UE4/Main @ 2900980.
Change 2903560 on 2016/03/10 by Ben.Marsh
Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP.
Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components:
* Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules.
* Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts.
* Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts.
* Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts.
* Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on.
Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name.
Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope.
Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs.
File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on.
Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system.
A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type.
#rb none
#codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett
#tests local only so far, but not part of any build process yet
Change 2903539 on 2016/03/10 by John.Pollard
Improve replay playback debugging of character movement
#rb none
#tests replays
Change 2903526 on 2016/03/10 by Ben.Marsh
Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks.
#rb none
#tests none
Change 2903512 on 2016/03/10 by Dan.Youhon
Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s
#rb None
#tests Compiles
Change 2903474 on 2016/03/10 by Marc.Audy
Fix crash if ChildActor is null
#rb None
#tests None
Change 2903314 on 2016/03/10 by Marc.Audy
Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken
#rb James.Golding
#tests Selection of child actors works as expected
#jira UE-28201
Change 2903298 on 2016/03/10 by Simon.Tovey
Disabling the trails optimization.
#tests none
#rb none
#codereview Olaf.Piesche
Change 2903124 on 2016/03/10 by Robert.Manuszewski
Small refactor to pak signing to help with exe protection
#rb none
#tests none
[CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
/// <summary>
2019-10-11 16:59:16 -04:00
/// Parameters for a task that calls another UAT command
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087)
==========================
MAJOR FEATURES + CHANGES
==========================
#lockdown Nick.Penwarden
Change 2903938 on 2016/03/10 by Frank.Gigliotti
Added an instance ID to FAnimMontageInstance
#CodeReview Laurent.Delayen
#RB Laurent.Delayen
#Tests PIE
Change 2903745 on 2016/03/10 by Wes.Hunt
Update Oodle TPS
#rb none
#tests none
#codereview:john.pollard
Change 2903689 on 2016/03/10 by Uriel.Doyon
New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero.
#rb marcus.wasmer
#codereview marcus.wassmer
#tests editor, playing PC games, trying the new command
Change 2903669 on 2016/03/10 by Aaron.McLeran
OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds
- Change only effects debug stat commands for audio guys
#rb none
#tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds
Change 2903625 on 2016/03/10 by John.Pollard
XB1 Oodle SDK
#rb none
#tests none
#codereview Jeff.Campeau
Change 2903577 on 2016/03/10 by Ben.Marsh
Remaking latest build scripts from //UE4/Main @ 2900980.
Change 2903560 on 2016/03/10 by Ben.Marsh
Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP.
Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components:
* Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules.
* Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts.
* Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts.
* Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts.
* Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on.
Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name.
Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope.
Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs.
File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on.
Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system.
A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type.
#rb none
#codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett
#tests local only so far, but not part of any build process yet
Change 2903539 on 2016/03/10 by John.Pollard
Improve replay playback debugging of character movement
#rb none
#tests replays
Change 2903526 on 2016/03/10 by Ben.Marsh
Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks.
#rb none
#tests none
Change 2903512 on 2016/03/10 by Dan.Youhon
Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s
#rb None
#tests Compiles
Change 2903474 on 2016/03/10 by Marc.Audy
Fix crash if ChildActor is null
#rb None
#tests None
Change 2903314 on 2016/03/10 by Marc.Audy
Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken
#rb James.Golding
#tests Selection of child actors works as expected
#jira UE-28201
Change 2903298 on 2016/03/10 by Simon.Tovey
Disabling the trails optimization.
#tests none
#rb none
#codereview Olaf.Piesche
Change 2903124 on 2016/03/10 by Robert.Manuszewski
Small refactor to pak signing to help with exe protection
#rb none
#tests none
[CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
/// </summary>
public class CommandTaskParameters
{
/// <summary>
2019-10-11 16:59:16 -04:00
/// The command name to execute.
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087)
==========================
MAJOR FEATURES + CHANGES
==========================
#lockdown Nick.Penwarden
Change 2903938 on 2016/03/10 by Frank.Gigliotti
Added an instance ID to FAnimMontageInstance
#CodeReview Laurent.Delayen
#RB Laurent.Delayen
#Tests PIE
Change 2903745 on 2016/03/10 by Wes.Hunt
Update Oodle TPS
#rb none
#tests none
#codereview:john.pollard
Change 2903689 on 2016/03/10 by Uriel.Doyon
New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero.
#rb marcus.wasmer
#codereview marcus.wassmer
#tests editor, playing PC games, trying the new command
Change 2903669 on 2016/03/10 by Aaron.McLeran
OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds
- Change only effects debug stat commands for audio guys
#rb none
#tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds
Change 2903625 on 2016/03/10 by John.Pollard
XB1 Oodle SDK
#rb none
#tests none
#codereview Jeff.Campeau
Change 2903577 on 2016/03/10 by Ben.Marsh
Remaking latest build scripts from //UE4/Main @ 2900980.
Change 2903560 on 2016/03/10 by Ben.Marsh
Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP.
Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components:
* Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules.
* Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts.
* Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts.
* Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts.
* Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on.
Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name.
Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope.
Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs.
File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on.
Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system.
A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type.
#rb none
#codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett
#tests local only so far, but not part of any build process yet
Change 2903539 on 2016/03/10 by John.Pollard
Improve replay playback debugging of character movement
#rb none
#tests replays
Change 2903526 on 2016/03/10 by Ben.Marsh
Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks.
#rb none
#tests none
Change 2903512 on 2016/03/10 by Dan.Youhon
Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s
#rb None
#tests Compiles
Change 2903474 on 2016/03/10 by Marc.Audy
Fix crash if ChildActor is null
#rb None
#tests None
Change 2903314 on 2016/03/10 by Marc.Audy
Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken
#rb James.Golding
#tests Selection of child actors works as expected
#jira UE-28201
Change 2903298 on 2016/03/10 by Simon.Tovey
Disabling the trails optimization.
#tests none
#rb none
#codereview Olaf.Piesche
Change 2903124 on 2016/03/10 by Robert.Manuszewski
Small refactor to pak signing to help with exe protection
#rb none
#tests none
[CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
/// </summary>
[TaskParameter]
2024-05-21 20:54:09 -04:00
public string Name { get ; set ; }
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087)
==========================
MAJOR FEATURES + CHANGES
==========================
#lockdown Nick.Penwarden
Change 2903938 on 2016/03/10 by Frank.Gigliotti
Added an instance ID to FAnimMontageInstance
#CodeReview Laurent.Delayen
#RB Laurent.Delayen
#Tests PIE
Change 2903745 on 2016/03/10 by Wes.Hunt
Update Oodle TPS
#rb none
#tests none
#codereview:john.pollard
Change 2903689 on 2016/03/10 by Uriel.Doyon
New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero.
#rb marcus.wasmer
#codereview marcus.wassmer
#tests editor, playing PC games, trying the new command
Change 2903669 on 2016/03/10 by Aaron.McLeran
OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds
- Change only effects debug stat commands for audio guys
#rb none
#tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds
Change 2903625 on 2016/03/10 by John.Pollard
XB1 Oodle SDK
#rb none
#tests none
#codereview Jeff.Campeau
Change 2903577 on 2016/03/10 by Ben.Marsh
Remaking latest build scripts from //UE4/Main @ 2900980.
Change 2903560 on 2016/03/10 by Ben.Marsh
Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP.
Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components:
* Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules.
* Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts.
* Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts.
* Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts.
* Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on.
Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name.
Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope.
Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs.
File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on.
Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system.
A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type.
#rb none
#codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett
#tests local only so far, but not part of any build process yet
Change 2903539 on 2016/03/10 by John.Pollard
Improve replay playback debugging of character movement
#rb none
#tests replays
Change 2903526 on 2016/03/10 by Ben.Marsh
Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks.
#rb none
#tests none
Change 2903512 on 2016/03/10 by Dan.Youhon
Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s
#rb None
#tests Compiles
Change 2903474 on 2016/03/10 by Marc.Audy
Fix crash if ChildActor is null
#rb None
#tests None
Change 2903314 on 2016/03/10 by Marc.Audy
Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken
#rb James.Golding
#tests Selection of child actors works as expected
#jira UE-28201
Change 2903298 on 2016/03/10 by Simon.Tovey
Disabling the trails optimization.
#tests none
#rb none
#codereview Olaf.Piesche
Change 2903124 on 2016/03/10 by Robert.Manuszewski
Small refactor to pak signing to help with exe protection
#rb none
#tests none
[CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
/// <summary>
2019-10-11 16:59:16 -04:00
/// Arguments to be passed to the command.
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087)
==========================
MAJOR FEATURES + CHANGES
==========================
#lockdown Nick.Penwarden
Change 2903938 on 2016/03/10 by Frank.Gigliotti
Added an instance ID to FAnimMontageInstance
#CodeReview Laurent.Delayen
#RB Laurent.Delayen
#Tests PIE
Change 2903745 on 2016/03/10 by Wes.Hunt
Update Oodle TPS
#rb none
#tests none
#codereview:john.pollard
Change 2903689 on 2016/03/10 by Uriel.Doyon
New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero.
#rb marcus.wasmer
#codereview marcus.wassmer
#tests editor, playing PC games, trying the new command
Change 2903669 on 2016/03/10 by Aaron.McLeran
OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds
- Change only effects debug stat commands for audio guys
#rb none
#tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds
Change 2903625 on 2016/03/10 by John.Pollard
XB1 Oodle SDK
#rb none
#tests none
#codereview Jeff.Campeau
Change 2903577 on 2016/03/10 by Ben.Marsh
Remaking latest build scripts from //UE4/Main @ 2900980.
Change 2903560 on 2016/03/10 by Ben.Marsh
Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP.
Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components:
* Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules.
* Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts.
* Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts.
* Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts.
* Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on.
Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name.
Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope.
Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs.
File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on.
Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system.
A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type.
#rb none
#codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett
#tests local only so far, but not part of any build process yet
Change 2903539 on 2016/03/10 by John.Pollard
Improve replay playback debugging of character movement
#rb none
#tests replays
Change 2903526 on 2016/03/10 by Ben.Marsh
Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks.
#rb none
#tests none
Change 2903512 on 2016/03/10 by Dan.Youhon
Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s
#rb None
#tests Compiles
Change 2903474 on 2016/03/10 by Marc.Audy
Fix crash if ChildActor is null
#rb None
#tests None
Change 2903314 on 2016/03/10 by Marc.Audy
Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken
#rb James.Golding
#tests Selection of child actors works as expected
#jira UE-28201
Change 2903298 on 2016/03/10 by Simon.Tovey
Disabling the trails optimization.
#tests none
#rb none
#codereview Olaf.Piesche
Change 2903124 on 2016/03/10 by Robert.Manuszewski
Small refactor to pak signing to help with exe protection
#rb none
#tests none
[CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
/// </summary>
[TaskParameter(Optional = true)]
2024-05-21 20:54:09 -04:00
public string Arguments { get ; set ; }
Copying //UE4/Orion-Staging to //UE4/Dev-Main (//UE4/Orion-Staging @ 2979119, //Orion/Dev-General @2976565)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2976484 on 2016/05/12 by Jason.Bestimt
#ROBOMERGE-AUTHOR: nick.atamas
Added queueing to HUD Alerts so they don't clobber each other.
Added input visualization so that keys show up in game.
SRichTextBlock/UOrionRichTextBlock now have a MinDesiredWidth
#test PIE
#ROBOMERGE-SOURCE: CL 2976474 in //Orion/Release-0.26/... via CL 2976481 via CL 2976482 via CL 2976483
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2976256 on 2016/05/12 by Zak.Middleton
#ue4 - Fix for shipping build.
#tests compiled
Change 2976205 on 2016/05/12 by Zak.Middleton
#ue4 - (Merge 2957866) Add MaxDepenetration for characters against geometry and pawns.
#tests MP PIE PlayGo
(Merging CL 2957866 using Framework->DevGeneral)
Change 2976166 on 2016/05/12 by Daniel.Lamb
Cooking optimziation to unsolicited markup saves 150 seconds paragon cook time.
#test Cook paragon
Change 2976161 on 2016/05/12 by Zak.Middleton
#ue4 - Make sure LastUpdateLocation, Rotation, and Velocity are updated on client and server error corrections. ForcePositionUpdate should call PerformMovement regardless of velocity (there may be root motion or gravity effects).
#tests PIE MP w/ real-world networking
Change 2976092 on 2016/05/12 by Mieszko.Zielinski
Modified adding dynamic subtrees to BT component so that we get a log info if it fails #UE4
#test golden path
Change 2976001 on 2016/05/12 by Robert.Manuszewski
Don't log to memory on dedicated servers
#jira UE-30693
#test Cooked dedicated server and client
Change 2975855 on 2016/05/12 by Lukasz.Furman
fixed behavior tree serialization spawning duplicates of task services
#tests BT editor
Change 2975706 on 2016/05/12 by Daniel.Lamb
Fixed redirect collector stats.
#test Compile
Change 2975636 on 2016/05/12 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge DUI @ CL 2975557
#RB:none
#Tests:none
[CodeReviewed]: matt.schembari, kerrington.smith, tony.oliva, jaymee.stanford, mona.huang, alex.conner, jacob.lawyer, paul.shank
#ROBOMERGE-SOURCE: CL 2975635 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2975592 on 2016/05/12 by Zak.Middleton
#ue4 - Add stat for SetHitResultFromShapeAndFaceIndex().
#tests PIE
Change 2975589 on 2016/05/12 by Zak.Middleton
#ue4 - Avoid filling temp variable unless in Editor builds. It's only used later in the function in Editor builds.
#tests PIE
Change 2975588 on 2016/05/12 by Zak.Middleton
#ue4 - Minor tweak to avoid array read each loop iteration.
#tests PIE
Change 2975587 on 2016/05/12 by Zak.Middleton
#ue4 - Add "IsPlayerController()" function to AController. Variable already existed, just wasn't exposed.
#tests PIE
Change 2975504 on 2016/05/12 by Daniel.Lamb
Remove new stats system because it broke build.
#test cook paragon
Change 2975500 on 2016/05/12 by Daniel.Lamb
Enable redirect timers so I can get stats from build machines.
#test cook paragon.
Change 2975367 on 2016/05/12 by Jason.Bestimt
#ROBOMERGE-AUTHOR: david.nikdel
#OGF #CatalogService #OSS #Localization
- Flush the cached offers/items in CatalogServiceMcp when the culture changes since they contain localized text
- Flush the cached virtual catalog offers/items in McpCatalogHelper when the culture changes since they contain localized text
- Replaced SetForceCatalogRefresh with ClearCache per CR with SamZ (will require Launcher fixup)
[CodeReviewed]: Sam.Zamani, Matt.Kuhlenschmidt
#RB: Sam.Zamani
#TESTS: storefront w/ language change
#ROBOMERGE-SOURCE: CL 2975366 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2975209 on 2016/05/12 by Simon.Tovey
Fixed initialization order warning.
#tests none
Change 2975200 on 2016/05/12 by Simon.Tovey
Translucency GPU time stats for automation.
Refactored separate translucency gpu timer to more general helper class and used it to also time regular translucency.
Feeding both of these into a stat to help art identify poorly performing VFX for more detailed investigation.
There are occasional spikes when the GPU is starved but overall the data out seems good.
#tests GoldenPath, Editor, Auto downsampling works, new stat produces reasonable data.
Change 2974984 on 2016/05/11 by Mieszko.Zielinski
Fixed a bug in graph-a-star heuristics' calculation #UE4
#test golden path
Change 2974916 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 26 @ CL 2974578
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2974915 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974869 on 2016/05/11 by Ben.Marsh
BuildGraph: Add a MergeTelemetryWithPrefix="..." parameter to the <Command> task which allows merging the telemetry data from a child UAT run, adding a given prefix to all the key names.
#tests none
Change 2974673 on 2016/05/11 by Mieszko.Zielinski
Fix to BT not stopping if "StopTree" called while BT was waiting for a task to latently abort #UE4
(change by ?ukasz.Furman)
#test golden path
Change 2974581 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: matt.kuhlenschmidt
Merged CL 2974565 from Release-.26 -> Main:
Fixed loc region not saving in shipping builds
Partially fixed store not refreshing when changing regions. Real money currency items are pending additional fixes
#ROBOMERGE-SOURCE: CL 2974578 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974444 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: richard.fawcett
Reimplement support for specifying BuildPatchTool version used in chunking
This is now possible after Ben Marsh's fix to BuildGraph with CL 2974407.
#tests none
#ROBOMERGE-SOURCE: CL 2974441 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974408 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: ben.marsh
BuildGraph: Fix support for variable expansion in user-defined enum types. Enums in the schema are now represented as the union of valid values and a regex matching a balanced property expansion string, which still validates/autocompletes cleanly in Visual Studio.
#tests none
[CodeReviewed] Richard.Fawcett
#ROBOMERGE-SOURCE: CL 2974407 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974392 on 2016/05/11 by Daniel.Lamb
Optimizing resolve string asset reference resolution.
Added timing stats (disabled by default).
#test Cook paragon.
Change 2974349 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: richard.fawcett
Back out changelist 2974298. An issue with the BuildGraph system has prevented this change from working on the build farm.
#tests none
#ROBOMERGE-SOURCE: CL 2974347 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974299 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: richard.fawcett
Add support for chunking builds with the pre-release version of BuildPatchTool.
#tests None. This code will be tested by creating a build on the build farm immediately after submission.
#ROBOMERGE-SOURCE: CL 2974298 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974277 on 2016/05/11 by Lina.Halper
Fix up of retargeting when it skips replacing nested reference
#tests: retargeting anim BP
Change 2974210 on 2016/05/11 by Bart.Bressler
Merging Oodle changes from Dev-Networking
Change 2939167 on 2016/04/10 by John.Barrett
Updated packet bit termination code, so that both UNetConnection's and the PacketHandler use a termination bit (required for both PacketHandler/UNetconnection, as HandlerComponent's such as Oodle, are byte-aligned and do not preserve packet bit size).
Added new 'stat packet' stats group, for tracking reserved packet bits.
Added '-NoPacketHandler' commandline parameter, for disabling the PacketHandler and all HandlerComponent's (including stateless handshake) - restoring netcode to pre-PacketHandler state.
Removed PacketHandler 'packet overhead' method of packet bit size calculation - replaced with termination bit. Still partially used for reserving bits within packets (but renamed to avoid conflict with other 'PacketOverhead' variable).
Refactored/consolidated some PacketHandler code. Added more stringent bounds checking on packet sizes.
Change 2939168 on 2016/04/10 by John.Barrett
Updated Oodle to support new packet bit-termination code.
Added Oodle protocol support for selective packet compression (packets can now be sent uncompressed - game code will require a hook for this) - required for new bit-based netcode (Oodle outputs byte-aligned data, allowing compressed data to exceed size of uncompressed data - and thus, maximum packet size if not sent uncompressed - in rare edge cases).
Added '-CompressionTest' commandline parameter to Oodle dictionary generation commandlet, which reserves a portion of captured packets, for determining the compression savings percentage.
Added '-OodleDebugDump' commandline parameter, which disables normal dictionary generation, and converts packet captures into a .bin file, which is compatible with the Oodle 'example_packet.cpp' code.
Added temporary security bandaids to Oodle code, based on report that Luigi Auriemma put together, which deals with potential weaknesses in the Oodle API
Added 'stat oodle' stats for tracking failed attempts at compressing packets.
Change 2942964 on 2016/04/10 by Ryan.Gerleve
Fix broken indentation/formatting
Change 2958260 on 2016/04/27 by Bart.bRessler
Add branch name and changelist to oodle packet capture filenames.
Change 2964360 on 2016/05/03 by John.Barrett
Updated Oodle to support using a dictionary and capturing packets at the same time.
The dictionary is now always loaded, if specified, and whenever -OodleCapturing is on the commandline, packets are captured alongside the active dictionary.
Added several debug commands, to aid with testing compression performance (not QA-ready; only works with 1 player on a server):
"Oodle Compression On/Off" - enables/disables packet compression (but still decompresses received compressed packets)
"Oodle Dictionary Unload/Load" - unloads/loads the dictionary files, to allow releasing the files for dictionary generation, and reloading the new dictionary.
"Oodle Capture On/Off" - Enables/Disables packet capturing at runtime - requires '-OodleCapturing' on commandline.
"Oodle ResetStats" - resets the 'stat oodle' stat counters.
The NetcodeUnitTest plugin should be enabled, so that these commands can automatically execute on the server as well, as needed.
Change 2964553 on 2016/05/03 by Bart.Bressler
Add process ID to oodle capture filenames
Change 2966247 on 2016/05/04 by John.Pollard
Oodle 2.1.5 SDK
Change 2968761 on 2016/05/06 by Bart.Bressler
- Added changelist number as parameter to most command line tasks to filter captures by their changelist number (use "all" to get everything)
- Moved a bunch of the file searching/processing code outside of the tasks themselves so that the tasks all just operate to an array of capture files, this makes it easier to create new command line options
- When looking for capture files, we will now recursively search subdirectories
Change 2970529 on 2016/05/09 by Bart.Bressler
Add an optional "CapturePercentage" command line parameter that has a percentage chance of generating capture files per connection
Change 2970874 on 2016/05/09 by Bart.Bressler
- Turn on OODLE_DEV_SHIPPING in the Orion server shipping config so that captures can be generated in shipping builds
- Link to version 215 of oodle
Change 2971233 on 2016/05/09 by Bart.Bressler
Update Oodle DLLs in Orion
Change 2971362 on 2016/05/09 by Bart.Bressler
Create script for building an oodle dictionary out of capture files in an arbitrary location
Change 2972176 on 2016/05/10 by Bart.Bressler
Update oodle references to version 215 in OodleHandlerComponent.Build.cs
#tests used solo vs. ai to test oodle captures and using them
Change 2974035 on 2016/05/11 by Simon.Tovey
Adding fx.ParticleCollisionIgnoreInvisibleTime to replace hard coded time.
This is the time a PSC needs to be invisible for to have all it's collisions ignored.
This is potentially the cause of a bug Tim et al are seeing.
#tests Editor, Can be used to repro/fix the issue.
Change 2973985 on 2016/05/11 by Lina.Halper
Retargeting fix with editor saving issue
#tests: retargeting
Change 2973695 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 26 @ CL 2973469
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2973694 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2973679 on 2016/05/11 by Graeme.Thornton
UAT parameter -signedpak now no longer implies -pak
#tests win64 cooked client. checked that pak generation works as expected through project launcher
Change 2973588 on 2016/05/11 by Simon.Tovey
OR-21033 - Get physical material from particle collision event exposed in Cascade / Blueprint
Particles can now receive collision events selectively based upon the phyisics material of the hit.
Physics material is passed through the event and can be accessed in BPs.
The Event Receiver Spawn node also now has an array of Allowed and Banned phys materials.
#tests Editor and game. Coudln't test cooked as having unrelated crashes in cooked games. Shouldn't be any cooked/uncooked issues here.
Change 2973394 on 2016/05/11 by bruce.nesbit
Fixed couple of shadow vars
#tests compiled
Change 2973335 on 2016/05/11 by Andrew.Grant
Warning fix
#tests compiled
Change 2973308 on 2016/05/10 by Dmitry.Rekman
Add "unplayable condition" reporting.
- The server will report an unplayable condition by creating a local file (under Saved).
- An external script can possibly notice this and, applying its own logic on % of servers reporting it, profile or shutdown the whole machine.
- Report file is to be deleted by an external script.
#tests Compiled and ran Linux server, subjected it to various hitches.
Change 2973235 on 2016/05/10 by Zak.Middleton
#ue4 - Removed allocs after initial spawn from client saved move processing in character movement.
#tests PIE multiplayer w/ Bots
Change 2973157 on 2016/05/10 by Olaf.Piesche
Merging CL 2973112 from //UE4/Dev-Rendering->//Orion/Dev-General
Providing particle source and target for beam emitters
#tests editor game PC
Change 2972715 on 2016/05/10 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 26 @ CL 2972681
#RB: none
#Tests:none
#ROBOMERGE-SOURCE: CL 2972712 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2972678 on 2016/05/10 by Mieszko.Zielinski
Fixed babysitter bot not avoiding enemy towers when pathfinding back to base #Orion
#jira OR-18590
#test golden path
Change 2972595 on 2016/05/10 by Lina.Halper
Animation Retargeting fix for blendspaces
#code review: Benn.Gallagher, Martin.Wilson
#tests: retargeting anim BP
Change 2972282 on 2016/05/10 by Daniel.Lamb
Optimized string asset reference resolution slightly to help get back missing 10 minutes from paragon cook.
#test cook paragon.
Change 2972260 on 2016/05/10 by Laurent.Delayen
Fixed crash in UCharacterMovementComponent::HasRootMotionSources().
#tests Chains pull not crashing anymore.
Change 2972241 on 2016/05/10 by Frank.Fella
UMG - Fixes for material animation copied from 4.12.
#RB Matt K.
#TESTS Struct materials can now be animated and animated materials are named nicely.
Change 2971643 on 2016/05/09 by Dmitry.Rekman
Add reporting of "zero load" frame times (OR-21035).
- Added a thread that does nothing but sleeps and counts how often it missed the target FPS.
- Added an analytics event ServerZeroLoadFrameTimeDistribution that is sent at the end of the match.
- Server only.
#tests Compiled and ran Linux server on a compatible content, played few matches in a row.
Change 2971544 on 2016/05/09 by Ben.Marsh
EC: Use a full path to the telemetry file, to account for UAT switching directories.
Change 2971532 on 2016/05/09 by Wes.Hunt
Alter the cook stats hierarchical profile data to reflect the latest cook changes.
#tests none
Change 2971527 on 2016/05/09 by Ben.Marsh
UAT: Move telemetry object into CommandUtils, so we can add stats from anywhere.
#tests none
Change 2971461 on 2016/05/09 by David.Ratti
Fix issues with mesh swap skins:
-Front end intro animations not playing
-In game spawn animations not playing
-Some attachment weirdness (twinblast)
#tests golden path
Change 2971460 on 2016/05/09 by David.Ratti
Fallback to Target actor if there is no instigating actor in the GAmeplayCue parameters when determining if we should play "local only" effects
#tests pie
Change 2971364 on 2016/05/09 by Ben.Marsh
EC: Add support for adding custom telemetry data from UAT scripts, which gets piped through to the trends panel in EC.
#tests none
Change 2971245 on 2016/05/09 by Dmitry.Rekman
Add a "hitchhunter" log message to catch hitches while sleeping.
#tests Compiled and ran Linux server on a compatible content.
Change 2971196 on 2016/05/09 by jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2971139
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2971168 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/Characters/Heroes/Coil/Audio/Body/Pixie_Cranking_Loop_Cue.uasset - can't branch exclusive file already opened
#CodeReview: david.nikdel, jason.bestimt
Change 2971113 on 2016/05/09 by Dmitry.Rekman
UdpMessaging: Fixed broken filters for when to enable UDP transport.
- Redoing MaxP's change from Dev-Sequencer (CL 2963357).
- Reduces number of threads spawned by the server.
#tests Compiled Linux server, ran it on a compatible content.
Change 2971040 on 2016/05/09 by jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2970990
#RB:none
#Tests:none
[CodeReviewed]: jon.lietz
#ROBOMERGE-SOURCE: CL 2971027 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#CodeReview: david.nikdel, jason.bestimt
Change 2970555 on 2016/05/09 by Ben.Marsh
BuildGraph: Only show warnings and errors for the SavePackage log during cooks. Prevents redundant display of information that's already in the Cook log.
#tests preflight here: https://ec-01.epicgames.net/commander/link/jobDetails/jobs/6443796
Change 2970507 on 2016/05/09 by David.Ratti
Support for linking passive abilities to a key binded ability. E.g., allow a passive ability to be unlocked and leveled up in step with a key binded ability.
Cleaned up the TryLevel/CanLevelUp code a bit: moved to Orion Ability System Component
#tests pie
Change 2970414 on 2016/05/09 by Graeme.Thornton
Don't take a copy of the child tags array when doing UGameplayTagsManager::FindTagNode, just take a const&
#tests win64 client golden path
Change 2969729 on 2016/05/06 by Mieszko.Zielinski
Fixed a dumb mistake in a conditional expresion in UNavigationQueryFilter::GetQueryFilter #UE4
#test golden path
Change 2969675 on 2016/05/06 by Mieszko.Zielinski
Implemented "meta navigation filter" that can fetch a filter class based on given agent #UE4
Added NavFilter_AIControllerDefault that fetched DefaultNavigationFilter from AIController
Reverted hack-feature that supplied same functionality to EQS
#test golden path
Change 2969652 on 2016/05/06 by Michael.Noland
HLOD: Changed UI gating code so that whether or not a LOD Actor is valid is based on the presence of at least two static mesh components, rather than at least two actors (to improve handling when including BPs)
- Repurposed HasValidSubActors for this check, and introduced HasAnySubActors() for the existing uses as this better matches the intent of how the function was used
#tests Added a single BP containing 7 mesh components to a new ALODActor and verified that it allowed a proxy to be generated
Change 2969651 on 2016/05/06 by Michael.Noland
Simplygon: Added time taken for simplygon mesh reduction to the log message
#tests Simplified a LOD cluster and inspected the log
Change 2969604 on 2016/05/06 by Uriel.Doyon
Changed default value to true for UParticleModuleVectorFieldLocal::bUseFixDT.
#tests confirmed that default value has changed for old assets, while allowing override.
Change 2969418 on 2016/05/06 by jason.bestimt
#ROBOMERGE-AUTHOR: andrew.grant
Fixed unconverted char string being passed as part of build info
#tests ran & verified patch check passes
#ROBOMERGE-SOURCE: CL 2969417 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2968817 on 2016/05/06 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2968572
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2968813 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2968383 on 2016/05/05 by Mieszko.Zielinski
Added "default navigation filter" to AIController #UE4
Also, made EQS take advantage of that
#test golden path
Change 2968225 on 2016/05/05 by John.Pollard
Add sanity checks and more info to help track down possible memory corruption
#tests Networking, replication
Change 2967903 on 2016/05/05 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2967827
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2967902 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2967899 on 2016/05/05 by Lina.Halper
Merged change of 2956152
Remove invalid ensure - this didn't work if you have composite inside.
#tests: none
Change 2967870 on 2016/05/05 by Andrew.Grant
Fix for OR-20731 (gamever crashes client)
#tests gamever at console with -game
Change 2967606 on 2016/05/05 by Wes.Hunt
Tweaked output log message for HTTP module shutdown.
#tests none
Change 2967359 on 2016/05/05 by Wes.Hunt
HttpManager will log outstanding requests on shutdown so people can debug shutdown issues and ensure their requests get flushed properly. Also changed default LogHttp logging level to display so these messages can be shown by default without using warning level.
#tests ran editor build and queued up an event using the console command, then quit immediately. the log indeed showed that HttpManager had to wait at least 0.5 seconds for the request to complete.
Change 2966987 on 2016/05/05 by Dmitry.Rekman
Fix editor build.
#tests Compiled Win64 editor.
Change 2966977 on 2016/05/05 by Dmitry.Rekman
Added collecting and reporting periodic server frame time distribution.
- Added generic FHistogram class and necessary analytic events.
- Also added reporting hostname (OR-20842).
#tests Built Linux server and ran a few matches on a compatible content.
Change 2966920 on 2016/05/04 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2966805
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2966919 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2966778 on 2016/05/04 by Michael.Noland
Rendering: Fixed shadow variable warning in GPUProfiler
#tests Compiled and tested GPUProfiler command
Change 2966769 on 2016/05/04 by Mieszko.Zielinski
Fixed GraphAStar not resetting the output path before fillinf it with results #UE4
#test golden path
Change 2966704 on 2016/05/04 by Michael.Noland
Rendering: Added triangle and draw call summaries to ProfileGPU output, broken up by asset and material
- This is controlled by r.ProfileGPU.PrintAssetSummary, which defaults to 1, but you really need r.ShowMaterialDrawEvents 1 enabled as well for a complete picture
- It can also output a summary line for speciifc asset names using a comma separated list in r.ProfileGPU.AssetSummaryCallOuts (e.g., "LOD,HeroName")
#tests Used ProfileGPU a number of times
Change 2966696 on 2016/05/04 by Michael.Noland
Engine: Embedded FPS chart preamble/postamble/row .html files into ChartCreation.cpp to permanently solve packaging woes
#tests Tested FPS charts in an uncooked and cooked build
#jira OR-19713
Change 2966336 on 2016/05/04 by Lukasz.Furman
fixed jungle minions unable to reach spawn locations when camp resets
#jira OR-20700
#tests jungle camp POC
Change 2965948 on 2016/05/04 by David.Ratti
Changes to how passive abilities activate
-Passives now continually try to activate by default rather than only on spawn
Support for Status.Immortal
-Prevents death, fies AbilityTriggerEvent.ImmortalProc when this happens.
-Clamps health to 1.
Fixed bug in muriel passive where ShieldHealthRegen would be left in the world where muriel died.
Fixed bunch of crap in GA_OnSpawn that was causing desync on client at start of match
#tests multi pie
Change 2965870 on 2016/05/04 by Ryan.Gerleve
Duplicated fix from Release-4.12 by marc.audy, CL 2960819:
Owned components are once again referenced by their Owning actor for GC purposes
#jira UE-29131
#tests golden path
Change 2965798 on 2016/05/04 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2965789
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2965796 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2965220 on 2016/05/03 by Dmitry.Rekman
Log instance id and system id (OR-20782).
- These ids get reported in multiple analytics events, having them logged is helpful for quickly mapping events to the log file.
#tests Compiled Linux server, ran on compatible client.
Change 2964907 on 2016/05/03 by Jason.Bestimt
#ORION_DG - Merge MAIN @ CL 2964858
#RB:none
#Tests:none
Change 2964530 on 2016/05/03 by Laurent.Delayen
Renamed GetSlotRootMotionWeight to GetSlotNodeGlobalWeight and made it double buffered to it's safe to access anytime.
Added GetSlotMontageGlobalWeight() to get the Global Weight of a montage being played on a Slot. (Also double buffered).
Added GetInstanceMachineWeight() to get Global Weight of a State Machine in the AnimGraph. (Also double buffered)
Added FAnimInstanceProxy::GetStateMachineIndexAndDescription to avoid searching through the AnimNodeProperties twice.
#tests Chains full feature system in PIE.
Change 2964498 on 2016/05/03 by Frank.Fella
DecalComponent - Fix visibility so that it behaves like other scene components with regard to the editor visibility, component visibility, and actor hidden in game flags.
#RB Andrew Rodham
#TESTS Visibility for decals works like other scene components in the editor, and their visibility can now be animated properly by sequencer.
Change 2964428 on 2016/05/03 by Benn.Gallagher
Fixed stale clothing chunk/section references after container realloc in editor
#tests editor
Change 2964316 on 2016/05/03 by bruce.nesbit
Banner revisions
Banners now use components for various banner items
Banners can now be enabled when killing a hero.
#tests PIE+Game
Change 2964187 on 2016/05/03 by Jon.Lietz
Speeding up the tag count check in UAbilitySystemComponent::RegisterAndCallGameplayTagEvent()
- Remove the call to GetAggregatedStackCount and creating a FGameplayEffectQuery every time we call RegisterAndCallGameplayTagEvent
- Added GetTagCount to the UAbilitySystemComponent that will call GetTagCount on the GameplayTagCountContainer
#RB DanY
#tests JIP shadow pad still works.
Change 2964136 on 2016/05/03 by Laurent.Delayen
Fix crash while switching tabs using Persona.
#tests not crashing anymore.
Change 2964083 on 2016/05/03 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2963929
[CodeReviewed]: andrew.grant
HTTP Manager has larger stack size (1024)
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2964080 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2963771 on 2016/05/02 by Nick.Atamas
Setting a desired size scale invalidates layout and volatility.
#test none
Change 2963555 on 2016/05/02 by Rob.Cannaday
Fix PS4 Orion players being able to whisper chat with non-Orion players
#jira OR-20626
#tests chat with launcher, fortnite
Change 2963387 on 2016/05/02 by Laurent.Delayen
Added GatherDebugData to FABRIK node.
#tests showdebug animation works on Chains now.
Change 2963331 on 2016/05/02 by Jon.Lietz
fixing compile error, dont need the clamp just the ternary on the EventType and pass down the tag count or 1.
#RB none
#tests compiles
Change 2963106 on 2016/05/02 by Rob.Cannaday
Increase HTTP thread's stack size to 128k
We discovered a stack overflow when the stack size was 64kb in LavasoftTcpService64.dll (Ad-Aware's Lavasoft Web Companion)
#tests log in
Change 2963047 on 2016/05/02 by Jon.Lietz
OR-20206 for JIP we need to call the bound function if we already have the tag on reconnect.
- adding a new function in UAbilitySystemComponent, RegisterAndCallGameplayTagEvent this will bind the passed in delegate and if the ability system has that tag already will execute the delegate.
#RB Dave.Ratti
#test shadow pad, slow, stun and root still trigger and trigger for JIP players.
Change 2962836 on 2016/05/02 by jason.bestimt
#ROBOMERGE-AUTHOR: andrew.grant
[NULL MERGE]
Duplicating 2961899 - Fix minimal code builds for Linux not overwriting files
[CodeReviewed] Ben.Marsh
#ROBOMERGE-SOURCE: CL 2962812 in //Orion/Release-0.24.2/... via CL 2962830 via CL 2962833 via CL 2962834 via CL 2962835
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2962570 on 2016/05/02 by Jason.Bestimt
#ORION_MAIN - Merge MAIN @ CL 2962544
#RB:none
#Tests:none
Change 2962552 on 2016/05/02 by Ben.Marsh
Avoid output of warnings containing the string "error:" (and causing the EC post processor to fail the build) if posting build info has a human-readable error message instead. Output should probably be changed to parse out/sanitize the actual failure message if it's meant to retry and succeed, but this will stop failures caused by multiple builds being posted with the same build version.
#tests none
Change 2962506 on 2016/05/02 by Ben.Marsh
Add a version string to identify a given build (FApp::GetBuildVersion()/BUILD_VERSION) which is distinct from the engine version. Defaults to <Escaped Branch Name>-CL-<Changelist>, but can be overriden by specifying a -Build=... argument to UpdateLocalVersion or the "Build" attribute to the SetVersion BuildGraph task.
#tests Preflighted Win64 client/server build (P:\Builds\Orion\++Orion+Dev-General-CL-2962228-PF-2945494-6398155-PF-2945494-6398155) and loaded into Agora. Checked that version strings appear correctly in generated executables.
Change 2962228 on 2016/04/30 by Dmitry.Rekman
Move processing HTTP requests into separate thread (OR-20723).
- First iteration of the implementation, pending implementing feedback.
- Adds a separate thread for CurlHttp where actual processing is performed.
- Coded by RobC, post-processed by me.
#tests Compiled Linux server and Windows client, ran them on compatible content, played a match.
Change 2961899 on 2016/04/29 by Ben.Marsh
BuildGraph: Fix minimal Linux server builds not overwriting the existing executables, by adding an "Overwrite" parameter into the staging task. Windows exe-only patches already happen to bypass this bug by deleting the Binaries/Win64 directory (designed to remove any configurations that weren't built this time), but could still fail if changes had been made to some other staged binaries.
#tests preflighted code-only build against DG CL 2960870 and compared output (P:\Builds\Orion\++Orion+Dev-General-CL-2961878-PF-2961895-6393603)
Change 2961587 on 2016/04/29 by Daniel.Lamb
Redirector doesn't fire callback if it fails to be loaded.
#test Cook orion.
Change 2961458 on 2016/04/29 by Wes.Hunt
Cooker Stats improvements. Also removed some old UBT telemetry that was not being used.
#tests many cooks of orion
Change 2961136 on 2016/04/29 by Daniel.Lamb
Readded caching of platform data into postload of materials.
#test Cook paragon.
[CL 2979220 by Ben Marsh in Main branch]
2016-05-16 16:20:52 -04:00
/// <summary>
/// If non-null, instructs telemetry from the command to be merged into the telemetry for this UAT instance with the given prefix. May be an empty (non-null) string.
/// </summary>
[TaskParameter(Optional = true)]
2024-05-21 20:54:09 -04:00
public string MergeTelemetryWithPrefix { get ; set ; }
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087)
==========================
MAJOR FEATURES + CHANGES
==========================
#lockdown Nick.Penwarden
Change 2903938 on 2016/03/10 by Frank.Gigliotti
Added an instance ID to FAnimMontageInstance
#CodeReview Laurent.Delayen
#RB Laurent.Delayen
#Tests PIE
Change 2903745 on 2016/03/10 by Wes.Hunt
Update Oodle TPS
#rb none
#tests none
#codereview:john.pollard
Change 2903689 on 2016/03/10 by Uriel.Doyon
New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero.
#rb marcus.wasmer
#codereview marcus.wassmer
#tests editor, playing PC games, trying the new command
Change 2903669 on 2016/03/10 by Aaron.McLeran
OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds
- Change only effects debug stat commands for audio guys
#rb none
#tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds
Change 2903625 on 2016/03/10 by John.Pollard
XB1 Oodle SDK
#rb none
#tests none
#codereview Jeff.Campeau
Change 2903577 on 2016/03/10 by Ben.Marsh
Remaking latest build scripts from //UE4/Main @ 2900980.
Change 2903560 on 2016/03/10 by Ben.Marsh
Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP.
Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components:
* Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules.
* Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts.
* Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts.
* Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts.
* Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on.
Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name.
Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope.
Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs.
File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on.
Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system.
A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type.
#rb none
#codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett
#tests local only so far, but not part of any build process yet
Change 2903539 on 2016/03/10 by John.Pollard
Improve replay playback debugging of character movement
#rb none
#tests replays
Change 2903526 on 2016/03/10 by Ben.Marsh
Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks.
#rb none
#tests none
Change 2903512 on 2016/03/10 by Dan.Youhon
Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s
#rb None
#tests Compiles
Change 2903474 on 2016/03/10 by Marc.Audy
Fix crash if ChildActor is null
#rb None
#tests None
Change 2903314 on 2016/03/10 by Marc.Audy
Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken
#rb James.Golding
#tests Selection of child actors works as expected
#jira UE-28201
Change 2903298 on 2016/03/10 by Simon.Tovey
Disabling the trails optimization.
#tests none
#rb none
#codereview Olaf.Piesche
Change 2903124 on 2016/03/10 by Robert.Manuszewski
Small refactor to pak signing to help with exe protection
#rb none
#tests none
[CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
}
/// <summary>
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3092544)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3079316 on 2016/08/05 by Ben.Marsh
Better PCH selection in ShaderFormatOpenGL and MetalShaderFormat - make sure Core is the first included header.
Change 3080579 on 2016/08/08 by Ben.Marsh
Slate: Move DEBUG_TAB_MANAGEMENT into SDockingTabStack.h to remove circular include dependency with DockingPrivate.h.
Change 3080587 on 2016/08/08 by Ben.Marsh
StandaloneRenderer: Move platform includes into a separate header so we can make individual headers self-contained, without having a circular dependency on StandaloneRendererPrivate.h.
Change 3080789 on 2016/08/08 by Ben.Marsh
Move BuildGraph tasks for chunking, posting builds, labeling builds, and merging manifests into the MCP project. While we do provide public interfaces for this functionality, we don't currently expect anyone outside Epic to be using them.
Change 3080815 on 2016/08/08 by Ben.Marsh
BuildGraph: Add a -GenerateDocs option, which writes out an HTML file constructed from C# XML documentation containing all the task information.
Change 3081374 on 2016/08/08 by Ben.Marsh
UBT: Invalidate the makefile if any UHT headers are deleted. Should fix issue where files are moved from one module to another, and the original module no longer contains any generated headers. Its include path needs to be removed from the compile environment.
Change 3083152 on 2016/08/09 by Ben.Marsh
PR #2667: Add Intel C++ Compiler support to Windows build (Contributed by JeffRous)
Change 3084039 on 2016/08/10 by Ben.Marsh
BuildGraph: Add additional markup for parameter attributes. Also improve some documation.
Change 3084240 on 2016/08/10 by Ben.Marsh
Plugins: Allow plugins in the project folder to replace plugins in the engine folder with the same name. Prohibit multiple plugins with the same name at other times.
Change 3084337 on 2016/08/10 by Ben.Marsh
UBT: Specify the -precompile option when generating project files for a target, so we include all valid modules for intellisense.
Change 3085594 on 2016/08/11 by Ben.Marsh
Change modules which reference a public header for their PCH to use a private PCH instead, even if it just includes the public header for now.
Change 3085999 on 2016/08/11 by Ben.Marsh
Add some missing #pragma once directives.
Change 3086146 on 2016/08/11 by Ben.Marsh
Core: Move prototype and linkage specifier for ConsoleCommandLibrary_* functions into header matching cpp file.
Change 3086172 on 2016/08/11 by Ben.Marsh
Fixup some C-style header guards to use #pragma once instead.
Change 3087289 on 2016/08/12 by Ben.Marsh
Split out UPackage and UMetaData into their own headers (they're already implemented in separate CPP files)
Change 3087310 on 2016/08/12 by Ben.Marsh
Move method stubs for FNullSlateSoundDevice into a CPP file, since they're exported from the SlateCore module.
Change 3087341 on 2016/08/12 by Ben.Marsh
UdpMessaging: Move PCH before #if PLATFORM_DESKTOP; it will only be defined if the definition is included.
Change 3087457 on 2016/08/12 by Ben.Marsh
Core: Reorganize the FTransform and FMatrix headers: Transform.h now includes TransformNonVectorized.h or TransformVectorized.h as appropriate, and UnrealMatrix.h is now Matrix.inl (and included from Matrix.h).
Change 3088407 on 2016/08/13 by Ben.Marsh
Replace use of Windows SIZE_T define with the regular C++ size_t.
Change 3088416 on 2016/08/13 by Ben.Marsh
Include a header from all .generated.cpp files (GeneratedCppIncludes.h) which includes all the basic types required to compile them, rather than assuming that the module PCH will include everything.
Also include the real declarations of noexport classes in Object.h (now renamed to NoExportTypes.h for clarity) when the CPP macro is defined, so the .generated.deps.h file will automatically have the correct definitions for them at compile time rather than relying on them being in the private PCH.
Finally, rename UObject.h to Object.h for consistency with the naming convention for all other UObject classes. UObject.h still exists for now, but outputs a deprecated message if included.
Change 3088544 on 2016/08/14 by Ben.Marsh
Core: Move the definition of the TEXT() macro into Platform.h, to avoid having to include OS headers to get it.
Change 3088552 on 2016/08/14 by Ben.Marsh
Fix compile errors for some modules that don't already include CoreUObject.h.
Change 3088925 on 2016/08/15 by Ben.Marsh
Remove circular include dependencies from VulkanRHI.
Change 3088926 on 2016/08/15 by Ben.Marsh
Remove duplicate definition for WITH_FIXED_AREA_ENTERING_COST from EngineDefines.h - always uses the definition from DetourNavMeshQuery.h instead.
Change 3088930 on 2016/08/15 by Ben.Marsh
Remove circular include dependency from PhysX.
Change 3088935 on 2016/08/15 by Ben.Marsh
OnlineSubsystemUtils: Move CPP files out of public header directory.
Change 3088965 on 2016/08/15 by Ben.Marsh
Add private PCH to Landscape, MoviePlayer, TaskGraph, XAudio2 and RealtimeProfiler modules.
Change 3088966 on 2016/08/15 by Ben.Marsh
Engine: Move CPP files out of public header directories.
Change 3089520 on 2016/08/15 by Ben.Marsh
BuildGraph: Change documentation command to output markdown.
Change 3090299 on 2016/08/16 by Ben.Marsh
D3D12RHI: Move around some implementations to fix circular header dependencies which are masked by delayed template instantiation.
Change 3090303 on 2016/08/16 by Ben.Marsh
Engine: Add a template specialization for TPointerIsConvertibleFromTo<AActor, const volatile UObject> to fix dependency on complete AActor definition for static assert in TWeakPointer<AActor>, which only appears if including Level.h without Actor.h. Delayed template instantiation usually masks this issue.
Change 3091861 on 2016/08/17 by Ben.Marsh
Remove circular header dependencies, and fix ambiguous include paths in OSVR.
Change 3092068 on 2016/08/17 by Ben.Marsh
Moving VulkanDynamicRHI into its own header.
Change 3093133 on 2016/08/18 by Ben.Marsh
EC: Include additional context lines for Clang errors.
Change 3093147 on 2016/08/18 by Ben.Marsh
UBT: Add an error message when attempting to do a single-file compile with the wrong target selected.
Change 3093228 on 2016/08/18 by Ben.Marsh
Remove redundant setting for remote server name from XML config, and set it to a valid machine in the engine config.
[CL 3093264 by Ben Marsh in Main branch]
2016-08-18 10:28:43 -04:00
/// Invokes an AutomationTool child process to run the given command.
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087)
==========================
MAJOR FEATURES + CHANGES
==========================
#lockdown Nick.Penwarden
Change 2903938 on 2016/03/10 by Frank.Gigliotti
Added an instance ID to FAnimMontageInstance
#CodeReview Laurent.Delayen
#RB Laurent.Delayen
#Tests PIE
Change 2903745 on 2016/03/10 by Wes.Hunt
Update Oodle TPS
#rb none
#tests none
#codereview:john.pollard
Change 2903689 on 2016/03/10 by Uriel.Doyon
New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero.
#rb marcus.wasmer
#codereview marcus.wassmer
#tests editor, playing PC games, trying the new command
Change 2903669 on 2016/03/10 by Aaron.McLeran
OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds
- Change only effects debug stat commands for audio guys
#rb none
#tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds
Change 2903625 on 2016/03/10 by John.Pollard
XB1 Oodle SDK
#rb none
#tests none
#codereview Jeff.Campeau
Change 2903577 on 2016/03/10 by Ben.Marsh
Remaking latest build scripts from //UE4/Main @ 2900980.
Change 2903560 on 2016/03/10 by Ben.Marsh
Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP.
Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components:
* Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules.
* Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts.
* Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts.
* Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts.
* Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on.
Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name.
Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope.
Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs.
File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on.
Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system.
A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type.
#rb none
#codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett
#tests local only so far, but not part of any build process yet
Change 2903539 on 2016/03/10 by John.Pollard
Improve replay playback debugging of character movement
#rb none
#tests replays
Change 2903526 on 2016/03/10 by Ben.Marsh
Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks.
#rb none
#tests none
Change 2903512 on 2016/03/10 by Dan.Youhon
Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s
#rb None
#tests Compiles
Change 2903474 on 2016/03/10 by Marc.Audy
Fix crash if ChildActor is null
#rb None
#tests None
Change 2903314 on 2016/03/10 by Marc.Audy
Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken
#rb James.Golding
#tests Selection of child actors works as expected
#jira UE-28201
Change 2903298 on 2016/03/10 by Simon.Tovey
Disabling the trails optimization.
#tests none
#rb none
#codereview Olaf.Piesche
Change 2903124 on 2016/03/10 by Robert.Manuszewski
Small refactor to pak signing to help with exe protection
#rb none
#tests none
[CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
/// </summary>
[TaskElement("Command", typeof(CommandTaskParameters))]
2021-12-10 15:36:47 -05:00
public class CommandTask : BgTaskImpl
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087)
==========================
MAJOR FEATURES + CHANGES
==========================
#lockdown Nick.Penwarden
Change 2903938 on 2016/03/10 by Frank.Gigliotti
Added an instance ID to FAnimMontageInstance
#CodeReview Laurent.Delayen
#RB Laurent.Delayen
#Tests PIE
Change 2903745 on 2016/03/10 by Wes.Hunt
Update Oodle TPS
#rb none
#tests none
#codereview:john.pollard
Change 2903689 on 2016/03/10 by Uriel.Doyon
New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero.
#rb marcus.wasmer
#codereview marcus.wassmer
#tests editor, playing PC games, trying the new command
Change 2903669 on 2016/03/10 by Aaron.McLeran
OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds
- Change only effects debug stat commands for audio guys
#rb none
#tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds
Change 2903625 on 2016/03/10 by John.Pollard
XB1 Oodle SDK
#rb none
#tests none
#codereview Jeff.Campeau
Change 2903577 on 2016/03/10 by Ben.Marsh
Remaking latest build scripts from //UE4/Main @ 2900980.
Change 2903560 on 2016/03/10 by Ben.Marsh
Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP.
Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components:
* Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules.
* Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts.
* Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts.
* Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts.
* Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on.
Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name.
Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope.
Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs.
File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on.
Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system.
A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type.
#rb none
#codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett
#tests local only so far, but not part of any build process yet
Change 2903539 on 2016/03/10 by John.Pollard
Improve replay playback debugging of character movement
#rb none
#tests replays
Change 2903526 on 2016/03/10 by Ben.Marsh
Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks.
#rb none
#tests none
Change 2903512 on 2016/03/10 by Dan.Youhon
Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s
#rb None
#tests Compiles
Change 2903474 on 2016/03/10 by Marc.Audy
Fix crash if ChildActor is null
#rb None
#tests None
Change 2903314 on 2016/03/10 by Marc.Audy
Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken
#rb James.Golding
#tests Selection of child actors works as expected
#jira UE-28201
Change 2903298 on 2016/03/10 by Simon.Tovey
Disabling the trails optimization.
#tests none
#rb none
#codereview Olaf.Piesche
Change 2903124 on 2016/03/10 by Robert.Manuszewski
Small refactor to pak signing to help with exe protection
#rb none
#tests none
[CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
/// <summary>
/// Parameters for this task
/// </summary>
2024-05-22 13:17:22 -04:00
readonly CommandTaskParameters _parameters ;
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087)
==========================
MAJOR FEATURES + CHANGES
==========================
#lockdown Nick.Penwarden
Change 2903938 on 2016/03/10 by Frank.Gigliotti
Added an instance ID to FAnimMontageInstance
#CodeReview Laurent.Delayen
#RB Laurent.Delayen
#Tests PIE
Change 2903745 on 2016/03/10 by Wes.Hunt
Update Oodle TPS
#rb none
#tests none
#codereview:john.pollard
Change 2903689 on 2016/03/10 by Uriel.Doyon
New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero.
#rb marcus.wasmer
#codereview marcus.wassmer
#tests editor, playing PC games, trying the new command
Change 2903669 on 2016/03/10 by Aaron.McLeran
OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds
- Change only effects debug stat commands for audio guys
#rb none
#tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds
Change 2903625 on 2016/03/10 by John.Pollard
XB1 Oodle SDK
#rb none
#tests none
#codereview Jeff.Campeau
Change 2903577 on 2016/03/10 by Ben.Marsh
Remaking latest build scripts from //UE4/Main @ 2900980.
Change 2903560 on 2016/03/10 by Ben.Marsh
Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP.
Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components:
* Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules.
* Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts.
* Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts.
* Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts.
* Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on.
Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name.
Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope.
Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs.
File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on.
Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system.
A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type.
#rb none
#codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett
#tests local only so far, but not part of any build process yet
Change 2903539 on 2016/03/10 by John.Pollard
Improve replay playback debugging of character movement
#rb none
#tests replays
Change 2903526 on 2016/03/10 by Ben.Marsh
Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks.
#rb none
#tests none
Change 2903512 on 2016/03/10 by Dan.Youhon
Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s
#rb None
#tests Compiles
Change 2903474 on 2016/03/10 by Marc.Audy
Fix crash if ChildActor is null
#rb None
#tests None
Change 2903314 on 2016/03/10 by Marc.Audy
Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken
#rb James.Golding
#tests Selection of child actors works as expected
#jira UE-28201
Change 2903298 on 2016/03/10 by Simon.Tovey
Disabling the trails optimization.
#tests none
#rb none
#codereview Olaf.Piesche
Change 2903124 on 2016/03/10 by Robert.Manuszewski
Small refactor to pak signing to help with exe protection
#rb none
#tests none
[CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
/// <summary>
/// Construct a new CommandTask.
/// </summary>
2024-05-22 13:17:22 -04:00
/// <param name="parameters">Parameters for this task</param>
public CommandTask ( CommandTaskParameters parameters )
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087)
==========================
MAJOR FEATURES + CHANGES
==========================
#lockdown Nick.Penwarden
Change 2903938 on 2016/03/10 by Frank.Gigliotti
Added an instance ID to FAnimMontageInstance
#CodeReview Laurent.Delayen
#RB Laurent.Delayen
#Tests PIE
Change 2903745 on 2016/03/10 by Wes.Hunt
Update Oodle TPS
#rb none
#tests none
#codereview:john.pollard
Change 2903689 on 2016/03/10 by Uriel.Doyon
New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero.
#rb marcus.wasmer
#codereview marcus.wassmer
#tests editor, playing PC games, trying the new command
Change 2903669 on 2016/03/10 by Aaron.McLeran
OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds
- Change only effects debug stat commands for audio guys
#rb none
#tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds
Change 2903625 on 2016/03/10 by John.Pollard
XB1 Oodle SDK
#rb none
#tests none
#codereview Jeff.Campeau
Change 2903577 on 2016/03/10 by Ben.Marsh
Remaking latest build scripts from //UE4/Main @ 2900980.
Change 2903560 on 2016/03/10 by Ben.Marsh
Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP.
Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components:
* Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules.
* Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts.
* Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts.
* Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts.
* Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on.
Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name.
Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope.
Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs.
File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on.
Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system.
A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type.
#rb none
#codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett
#tests local only so far, but not part of any build process yet
Change 2903539 on 2016/03/10 by John.Pollard
Improve replay playback debugging of character movement
#rb none
#tests replays
Change 2903526 on 2016/03/10 by Ben.Marsh
Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks.
#rb none
#tests none
Change 2903512 on 2016/03/10 by Dan.Youhon
Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s
#rb None
#tests Compiles
Change 2903474 on 2016/03/10 by Marc.Audy
Fix crash if ChildActor is null
#rb None
#tests None
Change 2903314 on 2016/03/10 by Marc.Audy
Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken
#rb James.Golding
#tests Selection of child actors works as expected
#jira UE-28201
Change 2903298 on 2016/03/10 by Simon.Tovey
Disabling the trails optimization.
#tests none
#rb none
#codereview Olaf.Piesche
Change 2903124 on 2016/03/10 by Robert.Manuszewski
Small refactor to pak signing to help with exe protection
#rb none
#tests none
[CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
2024-05-22 13:17:22 -04:00
_parameters = parameters ;
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087)
==========================
MAJOR FEATURES + CHANGES
==========================
#lockdown Nick.Penwarden
Change 2903938 on 2016/03/10 by Frank.Gigliotti
Added an instance ID to FAnimMontageInstance
#CodeReview Laurent.Delayen
#RB Laurent.Delayen
#Tests PIE
Change 2903745 on 2016/03/10 by Wes.Hunt
Update Oodle TPS
#rb none
#tests none
#codereview:john.pollard
Change 2903689 on 2016/03/10 by Uriel.Doyon
New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero.
#rb marcus.wasmer
#codereview marcus.wassmer
#tests editor, playing PC games, trying the new command
Change 2903669 on 2016/03/10 by Aaron.McLeran
OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds
- Change only effects debug stat commands for audio guys
#rb none
#tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds
Change 2903625 on 2016/03/10 by John.Pollard
XB1 Oodle SDK
#rb none
#tests none
#codereview Jeff.Campeau
Change 2903577 on 2016/03/10 by Ben.Marsh
Remaking latest build scripts from //UE4/Main @ 2900980.
Change 2903560 on 2016/03/10 by Ben.Marsh
Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP.
Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components:
* Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules.
* Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts.
* Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts.
* Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts.
* Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on.
Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name.
Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope.
Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs.
File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on.
Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system.
A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type.
#rb none
#codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett
#tests local only so far, but not part of any build process yet
Change 2903539 on 2016/03/10 by John.Pollard
Improve replay playback debugging of character movement
#rb none
#tests replays
Change 2903526 on 2016/03/10 by Ben.Marsh
Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks.
#rb none
#tests none
Change 2903512 on 2016/03/10 by Dan.Youhon
Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s
#rb None
#tests Compiles
Change 2903474 on 2016/03/10 by Marc.Audy
Fix crash if ChildActor is null
#rb None
#tests None
Change 2903314 on 2016/03/10 by Marc.Audy
Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken
#rb James.Golding
#tests Selection of child actors works as expected
#jira UE-28201
Change 2903298 on 2016/03/10 by Simon.Tovey
Disabling the trails optimization.
#tests none
#rb none
#codereview Olaf.Piesche
Change 2903124 on 2016/03/10 by Robert.Manuszewski
Small refactor to pak signing to help with exe protection
#rb none
#tests none
[CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
}
/// <summary>
2024-05-22 13:17:22 -04:00
/// ExecuteAsync the task.
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087)
==========================
MAJOR FEATURES + CHANGES
==========================
#lockdown Nick.Penwarden
Change 2903938 on 2016/03/10 by Frank.Gigliotti
Added an instance ID to FAnimMontageInstance
#CodeReview Laurent.Delayen
#RB Laurent.Delayen
#Tests PIE
Change 2903745 on 2016/03/10 by Wes.Hunt
Update Oodle TPS
#rb none
#tests none
#codereview:john.pollard
Change 2903689 on 2016/03/10 by Uriel.Doyon
New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero.
#rb marcus.wasmer
#codereview marcus.wassmer
#tests editor, playing PC games, trying the new command
Change 2903669 on 2016/03/10 by Aaron.McLeran
OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds
- Change only effects debug stat commands for audio guys
#rb none
#tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds
Change 2903625 on 2016/03/10 by John.Pollard
XB1 Oodle SDK
#rb none
#tests none
#codereview Jeff.Campeau
Change 2903577 on 2016/03/10 by Ben.Marsh
Remaking latest build scripts from //UE4/Main @ 2900980.
Change 2903560 on 2016/03/10 by Ben.Marsh
Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP.
Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components:
* Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules.
* Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts.
* Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts.
* Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts.
* Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on.
Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name.
Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope.
Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs.
File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on.
Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system.
A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type.
#rb none
#codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett
#tests local only so far, but not part of any build process yet
Change 2903539 on 2016/03/10 by John.Pollard
Improve replay playback debugging of character movement
#rb none
#tests replays
Change 2903526 on 2016/03/10 by Ben.Marsh
Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks.
#rb none
#tests none
Change 2903512 on 2016/03/10 by Dan.Youhon
Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s
#rb None
#tests Compiles
Change 2903474 on 2016/03/10 by Marc.Audy
Fix crash if ChildActor is null
#rb None
#tests None
Change 2903314 on 2016/03/10 by Marc.Audy
Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken
#rb James.Golding
#tests Selection of child actors works as expected
#jira UE-28201
Change 2903298 on 2016/03/10 by Simon.Tovey
Disabling the trails optimization.
#tests none
#rb none
#codereview Olaf.Piesche
Change 2903124 on 2016/03/10 by Robert.Manuszewski
Small refactor to pak signing to help with exe protection
#rb none
#tests none
[CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
/// </summary>
2024-05-22 13:17:22 -04:00
/// <param name="job">Information about the current job</param>
/// <param name="buildProducts">Set of build products produced by this node.</param>
/// <param name="tagNameToFileSet">Mapping from tag names to the set of files they include</param>
public override Task ExecuteAsync ( JobContext job , HashSet < FileReference > buildProducts , Dictionary < string , HashSet < FileReference > > tagNameToFileSet )
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087)
==========================
MAJOR FEATURES + CHANGES
==========================
#lockdown Nick.Penwarden
Change 2903938 on 2016/03/10 by Frank.Gigliotti
Added an instance ID to FAnimMontageInstance
#CodeReview Laurent.Delayen
#RB Laurent.Delayen
#Tests PIE
Change 2903745 on 2016/03/10 by Wes.Hunt
Update Oodle TPS
#rb none
#tests none
#codereview:john.pollard
Change 2903689 on 2016/03/10 by Uriel.Doyon
New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero.
#rb marcus.wasmer
#codereview marcus.wassmer
#tests editor, playing PC games, trying the new command
Change 2903669 on 2016/03/10 by Aaron.McLeran
OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds
- Change only effects debug stat commands for audio guys
#rb none
#tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds
Change 2903625 on 2016/03/10 by John.Pollard
XB1 Oodle SDK
#rb none
#tests none
#codereview Jeff.Campeau
Change 2903577 on 2016/03/10 by Ben.Marsh
Remaking latest build scripts from //UE4/Main @ 2900980.
Change 2903560 on 2016/03/10 by Ben.Marsh
Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP.
Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components:
* Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules.
* Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts.
* Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts.
* Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts.
* Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on.
Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name.
Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope.
Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs.
File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on.
Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system.
A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type.
#rb none
#codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett
#tests local only so far, but not part of any build process yet
Change 2903539 on 2016/03/10 by John.Pollard
Improve replay playback debugging of character movement
#rb none
#tests replays
Change 2903526 on 2016/03/10 by Ben.Marsh
Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks.
#rb none
#tests none
Change 2903512 on 2016/03/10 by Dan.Youhon
Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s
#rb None
#tests Compiles
Change 2903474 on 2016/03/10 by Marc.Audy
Fix crash if ChildActor is null
#rb None
#tests None
Change 2903314 on 2016/03/10 by Marc.Audy
Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken
#rb James.Golding
#tests Selection of child actors works as expected
#jira UE-28201
Change 2903298 on 2016/03/10 by Simon.Tovey
Disabling the trails optimization.
#tests none
#rb none
#codereview Olaf.Piesche
Change 2903124 on 2016/03/10 by Robert.Manuszewski
Small refactor to pak signing to help with exe protection
#rb none
#tests none
[CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
Copying //UE4/Orion-Staging to //UE4/Dev-Main (//UE4/Orion-Staging @ 2979119, //Orion/Dev-General @2976565)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2976484 on 2016/05/12 by Jason.Bestimt
#ROBOMERGE-AUTHOR: nick.atamas
Added queueing to HUD Alerts so they don't clobber each other.
Added input visualization so that keys show up in game.
SRichTextBlock/UOrionRichTextBlock now have a MinDesiredWidth
#test PIE
#ROBOMERGE-SOURCE: CL 2976474 in //Orion/Release-0.26/... via CL 2976481 via CL 2976482 via CL 2976483
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2976256 on 2016/05/12 by Zak.Middleton
#ue4 - Fix for shipping build.
#tests compiled
Change 2976205 on 2016/05/12 by Zak.Middleton
#ue4 - (Merge 2957866) Add MaxDepenetration for characters against geometry and pawns.
#tests MP PIE PlayGo
(Merging CL 2957866 using Framework->DevGeneral)
Change 2976166 on 2016/05/12 by Daniel.Lamb
Cooking optimziation to unsolicited markup saves 150 seconds paragon cook time.
#test Cook paragon
Change 2976161 on 2016/05/12 by Zak.Middleton
#ue4 - Make sure LastUpdateLocation, Rotation, and Velocity are updated on client and server error corrections. ForcePositionUpdate should call PerformMovement regardless of velocity (there may be root motion or gravity effects).
#tests PIE MP w/ real-world networking
Change 2976092 on 2016/05/12 by Mieszko.Zielinski
Modified adding dynamic subtrees to BT component so that we get a log info if it fails #UE4
#test golden path
Change 2976001 on 2016/05/12 by Robert.Manuszewski
Don't log to memory on dedicated servers
#jira UE-30693
#test Cooked dedicated server and client
Change 2975855 on 2016/05/12 by Lukasz.Furman
fixed behavior tree serialization spawning duplicates of task services
#tests BT editor
Change 2975706 on 2016/05/12 by Daniel.Lamb
Fixed redirect collector stats.
#test Compile
Change 2975636 on 2016/05/12 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge DUI @ CL 2975557
#RB:none
#Tests:none
[CodeReviewed]: matt.schembari, kerrington.smith, tony.oliva, jaymee.stanford, mona.huang, alex.conner, jacob.lawyer, paul.shank
#ROBOMERGE-SOURCE: CL 2975635 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2975592 on 2016/05/12 by Zak.Middleton
#ue4 - Add stat for SetHitResultFromShapeAndFaceIndex().
#tests PIE
Change 2975589 on 2016/05/12 by Zak.Middleton
#ue4 - Avoid filling temp variable unless in Editor builds. It's only used later in the function in Editor builds.
#tests PIE
Change 2975588 on 2016/05/12 by Zak.Middleton
#ue4 - Minor tweak to avoid array read each loop iteration.
#tests PIE
Change 2975587 on 2016/05/12 by Zak.Middleton
#ue4 - Add "IsPlayerController()" function to AController. Variable already existed, just wasn't exposed.
#tests PIE
Change 2975504 on 2016/05/12 by Daniel.Lamb
Remove new stats system because it broke build.
#test cook paragon
Change 2975500 on 2016/05/12 by Daniel.Lamb
Enable redirect timers so I can get stats from build machines.
#test cook paragon.
Change 2975367 on 2016/05/12 by Jason.Bestimt
#ROBOMERGE-AUTHOR: david.nikdel
#OGF #CatalogService #OSS #Localization
- Flush the cached offers/items in CatalogServiceMcp when the culture changes since they contain localized text
- Flush the cached virtual catalog offers/items in McpCatalogHelper when the culture changes since they contain localized text
- Replaced SetForceCatalogRefresh with ClearCache per CR with SamZ (will require Launcher fixup)
[CodeReviewed]: Sam.Zamani, Matt.Kuhlenschmidt
#RB: Sam.Zamani
#TESTS: storefront w/ language change
#ROBOMERGE-SOURCE: CL 2975366 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2975209 on 2016/05/12 by Simon.Tovey
Fixed initialization order warning.
#tests none
Change 2975200 on 2016/05/12 by Simon.Tovey
Translucency GPU time stats for automation.
Refactored separate translucency gpu timer to more general helper class and used it to also time regular translucency.
Feeding both of these into a stat to help art identify poorly performing VFX for more detailed investigation.
There are occasional spikes when the GPU is starved but overall the data out seems good.
#tests GoldenPath, Editor, Auto downsampling works, new stat produces reasonable data.
Change 2974984 on 2016/05/11 by Mieszko.Zielinski
Fixed a bug in graph-a-star heuristics' calculation #UE4
#test golden path
Change 2974916 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 26 @ CL 2974578
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2974915 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974869 on 2016/05/11 by Ben.Marsh
BuildGraph: Add a MergeTelemetryWithPrefix="..." parameter to the <Command> task which allows merging the telemetry data from a child UAT run, adding a given prefix to all the key names.
#tests none
Change 2974673 on 2016/05/11 by Mieszko.Zielinski
Fix to BT not stopping if "StopTree" called while BT was waiting for a task to latently abort #UE4
(change by ?ukasz.Furman)
#test golden path
Change 2974581 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: matt.kuhlenschmidt
Merged CL 2974565 from Release-.26 -> Main:
Fixed loc region not saving in shipping builds
Partially fixed store not refreshing when changing regions. Real money currency items are pending additional fixes
#ROBOMERGE-SOURCE: CL 2974578 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974444 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: richard.fawcett
Reimplement support for specifying BuildPatchTool version used in chunking
This is now possible after Ben Marsh's fix to BuildGraph with CL 2974407.
#tests none
#ROBOMERGE-SOURCE: CL 2974441 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974408 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: ben.marsh
BuildGraph: Fix support for variable expansion in user-defined enum types. Enums in the schema are now represented as the union of valid values and a regex matching a balanced property expansion string, which still validates/autocompletes cleanly in Visual Studio.
#tests none
[CodeReviewed] Richard.Fawcett
#ROBOMERGE-SOURCE: CL 2974407 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974392 on 2016/05/11 by Daniel.Lamb
Optimizing resolve string asset reference resolution.
Added timing stats (disabled by default).
#test Cook paragon.
Change 2974349 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: richard.fawcett
Back out changelist 2974298. An issue with the BuildGraph system has prevented this change from working on the build farm.
#tests none
#ROBOMERGE-SOURCE: CL 2974347 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974299 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: richard.fawcett
Add support for chunking builds with the pre-release version of BuildPatchTool.
#tests None. This code will be tested by creating a build on the build farm immediately after submission.
#ROBOMERGE-SOURCE: CL 2974298 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974277 on 2016/05/11 by Lina.Halper
Fix up of retargeting when it skips replacing nested reference
#tests: retargeting anim BP
Change 2974210 on 2016/05/11 by Bart.Bressler
Merging Oodle changes from Dev-Networking
Change 2939167 on 2016/04/10 by John.Barrett
Updated packet bit termination code, so that both UNetConnection's and the PacketHandler use a termination bit (required for both PacketHandler/UNetconnection, as HandlerComponent's such as Oodle, are byte-aligned and do not preserve packet bit size).
Added new 'stat packet' stats group, for tracking reserved packet bits.
Added '-NoPacketHandler' commandline parameter, for disabling the PacketHandler and all HandlerComponent's (including stateless handshake) - restoring netcode to pre-PacketHandler state.
Removed PacketHandler 'packet overhead' method of packet bit size calculation - replaced with termination bit. Still partially used for reserving bits within packets (but renamed to avoid conflict with other 'PacketOverhead' variable).
Refactored/consolidated some PacketHandler code. Added more stringent bounds checking on packet sizes.
Change 2939168 on 2016/04/10 by John.Barrett
Updated Oodle to support new packet bit-termination code.
Added Oodle protocol support for selective packet compression (packets can now be sent uncompressed - game code will require a hook for this) - required for new bit-based netcode (Oodle outputs byte-aligned data, allowing compressed data to exceed size of uncompressed data - and thus, maximum packet size if not sent uncompressed - in rare edge cases).
Added '-CompressionTest' commandline parameter to Oodle dictionary generation commandlet, which reserves a portion of captured packets, for determining the compression savings percentage.
Added '-OodleDebugDump' commandline parameter, which disables normal dictionary generation, and converts packet captures into a .bin file, which is compatible with the Oodle 'example_packet.cpp' code.
Added temporary security bandaids to Oodle code, based on report that Luigi Auriemma put together, which deals with potential weaknesses in the Oodle API
Added 'stat oodle' stats for tracking failed attempts at compressing packets.
Change 2942964 on 2016/04/10 by Ryan.Gerleve
Fix broken indentation/formatting
Change 2958260 on 2016/04/27 by Bart.bRessler
Add branch name and changelist to oodle packet capture filenames.
Change 2964360 on 2016/05/03 by John.Barrett
Updated Oodle to support using a dictionary and capturing packets at the same time.
The dictionary is now always loaded, if specified, and whenever -OodleCapturing is on the commandline, packets are captured alongside the active dictionary.
Added several debug commands, to aid with testing compression performance (not QA-ready; only works with 1 player on a server):
"Oodle Compression On/Off" - enables/disables packet compression (but still decompresses received compressed packets)
"Oodle Dictionary Unload/Load" - unloads/loads the dictionary files, to allow releasing the files for dictionary generation, and reloading the new dictionary.
"Oodle Capture On/Off" - Enables/Disables packet capturing at runtime - requires '-OodleCapturing' on commandline.
"Oodle ResetStats" - resets the 'stat oodle' stat counters.
The NetcodeUnitTest plugin should be enabled, so that these commands can automatically execute on the server as well, as needed.
Change 2964553 on 2016/05/03 by Bart.Bressler
Add process ID to oodle capture filenames
Change 2966247 on 2016/05/04 by John.Pollard
Oodle 2.1.5 SDK
Change 2968761 on 2016/05/06 by Bart.Bressler
- Added changelist number as parameter to most command line tasks to filter captures by their changelist number (use "all" to get everything)
- Moved a bunch of the file searching/processing code outside of the tasks themselves so that the tasks all just operate to an array of capture files, this makes it easier to create new command line options
- When looking for capture files, we will now recursively search subdirectories
Change 2970529 on 2016/05/09 by Bart.Bressler
Add an optional "CapturePercentage" command line parameter that has a percentage chance of generating capture files per connection
Change 2970874 on 2016/05/09 by Bart.Bressler
- Turn on OODLE_DEV_SHIPPING in the Orion server shipping config so that captures can be generated in shipping builds
- Link to version 215 of oodle
Change 2971233 on 2016/05/09 by Bart.Bressler
Update Oodle DLLs in Orion
Change 2971362 on 2016/05/09 by Bart.Bressler
Create script for building an oodle dictionary out of capture files in an arbitrary location
Change 2972176 on 2016/05/10 by Bart.Bressler
Update oodle references to version 215 in OodleHandlerComponent.Build.cs
#tests used solo vs. ai to test oodle captures and using them
Change 2974035 on 2016/05/11 by Simon.Tovey
Adding fx.ParticleCollisionIgnoreInvisibleTime to replace hard coded time.
This is the time a PSC needs to be invisible for to have all it's collisions ignored.
This is potentially the cause of a bug Tim et al are seeing.
#tests Editor, Can be used to repro/fix the issue.
Change 2973985 on 2016/05/11 by Lina.Halper
Retargeting fix with editor saving issue
#tests: retargeting
Change 2973695 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 26 @ CL 2973469
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2973694 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2973679 on 2016/05/11 by Graeme.Thornton
UAT parameter -signedpak now no longer implies -pak
#tests win64 cooked client. checked that pak generation works as expected through project launcher
Change 2973588 on 2016/05/11 by Simon.Tovey
OR-21033 - Get physical material from particle collision event exposed in Cascade / Blueprint
Particles can now receive collision events selectively based upon the phyisics material of the hit.
Physics material is passed through the event and can be accessed in BPs.
The Event Receiver Spawn node also now has an array of Allowed and Banned phys materials.
#tests Editor and game. Coudln't test cooked as having unrelated crashes in cooked games. Shouldn't be any cooked/uncooked issues here.
Change 2973394 on 2016/05/11 by bruce.nesbit
Fixed couple of shadow vars
#tests compiled
Change 2973335 on 2016/05/11 by Andrew.Grant
Warning fix
#tests compiled
Change 2973308 on 2016/05/10 by Dmitry.Rekman
Add "unplayable condition" reporting.
- The server will report an unplayable condition by creating a local file (under Saved).
- An external script can possibly notice this and, applying its own logic on % of servers reporting it, profile or shutdown the whole machine.
- Report file is to be deleted by an external script.
#tests Compiled and ran Linux server, subjected it to various hitches.
Change 2973235 on 2016/05/10 by Zak.Middleton
#ue4 - Removed allocs after initial spawn from client saved move processing in character movement.
#tests PIE multiplayer w/ Bots
Change 2973157 on 2016/05/10 by Olaf.Piesche
Merging CL 2973112 from //UE4/Dev-Rendering->//Orion/Dev-General
Providing particle source and target for beam emitters
#tests editor game PC
Change 2972715 on 2016/05/10 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 26 @ CL 2972681
#RB: none
#Tests:none
#ROBOMERGE-SOURCE: CL 2972712 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2972678 on 2016/05/10 by Mieszko.Zielinski
Fixed babysitter bot not avoiding enemy towers when pathfinding back to base #Orion
#jira OR-18590
#test golden path
Change 2972595 on 2016/05/10 by Lina.Halper
Animation Retargeting fix for blendspaces
#code review: Benn.Gallagher, Martin.Wilson
#tests: retargeting anim BP
Change 2972282 on 2016/05/10 by Daniel.Lamb
Optimized string asset reference resolution slightly to help get back missing 10 minutes from paragon cook.
#test cook paragon.
Change 2972260 on 2016/05/10 by Laurent.Delayen
Fixed crash in UCharacterMovementComponent::HasRootMotionSources().
#tests Chains pull not crashing anymore.
Change 2972241 on 2016/05/10 by Frank.Fella
UMG - Fixes for material animation copied from 4.12.
#RB Matt K.
#TESTS Struct materials can now be animated and animated materials are named nicely.
Change 2971643 on 2016/05/09 by Dmitry.Rekman
Add reporting of "zero load" frame times (OR-21035).
- Added a thread that does nothing but sleeps and counts how often it missed the target FPS.
- Added an analytics event ServerZeroLoadFrameTimeDistribution that is sent at the end of the match.
- Server only.
#tests Compiled and ran Linux server on a compatible content, played few matches in a row.
Change 2971544 on 2016/05/09 by Ben.Marsh
EC: Use a full path to the telemetry file, to account for UAT switching directories.
Change 2971532 on 2016/05/09 by Wes.Hunt
Alter the cook stats hierarchical profile data to reflect the latest cook changes.
#tests none
Change 2971527 on 2016/05/09 by Ben.Marsh
UAT: Move telemetry object into CommandUtils, so we can add stats from anywhere.
#tests none
Change 2971461 on 2016/05/09 by David.Ratti
Fix issues with mesh swap skins:
-Front end intro animations not playing
-In game spawn animations not playing
-Some attachment weirdness (twinblast)
#tests golden path
Change 2971460 on 2016/05/09 by David.Ratti
Fallback to Target actor if there is no instigating actor in the GAmeplayCue parameters when determining if we should play "local only" effects
#tests pie
Change 2971364 on 2016/05/09 by Ben.Marsh
EC: Add support for adding custom telemetry data from UAT scripts, which gets piped through to the trends panel in EC.
#tests none
Change 2971245 on 2016/05/09 by Dmitry.Rekman
Add a "hitchhunter" log message to catch hitches while sleeping.
#tests Compiled and ran Linux server on a compatible content.
Change 2971196 on 2016/05/09 by jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2971139
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2971168 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/Characters/Heroes/Coil/Audio/Body/Pixie_Cranking_Loop_Cue.uasset - can't branch exclusive file already opened
#CodeReview: david.nikdel, jason.bestimt
Change 2971113 on 2016/05/09 by Dmitry.Rekman
UdpMessaging: Fixed broken filters for when to enable UDP transport.
- Redoing MaxP's change from Dev-Sequencer (CL 2963357).
- Reduces number of threads spawned by the server.
#tests Compiled Linux server, ran it on a compatible content.
Change 2971040 on 2016/05/09 by jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2970990
#RB:none
#Tests:none
[CodeReviewed]: jon.lietz
#ROBOMERGE-SOURCE: CL 2971027 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#CodeReview: david.nikdel, jason.bestimt
Change 2970555 on 2016/05/09 by Ben.Marsh
BuildGraph: Only show warnings and errors for the SavePackage log during cooks. Prevents redundant display of information that's already in the Cook log.
#tests preflight here: https://ec-01.epicgames.net/commander/link/jobDetails/jobs/6443796
Change 2970507 on 2016/05/09 by David.Ratti
Support for linking passive abilities to a key binded ability. E.g., allow a passive ability to be unlocked and leveled up in step with a key binded ability.
Cleaned up the TryLevel/CanLevelUp code a bit: moved to Orion Ability System Component
#tests pie
Change 2970414 on 2016/05/09 by Graeme.Thornton
Don't take a copy of the child tags array when doing UGameplayTagsManager::FindTagNode, just take a const&
#tests win64 client golden path
Change 2969729 on 2016/05/06 by Mieszko.Zielinski
Fixed a dumb mistake in a conditional expresion in UNavigationQueryFilter::GetQueryFilter #UE4
#test golden path
Change 2969675 on 2016/05/06 by Mieszko.Zielinski
Implemented "meta navigation filter" that can fetch a filter class based on given agent #UE4
Added NavFilter_AIControllerDefault that fetched DefaultNavigationFilter from AIController
Reverted hack-feature that supplied same functionality to EQS
#test golden path
Change 2969652 on 2016/05/06 by Michael.Noland
HLOD: Changed UI gating code so that whether or not a LOD Actor is valid is based on the presence of at least two static mesh components, rather than at least two actors (to improve handling when including BPs)
- Repurposed HasValidSubActors for this check, and introduced HasAnySubActors() for the existing uses as this better matches the intent of how the function was used
#tests Added a single BP containing 7 mesh components to a new ALODActor and verified that it allowed a proxy to be generated
Change 2969651 on 2016/05/06 by Michael.Noland
Simplygon: Added time taken for simplygon mesh reduction to the log message
#tests Simplified a LOD cluster and inspected the log
Change 2969604 on 2016/05/06 by Uriel.Doyon
Changed default value to true for UParticleModuleVectorFieldLocal::bUseFixDT.
#tests confirmed that default value has changed for old assets, while allowing override.
Change 2969418 on 2016/05/06 by jason.bestimt
#ROBOMERGE-AUTHOR: andrew.grant
Fixed unconverted char string being passed as part of build info
#tests ran & verified patch check passes
#ROBOMERGE-SOURCE: CL 2969417 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2968817 on 2016/05/06 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2968572
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2968813 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2968383 on 2016/05/05 by Mieszko.Zielinski
Added "default navigation filter" to AIController #UE4
Also, made EQS take advantage of that
#test golden path
Change 2968225 on 2016/05/05 by John.Pollard
Add sanity checks and more info to help track down possible memory corruption
#tests Networking, replication
Change 2967903 on 2016/05/05 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2967827
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2967902 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2967899 on 2016/05/05 by Lina.Halper
Merged change of 2956152
Remove invalid ensure - this didn't work if you have composite inside.
#tests: none
Change 2967870 on 2016/05/05 by Andrew.Grant
Fix for OR-20731 (gamever crashes client)
#tests gamever at console with -game
Change 2967606 on 2016/05/05 by Wes.Hunt
Tweaked output log message for HTTP module shutdown.
#tests none
Change 2967359 on 2016/05/05 by Wes.Hunt
HttpManager will log outstanding requests on shutdown so people can debug shutdown issues and ensure their requests get flushed properly. Also changed default LogHttp logging level to display so these messages can be shown by default without using warning level.
#tests ran editor build and queued up an event using the console command, then quit immediately. the log indeed showed that HttpManager had to wait at least 0.5 seconds for the request to complete.
Change 2966987 on 2016/05/05 by Dmitry.Rekman
Fix editor build.
#tests Compiled Win64 editor.
Change 2966977 on 2016/05/05 by Dmitry.Rekman
Added collecting and reporting periodic server frame time distribution.
- Added generic FHistogram class and necessary analytic events.
- Also added reporting hostname (OR-20842).
#tests Built Linux server and ran a few matches on a compatible content.
Change 2966920 on 2016/05/04 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2966805
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2966919 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2966778 on 2016/05/04 by Michael.Noland
Rendering: Fixed shadow variable warning in GPUProfiler
#tests Compiled and tested GPUProfiler command
Change 2966769 on 2016/05/04 by Mieszko.Zielinski
Fixed GraphAStar not resetting the output path before fillinf it with results #UE4
#test golden path
Change 2966704 on 2016/05/04 by Michael.Noland
Rendering: Added triangle and draw call summaries to ProfileGPU output, broken up by asset and material
- This is controlled by r.ProfileGPU.PrintAssetSummary, which defaults to 1, but you really need r.ShowMaterialDrawEvents 1 enabled as well for a complete picture
- It can also output a summary line for speciifc asset names using a comma separated list in r.ProfileGPU.AssetSummaryCallOuts (e.g., "LOD,HeroName")
#tests Used ProfileGPU a number of times
Change 2966696 on 2016/05/04 by Michael.Noland
Engine: Embedded FPS chart preamble/postamble/row .html files into ChartCreation.cpp to permanently solve packaging woes
#tests Tested FPS charts in an uncooked and cooked build
#jira OR-19713
Change 2966336 on 2016/05/04 by Lukasz.Furman
fixed jungle minions unable to reach spawn locations when camp resets
#jira OR-20700
#tests jungle camp POC
Change 2965948 on 2016/05/04 by David.Ratti
Changes to how passive abilities activate
-Passives now continually try to activate by default rather than only on spawn
Support for Status.Immortal
-Prevents death, fies AbilityTriggerEvent.ImmortalProc when this happens.
-Clamps health to 1.
Fixed bug in muriel passive where ShieldHealthRegen would be left in the world where muriel died.
Fixed bunch of crap in GA_OnSpawn that was causing desync on client at start of match
#tests multi pie
Change 2965870 on 2016/05/04 by Ryan.Gerleve
Duplicated fix from Release-4.12 by marc.audy, CL 2960819:
Owned components are once again referenced by their Owning actor for GC purposes
#jira UE-29131
#tests golden path
Change 2965798 on 2016/05/04 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2965789
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2965796 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2965220 on 2016/05/03 by Dmitry.Rekman
Log instance id and system id (OR-20782).
- These ids get reported in multiple analytics events, having them logged is helpful for quickly mapping events to the log file.
#tests Compiled Linux server, ran on compatible client.
Change 2964907 on 2016/05/03 by Jason.Bestimt
#ORION_DG - Merge MAIN @ CL 2964858
#RB:none
#Tests:none
Change 2964530 on 2016/05/03 by Laurent.Delayen
Renamed GetSlotRootMotionWeight to GetSlotNodeGlobalWeight and made it double buffered to it's safe to access anytime.
Added GetSlotMontageGlobalWeight() to get the Global Weight of a montage being played on a Slot. (Also double buffered).
Added GetInstanceMachineWeight() to get Global Weight of a State Machine in the AnimGraph. (Also double buffered)
Added FAnimInstanceProxy::GetStateMachineIndexAndDescription to avoid searching through the AnimNodeProperties twice.
#tests Chains full feature system in PIE.
Change 2964498 on 2016/05/03 by Frank.Fella
DecalComponent - Fix visibility so that it behaves like other scene components with regard to the editor visibility, component visibility, and actor hidden in game flags.
#RB Andrew Rodham
#TESTS Visibility for decals works like other scene components in the editor, and their visibility can now be animated properly by sequencer.
Change 2964428 on 2016/05/03 by Benn.Gallagher
Fixed stale clothing chunk/section references after container realloc in editor
#tests editor
Change 2964316 on 2016/05/03 by bruce.nesbit
Banner revisions
Banners now use components for various banner items
Banners can now be enabled when killing a hero.
#tests PIE+Game
Change 2964187 on 2016/05/03 by Jon.Lietz
Speeding up the tag count check in UAbilitySystemComponent::RegisterAndCallGameplayTagEvent()
- Remove the call to GetAggregatedStackCount and creating a FGameplayEffectQuery every time we call RegisterAndCallGameplayTagEvent
- Added GetTagCount to the UAbilitySystemComponent that will call GetTagCount on the GameplayTagCountContainer
#RB DanY
#tests JIP shadow pad still works.
Change 2964136 on 2016/05/03 by Laurent.Delayen
Fix crash while switching tabs using Persona.
#tests not crashing anymore.
Change 2964083 on 2016/05/03 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2963929
[CodeReviewed]: andrew.grant
HTTP Manager has larger stack size (1024)
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2964080 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2963771 on 2016/05/02 by Nick.Atamas
Setting a desired size scale invalidates layout and volatility.
#test none
Change 2963555 on 2016/05/02 by Rob.Cannaday
Fix PS4 Orion players being able to whisper chat with non-Orion players
#jira OR-20626
#tests chat with launcher, fortnite
Change 2963387 on 2016/05/02 by Laurent.Delayen
Added GatherDebugData to FABRIK node.
#tests showdebug animation works on Chains now.
Change 2963331 on 2016/05/02 by Jon.Lietz
fixing compile error, dont need the clamp just the ternary on the EventType and pass down the tag count or 1.
#RB none
#tests compiles
Change 2963106 on 2016/05/02 by Rob.Cannaday
Increase HTTP thread's stack size to 128k
We discovered a stack overflow when the stack size was 64kb in LavasoftTcpService64.dll (Ad-Aware's Lavasoft Web Companion)
#tests log in
Change 2963047 on 2016/05/02 by Jon.Lietz
OR-20206 for JIP we need to call the bound function if we already have the tag on reconnect.
- adding a new function in UAbilitySystemComponent, RegisterAndCallGameplayTagEvent this will bind the passed in delegate and if the ability system has that tag already will execute the delegate.
#RB Dave.Ratti
#test shadow pad, slow, stun and root still trigger and trigger for JIP players.
Change 2962836 on 2016/05/02 by jason.bestimt
#ROBOMERGE-AUTHOR: andrew.grant
[NULL MERGE]
Duplicating 2961899 - Fix minimal code builds for Linux not overwriting files
[CodeReviewed] Ben.Marsh
#ROBOMERGE-SOURCE: CL 2962812 in //Orion/Release-0.24.2/... via CL 2962830 via CL 2962833 via CL 2962834 via CL 2962835
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2962570 on 2016/05/02 by Jason.Bestimt
#ORION_MAIN - Merge MAIN @ CL 2962544
#RB:none
#Tests:none
Change 2962552 on 2016/05/02 by Ben.Marsh
Avoid output of warnings containing the string "error:" (and causing the EC post processor to fail the build) if posting build info has a human-readable error message instead. Output should probably be changed to parse out/sanitize the actual failure message if it's meant to retry and succeed, but this will stop failures caused by multiple builds being posted with the same build version.
#tests none
Change 2962506 on 2016/05/02 by Ben.Marsh
Add a version string to identify a given build (FApp::GetBuildVersion()/BUILD_VERSION) which is distinct from the engine version. Defaults to <Escaped Branch Name>-CL-<Changelist>, but can be overriden by specifying a -Build=... argument to UpdateLocalVersion or the "Build" attribute to the SetVersion BuildGraph task.
#tests Preflighted Win64 client/server build (P:\Builds\Orion\++Orion+Dev-General-CL-2962228-PF-2945494-6398155-PF-2945494-6398155) and loaded into Agora. Checked that version strings appear correctly in generated executables.
Change 2962228 on 2016/04/30 by Dmitry.Rekman
Move processing HTTP requests into separate thread (OR-20723).
- First iteration of the implementation, pending implementing feedback.
- Adds a separate thread for CurlHttp where actual processing is performed.
- Coded by RobC, post-processed by me.
#tests Compiled Linux server and Windows client, ran them on compatible content, played a match.
Change 2961899 on 2016/04/29 by Ben.Marsh
BuildGraph: Fix minimal Linux server builds not overwriting the existing executables, by adding an "Overwrite" parameter into the staging task. Windows exe-only patches already happen to bypass this bug by deleting the Binaries/Win64 directory (designed to remove any configurations that weren't built this time), but could still fail if changes had been made to some other staged binaries.
#tests preflighted code-only build against DG CL 2960870 and compared output (P:\Builds\Orion\++Orion+Dev-General-CL-2961878-PF-2961895-6393603)
Change 2961587 on 2016/04/29 by Daniel.Lamb
Redirector doesn't fire callback if it fails to be loaded.
#test Cook orion.
Change 2961458 on 2016/04/29 by Wes.Hunt
Cooker Stats improvements. Also removed some old UBT telemetry that was not being used.
#tests many cooks of orion
Change 2961136 on 2016/04/29 by Daniel.Lamb
Readded caching of platform data into postload of materials.
#test Cook paragon.
[CL 2979220 by Ben Marsh in Main branch]
2016-05-16 16:20:52 -04:00
// If we're merging telemetry from the child process, get a temp filename for it
2024-05-22 13:17:22 -04:00
FileReference telemetryFile = null ;
if ( _parameters . MergeTelemetryWithPrefix ! = null )
Copying //UE4/Orion-Staging to //UE4/Dev-Main (//UE4/Orion-Staging @ 2979119, //Orion/Dev-General @2976565)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2976484 on 2016/05/12 by Jason.Bestimt
#ROBOMERGE-AUTHOR: nick.atamas
Added queueing to HUD Alerts so they don't clobber each other.
Added input visualization so that keys show up in game.
SRichTextBlock/UOrionRichTextBlock now have a MinDesiredWidth
#test PIE
#ROBOMERGE-SOURCE: CL 2976474 in //Orion/Release-0.26/... via CL 2976481 via CL 2976482 via CL 2976483
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2976256 on 2016/05/12 by Zak.Middleton
#ue4 - Fix for shipping build.
#tests compiled
Change 2976205 on 2016/05/12 by Zak.Middleton
#ue4 - (Merge 2957866) Add MaxDepenetration for characters against geometry and pawns.
#tests MP PIE PlayGo
(Merging CL 2957866 using Framework->DevGeneral)
Change 2976166 on 2016/05/12 by Daniel.Lamb
Cooking optimziation to unsolicited markup saves 150 seconds paragon cook time.
#test Cook paragon
Change 2976161 on 2016/05/12 by Zak.Middleton
#ue4 - Make sure LastUpdateLocation, Rotation, and Velocity are updated on client and server error corrections. ForcePositionUpdate should call PerformMovement regardless of velocity (there may be root motion or gravity effects).
#tests PIE MP w/ real-world networking
Change 2976092 on 2016/05/12 by Mieszko.Zielinski
Modified adding dynamic subtrees to BT component so that we get a log info if it fails #UE4
#test golden path
Change 2976001 on 2016/05/12 by Robert.Manuszewski
Don't log to memory on dedicated servers
#jira UE-30693
#test Cooked dedicated server and client
Change 2975855 on 2016/05/12 by Lukasz.Furman
fixed behavior tree serialization spawning duplicates of task services
#tests BT editor
Change 2975706 on 2016/05/12 by Daniel.Lamb
Fixed redirect collector stats.
#test Compile
Change 2975636 on 2016/05/12 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge DUI @ CL 2975557
#RB:none
#Tests:none
[CodeReviewed]: matt.schembari, kerrington.smith, tony.oliva, jaymee.stanford, mona.huang, alex.conner, jacob.lawyer, paul.shank
#ROBOMERGE-SOURCE: CL 2975635 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2975592 on 2016/05/12 by Zak.Middleton
#ue4 - Add stat for SetHitResultFromShapeAndFaceIndex().
#tests PIE
Change 2975589 on 2016/05/12 by Zak.Middleton
#ue4 - Avoid filling temp variable unless in Editor builds. It's only used later in the function in Editor builds.
#tests PIE
Change 2975588 on 2016/05/12 by Zak.Middleton
#ue4 - Minor tweak to avoid array read each loop iteration.
#tests PIE
Change 2975587 on 2016/05/12 by Zak.Middleton
#ue4 - Add "IsPlayerController()" function to AController. Variable already existed, just wasn't exposed.
#tests PIE
Change 2975504 on 2016/05/12 by Daniel.Lamb
Remove new stats system because it broke build.
#test cook paragon
Change 2975500 on 2016/05/12 by Daniel.Lamb
Enable redirect timers so I can get stats from build machines.
#test cook paragon.
Change 2975367 on 2016/05/12 by Jason.Bestimt
#ROBOMERGE-AUTHOR: david.nikdel
#OGF #CatalogService #OSS #Localization
- Flush the cached offers/items in CatalogServiceMcp when the culture changes since they contain localized text
- Flush the cached virtual catalog offers/items in McpCatalogHelper when the culture changes since they contain localized text
- Replaced SetForceCatalogRefresh with ClearCache per CR with SamZ (will require Launcher fixup)
[CodeReviewed]: Sam.Zamani, Matt.Kuhlenschmidt
#RB: Sam.Zamani
#TESTS: storefront w/ language change
#ROBOMERGE-SOURCE: CL 2975366 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2975209 on 2016/05/12 by Simon.Tovey
Fixed initialization order warning.
#tests none
Change 2975200 on 2016/05/12 by Simon.Tovey
Translucency GPU time stats for automation.
Refactored separate translucency gpu timer to more general helper class and used it to also time regular translucency.
Feeding both of these into a stat to help art identify poorly performing VFX for more detailed investigation.
There are occasional spikes when the GPU is starved but overall the data out seems good.
#tests GoldenPath, Editor, Auto downsampling works, new stat produces reasonable data.
Change 2974984 on 2016/05/11 by Mieszko.Zielinski
Fixed a bug in graph-a-star heuristics' calculation #UE4
#test golden path
Change 2974916 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 26 @ CL 2974578
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2974915 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974869 on 2016/05/11 by Ben.Marsh
BuildGraph: Add a MergeTelemetryWithPrefix="..." parameter to the <Command> task which allows merging the telemetry data from a child UAT run, adding a given prefix to all the key names.
#tests none
Change 2974673 on 2016/05/11 by Mieszko.Zielinski
Fix to BT not stopping if "StopTree" called while BT was waiting for a task to latently abort #UE4
(change by ?ukasz.Furman)
#test golden path
Change 2974581 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: matt.kuhlenschmidt
Merged CL 2974565 from Release-.26 -> Main:
Fixed loc region not saving in shipping builds
Partially fixed store not refreshing when changing regions. Real money currency items are pending additional fixes
#ROBOMERGE-SOURCE: CL 2974578 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974444 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: richard.fawcett
Reimplement support for specifying BuildPatchTool version used in chunking
This is now possible after Ben Marsh's fix to BuildGraph with CL 2974407.
#tests none
#ROBOMERGE-SOURCE: CL 2974441 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974408 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: ben.marsh
BuildGraph: Fix support for variable expansion in user-defined enum types. Enums in the schema are now represented as the union of valid values and a regex matching a balanced property expansion string, which still validates/autocompletes cleanly in Visual Studio.
#tests none
[CodeReviewed] Richard.Fawcett
#ROBOMERGE-SOURCE: CL 2974407 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974392 on 2016/05/11 by Daniel.Lamb
Optimizing resolve string asset reference resolution.
Added timing stats (disabled by default).
#test Cook paragon.
Change 2974349 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: richard.fawcett
Back out changelist 2974298. An issue with the BuildGraph system has prevented this change from working on the build farm.
#tests none
#ROBOMERGE-SOURCE: CL 2974347 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974299 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: richard.fawcett
Add support for chunking builds with the pre-release version of BuildPatchTool.
#tests None. This code will be tested by creating a build on the build farm immediately after submission.
#ROBOMERGE-SOURCE: CL 2974298 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974277 on 2016/05/11 by Lina.Halper
Fix up of retargeting when it skips replacing nested reference
#tests: retargeting anim BP
Change 2974210 on 2016/05/11 by Bart.Bressler
Merging Oodle changes from Dev-Networking
Change 2939167 on 2016/04/10 by John.Barrett
Updated packet bit termination code, so that both UNetConnection's and the PacketHandler use a termination bit (required for both PacketHandler/UNetconnection, as HandlerComponent's such as Oodle, are byte-aligned and do not preserve packet bit size).
Added new 'stat packet' stats group, for tracking reserved packet bits.
Added '-NoPacketHandler' commandline parameter, for disabling the PacketHandler and all HandlerComponent's (including stateless handshake) - restoring netcode to pre-PacketHandler state.
Removed PacketHandler 'packet overhead' method of packet bit size calculation - replaced with termination bit. Still partially used for reserving bits within packets (but renamed to avoid conflict with other 'PacketOverhead' variable).
Refactored/consolidated some PacketHandler code. Added more stringent bounds checking on packet sizes.
Change 2939168 on 2016/04/10 by John.Barrett
Updated Oodle to support new packet bit-termination code.
Added Oodle protocol support for selective packet compression (packets can now be sent uncompressed - game code will require a hook for this) - required for new bit-based netcode (Oodle outputs byte-aligned data, allowing compressed data to exceed size of uncompressed data - and thus, maximum packet size if not sent uncompressed - in rare edge cases).
Added '-CompressionTest' commandline parameter to Oodle dictionary generation commandlet, which reserves a portion of captured packets, for determining the compression savings percentage.
Added '-OodleDebugDump' commandline parameter, which disables normal dictionary generation, and converts packet captures into a .bin file, which is compatible with the Oodle 'example_packet.cpp' code.
Added temporary security bandaids to Oodle code, based on report that Luigi Auriemma put together, which deals with potential weaknesses in the Oodle API
Added 'stat oodle' stats for tracking failed attempts at compressing packets.
Change 2942964 on 2016/04/10 by Ryan.Gerleve
Fix broken indentation/formatting
Change 2958260 on 2016/04/27 by Bart.bRessler
Add branch name and changelist to oodle packet capture filenames.
Change 2964360 on 2016/05/03 by John.Barrett
Updated Oodle to support using a dictionary and capturing packets at the same time.
The dictionary is now always loaded, if specified, and whenever -OodleCapturing is on the commandline, packets are captured alongside the active dictionary.
Added several debug commands, to aid with testing compression performance (not QA-ready; only works with 1 player on a server):
"Oodle Compression On/Off" - enables/disables packet compression (but still decompresses received compressed packets)
"Oodle Dictionary Unload/Load" - unloads/loads the dictionary files, to allow releasing the files for dictionary generation, and reloading the new dictionary.
"Oodle Capture On/Off" - Enables/Disables packet capturing at runtime - requires '-OodleCapturing' on commandline.
"Oodle ResetStats" - resets the 'stat oodle' stat counters.
The NetcodeUnitTest plugin should be enabled, so that these commands can automatically execute on the server as well, as needed.
Change 2964553 on 2016/05/03 by Bart.Bressler
Add process ID to oodle capture filenames
Change 2966247 on 2016/05/04 by John.Pollard
Oodle 2.1.5 SDK
Change 2968761 on 2016/05/06 by Bart.Bressler
- Added changelist number as parameter to most command line tasks to filter captures by their changelist number (use "all" to get everything)
- Moved a bunch of the file searching/processing code outside of the tasks themselves so that the tasks all just operate to an array of capture files, this makes it easier to create new command line options
- When looking for capture files, we will now recursively search subdirectories
Change 2970529 on 2016/05/09 by Bart.Bressler
Add an optional "CapturePercentage" command line parameter that has a percentage chance of generating capture files per connection
Change 2970874 on 2016/05/09 by Bart.Bressler
- Turn on OODLE_DEV_SHIPPING in the Orion server shipping config so that captures can be generated in shipping builds
- Link to version 215 of oodle
Change 2971233 on 2016/05/09 by Bart.Bressler
Update Oodle DLLs in Orion
Change 2971362 on 2016/05/09 by Bart.Bressler
Create script for building an oodle dictionary out of capture files in an arbitrary location
Change 2972176 on 2016/05/10 by Bart.Bressler
Update oodle references to version 215 in OodleHandlerComponent.Build.cs
#tests used solo vs. ai to test oodle captures and using them
Change 2974035 on 2016/05/11 by Simon.Tovey
Adding fx.ParticleCollisionIgnoreInvisibleTime to replace hard coded time.
This is the time a PSC needs to be invisible for to have all it's collisions ignored.
This is potentially the cause of a bug Tim et al are seeing.
#tests Editor, Can be used to repro/fix the issue.
Change 2973985 on 2016/05/11 by Lina.Halper
Retargeting fix with editor saving issue
#tests: retargeting
Change 2973695 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 26 @ CL 2973469
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2973694 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2973679 on 2016/05/11 by Graeme.Thornton
UAT parameter -signedpak now no longer implies -pak
#tests win64 cooked client. checked that pak generation works as expected through project launcher
Change 2973588 on 2016/05/11 by Simon.Tovey
OR-21033 - Get physical material from particle collision event exposed in Cascade / Blueprint
Particles can now receive collision events selectively based upon the phyisics material of the hit.
Physics material is passed through the event and can be accessed in BPs.
The Event Receiver Spawn node also now has an array of Allowed and Banned phys materials.
#tests Editor and game. Coudln't test cooked as having unrelated crashes in cooked games. Shouldn't be any cooked/uncooked issues here.
Change 2973394 on 2016/05/11 by bruce.nesbit
Fixed couple of shadow vars
#tests compiled
Change 2973335 on 2016/05/11 by Andrew.Grant
Warning fix
#tests compiled
Change 2973308 on 2016/05/10 by Dmitry.Rekman
Add "unplayable condition" reporting.
- The server will report an unplayable condition by creating a local file (under Saved).
- An external script can possibly notice this and, applying its own logic on % of servers reporting it, profile or shutdown the whole machine.
- Report file is to be deleted by an external script.
#tests Compiled and ran Linux server, subjected it to various hitches.
Change 2973235 on 2016/05/10 by Zak.Middleton
#ue4 - Removed allocs after initial spawn from client saved move processing in character movement.
#tests PIE multiplayer w/ Bots
Change 2973157 on 2016/05/10 by Olaf.Piesche
Merging CL 2973112 from //UE4/Dev-Rendering->//Orion/Dev-General
Providing particle source and target for beam emitters
#tests editor game PC
Change 2972715 on 2016/05/10 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 26 @ CL 2972681
#RB: none
#Tests:none
#ROBOMERGE-SOURCE: CL 2972712 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2972678 on 2016/05/10 by Mieszko.Zielinski
Fixed babysitter bot not avoiding enemy towers when pathfinding back to base #Orion
#jira OR-18590
#test golden path
Change 2972595 on 2016/05/10 by Lina.Halper
Animation Retargeting fix for blendspaces
#code review: Benn.Gallagher, Martin.Wilson
#tests: retargeting anim BP
Change 2972282 on 2016/05/10 by Daniel.Lamb
Optimized string asset reference resolution slightly to help get back missing 10 minutes from paragon cook.
#test cook paragon.
Change 2972260 on 2016/05/10 by Laurent.Delayen
Fixed crash in UCharacterMovementComponent::HasRootMotionSources().
#tests Chains pull not crashing anymore.
Change 2972241 on 2016/05/10 by Frank.Fella
UMG - Fixes for material animation copied from 4.12.
#RB Matt K.
#TESTS Struct materials can now be animated and animated materials are named nicely.
Change 2971643 on 2016/05/09 by Dmitry.Rekman
Add reporting of "zero load" frame times (OR-21035).
- Added a thread that does nothing but sleeps and counts how often it missed the target FPS.
- Added an analytics event ServerZeroLoadFrameTimeDistribution that is sent at the end of the match.
- Server only.
#tests Compiled and ran Linux server on a compatible content, played few matches in a row.
Change 2971544 on 2016/05/09 by Ben.Marsh
EC: Use a full path to the telemetry file, to account for UAT switching directories.
Change 2971532 on 2016/05/09 by Wes.Hunt
Alter the cook stats hierarchical profile data to reflect the latest cook changes.
#tests none
Change 2971527 on 2016/05/09 by Ben.Marsh
UAT: Move telemetry object into CommandUtils, so we can add stats from anywhere.
#tests none
Change 2971461 on 2016/05/09 by David.Ratti
Fix issues with mesh swap skins:
-Front end intro animations not playing
-In game spawn animations not playing
-Some attachment weirdness (twinblast)
#tests golden path
Change 2971460 on 2016/05/09 by David.Ratti
Fallback to Target actor if there is no instigating actor in the GAmeplayCue parameters when determining if we should play "local only" effects
#tests pie
Change 2971364 on 2016/05/09 by Ben.Marsh
EC: Add support for adding custom telemetry data from UAT scripts, which gets piped through to the trends panel in EC.
#tests none
Change 2971245 on 2016/05/09 by Dmitry.Rekman
Add a "hitchhunter" log message to catch hitches while sleeping.
#tests Compiled and ran Linux server on a compatible content.
Change 2971196 on 2016/05/09 by jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2971139
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2971168 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/Characters/Heroes/Coil/Audio/Body/Pixie_Cranking_Loop_Cue.uasset - can't branch exclusive file already opened
#CodeReview: david.nikdel, jason.bestimt
Change 2971113 on 2016/05/09 by Dmitry.Rekman
UdpMessaging: Fixed broken filters for when to enable UDP transport.
- Redoing MaxP's change from Dev-Sequencer (CL 2963357).
- Reduces number of threads spawned by the server.
#tests Compiled Linux server, ran it on a compatible content.
Change 2971040 on 2016/05/09 by jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2970990
#RB:none
#Tests:none
[CodeReviewed]: jon.lietz
#ROBOMERGE-SOURCE: CL 2971027 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#CodeReview: david.nikdel, jason.bestimt
Change 2970555 on 2016/05/09 by Ben.Marsh
BuildGraph: Only show warnings and errors for the SavePackage log during cooks. Prevents redundant display of information that's already in the Cook log.
#tests preflight here: https://ec-01.epicgames.net/commander/link/jobDetails/jobs/6443796
Change 2970507 on 2016/05/09 by David.Ratti
Support for linking passive abilities to a key binded ability. E.g., allow a passive ability to be unlocked and leveled up in step with a key binded ability.
Cleaned up the TryLevel/CanLevelUp code a bit: moved to Orion Ability System Component
#tests pie
Change 2970414 on 2016/05/09 by Graeme.Thornton
Don't take a copy of the child tags array when doing UGameplayTagsManager::FindTagNode, just take a const&
#tests win64 client golden path
Change 2969729 on 2016/05/06 by Mieszko.Zielinski
Fixed a dumb mistake in a conditional expresion in UNavigationQueryFilter::GetQueryFilter #UE4
#test golden path
Change 2969675 on 2016/05/06 by Mieszko.Zielinski
Implemented "meta navigation filter" that can fetch a filter class based on given agent #UE4
Added NavFilter_AIControllerDefault that fetched DefaultNavigationFilter from AIController
Reverted hack-feature that supplied same functionality to EQS
#test golden path
Change 2969652 on 2016/05/06 by Michael.Noland
HLOD: Changed UI gating code so that whether or not a LOD Actor is valid is based on the presence of at least two static mesh components, rather than at least two actors (to improve handling when including BPs)
- Repurposed HasValidSubActors for this check, and introduced HasAnySubActors() for the existing uses as this better matches the intent of how the function was used
#tests Added a single BP containing 7 mesh components to a new ALODActor and verified that it allowed a proxy to be generated
Change 2969651 on 2016/05/06 by Michael.Noland
Simplygon: Added time taken for simplygon mesh reduction to the log message
#tests Simplified a LOD cluster and inspected the log
Change 2969604 on 2016/05/06 by Uriel.Doyon
Changed default value to true for UParticleModuleVectorFieldLocal::bUseFixDT.
#tests confirmed that default value has changed for old assets, while allowing override.
Change 2969418 on 2016/05/06 by jason.bestimt
#ROBOMERGE-AUTHOR: andrew.grant
Fixed unconverted char string being passed as part of build info
#tests ran & verified patch check passes
#ROBOMERGE-SOURCE: CL 2969417 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2968817 on 2016/05/06 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2968572
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2968813 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2968383 on 2016/05/05 by Mieszko.Zielinski
Added "default navigation filter" to AIController #UE4
Also, made EQS take advantage of that
#test golden path
Change 2968225 on 2016/05/05 by John.Pollard
Add sanity checks and more info to help track down possible memory corruption
#tests Networking, replication
Change 2967903 on 2016/05/05 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2967827
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2967902 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2967899 on 2016/05/05 by Lina.Halper
Merged change of 2956152
Remove invalid ensure - this didn't work if you have composite inside.
#tests: none
Change 2967870 on 2016/05/05 by Andrew.Grant
Fix for OR-20731 (gamever crashes client)
#tests gamever at console with -game
Change 2967606 on 2016/05/05 by Wes.Hunt
Tweaked output log message for HTTP module shutdown.
#tests none
Change 2967359 on 2016/05/05 by Wes.Hunt
HttpManager will log outstanding requests on shutdown so people can debug shutdown issues and ensure their requests get flushed properly. Also changed default LogHttp logging level to display so these messages can be shown by default without using warning level.
#tests ran editor build and queued up an event using the console command, then quit immediately. the log indeed showed that HttpManager had to wait at least 0.5 seconds for the request to complete.
Change 2966987 on 2016/05/05 by Dmitry.Rekman
Fix editor build.
#tests Compiled Win64 editor.
Change 2966977 on 2016/05/05 by Dmitry.Rekman
Added collecting and reporting periodic server frame time distribution.
- Added generic FHistogram class and necessary analytic events.
- Also added reporting hostname (OR-20842).
#tests Built Linux server and ran a few matches on a compatible content.
Change 2966920 on 2016/05/04 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2966805
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2966919 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2966778 on 2016/05/04 by Michael.Noland
Rendering: Fixed shadow variable warning in GPUProfiler
#tests Compiled and tested GPUProfiler command
Change 2966769 on 2016/05/04 by Mieszko.Zielinski
Fixed GraphAStar not resetting the output path before fillinf it with results #UE4
#test golden path
Change 2966704 on 2016/05/04 by Michael.Noland
Rendering: Added triangle and draw call summaries to ProfileGPU output, broken up by asset and material
- This is controlled by r.ProfileGPU.PrintAssetSummary, which defaults to 1, but you really need r.ShowMaterialDrawEvents 1 enabled as well for a complete picture
- It can also output a summary line for speciifc asset names using a comma separated list in r.ProfileGPU.AssetSummaryCallOuts (e.g., "LOD,HeroName")
#tests Used ProfileGPU a number of times
Change 2966696 on 2016/05/04 by Michael.Noland
Engine: Embedded FPS chart preamble/postamble/row .html files into ChartCreation.cpp to permanently solve packaging woes
#tests Tested FPS charts in an uncooked and cooked build
#jira OR-19713
Change 2966336 on 2016/05/04 by Lukasz.Furman
fixed jungle minions unable to reach spawn locations when camp resets
#jira OR-20700
#tests jungle camp POC
Change 2965948 on 2016/05/04 by David.Ratti
Changes to how passive abilities activate
-Passives now continually try to activate by default rather than only on spawn
Support for Status.Immortal
-Prevents death, fies AbilityTriggerEvent.ImmortalProc when this happens.
-Clamps health to 1.
Fixed bug in muriel passive where ShieldHealthRegen would be left in the world where muriel died.
Fixed bunch of crap in GA_OnSpawn that was causing desync on client at start of match
#tests multi pie
Change 2965870 on 2016/05/04 by Ryan.Gerleve
Duplicated fix from Release-4.12 by marc.audy, CL 2960819:
Owned components are once again referenced by their Owning actor for GC purposes
#jira UE-29131
#tests golden path
Change 2965798 on 2016/05/04 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2965789
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2965796 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2965220 on 2016/05/03 by Dmitry.Rekman
Log instance id and system id (OR-20782).
- These ids get reported in multiple analytics events, having them logged is helpful for quickly mapping events to the log file.
#tests Compiled Linux server, ran on compatible client.
Change 2964907 on 2016/05/03 by Jason.Bestimt
#ORION_DG - Merge MAIN @ CL 2964858
#RB:none
#Tests:none
Change 2964530 on 2016/05/03 by Laurent.Delayen
Renamed GetSlotRootMotionWeight to GetSlotNodeGlobalWeight and made it double buffered to it's safe to access anytime.
Added GetSlotMontageGlobalWeight() to get the Global Weight of a montage being played on a Slot. (Also double buffered).
Added GetInstanceMachineWeight() to get Global Weight of a State Machine in the AnimGraph. (Also double buffered)
Added FAnimInstanceProxy::GetStateMachineIndexAndDescription to avoid searching through the AnimNodeProperties twice.
#tests Chains full feature system in PIE.
Change 2964498 on 2016/05/03 by Frank.Fella
DecalComponent - Fix visibility so that it behaves like other scene components with regard to the editor visibility, component visibility, and actor hidden in game flags.
#RB Andrew Rodham
#TESTS Visibility for decals works like other scene components in the editor, and their visibility can now be animated properly by sequencer.
Change 2964428 on 2016/05/03 by Benn.Gallagher
Fixed stale clothing chunk/section references after container realloc in editor
#tests editor
Change 2964316 on 2016/05/03 by bruce.nesbit
Banner revisions
Banners now use components for various banner items
Banners can now be enabled when killing a hero.
#tests PIE+Game
Change 2964187 on 2016/05/03 by Jon.Lietz
Speeding up the tag count check in UAbilitySystemComponent::RegisterAndCallGameplayTagEvent()
- Remove the call to GetAggregatedStackCount and creating a FGameplayEffectQuery every time we call RegisterAndCallGameplayTagEvent
- Added GetTagCount to the UAbilitySystemComponent that will call GetTagCount on the GameplayTagCountContainer
#RB DanY
#tests JIP shadow pad still works.
Change 2964136 on 2016/05/03 by Laurent.Delayen
Fix crash while switching tabs using Persona.
#tests not crashing anymore.
Change 2964083 on 2016/05/03 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2963929
[CodeReviewed]: andrew.grant
HTTP Manager has larger stack size (1024)
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2964080 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2963771 on 2016/05/02 by Nick.Atamas
Setting a desired size scale invalidates layout and volatility.
#test none
Change 2963555 on 2016/05/02 by Rob.Cannaday
Fix PS4 Orion players being able to whisper chat with non-Orion players
#jira OR-20626
#tests chat with launcher, fortnite
Change 2963387 on 2016/05/02 by Laurent.Delayen
Added GatherDebugData to FABRIK node.
#tests showdebug animation works on Chains now.
Change 2963331 on 2016/05/02 by Jon.Lietz
fixing compile error, dont need the clamp just the ternary on the EventType and pass down the tag count or 1.
#RB none
#tests compiles
Change 2963106 on 2016/05/02 by Rob.Cannaday
Increase HTTP thread's stack size to 128k
We discovered a stack overflow when the stack size was 64kb in LavasoftTcpService64.dll (Ad-Aware's Lavasoft Web Companion)
#tests log in
Change 2963047 on 2016/05/02 by Jon.Lietz
OR-20206 for JIP we need to call the bound function if we already have the tag on reconnect.
- adding a new function in UAbilitySystemComponent, RegisterAndCallGameplayTagEvent this will bind the passed in delegate and if the ability system has that tag already will execute the delegate.
#RB Dave.Ratti
#test shadow pad, slow, stun and root still trigger and trigger for JIP players.
Change 2962836 on 2016/05/02 by jason.bestimt
#ROBOMERGE-AUTHOR: andrew.grant
[NULL MERGE]
Duplicating 2961899 - Fix minimal code builds for Linux not overwriting files
[CodeReviewed] Ben.Marsh
#ROBOMERGE-SOURCE: CL 2962812 in //Orion/Release-0.24.2/... via CL 2962830 via CL 2962833 via CL 2962834 via CL 2962835
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2962570 on 2016/05/02 by Jason.Bestimt
#ORION_MAIN - Merge MAIN @ CL 2962544
#RB:none
#Tests:none
Change 2962552 on 2016/05/02 by Ben.Marsh
Avoid output of warnings containing the string "error:" (and causing the EC post processor to fail the build) if posting build info has a human-readable error message instead. Output should probably be changed to parse out/sanitize the actual failure message if it's meant to retry and succeed, but this will stop failures caused by multiple builds being posted with the same build version.
#tests none
Change 2962506 on 2016/05/02 by Ben.Marsh
Add a version string to identify a given build (FApp::GetBuildVersion()/BUILD_VERSION) which is distinct from the engine version. Defaults to <Escaped Branch Name>-CL-<Changelist>, but can be overriden by specifying a -Build=... argument to UpdateLocalVersion or the "Build" attribute to the SetVersion BuildGraph task.
#tests Preflighted Win64 client/server build (P:\Builds\Orion\++Orion+Dev-General-CL-2962228-PF-2945494-6398155-PF-2945494-6398155) and loaded into Agora. Checked that version strings appear correctly in generated executables.
Change 2962228 on 2016/04/30 by Dmitry.Rekman
Move processing HTTP requests into separate thread (OR-20723).
- First iteration of the implementation, pending implementing feedback.
- Adds a separate thread for CurlHttp where actual processing is performed.
- Coded by RobC, post-processed by me.
#tests Compiled Linux server and Windows client, ran them on compatible content, played a match.
Change 2961899 on 2016/04/29 by Ben.Marsh
BuildGraph: Fix minimal Linux server builds not overwriting the existing executables, by adding an "Overwrite" parameter into the staging task. Windows exe-only patches already happen to bypass this bug by deleting the Binaries/Win64 directory (designed to remove any configurations that weren't built this time), but could still fail if changes had been made to some other staged binaries.
#tests preflighted code-only build against DG CL 2960870 and compared output (P:\Builds\Orion\++Orion+Dev-General-CL-2961878-PF-2961895-6393603)
Change 2961587 on 2016/04/29 by Daniel.Lamb
Redirector doesn't fire callback if it fails to be loaded.
#test Cook orion.
Change 2961458 on 2016/04/29 by Wes.Hunt
Cooker Stats improvements. Also removed some old UBT telemetry that was not being used.
#tests many cooks of orion
Change 2961136 on 2016/04/29 by Daniel.Lamb
Readded caching of platform data into postload of materials.
#test Cook paragon.
[CL 2979220 by Ben Marsh in Main branch]
2016-05-16 16:20:52 -04:00
{
2024-05-22 13:17:22 -04:00
telemetryFile = FileReference . Combine ( Unreal . RootDirectory , "Engine" , "Intermediate" , "UAT" , "Telemetry.json" ) ;
DirectoryReference . CreateDirectory ( telemetryFile . Directory ) ;
Copying //UE4/Orion-Staging to //UE4/Dev-Main (//UE4/Orion-Staging @ 2979119, //Orion/Dev-General @2976565)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2976484 on 2016/05/12 by Jason.Bestimt
#ROBOMERGE-AUTHOR: nick.atamas
Added queueing to HUD Alerts so they don't clobber each other.
Added input visualization so that keys show up in game.
SRichTextBlock/UOrionRichTextBlock now have a MinDesiredWidth
#test PIE
#ROBOMERGE-SOURCE: CL 2976474 in //Orion/Release-0.26/... via CL 2976481 via CL 2976482 via CL 2976483
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2976256 on 2016/05/12 by Zak.Middleton
#ue4 - Fix for shipping build.
#tests compiled
Change 2976205 on 2016/05/12 by Zak.Middleton
#ue4 - (Merge 2957866) Add MaxDepenetration for characters against geometry and pawns.
#tests MP PIE PlayGo
(Merging CL 2957866 using Framework->DevGeneral)
Change 2976166 on 2016/05/12 by Daniel.Lamb
Cooking optimziation to unsolicited markup saves 150 seconds paragon cook time.
#test Cook paragon
Change 2976161 on 2016/05/12 by Zak.Middleton
#ue4 - Make sure LastUpdateLocation, Rotation, and Velocity are updated on client and server error corrections. ForcePositionUpdate should call PerformMovement regardless of velocity (there may be root motion or gravity effects).
#tests PIE MP w/ real-world networking
Change 2976092 on 2016/05/12 by Mieszko.Zielinski
Modified adding dynamic subtrees to BT component so that we get a log info if it fails #UE4
#test golden path
Change 2976001 on 2016/05/12 by Robert.Manuszewski
Don't log to memory on dedicated servers
#jira UE-30693
#test Cooked dedicated server and client
Change 2975855 on 2016/05/12 by Lukasz.Furman
fixed behavior tree serialization spawning duplicates of task services
#tests BT editor
Change 2975706 on 2016/05/12 by Daniel.Lamb
Fixed redirect collector stats.
#test Compile
Change 2975636 on 2016/05/12 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge DUI @ CL 2975557
#RB:none
#Tests:none
[CodeReviewed]: matt.schembari, kerrington.smith, tony.oliva, jaymee.stanford, mona.huang, alex.conner, jacob.lawyer, paul.shank
#ROBOMERGE-SOURCE: CL 2975635 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2975592 on 2016/05/12 by Zak.Middleton
#ue4 - Add stat for SetHitResultFromShapeAndFaceIndex().
#tests PIE
Change 2975589 on 2016/05/12 by Zak.Middleton
#ue4 - Avoid filling temp variable unless in Editor builds. It's only used later in the function in Editor builds.
#tests PIE
Change 2975588 on 2016/05/12 by Zak.Middleton
#ue4 - Minor tweak to avoid array read each loop iteration.
#tests PIE
Change 2975587 on 2016/05/12 by Zak.Middleton
#ue4 - Add "IsPlayerController()" function to AController. Variable already existed, just wasn't exposed.
#tests PIE
Change 2975504 on 2016/05/12 by Daniel.Lamb
Remove new stats system because it broke build.
#test cook paragon
Change 2975500 on 2016/05/12 by Daniel.Lamb
Enable redirect timers so I can get stats from build machines.
#test cook paragon.
Change 2975367 on 2016/05/12 by Jason.Bestimt
#ROBOMERGE-AUTHOR: david.nikdel
#OGF #CatalogService #OSS #Localization
- Flush the cached offers/items in CatalogServiceMcp when the culture changes since they contain localized text
- Flush the cached virtual catalog offers/items in McpCatalogHelper when the culture changes since they contain localized text
- Replaced SetForceCatalogRefresh with ClearCache per CR with SamZ (will require Launcher fixup)
[CodeReviewed]: Sam.Zamani, Matt.Kuhlenschmidt
#RB: Sam.Zamani
#TESTS: storefront w/ language change
#ROBOMERGE-SOURCE: CL 2975366 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2975209 on 2016/05/12 by Simon.Tovey
Fixed initialization order warning.
#tests none
Change 2975200 on 2016/05/12 by Simon.Tovey
Translucency GPU time stats for automation.
Refactored separate translucency gpu timer to more general helper class and used it to also time regular translucency.
Feeding both of these into a stat to help art identify poorly performing VFX for more detailed investigation.
There are occasional spikes when the GPU is starved but overall the data out seems good.
#tests GoldenPath, Editor, Auto downsampling works, new stat produces reasonable data.
Change 2974984 on 2016/05/11 by Mieszko.Zielinski
Fixed a bug in graph-a-star heuristics' calculation #UE4
#test golden path
Change 2974916 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 26 @ CL 2974578
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2974915 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974869 on 2016/05/11 by Ben.Marsh
BuildGraph: Add a MergeTelemetryWithPrefix="..." parameter to the <Command> task which allows merging the telemetry data from a child UAT run, adding a given prefix to all the key names.
#tests none
Change 2974673 on 2016/05/11 by Mieszko.Zielinski
Fix to BT not stopping if "StopTree" called while BT was waiting for a task to latently abort #UE4
(change by ?ukasz.Furman)
#test golden path
Change 2974581 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: matt.kuhlenschmidt
Merged CL 2974565 from Release-.26 -> Main:
Fixed loc region not saving in shipping builds
Partially fixed store not refreshing when changing regions. Real money currency items are pending additional fixes
#ROBOMERGE-SOURCE: CL 2974578 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974444 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: richard.fawcett
Reimplement support for specifying BuildPatchTool version used in chunking
This is now possible after Ben Marsh's fix to BuildGraph with CL 2974407.
#tests none
#ROBOMERGE-SOURCE: CL 2974441 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974408 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: ben.marsh
BuildGraph: Fix support for variable expansion in user-defined enum types. Enums in the schema are now represented as the union of valid values and a regex matching a balanced property expansion string, which still validates/autocompletes cleanly in Visual Studio.
#tests none
[CodeReviewed] Richard.Fawcett
#ROBOMERGE-SOURCE: CL 2974407 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974392 on 2016/05/11 by Daniel.Lamb
Optimizing resolve string asset reference resolution.
Added timing stats (disabled by default).
#test Cook paragon.
Change 2974349 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: richard.fawcett
Back out changelist 2974298. An issue with the BuildGraph system has prevented this change from working on the build farm.
#tests none
#ROBOMERGE-SOURCE: CL 2974347 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974299 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: richard.fawcett
Add support for chunking builds with the pre-release version of BuildPatchTool.
#tests None. This code will be tested by creating a build on the build farm immediately after submission.
#ROBOMERGE-SOURCE: CL 2974298 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974277 on 2016/05/11 by Lina.Halper
Fix up of retargeting when it skips replacing nested reference
#tests: retargeting anim BP
Change 2974210 on 2016/05/11 by Bart.Bressler
Merging Oodle changes from Dev-Networking
Change 2939167 on 2016/04/10 by John.Barrett
Updated packet bit termination code, so that both UNetConnection's and the PacketHandler use a termination bit (required for both PacketHandler/UNetconnection, as HandlerComponent's such as Oodle, are byte-aligned and do not preserve packet bit size).
Added new 'stat packet' stats group, for tracking reserved packet bits.
Added '-NoPacketHandler' commandline parameter, for disabling the PacketHandler and all HandlerComponent's (including stateless handshake) - restoring netcode to pre-PacketHandler state.
Removed PacketHandler 'packet overhead' method of packet bit size calculation - replaced with termination bit. Still partially used for reserving bits within packets (but renamed to avoid conflict with other 'PacketOverhead' variable).
Refactored/consolidated some PacketHandler code. Added more stringent bounds checking on packet sizes.
Change 2939168 on 2016/04/10 by John.Barrett
Updated Oodle to support new packet bit-termination code.
Added Oodle protocol support for selective packet compression (packets can now be sent uncompressed - game code will require a hook for this) - required for new bit-based netcode (Oodle outputs byte-aligned data, allowing compressed data to exceed size of uncompressed data - and thus, maximum packet size if not sent uncompressed - in rare edge cases).
Added '-CompressionTest' commandline parameter to Oodle dictionary generation commandlet, which reserves a portion of captured packets, for determining the compression savings percentage.
Added '-OodleDebugDump' commandline parameter, which disables normal dictionary generation, and converts packet captures into a .bin file, which is compatible with the Oodle 'example_packet.cpp' code.
Added temporary security bandaids to Oodle code, based on report that Luigi Auriemma put together, which deals with potential weaknesses in the Oodle API
Added 'stat oodle' stats for tracking failed attempts at compressing packets.
Change 2942964 on 2016/04/10 by Ryan.Gerleve
Fix broken indentation/formatting
Change 2958260 on 2016/04/27 by Bart.bRessler
Add branch name and changelist to oodle packet capture filenames.
Change 2964360 on 2016/05/03 by John.Barrett
Updated Oodle to support using a dictionary and capturing packets at the same time.
The dictionary is now always loaded, if specified, and whenever -OodleCapturing is on the commandline, packets are captured alongside the active dictionary.
Added several debug commands, to aid with testing compression performance (not QA-ready; only works with 1 player on a server):
"Oodle Compression On/Off" - enables/disables packet compression (but still decompresses received compressed packets)
"Oodle Dictionary Unload/Load" - unloads/loads the dictionary files, to allow releasing the files for dictionary generation, and reloading the new dictionary.
"Oodle Capture On/Off" - Enables/Disables packet capturing at runtime - requires '-OodleCapturing' on commandline.
"Oodle ResetStats" - resets the 'stat oodle' stat counters.
The NetcodeUnitTest plugin should be enabled, so that these commands can automatically execute on the server as well, as needed.
Change 2964553 on 2016/05/03 by Bart.Bressler
Add process ID to oodle capture filenames
Change 2966247 on 2016/05/04 by John.Pollard
Oodle 2.1.5 SDK
Change 2968761 on 2016/05/06 by Bart.Bressler
- Added changelist number as parameter to most command line tasks to filter captures by their changelist number (use "all" to get everything)
- Moved a bunch of the file searching/processing code outside of the tasks themselves so that the tasks all just operate to an array of capture files, this makes it easier to create new command line options
- When looking for capture files, we will now recursively search subdirectories
Change 2970529 on 2016/05/09 by Bart.Bressler
Add an optional "CapturePercentage" command line parameter that has a percentage chance of generating capture files per connection
Change 2970874 on 2016/05/09 by Bart.Bressler
- Turn on OODLE_DEV_SHIPPING in the Orion server shipping config so that captures can be generated in shipping builds
- Link to version 215 of oodle
Change 2971233 on 2016/05/09 by Bart.Bressler
Update Oodle DLLs in Orion
Change 2971362 on 2016/05/09 by Bart.Bressler
Create script for building an oodle dictionary out of capture files in an arbitrary location
Change 2972176 on 2016/05/10 by Bart.Bressler
Update oodle references to version 215 in OodleHandlerComponent.Build.cs
#tests used solo vs. ai to test oodle captures and using them
Change 2974035 on 2016/05/11 by Simon.Tovey
Adding fx.ParticleCollisionIgnoreInvisibleTime to replace hard coded time.
This is the time a PSC needs to be invisible for to have all it's collisions ignored.
This is potentially the cause of a bug Tim et al are seeing.
#tests Editor, Can be used to repro/fix the issue.
Change 2973985 on 2016/05/11 by Lina.Halper
Retargeting fix with editor saving issue
#tests: retargeting
Change 2973695 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 26 @ CL 2973469
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2973694 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2973679 on 2016/05/11 by Graeme.Thornton
UAT parameter -signedpak now no longer implies -pak
#tests win64 cooked client. checked that pak generation works as expected through project launcher
Change 2973588 on 2016/05/11 by Simon.Tovey
OR-21033 - Get physical material from particle collision event exposed in Cascade / Blueprint
Particles can now receive collision events selectively based upon the phyisics material of the hit.
Physics material is passed through the event and can be accessed in BPs.
The Event Receiver Spawn node also now has an array of Allowed and Banned phys materials.
#tests Editor and game. Coudln't test cooked as having unrelated crashes in cooked games. Shouldn't be any cooked/uncooked issues here.
Change 2973394 on 2016/05/11 by bruce.nesbit
Fixed couple of shadow vars
#tests compiled
Change 2973335 on 2016/05/11 by Andrew.Grant
Warning fix
#tests compiled
Change 2973308 on 2016/05/10 by Dmitry.Rekman
Add "unplayable condition" reporting.
- The server will report an unplayable condition by creating a local file (under Saved).
- An external script can possibly notice this and, applying its own logic on % of servers reporting it, profile or shutdown the whole machine.
- Report file is to be deleted by an external script.
#tests Compiled and ran Linux server, subjected it to various hitches.
Change 2973235 on 2016/05/10 by Zak.Middleton
#ue4 - Removed allocs after initial spawn from client saved move processing in character movement.
#tests PIE multiplayer w/ Bots
Change 2973157 on 2016/05/10 by Olaf.Piesche
Merging CL 2973112 from //UE4/Dev-Rendering->//Orion/Dev-General
Providing particle source and target for beam emitters
#tests editor game PC
Change 2972715 on 2016/05/10 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 26 @ CL 2972681
#RB: none
#Tests:none
#ROBOMERGE-SOURCE: CL 2972712 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2972678 on 2016/05/10 by Mieszko.Zielinski
Fixed babysitter bot not avoiding enemy towers when pathfinding back to base #Orion
#jira OR-18590
#test golden path
Change 2972595 on 2016/05/10 by Lina.Halper
Animation Retargeting fix for blendspaces
#code review: Benn.Gallagher, Martin.Wilson
#tests: retargeting anim BP
Change 2972282 on 2016/05/10 by Daniel.Lamb
Optimized string asset reference resolution slightly to help get back missing 10 minutes from paragon cook.
#test cook paragon.
Change 2972260 on 2016/05/10 by Laurent.Delayen
Fixed crash in UCharacterMovementComponent::HasRootMotionSources().
#tests Chains pull not crashing anymore.
Change 2972241 on 2016/05/10 by Frank.Fella
UMG - Fixes for material animation copied from 4.12.
#RB Matt K.
#TESTS Struct materials can now be animated and animated materials are named nicely.
Change 2971643 on 2016/05/09 by Dmitry.Rekman
Add reporting of "zero load" frame times (OR-21035).
- Added a thread that does nothing but sleeps and counts how often it missed the target FPS.
- Added an analytics event ServerZeroLoadFrameTimeDistribution that is sent at the end of the match.
- Server only.
#tests Compiled and ran Linux server on a compatible content, played few matches in a row.
Change 2971544 on 2016/05/09 by Ben.Marsh
EC: Use a full path to the telemetry file, to account for UAT switching directories.
Change 2971532 on 2016/05/09 by Wes.Hunt
Alter the cook stats hierarchical profile data to reflect the latest cook changes.
#tests none
Change 2971527 on 2016/05/09 by Ben.Marsh
UAT: Move telemetry object into CommandUtils, so we can add stats from anywhere.
#tests none
Change 2971461 on 2016/05/09 by David.Ratti
Fix issues with mesh swap skins:
-Front end intro animations not playing
-In game spawn animations not playing
-Some attachment weirdness (twinblast)
#tests golden path
Change 2971460 on 2016/05/09 by David.Ratti
Fallback to Target actor if there is no instigating actor in the GAmeplayCue parameters when determining if we should play "local only" effects
#tests pie
Change 2971364 on 2016/05/09 by Ben.Marsh
EC: Add support for adding custom telemetry data from UAT scripts, which gets piped through to the trends panel in EC.
#tests none
Change 2971245 on 2016/05/09 by Dmitry.Rekman
Add a "hitchhunter" log message to catch hitches while sleeping.
#tests Compiled and ran Linux server on a compatible content.
Change 2971196 on 2016/05/09 by jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2971139
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2971168 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/Characters/Heroes/Coil/Audio/Body/Pixie_Cranking_Loop_Cue.uasset - can't branch exclusive file already opened
#CodeReview: david.nikdel, jason.bestimt
Change 2971113 on 2016/05/09 by Dmitry.Rekman
UdpMessaging: Fixed broken filters for when to enable UDP transport.
- Redoing MaxP's change from Dev-Sequencer (CL 2963357).
- Reduces number of threads spawned by the server.
#tests Compiled Linux server, ran it on a compatible content.
Change 2971040 on 2016/05/09 by jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2970990
#RB:none
#Tests:none
[CodeReviewed]: jon.lietz
#ROBOMERGE-SOURCE: CL 2971027 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#CodeReview: david.nikdel, jason.bestimt
Change 2970555 on 2016/05/09 by Ben.Marsh
BuildGraph: Only show warnings and errors for the SavePackage log during cooks. Prevents redundant display of information that's already in the Cook log.
#tests preflight here: https://ec-01.epicgames.net/commander/link/jobDetails/jobs/6443796
Change 2970507 on 2016/05/09 by David.Ratti
Support for linking passive abilities to a key binded ability. E.g., allow a passive ability to be unlocked and leveled up in step with a key binded ability.
Cleaned up the TryLevel/CanLevelUp code a bit: moved to Orion Ability System Component
#tests pie
Change 2970414 on 2016/05/09 by Graeme.Thornton
Don't take a copy of the child tags array when doing UGameplayTagsManager::FindTagNode, just take a const&
#tests win64 client golden path
Change 2969729 on 2016/05/06 by Mieszko.Zielinski
Fixed a dumb mistake in a conditional expresion in UNavigationQueryFilter::GetQueryFilter #UE4
#test golden path
Change 2969675 on 2016/05/06 by Mieszko.Zielinski
Implemented "meta navigation filter" that can fetch a filter class based on given agent #UE4
Added NavFilter_AIControllerDefault that fetched DefaultNavigationFilter from AIController
Reverted hack-feature that supplied same functionality to EQS
#test golden path
Change 2969652 on 2016/05/06 by Michael.Noland
HLOD: Changed UI gating code so that whether or not a LOD Actor is valid is based on the presence of at least two static mesh components, rather than at least two actors (to improve handling when including BPs)
- Repurposed HasValidSubActors for this check, and introduced HasAnySubActors() for the existing uses as this better matches the intent of how the function was used
#tests Added a single BP containing 7 mesh components to a new ALODActor and verified that it allowed a proxy to be generated
Change 2969651 on 2016/05/06 by Michael.Noland
Simplygon: Added time taken for simplygon mesh reduction to the log message
#tests Simplified a LOD cluster and inspected the log
Change 2969604 on 2016/05/06 by Uriel.Doyon
Changed default value to true for UParticleModuleVectorFieldLocal::bUseFixDT.
#tests confirmed that default value has changed for old assets, while allowing override.
Change 2969418 on 2016/05/06 by jason.bestimt
#ROBOMERGE-AUTHOR: andrew.grant
Fixed unconverted char string being passed as part of build info
#tests ran & verified patch check passes
#ROBOMERGE-SOURCE: CL 2969417 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2968817 on 2016/05/06 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2968572
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2968813 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2968383 on 2016/05/05 by Mieszko.Zielinski
Added "default navigation filter" to AIController #UE4
Also, made EQS take advantage of that
#test golden path
Change 2968225 on 2016/05/05 by John.Pollard
Add sanity checks and more info to help track down possible memory corruption
#tests Networking, replication
Change 2967903 on 2016/05/05 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2967827
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2967902 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2967899 on 2016/05/05 by Lina.Halper
Merged change of 2956152
Remove invalid ensure - this didn't work if you have composite inside.
#tests: none
Change 2967870 on 2016/05/05 by Andrew.Grant
Fix for OR-20731 (gamever crashes client)
#tests gamever at console with -game
Change 2967606 on 2016/05/05 by Wes.Hunt
Tweaked output log message for HTTP module shutdown.
#tests none
Change 2967359 on 2016/05/05 by Wes.Hunt
HttpManager will log outstanding requests on shutdown so people can debug shutdown issues and ensure their requests get flushed properly. Also changed default LogHttp logging level to display so these messages can be shown by default without using warning level.
#tests ran editor build and queued up an event using the console command, then quit immediately. the log indeed showed that HttpManager had to wait at least 0.5 seconds for the request to complete.
Change 2966987 on 2016/05/05 by Dmitry.Rekman
Fix editor build.
#tests Compiled Win64 editor.
Change 2966977 on 2016/05/05 by Dmitry.Rekman
Added collecting and reporting periodic server frame time distribution.
- Added generic FHistogram class and necessary analytic events.
- Also added reporting hostname (OR-20842).
#tests Built Linux server and ran a few matches on a compatible content.
Change 2966920 on 2016/05/04 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2966805
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2966919 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2966778 on 2016/05/04 by Michael.Noland
Rendering: Fixed shadow variable warning in GPUProfiler
#tests Compiled and tested GPUProfiler command
Change 2966769 on 2016/05/04 by Mieszko.Zielinski
Fixed GraphAStar not resetting the output path before fillinf it with results #UE4
#test golden path
Change 2966704 on 2016/05/04 by Michael.Noland
Rendering: Added triangle and draw call summaries to ProfileGPU output, broken up by asset and material
- This is controlled by r.ProfileGPU.PrintAssetSummary, which defaults to 1, but you really need r.ShowMaterialDrawEvents 1 enabled as well for a complete picture
- It can also output a summary line for speciifc asset names using a comma separated list in r.ProfileGPU.AssetSummaryCallOuts (e.g., "LOD,HeroName")
#tests Used ProfileGPU a number of times
Change 2966696 on 2016/05/04 by Michael.Noland
Engine: Embedded FPS chart preamble/postamble/row .html files into ChartCreation.cpp to permanently solve packaging woes
#tests Tested FPS charts in an uncooked and cooked build
#jira OR-19713
Change 2966336 on 2016/05/04 by Lukasz.Furman
fixed jungle minions unable to reach spawn locations when camp resets
#jira OR-20700
#tests jungle camp POC
Change 2965948 on 2016/05/04 by David.Ratti
Changes to how passive abilities activate
-Passives now continually try to activate by default rather than only on spawn
Support for Status.Immortal
-Prevents death, fies AbilityTriggerEvent.ImmortalProc when this happens.
-Clamps health to 1.
Fixed bug in muriel passive where ShieldHealthRegen would be left in the world where muriel died.
Fixed bunch of crap in GA_OnSpawn that was causing desync on client at start of match
#tests multi pie
Change 2965870 on 2016/05/04 by Ryan.Gerleve
Duplicated fix from Release-4.12 by marc.audy, CL 2960819:
Owned components are once again referenced by their Owning actor for GC purposes
#jira UE-29131
#tests golden path
Change 2965798 on 2016/05/04 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2965789
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2965796 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2965220 on 2016/05/03 by Dmitry.Rekman
Log instance id and system id (OR-20782).
- These ids get reported in multiple analytics events, having them logged is helpful for quickly mapping events to the log file.
#tests Compiled Linux server, ran on compatible client.
Change 2964907 on 2016/05/03 by Jason.Bestimt
#ORION_DG - Merge MAIN @ CL 2964858
#RB:none
#Tests:none
Change 2964530 on 2016/05/03 by Laurent.Delayen
Renamed GetSlotRootMotionWeight to GetSlotNodeGlobalWeight and made it double buffered to it's safe to access anytime.
Added GetSlotMontageGlobalWeight() to get the Global Weight of a montage being played on a Slot. (Also double buffered).
Added GetInstanceMachineWeight() to get Global Weight of a State Machine in the AnimGraph. (Also double buffered)
Added FAnimInstanceProxy::GetStateMachineIndexAndDescription to avoid searching through the AnimNodeProperties twice.
#tests Chains full feature system in PIE.
Change 2964498 on 2016/05/03 by Frank.Fella
DecalComponent - Fix visibility so that it behaves like other scene components with regard to the editor visibility, component visibility, and actor hidden in game flags.
#RB Andrew Rodham
#TESTS Visibility for decals works like other scene components in the editor, and their visibility can now be animated properly by sequencer.
Change 2964428 on 2016/05/03 by Benn.Gallagher
Fixed stale clothing chunk/section references after container realloc in editor
#tests editor
Change 2964316 on 2016/05/03 by bruce.nesbit
Banner revisions
Banners now use components for various banner items
Banners can now be enabled when killing a hero.
#tests PIE+Game
Change 2964187 on 2016/05/03 by Jon.Lietz
Speeding up the tag count check in UAbilitySystemComponent::RegisterAndCallGameplayTagEvent()
- Remove the call to GetAggregatedStackCount and creating a FGameplayEffectQuery every time we call RegisterAndCallGameplayTagEvent
- Added GetTagCount to the UAbilitySystemComponent that will call GetTagCount on the GameplayTagCountContainer
#RB DanY
#tests JIP shadow pad still works.
Change 2964136 on 2016/05/03 by Laurent.Delayen
Fix crash while switching tabs using Persona.
#tests not crashing anymore.
Change 2964083 on 2016/05/03 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2963929
[CodeReviewed]: andrew.grant
HTTP Manager has larger stack size (1024)
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2964080 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2963771 on 2016/05/02 by Nick.Atamas
Setting a desired size scale invalidates layout and volatility.
#test none
Change 2963555 on 2016/05/02 by Rob.Cannaday
Fix PS4 Orion players being able to whisper chat with non-Orion players
#jira OR-20626
#tests chat with launcher, fortnite
Change 2963387 on 2016/05/02 by Laurent.Delayen
Added GatherDebugData to FABRIK node.
#tests showdebug animation works on Chains now.
Change 2963331 on 2016/05/02 by Jon.Lietz
fixing compile error, dont need the clamp just the ternary on the EventType and pass down the tag count or 1.
#RB none
#tests compiles
Change 2963106 on 2016/05/02 by Rob.Cannaday
Increase HTTP thread's stack size to 128k
We discovered a stack overflow when the stack size was 64kb in LavasoftTcpService64.dll (Ad-Aware's Lavasoft Web Companion)
#tests log in
Change 2963047 on 2016/05/02 by Jon.Lietz
OR-20206 for JIP we need to call the bound function if we already have the tag on reconnect.
- adding a new function in UAbilitySystemComponent, RegisterAndCallGameplayTagEvent this will bind the passed in delegate and if the ability system has that tag already will execute the delegate.
#RB Dave.Ratti
#test shadow pad, slow, stun and root still trigger and trigger for JIP players.
Change 2962836 on 2016/05/02 by jason.bestimt
#ROBOMERGE-AUTHOR: andrew.grant
[NULL MERGE]
Duplicating 2961899 - Fix minimal code builds for Linux not overwriting files
[CodeReviewed] Ben.Marsh
#ROBOMERGE-SOURCE: CL 2962812 in //Orion/Release-0.24.2/... via CL 2962830 via CL 2962833 via CL 2962834 via CL 2962835
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2962570 on 2016/05/02 by Jason.Bestimt
#ORION_MAIN - Merge MAIN @ CL 2962544
#RB:none
#Tests:none
Change 2962552 on 2016/05/02 by Ben.Marsh
Avoid output of warnings containing the string "error:" (and causing the EC post processor to fail the build) if posting build info has a human-readable error message instead. Output should probably be changed to parse out/sanitize the actual failure message if it's meant to retry and succeed, but this will stop failures caused by multiple builds being posted with the same build version.
#tests none
Change 2962506 on 2016/05/02 by Ben.Marsh
Add a version string to identify a given build (FApp::GetBuildVersion()/BUILD_VERSION) which is distinct from the engine version. Defaults to <Escaped Branch Name>-CL-<Changelist>, but can be overriden by specifying a -Build=... argument to UpdateLocalVersion or the "Build" attribute to the SetVersion BuildGraph task.
#tests Preflighted Win64 client/server build (P:\Builds\Orion\++Orion+Dev-General-CL-2962228-PF-2945494-6398155-PF-2945494-6398155) and loaded into Agora. Checked that version strings appear correctly in generated executables.
Change 2962228 on 2016/04/30 by Dmitry.Rekman
Move processing HTTP requests into separate thread (OR-20723).
- First iteration of the implementation, pending implementing feedback.
- Adds a separate thread for CurlHttp where actual processing is performed.
- Coded by RobC, post-processed by me.
#tests Compiled Linux server and Windows client, ran them on compatible content, played a match.
Change 2961899 on 2016/04/29 by Ben.Marsh
BuildGraph: Fix minimal Linux server builds not overwriting the existing executables, by adding an "Overwrite" parameter into the staging task. Windows exe-only patches already happen to bypass this bug by deleting the Binaries/Win64 directory (designed to remove any configurations that weren't built this time), but could still fail if changes had been made to some other staged binaries.
#tests preflighted code-only build against DG CL 2960870 and compared output (P:\Builds\Orion\++Orion+Dev-General-CL-2961878-PF-2961895-6393603)
Change 2961587 on 2016/04/29 by Daniel.Lamb
Redirector doesn't fire callback if it fails to be loaded.
#test Cook orion.
Change 2961458 on 2016/04/29 by Wes.Hunt
Cooker Stats improvements. Also removed some old UBT telemetry that was not being used.
#tests many cooks of orion
Change 2961136 on 2016/04/29 by Daniel.Lamb
Readded caching of platform data into postload of materials.
#test Cook paragon.
[CL 2979220 by Ben Marsh in Main branch]
2016-05-16 16:20:52 -04:00
}
// Run the command
2024-05-22 13:17:22 -04:00
StringBuilder commandLine = new StringBuilder ( ) ;
if ( _parameters . Arguments = = null | | ( ! _parameters . Arguments . CaseInsensitiveContains ( "-p4" ) & & ! _parameters . Arguments . CaseInsensitiveContains ( "-nop4" ) ) )
2016-11-24 04:42:26 -05:00
{
2024-05-22 13:17:22 -04:00
commandLine . AppendFormat ( "{0} " , CommandUtils . P4Enabled ? "-p4" : "-nop4" ) ;
2016-11-24 04:42:26 -05:00
}
2024-05-22 13:17:22 -04:00
if ( _parameters . Arguments = = null | | ( ! _parameters . Arguments . CaseInsensitiveContains ( "-submit" ) & & ! _parameters . Arguments . CaseInsensitiveContains ( "-nosubmit" ) ) )
2016-11-24 04:42:26 -05:00
{
2024-05-22 13:17:22 -04:00
if ( GlobalCommandLine . Submit )
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3548365)
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 3494741 by Steve.Robb
Generated code size savings.
#jira UE-43048
Change 3495484 by Steve.Robb
Fix for generated indices of static arrays when saving configs.
Change 3497926 by Robert.Manuszewski
Removed FPackageFileSummary's CompressedChunks array as it was no longer being used by anything.
Change 3498077 by Robert.Manuszewski
Only use the recursion guard in async loading code when the event driven loader is enabled.
Change 3498112 by Ben.Marsh
UBT: Respect the option to not create debug info in the Android toolchain. This option is already being respected by the compiler, but the linker adds debug info of its own.
Change 3500239 by Robert.Manuszewski
Made sure the Super Class token stream is also locked when assembling Class token stream with async loading thread enabled. This to to prevent race conditions when loading BP classes.
Change 3500395 by Steve.Robb
Extra codegen savings when not in hot reload.
Change 3501004 by Steve.Robb
EObjectFlags now have constexpr operators.
Change 3502079 by Ben.Marsh
UBT: Pad multi-line error messages so that they align under the prefix for the first line, and include the timestamp if necessary.
Change 3502527 by Steve.Robb
Fix for zero-sized array compile error in generated code when all functions are editor-only.
Change 3502542 by Ben.Marsh
UAT: Remove the custom source parameter from log functions, and add support for a customizable indent instead.
Change 3502868 by Steve.Robb
Workaround for inefficient generated code with stateless lambdas on Clang.
Change 3503550 by Steve.Robb
Another generated code lambda optimization.
Change 3503582 by Ben.Marsh
BuildGraph: Add support for nullable parameter types.
Change 3504424 by Steve.Robb
New AllOf, AnyOf and NoneOf algorithms.
Change 3504712 by Ben.Marsh
UAT: Less spammy log and error output from UAT.
* Callstacks for AutomationExceptions are suppressed by default but still included in the log (the path to the log is noted in console output with the message from the exception).
* Add a mechanism for any exceptions to be caught and rethrown with additional lines of context (CommandUtils.AddContext()) that will be appended to the error output by UAT. Avoids decaying the exception type or masking the inner exception message while still adding additional information.
* AggregateExceptions resulting from exceptions on child threads are automatically unwrapped (full details are still appended to the log)
* Name of the calling function is not included in console output by default, but still included in the log.
Change 3504808 by Ben.Marsh
UAT: Suppress P4 output when running a recursive instance of UAT.
Change 3505044 by Steve.Robb
Code generation improved for TCppClassType code.
Change 3505485 by Ben.Marsh
Fix deterministic cooking issue; always use a pseudo-random number stream when compiling a module.
Change 3505699 by Ben.Marsh
Plugins: Store the bEnabledByDefault flag exactly as it was read from disk rather than collapsing it to an absolute value based on the default for the location it was read from. This allows loading/saving plugin descriptors without any knowledge of whether they are game or engine plugins.
Change 3506055 by Ben.Marsh
UAT: Add a class to apply a log indent for the lifetime of an object (ScopedLogIndent), and use it to apply an indent to MegaXGE/ParallelExecutor output.
Change 3507745 by Robert.Manuszewski
Moved FSimpleObjectReferenceCollectorArchive and FSimpleObjectReferenceCollectorArchive to be internal archives used only by FReferenceCollector so that they are constructed only once per GC task instead of potentially multiple times per GC (as was the case with UDataTables and BlueprintGeneratedClasses).
Change 3507911 by Ben.Marsh
Plugins: Minor changes to plugin descriptors.
* Add a distinct setting for an unspecified EnabledByDefault setting in plugin descriptors.
* Add a function to IPlugin to determine the effective EnabledByDefault setting, based on where the plugin was loaded from.
Change 3508669 by Ben.Marsh
EC: Parse multi-line messages from UBT and UAT.
Change 3508691 by Ben.Marsh
Fix double-spacing of cook stats.
Change 3509245 by Steve.Robb
UHT makefiles removed.
Flag audit removed.
Change 3509275 by Steve.Robb
Fix for mismatched stat categories in AudioMixer.
#jira UE-46129
Change 3509289 by Robert.Manuszewski
Custom Version Container will no longer be always constructed in FArchive constructor. This reduces the number of the Custom Version Container allocations considerably.
Change 3509294 by Robert.Manuszewski
UDataTable::AddReferencedObjects will no longer try to iterate over the RowMap if there's no UObject references in it.
Change 3509312 by Steve.Robb
GitHub# 3679: Add TArray constructor that takes a raw pointer and a count
Check improved for Append() to allow nullptr in empty ranges, and added to new constructor too.
#jira UE-46136
Change 3509396 by Steve.Robb
GitHub# 3676: Fix TUnion operator<< compile error
#jira UE-46099
Change 3509633 by Steve.Robb
Fix for line numbers on multiline macros.
Change 3509938 by Gil.Gribb
UE4 - Fix rare assert involving cancelled precache requests and non-pak-file loading.
Change 3510593 by Daniel.Lamb
Fixed up unsoilicited files getting populated with files which aren't finished being created yet.
#test None
Change 3510594 by Daniel.Lamb
Fixed up temp files directory for patching.
Thanks David Yerkess @ Milestone
#review@Ben.Marsh
Change 3511628 by Ben.Marsh
PR #3707: Fixed UBT stack size (Contributed by gildor2)
Change 3511808 by Ben.Marsh
Optimize checks for whether the game project contains source code. Now stops as soon as the first file is found and ignores directories beginning with a '.' character (eg. .git)
#jira UE-46540
Change 3512017 by Ben.Marsh
Plugins: Deprecate the QueryStatusForAllPlugins() function; the same functionality is available via the IPlugin interface.
Change 3513935 by Steve.Robb
Reverted array iteration in FPropertyNode::PropagatePropertyChange as this is now covered in TProperty::InitializeValueInternal() as of CL# 3293477.
Change 3514142 by Steve.Robb
MemoryProfiler2 added to generated solution.
Change 3516463 by Ben.Marsh
Plugins: Create a manifest for each PAK file containing all the plugin descriptors in one place. Eliminates need to recurse through directories and read separate multiple files in serial at startup, and allows reading all plugin descriptors with one read. The "Mods" directory is excluded from the manifest, since these are intended to be installed separately by the user.
Change 3517860 by Ben.Marsh
PR #3727: FString Dereference Fixes (Contributed by jovisgCL)
Change 3517967 by Ben.Marsh
Suppress additional system error dialogs when loading DLLs if -unnattended is on the command line.
Change 3518070 by Steve.Robb
Disable Binned2 stats in shipping non-editor builds.
Change 3520079 by Steve.Robb
Fixed bad codegen TAssetPtrs being passed into BlueprintImplementableEvent functions.
#jira UE-24034
Change 3520080 by Robert.Manuszewski
Made max package summary size to be configurable with ini setting
Change 3520083 by Steve.Robb
Force a GC after hot reload to clean up reinstanced objects which may still tick.
#jira UE-40421
Change 3520480 by Robert.Manuszewski
Improved assert message when the initial package read request was too small.
Change 3520590 by Graeme.Thornton
SignedArchiveReader optimizations
- Loads more stats
- Stop chunk cache worker from waking up continuously to poll for work. Only wake up when triggered by the archive reader
- Signed archive reader just yields when waiting for buffers to finish loading, rather than sleeping for some arbitrary amount of time
- Track the number of pending read requests in an atomic counter, to save having to lock the request queue to check for new entries
Change 3521023 by Graeme.Thornton
Remove spin from signed archive reader. Main thread waits on an event triggered by the chunk worker to indicate that new chunks are ready for processing
Change 3521787 by Ben.Marsh
PR #3736: Small static code analysis fixes (Contributed by jovisgCL)
Change 3521789 by Ben.Marsh
PR #3735: Fix case sensitivity issue in FWindowsPlatformProcess::IsApplicationRunning. (Contributed by samhocevar)
Change 3524721 by Ben.Marsh
Move Linux SDL initialization into FLinuxPlatformApplicationMisc. Attempting to move functionality related to interactive applications (graphics, input, etc...) into a separate place, so it can ultimately be moved out of Core.
Change 3524741 by Ben.Marsh
Move PumpMessages() into FPlatformApplicationMisc.
Change 3525399 by Ben.Marsh
UGS: Use the default Perforce server port when opening P4V if there is not one set in the environment.
Change 3525743 by Ben.Marsh
UAT: Add a parameter to allow updating version files without updating Version.h, to allow faster link times on incremental builds.
Change 3525746 by Ben.Marsh
EC: Include the clobber option on new workspaces, to allow overriding version files when syncing.
Change 3526453 by Ben.Marsh
UGS: Do not generate project files when syncing precompiled binaries.
Change 3527045 by Ben.Marsh
Fix hot reload generating import libraries without DLLs. Now that they are produced by separate actions by default, it was removing DLLs from the action graph due to the bSkipLinkingWhenNothingToCompile setting.
Change 3527420 by Ben.Marsh
UGS: Add additional search paths for UGS config files, and fix a few cosmetic issues (inability to display ampersands in tools menu, showing changelist -1 when running a tool without syncing).
Config files are now read from:
Engine/Programs/UnrealGameSync/UnrealGameSync.ini
Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini
If a project is selected:
<ProjectDir>/Build/UnrealGameSync.ini
<ProjectDir>/Build/NotForLicensees/UnrealGameSync.ini
If the .uprojectdirs file is selected:
Engine/Programs/UnrealGameSync/DefaultProject.ini
Engine/Programs/UnrealGameSync/NotForLicensees/DefaultProject.ini
Change 3528063 by Ben.Marsh
Fix non-thread safe construction of FPluginManager singleton. Length of time spent in the constructor resulted in multiple instances being constructed at startup, making the time to enumerate plugins on slow media significantly worse.
Change 3528415 by Ben.Marsh
UAT: Remove \r characters from the end of multiline log messages.
Change 3528427 by Ben.Marsh
EC: Fix spaces being converted to tabs at start of line in failure emails (by Gmail), and wrap following lines at the same indent.
Change 3528485 by Ben.Marsh
EC: Remove zero-width word break characters from slashes in notification emails; can cause really hard to debug problems when copy pasted into other places.
Change 3528505 by Steve.Robb
PR #3755: MallocProfiler - Remove subfolder from profiling save directory (Contributed by Josef-CL)
#jira UE-46819
Change 3528772 by Robert.Manuszewski
Enabling actor and blueprint clustering in ShooterGame
Change 3528786 by Robert.Manuszewski
PR #3760: Fix typo (Contributed by jesseyeh)
Change 3528792 by Steve.Robb
PR #3764: MallocProfiler - Refactoring Scopelock (Contributed by Josef-CL)
#jira UE-46962
Change 3528941 by Robert.Manuszewski
Fixed lazy object pointers not being updated for streaming sub-levels in PIE. Fixed lazy pointers returning object that is still being loaded which could lead to undefined behavior when client code started modifying the returned object.
#jira UE-44996
Change 3530241 by Ben.Marsh
UAT: Only pass -submit or -nosubmit to child instances of UAT if they were specified on the original command line. BuildCookRun uses this flag to determine whether to submit, rather than just whether to allow submitting, so we shouldn't pass an inferred value.
Change 3531377 by Ben.Marsh
Plugins: Allow plugins to specify a list of supported target platforms, which is propagated to any .uproject file that enables it.
This has several advantages over the per-module platform whitelist/blacklist:
* Platform-specific .uplugin files can now be excluded when staging other platforms. Previously, it was only possible to determine which platforms a plugin supports by reading the plugin descriptor itself. Now that information is copied into the .uproject file, so the runtime knows which plugins to ignore.
* References to dependent plugins from platform-specific plugins can now be eliminated.
* Plugins containing content can now be unambiguously disabled on a per-platform basis (having no modules for a platform does not confer that a plugin doesn't support that platform; now it is possible to specify supported platforms explicitly).
* The editor can load any plugins without having to whitelist supported editor host platforms.
UE4 targets which support loading plugins for target platforms can set TargetRules.bIncludePluginsForTargetPlatforms (true for the editor by default, false for any other target types). This defines the LOAD_PLUGINS_FOR_TARGET_PLATFORMS macro at runtime, which allows the plugin system to filter which plugins to look for at runtime.
Any .uproject file will be updated at startup to contain the list of supported platforms for each referenced plugin if necessary.
Change 3531502 by Jin.Zhang
Add support for GPUCrash #rb
Change 3531664 by Ben.Marsh
UBT: Change output format from C# JSON writer to match output by the engine.
Change 3531848 by Ben.Marsh
UAT: Add script to resaving all project descriptors under a folder, embedding information for any supported platforms for the plugins they enable.
Change 3531869 by Ben.Marsh
UAT: Add parameter to the ResaveProjectDescriptors command to update the engine association field.
Change 3532474 by Ben.Marsh
UBT: Use the same mechanism as UAT for logging exceptions.
Change 3532734 by Graeme.Thornton
Initial VSCode Support
- Tasks generated for building all game/engine/program targets
- Debugging support for targets on Win64
Change 3532789 by Steve.Robb
FScriptSet::Add and TScriptMap::Add now replace the element, matching the behavior of TSet and TMap.
Set_Add and Map_Add no longer have a return value.
FScriptSet::Find and FScriptMap::Find functions are now FindIndex.
FScriptSetHelper::FindElementFromHash is now FindElementIndexFromHash.
Change 3532845 by Steve.Robb
Obsolete UHT settings deleted.
Change 3532875 by Graeme.Thornton
VSCode
- Add debug targets for different target configurations
- Choose between VS debugger (windows) and GDB (mac/linux)
Change 3532906 by Graeme.Thornton
VSCode
- Point all builds directly at UBT rather than the batch files
- Adjust mac build tasks to run through mono
Change 3532924 by Ben.Marsh
UAT: Set the UAT working directory immediately on startup. This ensures that any command line arguments containing paths are resolved consistently to the branch root.
Change 3535234 by Graeme.Thornton
VSCode - Pass intellisense system a list of paths to use for header resolution
Change 3535247 by Graeme.Thornton
UBT - Add a ToString to ProjectFile.Source file to help with debugger watch presentation
Change 3535376 by Graeme.Thornton
VSCode
- Added build jobs for C# projects
- Linked launch tasks to relevant build task
Change 3537083 by Ben.Marsh
EC: Change P4 swarm links to start at the changelist for a build.
Change 3537368 by Graeme.Thornton
Fix for crash in FSignedArchiveReader when multithreading is disabled
Change 3537550 by Graeme.Thornton
Fixed a crash in the taskgraph when running single threaded
Change 3537922 by Steve.Robb
Missing PF_ATC_RGBA_I added to FOREACH_ENUM_EPIXELFORMAT.
Change 3539691 by Graeme.Thornton
VSCode - Various updates to get PC and Mac C++ projects building and debugging.
- Some other changes to C# setup to allow compilation. Debugging doesn't work.
Change 3539775 by Ben.Marsh
Plugins: Various fixes to settings for enabling plugins.
* Fix crash on startup when trying to disable a missing plugin (was keeping pointers to elements in the project's plugin reference array, which may be modified if a plugin is disabled).
* Revert fix to set PluginDescriptor.bRequiresBuildPlatform = true by default. This was the originally intended behavior, but it was accidentally defaulted to false during serialization unless specified in the .uplugin file. Many plugins may rely on this behavior (they may not declare asset classes otherwise, for example, which could result in loss of data), so change the default value to false instead. Also fixes popups to disable platform-specific plugins if platform SDKs are not installed.
* Fix plugins which are referenced but do not exist not showing the appropriate prompt to disable them.
Change 3540788 by Ben.Marsh
UBT: Add support for declaring custom pre-build steps and post-build steps from .target.cs files. Similarly to the custom build steps configurable from .uproject and .uplugin files, these specify commands which will be executed by the host platform's shell before or after a build. The following variables are expanded within the list of commands before execution: $(EngineDir), $(ProjectDir), $(TargetName), $(TargetPlatform), $(TargetConfiguration), $(TargetType), $(ProjectFile).
Example usage:
public class UnrealPakTarget : TargetRules
{
public UnrealPakTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Program;
LinkType = TargetLinkType.Monolithic;
LaunchModuleName = "UnrealPak";
if(HostPlatform == UnrealTargetPlatform.Win64)
{
PreBuildSteps.Add("echo Before building:");
PreBuildSteps.Add("echo This is $(TargetName) $(TargetConfiguration) $(TargetPlatform)");
PostBuildSteps.Add("echo After building!");
PostBuildSteps.Add("echo This is $(TargetName) $(TargetConfiguration) $(TargetPlatform)");
}
}
}
Change 3541664 by Graeme.Thornton
VSCode - Add problemMatcher tag to cpp build targets
Change 3541732 by Graeme.Thornton
VSCode - Change UBT command line switch to "-vscode" for simplicity
Change 3541967 by Graeme.Thornton
VSCode - Fixes for Mac/Linux build steps
Change 3541968 by Ben.Marsh
CRP: Pass through the EnabledPlugins element in crash context XML files.
#jira UE-46912
Change 3542519 by Ben.Marsh
UBT: Add chain of references to error messages when configuring plugins.
Change 3542523 by Ben.Marsh
UBT: Add more useful error message when attempt to parse a JSON object fails.
Change 3542658 by Ben.Marsh
UBT: Include a chain of references when reporting errors instantiating modules.
Change 3543432 by Ben.Marsh
Plugins: Fix plugins which are enabled by default not being enabled unless a project file is set.
Change 3543436 by Ben.Marsh
UBT: Prevent recursing through the same module more than once when building out the referenced modules. Produces much shorter reference chains when something fails.
Change 3543536 by Ben.Marsh
UBT: Downgrade message about redundant plugin references to a warning.
Change 3543871 by Gil.Gribb
UE4 - Fixed a critical crash bug with non-EDL loading from pak files.
Change 3543924 by Robert.Manuszewski
Fixed a crash on UnrealFrontend startup caused by re-assembling GC token stream for one of the classes.
+Small optimization to token stream generation code.
Change 3544469 by Jin.Zhang
Crashes page displays the list of plugins from the crash context #rb
Change 3544608 by Steve.Robb
Fix for nativized generated code.
#jira UE-47452
Change 3544612 by Ben.Marsh
Add callback into FMacPlatformMisc::PumpMessages() from FMacPlatformApplicationMisc::PumpMessages().
#jira UE-47449
Change 3545954 by Gil.Gribb
Fixed a critical crash bug relating to a race condition in async package summary reading.
Change 3545968 by Ben.Marsh
UAT: Fix incorrect username in BuildGraph <Submit> task. Should use the username from the Perforce environment, not assume the logged in user name is the same.
#jira UE-47419
Change 3545976 by Ben.Marsh
EC: Delete the AutoSDK client if the directory doesn't exist. When we format build machines, we need to force everything to be resynced from scratch.
Change 3546185 by Ben.Marsh
Hacky fix for deployment on IOS/TVOS. Since deployment directly references the NonUFS manifest files that are written out, merge all the SystemNonUFS files back into the NonUFS list after the regular NonUFS files have been remapped.
Change 3547084 by Gil.Gribb
Fixed a critical race condition in the new async loader. This was only reproducible on IOS, but may affect other platforms.
Change 3547968 by Gil.Gribb
Fixed critical race which potentially could cause a crash in the pak precacher.
Change 3504722 by Ben.Marsh
BuildGraph: Improved tracing for error messages. All errors are now propagated as exceptions, and are tagged with additional context information about the task currently being run.
For example, throwing new AutomationException("Unable to write foo.txt") from SetVersionTask.Execute is now displayed in the log as:
ERROR: Unable to write to foo.txt
while executing <SetVersion Change="0" CompatibleChange="0" Branch="Unknown" Promoted="True" />
at Engine\Build\InstalledEngineBuild.xml(91)
(see D:\P4 UE4\Engine\Programs\AutomationTool\Saved\Logs\UAT_Log.txt for full exception trace)
Change 3512255 by Ben.Marsh
Rename FPaths functions with a "Game" prefix (GameDir(), GameContentDir(), etc...) to have a "Project" prefix (ProjectDir(), ProjectContentDir(), etc...) for clarity with non-game uses of UE4. Old functions still exist but are deprecated.
Change 3512332 by Ben.Marsh
Rename "Game" functions in FApp to be "Project" functions (FApp::GetGameName() -> FApp::GetProjectName(), etc...) for clarity with non-game uses of UE4.
Change 3512393 by Ben.Marsh
Rename FPaths::GameLogDir() to FPaths::ProjectLogDir().
Change 3513452 by Ben.Marsh
Plugins: Rename EPluginLoadedFrom::GameProject to EPluginLoadedFrom::Project.
Change 3516262 by Ben.Marsh
Add support for a "Mods" folder distinct from the project's "Plugins" folder, instead of using the bIsMod flag on the plugin descriptor.
* Mods are enumerated similarly to regular plugins, but IPlugin::GetType() will return EPluginType::Mod.
* The DLCName parameter to BuildCookRun and the cooker now correctly finds any plugin in the Plugins or Mods directory (or any subfolders).
Change 3517565 by Ben.Marsh
Remove fixed engine version numbers from OSS plugins.
Change 3518005 by Ben.Marsh
UAT: Remove the bUFSFile parameter from DeployLowerCaseFilenames(). Every platform returns false if the argument is false.
Change 3518054 by Ben.Marsh
UAT: Use an enum to direct whether all directories should be searched when finding files to stage, rather than a bool. Having so many optional boolean arguments makes code unreadable and refactoring hard.
Change 3524496 by Ben.Marsh
Start moving GUI application code into a separate static platform class, hopefully ultimately removing it from Core.
Change 3524641 by Ben.Marsh
Move more functionality related to windowed/graphical applications into FPlatformApplicationMisc.
Change 3528723 by Steve.Robb
MoveTemp now static asserts if passed a const reference or rvalue.
MoveTempIfPossible still follows the old (std::move) rule, which is useful for templates where the nature of the argument is not obvious.
Fixes to violations of these new rules.
Change 3528876 by Ben.Marsh
Move FPlatformMisc::ClipboardCopy and FPlatformMisc::ClipboardPaste to FPlatformApplicationMisc::ClipboardCopy and FPlatformApplicationMisc::ClipboardPaste.
Change 3529073 by Ben.Marsh
Add script to package ShooterGame for any platforms.
Change 3531493 by Ben.Marsh
Update platform-specific plugins to declare the target platforms they support.
Change 3531611 by Ben.Marsh
UAT: Add a ResavePluginDescriptors command, which resaves all plugin descriptors under a given folder, removing any outdated fields and rewrites them in a consistent style. Many plugins in the wild contain redundant or no-longer used fields due to using our plugins as templates.
Change 3531868 by Ben.Marsh
Resaving project descriptors to remove invalid fields.
Change 3531983 by Ben.Marsh
UAT: Simplify logic for staging code, and add validation against shipping files in restricted folders.
* Added a new SystemNonUFS type for staged files, which excludes files from being remapped or renamed by the platform layer.
* Replaced the DeplyomentContext.StageFiles() function with simpler overloads for particular use cases (options for remapping are replaced with the SystemNonUFS file type)
* Config entries in the [Staging] category in DefaultGame.ini file allow remapping one directory to another, so restricted content can be made public in packaged builds (Example syntax: +RemapDirectory=(From="Foo/NoRedist", To="Foo"))
* An error is output if any restricted folder names other than the output platform are in the staged output.
Change 3540315 by Ben.Marsh
UAT: Moving StreamCopyDescription command into a NotForLicensees folder, since it's only meant to be used by engine developers.
Change 3542410 by Ben.Marsh
UBT: Deprecate accessing properties through BuildConfiguration.* or UEBuildConfiguration.* from .target.cs files. These have been aliases to the current TargetRules instance for several releases already.
Change 3543018 by Ben.Marsh
UBT: Deprecate the BuildConfiguration and UEBuildConfiguration aliases from the ModuleRules class. These have been implemented as an alias ot the ReadOnlyTargetRules instance passed to the constructor for several engine versions.
Change 3544371 by Steve.Robb
Fixes to TSet_Add and TMap_Add BPs.
#jira UE-47441
[CL 3548391 by Ben Marsh in Main branch]
2017-07-21 12:42:36 -04:00
{
2024-05-22 13:17:22 -04:00
commandLine . Append ( "-submit " ) ;
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3548365)
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 3494741 by Steve.Robb
Generated code size savings.
#jira UE-43048
Change 3495484 by Steve.Robb
Fix for generated indices of static arrays when saving configs.
Change 3497926 by Robert.Manuszewski
Removed FPackageFileSummary's CompressedChunks array as it was no longer being used by anything.
Change 3498077 by Robert.Manuszewski
Only use the recursion guard in async loading code when the event driven loader is enabled.
Change 3498112 by Ben.Marsh
UBT: Respect the option to not create debug info in the Android toolchain. This option is already being respected by the compiler, but the linker adds debug info of its own.
Change 3500239 by Robert.Manuszewski
Made sure the Super Class token stream is also locked when assembling Class token stream with async loading thread enabled. This to to prevent race conditions when loading BP classes.
Change 3500395 by Steve.Robb
Extra codegen savings when not in hot reload.
Change 3501004 by Steve.Robb
EObjectFlags now have constexpr operators.
Change 3502079 by Ben.Marsh
UBT: Pad multi-line error messages so that they align under the prefix for the first line, and include the timestamp if necessary.
Change 3502527 by Steve.Robb
Fix for zero-sized array compile error in generated code when all functions are editor-only.
Change 3502542 by Ben.Marsh
UAT: Remove the custom source parameter from log functions, and add support for a customizable indent instead.
Change 3502868 by Steve.Robb
Workaround for inefficient generated code with stateless lambdas on Clang.
Change 3503550 by Steve.Robb
Another generated code lambda optimization.
Change 3503582 by Ben.Marsh
BuildGraph: Add support for nullable parameter types.
Change 3504424 by Steve.Robb
New AllOf, AnyOf and NoneOf algorithms.
Change 3504712 by Ben.Marsh
UAT: Less spammy log and error output from UAT.
* Callstacks for AutomationExceptions are suppressed by default but still included in the log (the path to the log is noted in console output with the message from the exception).
* Add a mechanism for any exceptions to be caught and rethrown with additional lines of context (CommandUtils.AddContext()) that will be appended to the error output by UAT. Avoids decaying the exception type or masking the inner exception message while still adding additional information.
* AggregateExceptions resulting from exceptions on child threads are automatically unwrapped (full details are still appended to the log)
* Name of the calling function is not included in console output by default, but still included in the log.
Change 3504808 by Ben.Marsh
UAT: Suppress P4 output when running a recursive instance of UAT.
Change 3505044 by Steve.Robb
Code generation improved for TCppClassType code.
Change 3505485 by Ben.Marsh
Fix deterministic cooking issue; always use a pseudo-random number stream when compiling a module.
Change 3505699 by Ben.Marsh
Plugins: Store the bEnabledByDefault flag exactly as it was read from disk rather than collapsing it to an absolute value based on the default for the location it was read from. This allows loading/saving plugin descriptors without any knowledge of whether they are game or engine plugins.
Change 3506055 by Ben.Marsh
UAT: Add a class to apply a log indent for the lifetime of an object (ScopedLogIndent), and use it to apply an indent to MegaXGE/ParallelExecutor output.
Change 3507745 by Robert.Manuszewski
Moved FSimpleObjectReferenceCollectorArchive and FSimpleObjectReferenceCollectorArchive to be internal archives used only by FReferenceCollector so that they are constructed only once per GC task instead of potentially multiple times per GC (as was the case with UDataTables and BlueprintGeneratedClasses).
Change 3507911 by Ben.Marsh
Plugins: Minor changes to plugin descriptors.
* Add a distinct setting for an unspecified EnabledByDefault setting in plugin descriptors.
* Add a function to IPlugin to determine the effective EnabledByDefault setting, based on where the plugin was loaded from.
Change 3508669 by Ben.Marsh
EC: Parse multi-line messages from UBT and UAT.
Change 3508691 by Ben.Marsh
Fix double-spacing of cook stats.
Change 3509245 by Steve.Robb
UHT makefiles removed.
Flag audit removed.
Change 3509275 by Steve.Robb
Fix for mismatched stat categories in AudioMixer.
#jira UE-46129
Change 3509289 by Robert.Manuszewski
Custom Version Container will no longer be always constructed in FArchive constructor. This reduces the number of the Custom Version Container allocations considerably.
Change 3509294 by Robert.Manuszewski
UDataTable::AddReferencedObjects will no longer try to iterate over the RowMap if there's no UObject references in it.
Change 3509312 by Steve.Robb
GitHub# 3679: Add TArray constructor that takes a raw pointer and a count
Check improved for Append() to allow nullptr in empty ranges, and added to new constructor too.
#jira UE-46136
Change 3509396 by Steve.Robb
GitHub# 3676: Fix TUnion operator<< compile error
#jira UE-46099
Change 3509633 by Steve.Robb
Fix for line numbers on multiline macros.
Change 3509938 by Gil.Gribb
UE4 - Fix rare assert involving cancelled precache requests and non-pak-file loading.
Change 3510593 by Daniel.Lamb
Fixed up unsoilicited files getting populated with files which aren't finished being created yet.
#test None
Change 3510594 by Daniel.Lamb
Fixed up temp files directory for patching.
Thanks David Yerkess @ Milestone
#review@Ben.Marsh
Change 3511628 by Ben.Marsh
PR #3707: Fixed UBT stack size (Contributed by gildor2)
Change 3511808 by Ben.Marsh
Optimize checks for whether the game project contains source code. Now stops as soon as the first file is found and ignores directories beginning with a '.' character (eg. .git)
#jira UE-46540
Change 3512017 by Ben.Marsh
Plugins: Deprecate the QueryStatusForAllPlugins() function; the same functionality is available via the IPlugin interface.
Change 3513935 by Steve.Robb
Reverted array iteration in FPropertyNode::PropagatePropertyChange as this is now covered in TProperty::InitializeValueInternal() as of CL# 3293477.
Change 3514142 by Steve.Robb
MemoryProfiler2 added to generated solution.
Change 3516463 by Ben.Marsh
Plugins: Create a manifest for each PAK file containing all the plugin descriptors in one place. Eliminates need to recurse through directories and read separate multiple files in serial at startup, and allows reading all plugin descriptors with one read. The "Mods" directory is excluded from the manifest, since these are intended to be installed separately by the user.
Change 3517860 by Ben.Marsh
PR #3727: FString Dereference Fixes (Contributed by jovisgCL)
Change 3517967 by Ben.Marsh
Suppress additional system error dialogs when loading DLLs if -unnattended is on the command line.
Change 3518070 by Steve.Robb
Disable Binned2 stats in shipping non-editor builds.
Change 3520079 by Steve.Robb
Fixed bad codegen TAssetPtrs being passed into BlueprintImplementableEvent functions.
#jira UE-24034
Change 3520080 by Robert.Manuszewski
Made max package summary size to be configurable with ini setting
Change 3520083 by Steve.Robb
Force a GC after hot reload to clean up reinstanced objects which may still tick.
#jira UE-40421
Change 3520480 by Robert.Manuszewski
Improved assert message when the initial package read request was too small.
Change 3520590 by Graeme.Thornton
SignedArchiveReader optimizations
- Loads more stats
- Stop chunk cache worker from waking up continuously to poll for work. Only wake up when triggered by the archive reader
- Signed archive reader just yields when waiting for buffers to finish loading, rather than sleeping for some arbitrary amount of time
- Track the number of pending read requests in an atomic counter, to save having to lock the request queue to check for new entries
Change 3521023 by Graeme.Thornton
Remove spin from signed archive reader. Main thread waits on an event triggered by the chunk worker to indicate that new chunks are ready for processing
Change 3521787 by Ben.Marsh
PR #3736: Small static code analysis fixes (Contributed by jovisgCL)
Change 3521789 by Ben.Marsh
PR #3735: Fix case sensitivity issue in FWindowsPlatformProcess::IsApplicationRunning. (Contributed by samhocevar)
Change 3524721 by Ben.Marsh
Move Linux SDL initialization into FLinuxPlatformApplicationMisc. Attempting to move functionality related to interactive applications (graphics, input, etc...) into a separate place, so it can ultimately be moved out of Core.
Change 3524741 by Ben.Marsh
Move PumpMessages() into FPlatformApplicationMisc.
Change 3525399 by Ben.Marsh
UGS: Use the default Perforce server port when opening P4V if there is not one set in the environment.
Change 3525743 by Ben.Marsh
UAT: Add a parameter to allow updating version files without updating Version.h, to allow faster link times on incremental builds.
Change 3525746 by Ben.Marsh
EC: Include the clobber option on new workspaces, to allow overriding version files when syncing.
Change 3526453 by Ben.Marsh
UGS: Do not generate project files when syncing precompiled binaries.
Change 3527045 by Ben.Marsh
Fix hot reload generating import libraries without DLLs. Now that they are produced by separate actions by default, it was removing DLLs from the action graph due to the bSkipLinkingWhenNothingToCompile setting.
Change 3527420 by Ben.Marsh
UGS: Add additional search paths for UGS config files, and fix a few cosmetic issues (inability to display ampersands in tools menu, showing changelist -1 when running a tool without syncing).
Config files are now read from:
Engine/Programs/UnrealGameSync/UnrealGameSync.ini
Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini
If a project is selected:
<ProjectDir>/Build/UnrealGameSync.ini
<ProjectDir>/Build/NotForLicensees/UnrealGameSync.ini
If the .uprojectdirs file is selected:
Engine/Programs/UnrealGameSync/DefaultProject.ini
Engine/Programs/UnrealGameSync/NotForLicensees/DefaultProject.ini
Change 3528063 by Ben.Marsh
Fix non-thread safe construction of FPluginManager singleton. Length of time spent in the constructor resulted in multiple instances being constructed at startup, making the time to enumerate plugins on slow media significantly worse.
Change 3528415 by Ben.Marsh
UAT: Remove \r characters from the end of multiline log messages.
Change 3528427 by Ben.Marsh
EC: Fix spaces being converted to tabs at start of line in failure emails (by Gmail), and wrap following lines at the same indent.
Change 3528485 by Ben.Marsh
EC: Remove zero-width word break characters from slashes in notification emails; can cause really hard to debug problems when copy pasted into other places.
Change 3528505 by Steve.Robb
PR #3755: MallocProfiler - Remove subfolder from profiling save directory (Contributed by Josef-CL)
#jira UE-46819
Change 3528772 by Robert.Manuszewski
Enabling actor and blueprint clustering in ShooterGame
Change 3528786 by Robert.Manuszewski
PR #3760: Fix typo (Contributed by jesseyeh)
Change 3528792 by Steve.Robb
PR #3764: MallocProfiler - Refactoring Scopelock (Contributed by Josef-CL)
#jira UE-46962
Change 3528941 by Robert.Manuszewski
Fixed lazy object pointers not being updated for streaming sub-levels in PIE. Fixed lazy pointers returning object that is still being loaded which could lead to undefined behavior when client code started modifying the returned object.
#jira UE-44996
Change 3530241 by Ben.Marsh
UAT: Only pass -submit or -nosubmit to child instances of UAT if they were specified on the original command line. BuildCookRun uses this flag to determine whether to submit, rather than just whether to allow submitting, so we shouldn't pass an inferred value.
Change 3531377 by Ben.Marsh
Plugins: Allow plugins to specify a list of supported target platforms, which is propagated to any .uproject file that enables it.
This has several advantages over the per-module platform whitelist/blacklist:
* Platform-specific .uplugin files can now be excluded when staging other platforms. Previously, it was only possible to determine which platforms a plugin supports by reading the plugin descriptor itself. Now that information is copied into the .uproject file, so the runtime knows which plugins to ignore.
* References to dependent plugins from platform-specific plugins can now be eliminated.
* Plugins containing content can now be unambiguously disabled on a per-platform basis (having no modules for a platform does not confer that a plugin doesn't support that platform; now it is possible to specify supported platforms explicitly).
* The editor can load any plugins without having to whitelist supported editor host platforms.
UE4 targets which support loading plugins for target platforms can set TargetRules.bIncludePluginsForTargetPlatforms (true for the editor by default, false for any other target types). This defines the LOAD_PLUGINS_FOR_TARGET_PLATFORMS macro at runtime, which allows the plugin system to filter which plugins to look for at runtime.
Any .uproject file will be updated at startup to contain the list of supported platforms for each referenced plugin if necessary.
Change 3531502 by Jin.Zhang
Add support for GPUCrash #rb
Change 3531664 by Ben.Marsh
UBT: Change output format from C# JSON writer to match output by the engine.
Change 3531848 by Ben.Marsh
UAT: Add script to resaving all project descriptors under a folder, embedding information for any supported platforms for the plugins they enable.
Change 3531869 by Ben.Marsh
UAT: Add parameter to the ResaveProjectDescriptors command to update the engine association field.
Change 3532474 by Ben.Marsh
UBT: Use the same mechanism as UAT for logging exceptions.
Change 3532734 by Graeme.Thornton
Initial VSCode Support
- Tasks generated for building all game/engine/program targets
- Debugging support for targets on Win64
Change 3532789 by Steve.Robb
FScriptSet::Add and TScriptMap::Add now replace the element, matching the behavior of TSet and TMap.
Set_Add and Map_Add no longer have a return value.
FScriptSet::Find and FScriptMap::Find functions are now FindIndex.
FScriptSetHelper::FindElementFromHash is now FindElementIndexFromHash.
Change 3532845 by Steve.Robb
Obsolete UHT settings deleted.
Change 3532875 by Graeme.Thornton
VSCode
- Add debug targets for different target configurations
- Choose between VS debugger (windows) and GDB (mac/linux)
Change 3532906 by Graeme.Thornton
VSCode
- Point all builds directly at UBT rather than the batch files
- Adjust mac build tasks to run through mono
Change 3532924 by Ben.Marsh
UAT: Set the UAT working directory immediately on startup. This ensures that any command line arguments containing paths are resolved consistently to the branch root.
Change 3535234 by Graeme.Thornton
VSCode - Pass intellisense system a list of paths to use for header resolution
Change 3535247 by Graeme.Thornton
UBT - Add a ToString to ProjectFile.Source file to help with debugger watch presentation
Change 3535376 by Graeme.Thornton
VSCode
- Added build jobs for C# projects
- Linked launch tasks to relevant build task
Change 3537083 by Ben.Marsh
EC: Change P4 swarm links to start at the changelist for a build.
Change 3537368 by Graeme.Thornton
Fix for crash in FSignedArchiveReader when multithreading is disabled
Change 3537550 by Graeme.Thornton
Fixed a crash in the taskgraph when running single threaded
Change 3537922 by Steve.Robb
Missing PF_ATC_RGBA_I added to FOREACH_ENUM_EPIXELFORMAT.
Change 3539691 by Graeme.Thornton
VSCode - Various updates to get PC and Mac C++ projects building and debugging.
- Some other changes to C# setup to allow compilation. Debugging doesn't work.
Change 3539775 by Ben.Marsh
Plugins: Various fixes to settings for enabling plugins.
* Fix crash on startup when trying to disable a missing plugin (was keeping pointers to elements in the project's plugin reference array, which may be modified if a plugin is disabled).
* Revert fix to set PluginDescriptor.bRequiresBuildPlatform = true by default. This was the originally intended behavior, but it was accidentally defaulted to false during serialization unless specified in the .uplugin file. Many plugins may rely on this behavior (they may not declare asset classes otherwise, for example, which could result in loss of data), so change the default value to false instead. Also fixes popups to disable platform-specific plugins if platform SDKs are not installed.
* Fix plugins which are referenced but do not exist not showing the appropriate prompt to disable them.
Change 3540788 by Ben.Marsh
UBT: Add support for declaring custom pre-build steps and post-build steps from .target.cs files. Similarly to the custom build steps configurable from .uproject and .uplugin files, these specify commands which will be executed by the host platform's shell before or after a build. The following variables are expanded within the list of commands before execution: $(EngineDir), $(ProjectDir), $(TargetName), $(TargetPlatform), $(TargetConfiguration), $(TargetType), $(ProjectFile).
Example usage:
public class UnrealPakTarget : TargetRules
{
public UnrealPakTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Program;
LinkType = TargetLinkType.Monolithic;
LaunchModuleName = "UnrealPak";
if(HostPlatform == UnrealTargetPlatform.Win64)
{
PreBuildSteps.Add("echo Before building:");
PreBuildSteps.Add("echo This is $(TargetName) $(TargetConfiguration) $(TargetPlatform)");
PostBuildSteps.Add("echo After building!");
PostBuildSteps.Add("echo This is $(TargetName) $(TargetConfiguration) $(TargetPlatform)");
}
}
}
Change 3541664 by Graeme.Thornton
VSCode - Add problemMatcher tag to cpp build targets
Change 3541732 by Graeme.Thornton
VSCode - Change UBT command line switch to "-vscode" for simplicity
Change 3541967 by Graeme.Thornton
VSCode - Fixes for Mac/Linux build steps
Change 3541968 by Ben.Marsh
CRP: Pass through the EnabledPlugins element in crash context XML files.
#jira UE-46912
Change 3542519 by Ben.Marsh
UBT: Add chain of references to error messages when configuring plugins.
Change 3542523 by Ben.Marsh
UBT: Add more useful error message when attempt to parse a JSON object fails.
Change 3542658 by Ben.Marsh
UBT: Include a chain of references when reporting errors instantiating modules.
Change 3543432 by Ben.Marsh
Plugins: Fix plugins which are enabled by default not being enabled unless a project file is set.
Change 3543436 by Ben.Marsh
UBT: Prevent recursing through the same module more than once when building out the referenced modules. Produces much shorter reference chains when something fails.
Change 3543536 by Ben.Marsh
UBT: Downgrade message about redundant plugin references to a warning.
Change 3543871 by Gil.Gribb
UE4 - Fixed a critical crash bug with non-EDL loading from pak files.
Change 3543924 by Robert.Manuszewski
Fixed a crash on UnrealFrontend startup caused by re-assembling GC token stream for one of the classes.
+Small optimization to token stream generation code.
Change 3544469 by Jin.Zhang
Crashes page displays the list of plugins from the crash context #rb
Change 3544608 by Steve.Robb
Fix for nativized generated code.
#jira UE-47452
Change 3544612 by Ben.Marsh
Add callback into FMacPlatformMisc::PumpMessages() from FMacPlatformApplicationMisc::PumpMessages().
#jira UE-47449
Change 3545954 by Gil.Gribb
Fixed a critical crash bug relating to a race condition in async package summary reading.
Change 3545968 by Ben.Marsh
UAT: Fix incorrect username in BuildGraph <Submit> task. Should use the username from the Perforce environment, not assume the logged in user name is the same.
#jira UE-47419
Change 3545976 by Ben.Marsh
EC: Delete the AutoSDK client if the directory doesn't exist. When we format build machines, we need to force everything to be resynced from scratch.
Change 3546185 by Ben.Marsh
Hacky fix for deployment on IOS/TVOS. Since deployment directly references the NonUFS manifest files that are written out, merge all the SystemNonUFS files back into the NonUFS list after the regular NonUFS files have been remapped.
Change 3547084 by Gil.Gribb
Fixed a critical race condition in the new async loader. This was only reproducible on IOS, but may affect other platforms.
Change 3547968 by Gil.Gribb
Fixed critical race which potentially could cause a crash in the pak precacher.
Change 3504722 by Ben.Marsh
BuildGraph: Improved tracing for error messages. All errors are now propagated as exceptions, and are tagged with additional context information about the task currently being run.
For example, throwing new AutomationException("Unable to write foo.txt") from SetVersionTask.Execute is now displayed in the log as:
ERROR: Unable to write to foo.txt
while executing <SetVersion Change="0" CompatibleChange="0" Branch="Unknown" Promoted="True" />
at Engine\Build\InstalledEngineBuild.xml(91)
(see D:\P4 UE4\Engine\Programs\AutomationTool\Saved\Logs\UAT_Log.txt for full exception trace)
Change 3512255 by Ben.Marsh
Rename FPaths functions with a "Game" prefix (GameDir(), GameContentDir(), etc...) to have a "Project" prefix (ProjectDir(), ProjectContentDir(), etc...) for clarity with non-game uses of UE4. Old functions still exist but are deprecated.
Change 3512332 by Ben.Marsh
Rename "Game" functions in FApp to be "Project" functions (FApp::GetGameName() -> FApp::GetProjectName(), etc...) for clarity with non-game uses of UE4.
Change 3512393 by Ben.Marsh
Rename FPaths::GameLogDir() to FPaths::ProjectLogDir().
Change 3513452 by Ben.Marsh
Plugins: Rename EPluginLoadedFrom::GameProject to EPluginLoadedFrom::Project.
Change 3516262 by Ben.Marsh
Add support for a "Mods" folder distinct from the project's "Plugins" folder, instead of using the bIsMod flag on the plugin descriptor.
* Mods are enumerated similarly to regular plugins, but IPlugin::GetType() will return EPluginType::Mod.
* The DLCName parameter to BuildCookRun and the cooker now correctly finds any plugin in the Plugins or Mods directory (or any subfolders).
Change 3517565 by Ben.Marsh
Remove fixed engine version numbers from OSS plugins.
Change 3518005 by Ben.Marsh
UAT: Remove the bUFSFile parameter from DeployLowerCaseFilenames(). Every platform returns false if the argument is false.
Change 3518054 by Ben.Marsh
UAT: Use an enum to direct whether all directories should be searched when finding files to stage, rather than a bool. Having so many optional boolean arguments makes code unreadable and refactoring hard.
Change 3524496 by Ben.Marsh
Start moving GUI application code into a separate static platform class, hopefully ultimately removing it from Core.
Change 3524641 by Ben.Marsh
Move more functionality related to windowed/graphical applications into FPlatformApplicationMisc.
Change 3528723 by Steve.Robb
MoveTemp now static asserts if passed a const reference or rvalue.
MoveTempIfPossible still follows the old (std::move) rule, which is useful for templates where the nature of the argument is not obvious.
Fixes to violations of these new rules.
Change 3528876 by Ben.Marsh
Move FPlatformMisc::ClipboardCopy and FPlatformMisc::ClipboardPaste to FPlatformApplicationMisc::ClipboardCopy and FPlatformApplicationMisc::ClipboardPaste.
Change 3529073 by Ben.Marsh
Add script to package ShooterGame for any platforms.
Change 3531493 by Ben.Marsh
Update platform-specific plugins to declare the target platforms they support.
Change 3531611 by Ben.Marsh
UAT: Add a ResavePluginDescriptors command, which resaves all plugin descriptors under a given folder, removing any outdated fields and rewrites them in a consistent style. Many plugins in the wild contain redundant or no-longer used fields due to using our plugins as templates.
Change 3531868 by Ben.Marsh
Resaving project descriptors to remove invalid fields.
Change 3531983 by Ben.Marsh
UAT: Simplify logic for staging code, and add validation against shipping files in restricted folders.
* Added a new SystemNonUFS type for staged files, which excludes files from being remapped or renamed by the platform layer.
* Replaced the DeplyomentContext.StageFiles() function with simpler overloads for particular use cases (options for remapping are replaced with the SystemNonUFS file type)
* Config entries in the [Staging] category in DefaultGame.ini file allow remapping one directory to another, so restricted content can be made public in packaged builds (Example syntax: +RemapDirectory=(From="Foo/NoRedist", To="Foo"))
* An error is output if any restricted folder names other than the output platform are in the staged output.
Change 3540315 by Ben.Marsh
UAT: Moving StreamCopyDescription command into a NotForLicensees folder, since it's only meant to be used by engine developers.
Change 3542410 by Ben.Marsh
UBT: Deprecate accessing properties through BuildConfiguration.* or UEBuildConfiguration.* from .target.cs files. These have been aliases to the current TargetRules instance for several releases already.
Change 3543018 by Ben.Marsh
UBT: Deprecate the BuildConfiguration and UEBuildConfiguration aliases from the ModuleRules class. These have been implemented as an alias ot the ReadOnlyTargetRules instance passed to the constructor for several engine versions.
Change 3544371 by Steve.Robb
Fixes to TSet_Add and TMap_Add BPs.
#jira UE-47441
[CL 3548391 by Ben Marsh in Main branch]
2017-07-21 12:42:36 -04:00
}
2024-05-22 13:17:22 -04:00
if ( GlobalCommandLine . NoSubmit )
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3548365)
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 3494741 by Steve.Robb
Generated code size savings.
#jira UE-43048
Change 3495484 by Steve.Robb
Fix for generated indices of static arrays when saving configs.
Change 3497926 by Robert.Manuszewski
Removed FPackageFileSummary's CompressedChunks array as it was no longer being used by anything.
Change 3498077 by Robert.Manuszewski
Only use the recursion guard in async loading code when the event driven loader is enabled.
Change 3498112 by Ben.Marsh
UBT: Respect the option to not create debug info in the Android toolchain. This option is already being respected by the compiler, but the linker adds debug info of its own.
Change 3500239 by Robert.Manuszewski
Made sure the Super Class token stream is also locked when assembling Class token stream with async loading thread enabled. This to to prevent race conditions when loading BP classes.
Change 3500395 by Steve.Robb
Extra codegen savings when not in hot reload.
Change 3501004 by Steve.Robb
EObjectFlags now have constexpr operators.
Change 3502079 by Ben.Marsh
UBT: Pad multi-line error messages so that they align under the prefix for the first line, and include the timestamp if necessary.
Change 3502527 by Steve.Robb
Fix for zero-sized array compile error in generated code when all functions are editor-only.
Change 3502542 by Ben.Marsh
UAT: Remove the custom source parameter from log functions, and add support for a customizable indent instead.
Change 3502868 by Steve.Robb
Workaround for inefficient generated code with stateless lambdas on Clang.
Change 3503550 by Steve.Robb
Another generated code lambda optimization.
Change 3503582 by Ben.Marsh
BuildGraph: Add support for nullable parameter types.
Change 3504424 by Steve.Robb
New AllOf, AnyOf and NoneOf algorithms.
Change 3504712 by Ben.Marsh
UAT: Less spammy log and error output from UAT.
* Callstacks for AutomationExceptions are suppressed by default but still included in the log (the path to the log is noted in console output with the message from the exception).
* Add a mechanism for any exceptions to be caught and rethrown with additional lines of context (CommandUtils.AddContext()) that will be appended to the error output by UAT. Avoids decaying the exception type or masking the inner exception message while still adding additional information.
* AggregateExceptions resulting from exceptions on child threads are automatically unwrapped (full details are still appended to the log)
* Name of the calling function is not included in console output by default, but still included in the log.
Change 3504808 by Ben.Marsh
UAT: Suppress P4 output when running a recursive instance of UAT.
Change 3505044 by Steve.Robb
Code generation improved for TCppClassType code.
Change 3505485 by Ben.Marsh
Fix deterministic cooking issue; always use a pseudo-random number stream when compiling a module.
Change 3505699 by Ben.Marsh
Plugins: Store the bEnabledByDefault flag exactly as it was read from disk rather than collapsing it to an absolute value based on the default for the location it was read from. This allows loading/saving plugin descriptors without any knowledge of whether they are game or engine plugins.
Change 3506055 by Ben.Marsh
UAT: Add a class to apply a log indent for the lifetime of an object (ScopedLogIndent), and use it to apply an indent to MegaXGE/ParallelExecutor output.
Change 3507745 by Robert.Manuszewski
Moved FSimpleObjectReferenceCollectorArchive and FSimpleObjectReferenceCollectorArchive to be internal archives used only by FReferenceCollector so that they are constructed only once per GC task instead of potentially multiple times per GC (as was the case with UDataTables and BlueprintGeneratedClasses).
Change 3507911 by Ben.Marsh
Plugins: Minor changes to plugin descriptors.
* Add a distinct setting for an unspecified EnabledByDefault setting in plugin descriptors.
* Add a function to IPlugin to determine the effective EnabledByDefault setting, based on where the plugin was loaded from.
Change 3508669 by Ben.Marsh
EC: Parse multi-line messages from UBT and UAT.
Change 3508691 by Ben.Marsh
Fix double-spacing of cook stats.
Change 3509245 by Steve.Robb
UHT makefiles removed.
Flag audit removed.
Change 3509275 by Steve.Robb
Fix for mismatched stat categories in AudioMixer.
#jira UE-46129
Change 3509289 by Robert.Manuszewski
Custom Version Container will no longer be always constructed in FArchive constructor. This reduces the number of the Custom Version Container allocations considerably.
Change 3509294 by Robert.Manuszewski
UDataTable::AddReferencedObjects will no longer try to iterate over the RowMap if there's no UObject references in it.
Change 3509312 by Steve.Robb
GitHub# 3679: Add TArray constructor that takes a raw pointer and a count
Check improved for Append() to allow nullptr in empty ranges, and added to new constructor too.
#jira UE-46136
Change 3509396 by Steve.Robb
GitHub# 3676: Fix TUnion operator<< compile error
#jira UE-46099
Change 3509633 by Steve.Robb
Fix for line numbers on multiline macros.
Change 3509938 by Gil.Gribb
UE4 - Fix rare assert involving cancelled precache requests and non-pak-file loading.
Change 3510593 by Daniel.Lamb
Fixed up unsoilicited files getting populated with files which aren't finished being created yet.
#test None
Change 3510594 by Daniel.Lamb
Fixed up temp files directory for patching.
Thanks David Yerkess @ Milestone
#review@Ben.Marsh
Change 3511628 by Ben.Marsh
PR #3707: Fixed UBT stack size (Contributed by gildor2)
Change 3511808 by Ben.Marsh
Optimize checks for whether the game project contains source code. Now stops as soon as the first file is found and ignores directories beginning with a '.' character (eg. .git)
#jira UE-46540
Change 3512017 by Ben.Marsh
Plugins: Deprecate the QueryStatusForAllPlugins() function; the same functionality is available via the IPlugin interface.
Change 3513935 by Steve.Robb
Reverted array iteration in FPropertyNode::PropagatePropertyChange as this is now covered in TProperty::InitializeValueInternal() as of CL# 3293477.
Change 3514142 by Steve.Robb
MemoryProfiler2 added to generated solution.
Change 3516463 by Ben.Marsh
Plugins: Create a manifest for each PAK file containing all the plugin descriptors in one place. Eliminates need to recurse through directories and read separate multiple files in serial at startup, and allows reading all plugin descriptors with one read. The "Mods" directory is excluded from the manifest, since these are intended to be installed separately by the user.
Change 3517860 by Ben.Marsh
PR #3727: FString Dereference Fixes (Contributed by jovisgCL)
Change 3517967 by Ben.Marsh
Suppress additional system error dialogs when loading DLLs if -unnattended is on the command line.
Change 3518070 by Steve.Robb
Disable Binned2 stats in shipping non-editor builds.
Change 3520079 by Steve.Robb
Fixed bad codegen TAssetPtrs being passed into BlueprintImplementableEvent functions.
#jira UE-24034
Change 3520080 by Robert.Manuszewski
Made max package summary size to be configurable with ini setting
Change 3520083 by Steve.Robb
Force a GC after hot reload to clean up reinstanced objects which may still tick.
#jira UE-40421
Change 3520480 by Robert.Manuszewski
Improved assert message when the initial package read request was too small.
Change 3520590 by Graeme.Thornton
SignedArchiveReader optimizations
- Loads more stats
- Stop chunk cache worker from waking up continuously to poll for work. Only wake up when triggered by the archive reader
- Signed archive reader just yields when waiting for buffers to finish loading, rather than sleeping for some arbitrary amount of time
- Track the number of pending read requests in an atomic counter, to save having to lock the request queue to check for new entries
Change 3521023 by Graeme.Thornton
Remove spin from signed archive reader. Main thread waits on an event triggered by the chunk worker to indicate that new chunks are ready for processing
Change 3521787 by Ben.Marsh
PR #3736: Small static code analysis fixes (Contributed by jovisgCL)
Change 3521789 by Ben.Marsh
PR #3735: Fix case sensitivity issue in FWindowsPlatformProcess::IsApplicationRunning. (Contributed by samhocevar)
Change 3524721 by Ben.Marsh
Move Linux SDL initialization into FLinuxPlatformApplicationMisc. Attempting to move functionality related to interactive applications (graphics, input, etc...) into a separate place, so it can ultimately be moved out of Core.
Change 3524741 by Ben.Marsh
Move PumpMessages() into FPlatformApplicationMisc.
Change 3525399 by Ben.Marsh
UGS: Use the default Perforce server port when opening P4V if there is not one set in the environment.
Change 3525743 by Ben.Marsh
UAT: Add a parameter to allow updating version files without updating Version.h, to allow faster link times on incremental builds.
Change 3525746 by Ben.Marsh
EC: Include the clobber option on new workspaces, to allow overriding version files when syncing.
Change 3526453 by Ben.Marsh
UGS: Do not generate project files when syncing precompiled binaries.
Change 3527045 by Ben.Marsh
Fix hot reload generating import libraries without DLLs. Now that they are produced by separate actions by default, it was removing DLLs from the action graph due to the bSkipLinkingWhenNothingToCompile setting.
Change 3527420 by Ben.Marsh
UGS: Add additional search paths for UGS config files, and fix a few cosmetic issues (inability to display ampersands in tools menu, showing changelist -1 when running a tool without syncing).
Config files are now read from:
Engine/Programs/UnrealGameSync/UnrealGameSync.ini
Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini
If a project is selected:
<ProjectDir>/Build/UnrealGameSync.ini
<ProjectDir>/Build/NotForLicensees/UnrealGameSync.ini
If the .uprojectdirs file is selected:
Engine/Programs/UnrealGameSync/DefaultProject.ini
Engine/Programs/UnrealGameSync/NotForLicensees/DefaultProject.ini
Change 3528063 by Ben.Marsh
Fix non-thread safe construction of FPluginManager singleton. Length of time spent in the constructor resulted in multiple instances being constructed at startup, making the time to enumerate plugins on slow media significantly worse.
Change 3528415 by Ben.Marsh
UAT: Remove \r characters from the end of multiline log messages.
Change 3528427 by Ben.Marsh
EC: Fix spaces being converted to tabs at start of line in failure emails (by Gmail), and wrap following lines at the same indent.
Change 3528485 by Ben.Marsh
EC: Remove zero-width word break characters from slashes in notification emails; can cause really hard to debug problems when copy pasted into other places.
Change 3528505 by Steve.Robb
PR #3755: MallocProfiler - Remove subfolder from profiling save directory (Contributed by Josef-CL)
#jira UE-46819
Change 3528772 by Robert.Manuszewski
Enabling actor and blueprint clustering in ShooterGame
Change 3528786 by Robert.Manuszewski
PR #3760: Fix typo (Contributed by jesseyeh)
Change 3528792 by Steve.Robb
PR #3764: MallocProfiler - Refactoring Scopelock (Contributed by Josef-CL)
#jira UE-46962
Change 3528941 by Robert.Manuszewski
Fixed lazy object pointers not being updated for streaming sub-levels in PIE. Fixed lazy pointers returning object that is still being loaded which could lead to undefined behavior when client code started modifying the returned object.
#jira UE-44996
Change 3530241 by Ben.Marsh
UAT: Only pass -submit or -nosubmit to child instances of UAT if they were specified on the original command line. BuildCookRun uses this flag to determine whether to submit, rather than just whether to allow submitting, so we shouldn't pass an inferred value.
Change 3531377 by Ben.Marsh
Plugins: Allow plugins to specify a list of supported target platforms, which is propagated to any .uproject file that enables it.
This has several advantages over the per-module platform whitelist/blacklist:
* Platform-specific .uplugin files can now be excluded when staging other platforms. Previously, it was only possible to determine which platforms a plugin supports by reading the plugin descriptor itself. Now that information is copied into the .uproject file, so the runtime knows which plugins to ignore.
* References to dependent plugins from platform-specific plugins can now be eliminated.
* Plugins containing content can now be unambiguously disabled on a per-platform basis (having no modules for a platform does not confer that a plugin doesn't support that platform; now it is possible to specify supported platforms explicitly).
* The editor can load any plugins without having to whitelist supported editor host platforms.
UE4 targets which support loading plugins for target platforms can set TargetRules.bIncludePluginsForTargetPlatforms (true for the editor by default, false for any other target types). This defines the LOAD_PLUGINS_FOR_TARGET_PLATFORMS macro at runtime, which allows the plugin system to filter which plugins to look for at runtime.
Any .uproject file will be updated at startup to contain the list of supported platforms for each referenced plugin if necessary.
Change 3531502 by Jin.Zhang
Add support for GPUCrash #rb
Change 3531664 by Ben.Marsh
UBT: Change output format from C# JSON writer to match output by the engine.
Change 3531848 by Ben.Marsh
UAT: Add script to resaving all project descriptors under a folder, embedding information for any supported platforms for the plugins they enable.
Change 3531869 by Ben.Marsh
UAT: Add parameter to the ResaveProjectDescriptors command to update the engine association field.
Change 3532474 by Ben.Marsh
UBT: Use the same mechanism as UAT for logging exceptions.
Change 3532734 by Graeme.Thornton
Initial VSCode Support
- Tasks generated for building all game/engine/program targets
- Debugging support for targets on Win64
Change 3532789 by Steve.Robb
FScriptSet::Add and TScriptMap::Add now replace the element, matching the behavior of TSet and TMap.
Set_Add and Map_Add no longer have a return value.
FScriptSet::Find and FScriptMap::Find functions are now FindIndex.
FScriptSetHelper::FindElementFromHash is now FindElementIndexFromHash.
Change 3532845 by Steve.Robb
Obsolete UHT settings deleted.
Change 3532875 by Graeme.Thornton
VSCode
- Add debug targets for different target configurations
- Choose between VS debugger (windows) and GDB (mac/linux)
Change 3532906 by Graeme.Thornton
VSCode
- Point all builds directly at UBT rather than the batch files
- Adjust mac build tasks to run through mono
Change 3532924 by Ben.Marsh
UAT: Set the UAT working directory immediately on startup. This ensures that any command line arguments containing paths are resolved consistently to the branch root.
Change 3535234 by Graeme.Thornton
VSCode - Pass intellisense system a list of paths to use for header resolution
Change 3535247 by Graeme.Thornton
UBT - Add a ToString to ProjectFile.Source file to help with debugger watch presentation
Change 3535376 by Graeme.Thornton
VSCode
- Added build jobs for C# projects
- Linked launch tasks to relevant build task
Change 3537083 by Ben.Marsh
EC: Change P4 swarm links to start at the changelist for a build.
Change 3537368 by Graeme.Thornton
Fix for crash in FSignedArchiveReader when multithreading is disabled
Change 3537550 by Graeme.Thornton
Fixed a crash in the taskgraph when running single threaded
Change 3537922 by Steve.Robb
Missing PF_ATC_RGBA_I added to FOREACH_ENUM_EPIXELFORMAT.
Change 3539691 by Graeme.Thornton
VSCode - Various updates to get PC and Mac C++ projects building and debugging.
- Some other changes to C# setup to allow compilation. Debugging doesn't work.
Change 3539775 by Ben.Marsh
Plugins: Various fixes to settings for enabling plugins.
* Fix crash on startup when trying to disable a missing plugin (was keeping pointers to elements in the project's plugin reference array, which may be modified if a plugin is disabled).
* Revert fix to set PluginDescriptor.bRequiresBuildPlatform = true by default. This was the originally intended behavior, but it was accidentally defaulted to false during serialization unless specified in the .uplugin file. Many plugins may rely on this behavior (they may not declare asset classes otherwise, for example, which could result in loss of data), so change the default value to false instead. Also fixes popups to disable platform-specific plugins if platform SDKs are not installed.
* Fix plugins which are referenced but do not exist not showing the appropriate prompt to disable them.
Change 3540788 by Ben.Marsh
UBT: Add support for declaring custom pre-build steps and post-build steps from .target.cs files. Similarly to the custom build steps configurable from .uproject and .uplugin files, these specify commands which will be executed by the host platform's shell before or after a build. The following variables are expanded within the list of commands before execution: $(EngineDir), $(ProjectDir), $(TargetName), $(TargetPlatform), $(TargetConfiguration), $(TargetType), $(ProjectFile).
Example usage:
public class UnrealPakTarget : TargetRules
{
public UnrealPakTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Program;
LinkType = TargetLinkType.Monolithic;
LaunchModuleName = "UnrealPak";
if(HostPlatform == UnrealTargetPlatform.Win64)
{
PreBuildSteps.Add("echo Before building:");
PreBuildSteps.Add("echo This is $(TargetName) $(TargetConfiguration) $(TargetPlatform)");
PostBuildSteps.Add("echo After building!");
PostBuildSteps.Add("echo This is $(TargetName) $(TargetConfiguration) $(TargetPlatform)");
}
}
}
Change 3541664 by Graeme.Thornton
VSCode - Add problemMatcher tag to cpp build targets
Change 3541732 by Graeme.Thornton
VSCode - Change UBT command line switch to "-vscode" for simplicity
Change 3541967 by Graeme.Thornton
VSCode - Fixes for Mac/Linux build steps
Change 3541968 by Ben.Marsh
CRP: Pass through the EnabledPlugins element in crash context XML files.
#jira UE-46912
Change 3542519 by Ben.Marsh
UBT: Add chain of references to error messages when configuring plugins.
Change 3542523 by Ben.Marsh
UBT: Add more useful error message when attempt to parse a JSON object fails.
Change 3542658 by Ben.Marsh
UBT: Include a chain of references when reporting errors instantiating modules.
Change 3543432 by Ben.Marsh
Plugins: Fix plugins which are enabled by default not being enabled unless a project file is set.
Change 3543436 by Ben.Marsh
UBT: Prevent recursing through the same module more than once when building out the referenced modules. Produces much shorter reference chains when something fails.
Change 3543536 by Ben.Marsh
UBT: Downgrade message about redundant plugin references to a warning.
Change 3543871 by Gil.Gribb
UE4 - Fixed a critical crash bug with non-EDL loading from pak files.
Change 3543924 by Robert.Manuszewski
Fixed a crash on UnrealFrontend startup caused by re-assembling GC token stream for one of the classes.
+Small optimization to token stream generation code.
Change 3544469 by Jin.Zhang
Crashes page displays the list of plugins from the crash context #rb
Change 3544608 by Steve.Robb
Fix for nativized generated code.
#jira UE-47452
Change 3544612 by Ben.Marsh
Add callback into FMacPlatformMisc::PumpMessages() from FMacPlatformApplicationMisc::PumpMessages().
#jira UE-47449
Change 3545954 by Gil.Gribb
Fixed a critical crash bug relating to a race condition in async package summary reading.
Change 3545968 by Ben.Marsh
UAT: Fix incorrect username in BuildGraph <Submit> task. Should use the username from the Perforce environment, not assume the logged in user name is the same.
#jira UE-47419
Change 3545976 by Ben.Marsh
EC: Delete the AutoSDK client if the directory doesn't exist. When we format build machines, we need to force everything to be resynced from scratch.
Change 3546185 by Ben.Marsh
Hacky fix for deployment on IOS/TVOS. Since deployment directly references the NonUFS manifest files that are written out, merge all the SystemNonUFS files back into the NonUFS list after the regular NonUFS files have been remapped.
Change 3547084 by Gil.Gribb
Fixed a critical race condition in the new async loader. This was only reproducible on IOS, but may affect other platforms.
Change 3547968 by Gil.Gribb
Fixed critical race which potentially could cause a crash in the pak precacher.
Change 3504722 by Ben.Marsh
BuildGraph: Improved tracing for error messages. All errors are now propagated as exceptions, and are tagged with additional context information about the task currently being run.
For example, throwing new AutomationException("Unable to write foo.txt") from SetVersionTask.Execute is now displayed in the log as:
ERROR: Unable to write to foo.txt
while executing <SetVersion Change="0" CompatibleChange="0" Branch="Unknown" Promoted="True" />
at Engine\Build\InstalledEngineBuild.xml(91)
(see D:\P4 UE4\Engine\Programs\AutomationTool\Saved\Logs\UAT_Log.txt for full exception trace)
Change 3512255 by Ben.Marsh
Rename FPaths functions with a "Game" prefix (GameDir(), GameContentDir(), etc...) to have a "Project" prefix (ProjectDir(), ProjectContentDir(), etc...) for clarity with non-game uses of UE4. Old functions still exist but are deprecated.
Change 3512332 by Ben.Marsh
Rename "Game" functions in FApp to be "Project" functions (FApp::GetGameName() -> FApp::GetProjectName(), etc...) for clarity with non-game uses of UE4.
Change 3512393 by Ben.Marsh
Rename FPaths::GameLogDir() to FPaths::ProjectLogDir().
Change 3513452 by Ben.Marsh
Plugins: Rename EPluginLoadedFrom::GameProject to EPluginLoadedFrom::Project.
Change 3516262 by Ben.Marsh
Add support for a "Mods" folder distinct from the project's "Plugins" folder, instead of using the bIsMod flag on the plugin descriptor.
* Mods are enumerated similarly to regular plugins, but IPlugin::GetType() will return EPluginType::Mod.
* The DLCName parameter to BuildCookRun and the cooker now correctly finds any plugin in the Plugins or Mods directory (or any subfolders).
Change 3517565 by Ben.Marsh
Remove fixed engine version numbers from OSS plugins.
Change 3518005 by Ben.Marsh
UAT: Remove the bUFSFile parameter from DeployLowerCaseFilenames(). Every platform returns false if the argument is false.
Change 3518054 by Ben.Marsh
UAT: Use an enum to direct whether all directories should be searched when finding files to stage, rather than a bool. Having so many optional boolean arguments makes code unreadable and refactoring hard.
Change 3524496 by Ben.Marsh
Start moving GUI application code into a separate static platform class, hopefully ultimately removing it from Core.
Change 3524641 by Ben.Marsh
Move more functionality related to windowed/graphical applications into FPlatformApplicationMisc.
Change 3528723 by Steve.Robb
MoveTemp now static asserts if passed a const reference or rvalue.
MoveTempIfPossible still follows the old (std::move) rule, which is useful for templates where the nature of the argument is not obvious.
Fixes to violations of these new rules.
Change 3528876 by Ben.Marsh
Move FPlatformMisc::ClipboardCopy and FPlatformMisc::ClipboardPaste to FPlatformApplicationMisc::ClipboardCopy and FPlatformApplicationMisc::ClipboardPaste.
Change 3529073 by Ben.Marsh
Add script to package ShooterGame for any platforms.
Change 3531493 by Ben.Marsh
Update platform-specific plugins to declare the target platforms they support.
Change 3531611 by Ben.Marsh
UAT: Add a ResavePluginDescriptors command, which resaves all plugin descriptors under a given folder, removing any outdated fields and rewrites them in a consistent style. Many plugins in the wild contain redundant or no-longer used fields due to using our plugins as templates.
Change 3531868 by Ben.Marsh
Resaving project descriptors to remove invalid fields.
Change 3531983 by Ben.Marsh
UAT: Simplify logic for staging code, and add validation against shipping files in restricted folders.
* Added a new SystemNonUFS type for staged files, which excludes files from being remapped or renamed by the platform layer.
* Replaced the DeplyomentContext.StageFiles() function with simpler overloads for particular use cases (options for remapping are replaced with the SystemNonUFS file type)
* Config entries in the [Staging] category in DefaultGame.ini file allow remapping one directory to another, so restricted content can be made public in packaged builds (Example syntax: +RemapDirectory=(From="Foo/NoRedist", To="Foo"))
* An error is output if any restricted folder names other than the output platform are in the staged output.
Change 3540315 by Ben.Marsh
UAT: Moving StreamCopyDescription command into a NotForLicensees folder, since it's only meant to be used by engine developers.
Change 3542410 by Ben.Marsh
UBT: Deprecate accessing properties through BuildConfiguration.* or UEBuildConfiguration.* from .target.cs files. These have been aliases to the current TargetRules instance for several releases already.
Change 3543018 by Ben.Marsh
UBT: Deprecate the BuildConfiguration and UEBuildConfiguration aliases from the ModuleRules class. These have been implemented as an alias ot the ReadOnlyTargetRules instance passed to the constructor for several engine versions.
Change 3544371 by Steve.Robb
Fixes to TSet_Add and TMap_Add BPs.
#jira UE-47441
[CL 3548391 by Ben Marsh in Main branch]
2017-07-21 12:42:36 -04:00
{
2024-05-22 13:17:22 -04:00
commandLine . Append ( "-nosubmit " ) ;
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3548365)
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 3494741 by Steve.Robb
Generated code size savings.
#jira UE-43048
Change 3495484 by Steve.Robb
Fix for generated indices of static arrays when saving configs.
Change 3497926 by Robert.Manuszewski
Removed FPackageFileSummary's CompressedChunks array as it was no longer being used by anything.
Change 3498077 by Robert.Manuszewski
Only use the recursion guard in async loading code when the event driven loader is enabled.
Change 3498112 by Ben.Marsh
UBT: Respect the option to not create debug info in the Android toolchain. This option is already being respected by the compiler, but the linker adds debug info of its own.
Change 3500239 by Robert.Manuszewski
Made sure the Super Class token stream is also locked when assembling Class token stream with async loading thread enabled. This to to prevent race conditions when loading BP classes.
Change 3500395 by Steve.Robb
Extra codegen savings when not in hot reload.
Change 3501004 by Steve.Robb
EObjectFlags now have constexpr operators.
Change 3502079 by Ben.Marsh
UBT: Pad multi-line error messages so that they align under the prefix for the first line, and include the timestamp if necessary.
Change 3502527 by Steve.Robb
Fix for zero-sized array compile error in generated code when all functions are editor-only.
Change 3502542 by Ben.Marsh
UAT: Remove the custom source parameter from log functions, and add support for a customizable indent instead.
Change 3502868 by Steve.Robb
Workaround for inefficient generated code with stateless lambdas on Clang.
Change 3503550 by Steve.Robb
Another generated code lambda optimization.
Change 3503582 by Ben.Marsh
BuildGraph: Add support for nullable parameter types.
Change 3504424 by Steve.Robb
New AllOf, AnyOf and NoneOf algorithms.
Change 3504712 by Ben.Marsh
UAT: Less spammy log and error output from UAT.
* Callstacks for AutomationExceptions are suppressed by default but still included in the log (the path to the log is noted in console output with the message from the exception).
* Add a mechanism for any exceptions to be caught and rethrown with additional lines of context (CommandUtils.AddContext()) that will be appended to the error output by UAT. Avoids decaying the exception type or masking the inner exception message while still adding additional information.
* AggregateExceptions resulting from exceptions on child threads are automatically unwrapped (full details are still appended to the log)
* Name of the calling function is not included in console output by default, but still included in the log.
Change 3504808 by Ben.Marsh
UAT: Suppress P4 output when running a recursive instance of UAT.
Change 3505044 by Steve.Robb
Code generation improved for TCppClassType code.
Change 3505485 by Ben.Marsh
Fix deterministic cooking issue; always use a pseudo-random number stream when compiling a module.
Change 3505699 by Ben.Marsh
Plugins: Store the bEnabledByDefault flag exactly as it was read from disk rather than collapsing it to an absolute value based on the default for the location it was read from. This allows loading/saving plugin descriptors without any knowledge of whether they are game or engine plugins.
Change 3506055 by Ben.Marsh
UAT: Add a class to apply a log indent for the lifetime of an object (ScopedLogIndent), and use it to apply an indent to MegaXGE/ParallelExecutor output.
Change 3507745 by Robert.Manuszewski
Moved FSimpleObjectReferenceCollectorArchive and FSimpleObjectReferenceCollectorArchive to be internal archives used only by FReferenceCollector so that they are constructed only once per GC task instead of potentially multiple times per GC (as was the case with UDataTables and BlueprintGeneratedClasses).
Change 3507911 by Ben.Marsh
Plugins: Minor changes to plugin descriptors.
* Add a distinct setting for an unspecified EnabledByDefault setting in plugin descriptors.
* Add a function to IPlugin to determine the effective EnabledByDefault setting, based on where the plugin was loaded from.
Change 3508669 by Ben.Marsh
EC: Parse multi-line messages from UBT and UAT.
Change 3508691 by Ben.Marsh
Fix double-spacing of cook stats.
Change 3509245 by Steve.Robb
UHT makefiles removed.
Flag audit removed.
Change 3509275 by Steve.Robb
Fix for mismatched stat categories in AudioMixer.
#jira UE-46129
Change 3509289 by Robert.Manuszewski
Custom Version Container will no longer be always constructed in FArchive constructor. This reduces the number of the Custom Version Container allocations considerably.
Change 3509294 by Robert.Manuszewski
UDataTable::AddReferencedObjects will no longer try to iterate over the RowMap if there's no UObject references in it.
Change 3509312 by Steve.Robb
GitHub# 3679: Add TArray constructor that takes a raw pointer and a count
Check improved for Append() to allow nullptr in empty ranges, and added to new constructor too.
#jira UE-46136
Change 3509396 by Steve.Robb
GitHub# 3676: Fix TUnion operator<< compile error
#jira UE-46099
Change 3509633 by Steve.Robb
Fix for line numbers on multiline macros.
Change 3509938 by Gil.Gribb
UE4 - Fix rare assert involving cancelled precache requests and non-pak-file loading.
Change 3510593 by Daniel.Lamb
Fixed up unsoilicited files getting populated with files which aren't finished being created yet.
#test None
Change 3510594 by Daniel.Lamb
Fixed up temp files directory for patching.
Thanks David Yerkess @ Milestone
#review@Ben.Marsh
Change 3511628 by Ben.Marsh
PR #3707: Fixed UBT stack size (Contributed by gildor2)
Change 3511808 by Ben.Marsh
Optimize checks for whether the game project contains source code. Now stops as soon as the first file is found and ignores directories beginning with a '.' character (eg. .git)
#jira UE-46540
Change 3512017 by Ben.Marsh
Plugins: Deprecate the QueryStatusForAllPlugins() function; the same functionality is available via the IPlugin interface.
Change 3513935 by Steve.Robb
Reverted array iteration in FPropertyNode::PropagatePropertyChange as this is now covered in TProperty::InitializeValueInternal() as of CL# 3293477.
Change 3514142 by Steve.Robb
MemoryProfiler2 added to generated solution.
Change 3516463 by Ben.Marsh
Plugins: Create a manifest for each PAK file containing all the plugin descriptors in one place. Eliminates need to recurse through directories and read separate multiple files in serial at startup, and allows reading all plugin descriptors with one read. The "Mods" directory is excluded from the manifest, since these are intended to be installed separately by the user.
Change 3517860 by Ben.Marsh
PR #3727: FString Dereference Fixes (Contributed by jovisgCL)
Change 3517967 by Ben.Marsh
Suppress additional system error dialogs when loading DLLs if -unnattended is on the command line.
Change 3518070 by Steve.Robb
Disable Binned2 stats in shipping non-editor builds.
Change 3520079 by Steve.Robb
Fixed bad codegen TAssetPtrs being passed into BlueprintImplementableEvent functions.
#jira UE-24034
Change 3520080 by Robert.Manuszewski
Made max package summary size to be configurable with ini setting
Change 3520083 by Steve.Robb
Force a GC after hot reload to clean up reinstanced objects which may still tick.
#jira UE-40421
Change 3520480 by Robert.Manuszewski
Improved assert message when the initial package read request was too small.
Change 3520590 by Graeme.Thornton
SignedArchiveReader optimizations
- Loads more stats
- Stop chunk cache worker from waking up continuously to poll for work. Only wake up when triggered by the archive reader
- Signed archive reader just yields when waiting for buffers to finish loading, rather than sleeping for some arbitrary amount of time
- Track the number of pending read requests in an atomic counter, to save having to lock the request queue to check for new entries
Change 3521023 by Graeme.Thornton
Remove spin from signed archive reader. Main thread waits on an event triggered by the chunk worker to indicate that new chunks are ready for processing
Change 3521787 by Ben.Marsh
PR #3736: Small static code analysis fixes (Contributed by jovisgCL)
Change 3521789 by Ben.Marsh
PR #3735: Fix case sensitivity issue in FWindowsPlatformProcess::IsApplicationRunning. (Contributed by samhocevar)
Change 3524721 by Ben.Marsh
Move Linux SDL initialization into FLinuxPlatformApplicationMisc. Attempting to move functionality related to interactive applications (graphics, input, etc...) into a separate place, so it can ultimately be moved out of Core.
Change 3524741 by Ben.Marsh
Move PumpMessages() into FPlatformApplicationMisc.
Change 3525399 by Ben.Marsh
UGS: Use the default Perforce server port when opening P4V if there is not one set in the environment.
Change 3525743 by Ben.Marsh
UAT: Add a parameter to allow updating version files without updating Version.h, to allow faster link times on incremental builds.
Change 3525746 by Ben.Marsh
EC: Include the clobber option on new workspaces, to allow overriding version files when syncing.
Change 3526453 by Ben.Marsh
UGS: Do not generate project files when syncing precompiled binaries.
Change 3527045 by Ben.Marsh
Fix hot reload generating import libraries without DLLs. Now that they are produced by separate actions by default, it was removing DLLs from the action graph due to the bSkipLinkingWhenNothingToCompile setting.
Change 3527420 by Ben.Marsh
UGS: Add additional search paths for UGS config files, and fix a few cosmetic issues (inability to display ampersands in tools menu, showing changelist -1 when running a tool without syncing).
Config files are now read from:
Engine/Programs/UnrealGameSync/UnrealGameSync.ini
Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini
If a project is selected:
<ProjectDir>/Build/UnrealGameSync.ini
<ProjectDir>/Build/NotForLicensees/UnrealGameSync.ini
If the .uprojectdirs file is selected:
Engine/Programs/UnrealGameSync/DefaultProject.ini
Engine/Programs/UnrealGameSync/NotForLicensees/DefaultProject.ini
Change 3528063 by Ben.Marsh
Fix non-thread safe construction of FPluginManager singleton. Length of time spent in the constructor resulted in multiple instances being constructed at startup, making the time to enumerate plugins on slow media significantly worse.
Change 3528415 by Ben.Marsh
UAT: Remove \r characters from the end of multiline log messages.
Change 3528427 by Ben.Marsh
EC: Fix spaces being converted to tabs at start of line in failure emails (by Gmail), and wrap following lines at the same indent.
Change 3528485 by Ben.Marsh
EC: Remove zero-width word break characters from slashes in notification emails; can cause really hard to debug problems when copy pasted into other places.
Change 3528505 by Steve.Robb
PR #3755: MallocProfiler - Remove subfolder from profiling save directory (Contributed by Josef-CL)
#jira UE-46819
Change 3528772 by Robert.Manuszewski
Enabling actor and blueprint clustering in ShooterGame
Change 3528786 by Robert.Manuszewski
PR #3760: Fix typo (Contributed by jesseyeh)
Change 3528792 by Steve.Robb
PR #3764: MallocProfiler - Refactoring Scopelock (Contributed by Josef-CL)
#jira UE-46962
Change 3528941 by Robert.Manuszewski
Fixed lazy object pointers not being updated for streaming sub-levels in PIE. Fixed lazy pointers returning object that is still being loaded which could lead to undefined behavior when client code started modifying the returned object.
#jira UE-44996
Change 3530241 by Ben.Marsh
UAT: Only pass -submit or -nosubmit to child instances of UAT if they were specified on the original command line. BuildCookRun uses this flag to determine whether to submit, rather than just whether to allow submitting, so we shouldn't pass an inferred value.
Change 3531377 by Ben.Marsh
Plugins: Allow plugins to specify a list of supported target platforms, which is propagated to any .uproject file that enables it.
This has several advantages over the per-module platform whitelist/blacklist:
* Platform-specific .uplugin files can now be excluded when staging other platforms. Previously, it was only possible to determine which platforms a plugin supports by reading the plugin descriptor itself. Now that information is copied into the .uproject file, so the runtime knows which plugins to ignore.
* References to dependent plugins from platform-specific plugins can now be eliminated.
* Plugins containing content can now be unambiguously disabled on a per-platform basis (having no modules for a platform does not confer that a plugin doesn't support that platform; now it is possible to specify supported platforms explicitly).
* The editor can load any plugins without having to whitelist supported editor host platforms.
UE4 targets which support loading plugins for target platforms can set TargetRules.bIncludePluginsForTargetPlatforms (true for the editor by default, false for any other target types). This defines the LOAD_PLUGINS_FOR_TARGET_PLATFORMS macro at runtime, which allows the plugin system to filter which plugins to look for at runtime.
Any .uproject file will be updated at startup to contain the list of supported platforms for each referenced plugin if necessary.
Change 3531502 by Jin.Zhang
Add support for GPUCrash #rb
Change 3531664 by Ben.Marsh
UBT: Change output format from C# JSON writer to match output by the engine.
Change 3531848 by Ben.Marsh
UAT: Add script to resaving all project descriptors under a folder, embedding information for any supported platforms for the plugins they enable.
Change 3531869 by Ben.Marsh
UAT: Add parameter to the ResaveProjectDescriptors command to update the engine association field.
Change 3532474 by Ben.Marsh
UBT: Use the same mechanism as UAT for logging exceptions.
Change 3532734 by Graeme.Thornton
Initial VSCode Support
- Tasks generated for building all game/engine/program targets
- Debugging support for targets on Win64
Change 3532789 by Steve.Robb
FScriptSet::Add and TScriptMap::Add now replace the element, matching the behavior of TSet and TMap.
Set_Add and Map_Add no longer have a return value.
FScriptSet::Find and FScriptMap::Find functions are now FindIndex.
FScriptSetHelper::FindElementFromHash is now FindElementIndexFromHash.
Change 3532845 by Steve.Robb
Obsolete UHT settings deleted.
Change 3532875 by Graeme.Thornton
VSCode
- Add debug targets for different target configurations
- Choose between VS debugger (windows) and GDB (mac/linux)
Change 3532906 by Graeme.Thornton
VSCode
- Point all builds directly at UBT rather than the batch files
- Adjust mac build tasks to run through mono
Change 3532924 by Ben.Marsh
UAT: Set the UAT working directory immediately on startup. This ensures that any command line arguments containing paths are resolved consistently to the branch root.
Change 3535234 by Graeme.Thornton
VSCode - Pass intellisense system a list of paths to use for header resolution
Change 3535247 by Graeme.Thornton
UBT - Add a ToString to ProjectFile.Source file to help with debugger watch presentation
Change 3535376 by Graeme.Thornton
VSCode
- Added build jobs for C# projects
- Linked launch tasks to relevant build task
Change 3537083 by Ben.Marsh
EC: Change P4 swarm links to start at the changelist for a build.
Change 3537368 by Graeme.Thornton
Fix for crash in FSignedArchiveReader when multithreading is disabled
Change 3537550 by Graeme.Thornton
Fixed a crash in the taskgraph when running single threaded
Change 3537922 by Steve.Robb
Missing PF_ATC_RGBA_I added to FOREACH_ENUM_EPIXELFORMAT.
Change 3539691 by Graeme.Thornton
VSCode - Various updates to get PC and Mac C++ projects building and debugging.
- Some other changes to C# setup to allow compilation. Debugging doesn't work.
Change 3539775 by Ben.Marsh
Plugins: Various fixes to settings for enabling plugins.
* Fix crash on startup when trying to disable a missing plugin (was keeping pointers to elements in the project's plugin reference array, which may be modified if a plugin is disabled).
* Revert fix to set PluginDescriptor.bRequiresBuildPlatform = true by default. This was the originally intended behavior, but it was accidentally defaulted to false during serialization unless specified in the .uplugin file. Many plugins may rely on this behavior (they may not declare asset classes otherwise, for example, which could result in loss of data), so change the default value to false instead. Also fixes popups to disable platform-specific plugins if platform SDKs are not installed.
* Fix plugins which are referenced but do not exist not showing the appropriate prompt to disable them.
Change 3540788 by Ben.Marsh
UBT: Add support for declaring custom pre-build steps and post-build steps from .target.cs files. Similarly to the custom build steps configurable from .uproject and .uplugin files, these specify commands which will be executed by the host platform's shell before or after a build. The following variables are expanded within the list of commands before execution: $(EngineDir), $(ProjectDir), $(TargetName), $(TargetPlatform), $(TargetConfiguration), $(TargetType), $(ProjectFile).
Example usage:
public class UnrealPakTarget : TargetRules
{
public UnrealPakTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Program;
LinkType = TargetLinkType.Monolithic;
LaunchModuleName = "UnrealPak";
if(HostPlatform == UnrealTargetPlatform.Win64)
{
PreBuildSteps.Add("echo Before building:");
PreBuildSteps.Add("echo This is $(TargetName) $(TargetConfiguration) $(TargetPlatform)");
PostBuildSteps.Add("echo After building!");
PostBuildSteps.Add("echo This is $(TargetName) $(TargetConfiguration) $(TargetPlatform)");
}
}
}
Change 3541664 by Graeme.Thornton
VSCode - Add problemMatcher tag to cpp build targets
Change 3541732 by Graeme.Thornton
VSCode - Change UBT command line switch to "-vscode" for simplicity
Change 3541967 by Graeme.Thornton
VSCode - Fixes for Mac/Linux build steps
Change 3541968 by Ben.Marsh
CRP: Pass through the EnabledPlugins element in crash context XML files.
#jira UE-46912
Change 3542519 by Ben.Marsh
UBT: Add chain of references to error messages when configuring plugins.
Change 3542523 by Ben.Marsh
UBT: Add more useful error message when attempt to parse a JSON object fails.
Change 3542658 by Ben.Marsh
UBT: Include a chain of references when reporting errors instantiating modules.
Change 3543432 by Ben.Marsh
Plugins: Fix plugins which are enabled by default not being enabled unless a project file is set.
Change 3543436 by Ben.Marsh
UBT: Prevent recursing through the same module more than once when building out the referenced modules. Produces much shorter reference chains when something fails.
Change 3543536 by Ben.Marsh
UBT: Downgrade message about redundant plugin references to a warning.
Change 3543871 by Gil.Gribb
UE4 - Fixed a critical crash bug with non-EDL loading from pak files.
Change 3543924 by Robert.Manuszewski
Fixed a crash on UnrealFrontend startup caused by re-assembling GC token stream for one of the classes.
+Small optimization to token stream generation code.
Change 3544469 by Jin.Zhang
Crashes page displays the list of plugins from the crash context #rb
Change 3544608 by Steve.Robb
Fix for nativized generated code.
#jira UE-47452
Change 3544612 by Ben.Marsh
Add callback into FMacPlatformMisc::PumpMessages() from FMacPlatformApplicationMisc::PumpMessages().
#jira UE-47449
Change 3545954 by Gil.Gribb
Fixed a critical crash bug relating to a race condition in async package summary reading.
Change 3545968 by Ben.Marsh
UAT: Fix incorrect username in BuildGraph <Submit> task. Should use the username from the Perforce environment, not assume the logged in user name is the same.
#jira UE-47419
Change 3545976 by Ben.Marsh
EC: Delete the AutoSDK client if the directory doesn't exist. When we format build machines, we need to force everything to be resynced from scratch.
Change 3546185 by Ben.Marsh
Hacky fix for deployment on IOS/TVOS. Since deployment directly references the NonUFS manifest files that are written out, merge all the SystemNonUFS files back into the NonUFS list after the regular NonUFS files have been remapped.
Change 3547084 by Gil.Gribb
Fixed a critical race condition in the new async loader. This was only reproducible on IOS, but may affect other platforms.
Change 3547968 by Gil.Gribb
Fixed critical race which potentially could cause a crash in the pak precacher.
Change 3504722 by Ben.Marsh
BuildGraph: Improved tracing for error messages. All errors are now propagated as exceptions, and are tagged with additional context information about the task currently being run.
For example, throwing new AutomationException("Unable to write foo.txt") from SetVersionTask.Execute is now displayed in the log as:
ERROR: Unable to write to foo.txt
while executing <SetVersion Change="0" CompatibleChange="0" Branch="Unknown" Promoted="True" />
at Engine\Build\InstalledEngineBuild.xml(91)
(see D:\P4 UE4\Engine\Programs\AutomationTool\Saved\Logs\UAT_Log.txt for full exception trace)
Change 3512255 by Ben.Marsh
Rename FPaths functions with a "Game" prefix (GameDir(), GameContentDir(), etc...) to have a "Project" prefix (ProjectDir(), ProjectContentDir(), etc...) for clarity with non-game uses of UE4. Old functions still exist but are deprecated.
Change 3512332 by Ben.Marsh
Rename "Game" functions in FApp to be "Project" functions (FApp::GetGameName() -> FApp::GetProjectName(), etc...) for clarity with non-game uses of UE4.
Change 3512393 by Ben.Marsh
Rename FPaths::GameLogDir() to FPaths::ProjectLogDir().
Change 3513452 by Ben.Marsh
Plugins: Rename EPluginLoadedFrom::GameProject to EPluginLoadedFrom::Project.
Change 3516262 by Ben.Marsh
Add support for a "Mods" folder distinct from the project's "Plugins" folder, instead of using the bIsMod flag on the plugin descriptor.
* Mods are enumerated similarly to regular plugins, but IPlugin::GetType() will return EPluginType::Mod.
* The DLCName parameter to BuildCookRun and the cooker now correctly finds any plugin in the Plugins or Mods directory (or any subfolders).
Change 3517565 by Ben.Marsh
Remove fixed engine version numbers from OSS plugins.
Change 3518005 by Ben.Marsh
UAT: Remove the bUFSFile parameter from DeployLowerCaseFilenames(). Every platform returns false if the argument is false.
Change 3518054 by Ben.Marsh
UAT: Use an enum to direct whether all directories should be searched when finding files to stage, rather than a bool. Having so many optional boolean arguments makes code unreadable and refactoring hard.
Change 3524496 by Ben.Marsh
Start moving GUI application code into a separate static platform class, hopefully ultimately removing it from Core.
Change 3524641 by Ben.Marsh
Move more functionality related to windowed/graphical applications into FPlatformApplicationMisc.
Change 3528723 by Steve.Robb
MoveTemp now static asserts if passed a const reference or rvalue.
MoveTempIfPossible still follows the old (std::move) rule, which is useful for templates where the nature of the argument is not obvious.
Fixes to violations of these new rules.
Change 3528876 by Ben.Marsh
Move FPlatformMisc::ClipboardCopy and FPlatformMisc::ClipboardPaste to FPlatformApplicationMisc::ClipboardCopy and FPlatformApplicationMisc::ClipboardPaste.
Change 3529073 by Ben.Marsh
Add script to package ShooterGame for any platforms.
Change 3531493 by Ben.Marsh
Update platform-specific plugins to declare the target platforms they support.
Change 3531611 by Ben.Marsh
UAT: Add a ResavePluginDescriptors command, which resaves all plugin descriptors under a given folder, removing any outdated fields and rewrites them in a consistent style. Many plugins in the wild contain redundant or no-longer used fields due to using our plugins as templates.
Change 3531868 by Ben.Marsh
Resaving project descriptors to remove invalid fields.
Change 3531983 by Ben.Marsh
UAT: Simplify logic for staging code, and add validation against shipping files in restricted folders.
* Added a new SystemNonUFS type for staged files, which excludes files from being remapped or renamed by the platform layer.
* Replaced the DeplyomentContext.StageFiles() function with simpler overloads for particular use cases (options for remapping are replaced with the SystemNonUFS file type)
* Config entries in the [Staging] category in DefaultGame.ini file allow remapping one directory to another, so restricted content can be made public in packaged builds (Example syntax: +RemapDirectory=(From="Foo/NoRedist", To="Foo"))
* An error is output if any restricted folder names other than the output platform are in the staged output.
Change 3540315 by Ben.Marsh
UAT: Moving StreamCopyDescription command into a NotForLicensees folder, since it's only meant to be used by engine developers.
Change 3542410 by Ben.Marsh
UBT: Deprecate accessing properties through BuildConfiguration.* or UEBuildConfiguration.* from .target.cs files. These have been aliases to the current TargetRules instance for several releases already.
Change 3543018 by Ben.Marsh
UBT: Deprecate the BuildConfiguration and UEBuildConfiguration aliases from the ModuleRules class. These have been implemented as an alias ot the ReadOnlyTargetRules instance passed to the constructor for several engine versions.
Change 3544371 by Steve.Robb
Fixes to TSet_Add and TMap_Add BPs.
#jira UE-47441
[CL 3548391 by Ben Marsh in Main branch]
2017-07-21 12:42:36 -04:00
}
2016-11-24 04:42:26 -05:00
}
2024-05-22 13:17:22 -04:00
if ( _parameters . Arguments = = null | | ! _parameters . Arguments . CaseInsensitiveContains ( "-uselocalbuildstorage" ) )
2023-04-21 09:31:23 -04:00
{
if ( GlobalCommandLine . UseLocalBuildStorage )
{
2024-05-22 13:17:22 -04:00
commandLine . Append ( "-uselocalbuildstorage " ) ;
2023-04-21 09:31:23 -04:00
}
}
2024-05-22 13:17:22 -04:00
commandLine . Append ( "-NoCompile " ) ;
commandLine . Append ( _parameters . Name ) ;
if ( ! String . IsNullOrEmpty ( _parameters . Arguments ) )
Copying //UE4/Orion-Staging to //UE4/Dev-Main (//UE4/Orion-Staging @ 2979119, //Orion/Dev-General @2976565)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2976484 on 2016/05/12 by Jason.Bestimt
#ROBOMERGE-AUTHOR: nick.atamas
Added queueing to HUD Alerts so they don't clobber each other.
Added input visualization so that keys show up in game.
SRichTextBlock/UOrionRichTextBlock now have a MinDesiredWidth
#test PIE
#ROBOMERGE-SOURCE: CL 2976474 in //Orion/Release-0.26/... via CL 2976481 via CL 2976482 via CL 2976483
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2976256 on 2016/05/12 by Zak.Middleton
#ue4 - Fix for shipping build.
#tests compiled
Change 2976205 on 2016/05/12 by Zak.Middleton
#ue4 - (Merge 2957866) Add MaxDepenetration for characters against geometry and pawns.
#tests MP PIE PlayGo
(Merging CL 2957866 using Framework->DevGeneral)
Change 2976166 on 2016/05/12 by Daniel.Lamb
Cooking optimziation to unsolicited markup saves 150 seconds paragon cook time.
#test Cook paragon
Change 2976161 on 2016/05/12 by Zak.Middleton
#ue4 - Make sure LastUpdateLocation, Rotation, and Velocity are updated on client and server error corrections. ForcePositionUpdate should call PerformMovement regardless of velocity (there may be root motion or gravity effects).
#tests PIE MP w/ real-world networking
Change 2976092 on 2016/05/12 by Mieszko.Zielinski
Modified adding dynamic subtrees to BT component so that we get a log info if it fails #UE4
#test golden path
Change 2976001 on 2016/05/12 by Robert.Manuszewski
Don't log to memory on dedicated servers
#jira UE-30693
#test Cooked dedicated server and client
Change 2975855 on 2016/05/12 by Lukasz.Furman
fixed behavior tree serialization spawning duplicates of task services
#tests BT editor
Change 2975706 on 2016/05/12 by Daniel.Lamb
Fixed redirect collector stats.
#test Compile
Change 2975636 on 2016/05/12 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge DUI @ CL 2975557
#RB:none
#Tests:none
[CodeReviewed]: matt.schembari, kerrington.smith, tony.oliva, jaymee.stanford, mona.huang, alex.conner, jacob.lawyer, paul.shank
#ROBOMERGE-SOURCE: CL 2975635 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2975592 on 2016/05/12 by Zak.Middleton
#ue4 - Add stat for SetHitResultFromShapeAndFaceIndex().
#tests PIE
Change 2975589 on 2016/05/12 by Zak.Middleton
#ue4 - Avoid filling temp variable unless in Editor builds. It's only used later in the function in Editor builds.
#tests PIE
Change 2975588 on 2016/05/12 by Zak.Middleton
#ue4 - Minor tweak to avoid array read each loop iteration.
#tests PIE
Change 2975587 on 2016/05/12 by Zak.Middleton
#ue4 - Add "IsPlayerController()" function to AController. Variable already existed, just wasn't exposed.
#tests PIE
Change 2975504 on 2016/05/12 by Daniel.Lamb
Remove new stats system because it broke build.
#test cook paragon
Change 2975500 on 2016/05/12 by Daniel.Lamb
Enable redirect timers so I can get stats from build machines.
#test cook paragon.
Change 2975367 on 2016/05/12 by Jason.Bestimt
#ROBOMERGE-AUTHOR: david.nikdel
#OGF #CatalogService #OSS #Localization
- Flush the cached offers/items in CatalogServiceMcp when the culture changes since they contain localized text
- Flush the cached virtual catalog offers/items in McpCatalogHelper when the culture changes since they contain localized text
- Replaced SetForceCatalogRefresh with ClearCache per CR with SamZ (will require Launcher fixup)
[CodeReviewed]: Sam.Zamani, Matt.Kuhlenschmidt
#RB: Sam.Zamani
#TESTS: storefront w/ language change
#ROBOMERGE-SOURCE: CL 2975366 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2975209 on 2016/05/12 by Simon.Tovey
Fixed initialization order warning.
#tests none
Change 2975200 on 2016/05/12 by Simon.Tovey
Translucency GPU time stats for automation.
Refactored separate translucency gpu timer to more general helper class and used it to also time regular translucency.
Feeding both of these into a stat to help art identify poorly performing VFX for more detailed investigation.
There are occasional spikes when the GPU is starved but overall the data out seems good.
#tests GoldenPath, Editor, Auto downsampling works, new stat produces reasonable data.
Change 2974984 on 2016/05/11 by Mieszko.Zielinski
Fixed a bug in graph-a-star heuristics' calculation #UE4
#test golden path
Change 2974916 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 26 @ CL 2974578
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2974915 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974869 on 2016/05/11 by Ben.Marsh
BuildGraph: Add a MergeTelemetryWithPrefix="..." parameter to the <Command> task which allows merging the telemetry data from a child UAT run, adding a given prefix to all the key names.
#tests none
Change 2974673 on 2016/05/11 by Mieszko.Zielinski
Fix to BT not stopping if "StopTree" called while BT was waiting for a task to latently abort #UE4
(change by ?ukasz.Furman)
#test golden path
Change 2974581 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: matt.kuhlenschmidt
Merged CL 2974565 from Release-.26 -> Main:
Fixed loc region not saving in shipping builds
Partially fixed store not refreshing when changing regions. Real money currency items are pending additional fixes
#ROBOMERGE-SOURCE: CL 2974578 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974444 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: richard.fawcett
Reimplement support for specifying BuildPatchTool version used in chunking
This is now possible after Ben Marsh's fix to BuildGraph with CL 2974407.
#tests none
#ROBOMERGE-SOURCE: CL 2974441 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974408 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: ben.marsh
BuildGraph: Fix support for variable expansion in user-defined enum types. Enums in the schema are now represented as the union of valid values and a regex matching a balanced property expansion string, which still validates/autocompletes cleanly in Visual Studio.
#tests none
[CodeReviewed] Richard.Fawcett
#ROBOMERGE-SOURCE: CL 2974407 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974392 on 2016/05/11 by Daniel.Lamb
Optimizing resolve string asset reference resolution.
Added timing stats (disabled by default).
#test Cook paragon.
Change 2974349 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: richard.fawcett
Back out changelist 2974298. An issue with the BuildGraph system has prevented this change from working on the build farm.
#tests none
#ROBOMERGE-SOURCE: CL 2974347 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974299 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: richard.fawcett
Add support for chunking builds with the pre-release version of BuildPatchTool.
#tests None. This code will be tested by creating a build on the build farm immediately after submission.
#ROBOMERGE-SOURCE: CL 2974298 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974277 on 2016/05/11 by Lina.Halper
Fix up of retargeting when it skips replacing nested reference
#tests: retargeting anim BP
Change 2974210 on 2016/05/11 by Bart.Bressler
Merging Oodle changes from Dev-Networking
Change 2939167 on 2016/04/10 by John.Barrett
Updated packet bit termination code, so that both UNetConnection's and the PacketHandler use a termination bit (required for both PacketHandler/UNetconnection, as HandlerComponent's such as Oodle, are byte-aligned and do not preserve packet bit size).
Added new 'stat packet' stats group, for tracking reserved packet bits.
Added '-NoPacketHandler' commandline parameter, for disabling the PacketHandler and all HandlerComponent's (including stateless handshake) - restoring netcode to pre-PacketHandler state.
Removed PacketHandler 'packet overhead' method of packet bit size calculation - replaced with termination bit. Still partially used for reserving bits within packets (but renamed to avoid conflict with other 'PacketOverhead' variable).
Refactored/consolidated some PacketHandler code. Added more stringent bounds checking on packet sizes.
Change 2939168 on 2016/04/10 by John.Barrett
Updated Oodle to support new packet bit-termination code.
Added Oodle protocol support for selective packet compression (packets can now be sent uncompressed - game code will require a hook for this) - required for new bit-based netcode (Oodle outputs byte-aligned data, allowing compressed data to exceed size of uncompressed data - and thus, maximum packet size if not sent uncompressed - in rare edge cases).
Added '-CompressionTest' commandline parameter to Oodle dictionary generation commandlet, which reserves a portion of captured packets, for determining the compression savings percentage.
Added '-OodleDebugDump' commandline parameter, which disables normal dictionary generation, and converts packet captures into a .bin file, which is compatible with the Oodle 'example_packet.cpp' code.
Added temporary security bandaids to Oodle code, based on report that Luigi Auriemma put together, which deals with potential weaknesses in the Oodle API
Added 'stat oodle' stats for tracking failed attempts at compressing packets.
Change 2942964 on 2016/04/10 by Ryan.Gerleve
Fix broken indentation/formatting
Change 2958260 on 2016/04/27 by Bart.bRessler
Add branch name and changelist to oodle packet capture filenames.
Change 2964360 on 2016/05/03 by John.Barrett
Updated Oodle to support using a dictionary and capturing packets at the same time.
The dictionary is now always loaded, if specified, and whenever -OodleCapturing is on the commandline, packets are captured alongside the active dictionary.
Added several debug commands, to aid with testing compression performance (not QA-ready; only works with 1 player on a server):
"Oodle Compression On/Off" - enables/disables packet compression (but still decompresses received compressed packets)
"Oodle Dictionary Unload/Load" - unloads/loads the dictionary files, to allow releasing the files for dictionary generation, and reloading the new dictionary.
"Oodle Capture On/Off" - Enables/Disables packet capturing at runtime - requires '-OodleCapturing' on commandline.
"Oodle ResetStats" - resets the 'stat oodle' stat counters.
The NetcodeUnitTest plugin should be enabled, so that these commands can automatically execute on the server as well, as needed.
Change 2964553 on 2016/05/03 by Bart.Bressler
Add process ID to oodle capture filenames
Change 2966247 on 2016/05/04 by John.Pollard
Oodle 2.1.5 SDK
Change 2968761 on 2016/05/06 by Bart.Bressler
- Added changelist number as parameter to most command line tasks to filter captures by their changelist number (use "all" to get everything)
- Moved a bunch of the file searching/processing code outside of the tasks themselves so that the tasks all just operate to an array of capture files, this makes it easier to create new command line options
- When looking for capture files, we will now recursively search subdirectories
Change 2970529 on 2016/05/09 by Bart.Bressler
Add an optional "CapturePercentage" command line parameter that has a percentage chance of generating capture files per connection
Change 2970874 on 2016/05/09 by Bart.Bressler
- Turn on OODLE_DEV_SHIPPING in the Orion server shipping config so that captures can be generated in shipping builds
- Link to version 215 of oodle
Change 2971233 on 2016/05/09 by Bart.Bressler
Update Oodle DLLs in Orion
Change 2971362 on 2016/05/09 by Bart.Bressler
Create script for building an oodle dictionary out of capture files in an arbitrary location
Change 2972176 on 2016/05/10 by Bart.Bressler
Update oodle references to version 215 in OodleHandlerComponent.Build.cs
#tests used solo vs. ai to test oodle captures and using them
Change 2974035 on 2016/05/11 by Simon.Tovey
Adding fx.ParticleCollisionIgnoreInvisibleTime to replace hard coded time.
This is the time a PSC needs to be invisible for to have all it's collisions ignored.
This is potentially the cause of a bug Tim et al are seeing.
#tests Editor, Can be used to repro/fix the issue.
Change 2973985 on 2016/05/11 by Lina.Halper
Retargeting fix with editor saving issue
#tests: retargeting
Change 2973695 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 26 @ CL 2973469
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2973694 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2973679 on 2016/05/11 by Graeme.Thornton
UAT parameter -signedpak now no longer implies -pak
#tests win64 cooked client. checked that pak generation works as expected through project launcher
Change 2973588 on 2016/05/11 by Simon.Tovey
OR-21033 - Get physical material from particle collision event exposed in Cascade / Blueprint
Particles can now receive collision events selectively based upon the phyisics material of the hit.
Physics material is passed through the event and can be accessed in BPs.
The Event Receiver Spawn node also now has an array of Allowed and Banned phys materials.
#tests Editor and game. Coudln't test cooked as having unrelated crashes in cooked games. Shouldn't be any cooked/uncooked issues here.
Change 2973394 on 2016/05/11 by bruce.nesbit
Fixed couple of shadow vars
#tests compiled
Change 2973335 on 2016/05/11 by Andrew.Grant
Warning fix
#tests compiled
Change 2973308 on 2016/05/10 by Dmitry.Rekman
Add "unplayable condition" reporting.
- The server will report an unplayable condition by creating a local file (under Saved).
- An external script can possibly notice this and, applying its own logic on % of servers reporting it, profile or shutdown the whole machine.
- Report file is to be deleted by an external script.
#tests Compiled and ran Linux server, subjected it to various hitches.
Change 2973235 on 2016/05/10 by Zak.Middleton
#ue4 - Removed allocs after initial spawn from client saved move processing in character movement.
#tests PIE multiplayer w/ Bots
Change 2973157 on 2016/05/10 by Olaf.Piesche
Merging CL 2973112 from //UE4/Dev-Rendering->//Orion/Dev-General
Providing particle source and target for beam emitters
#tests editor game PC
Change 2972715 on 2016/05/10 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 26 @ CL 2972681
#RB: none
#Tests:none
#ROBOMERGE-SOURCE: CL 2972712 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2972678 on 2016/05/10 by Mieszko.Zielinski
Fixed babysitter bot not avoiding enemy towers when pathfinding back to base #Orion
#jira OR-18590
#test golden path
Change 2972595 on 2016/05/10 by Lina.Halper
Animation Retargeting fix for blendspaces
#code review: Benn.Gallagher, Martin.Wilson
#tests: retargeting anim BP
Change 2972282 on 2016/05/10 by Daniel.Lamb
Optimized string asset reference resolution slightly to help get back missing 10 minutes from paragon cook.
#test cook paragon.
Change 2972260 on 2016/05/10 by Laurent.Delayen
Fixed crash in UCharacterMovementComponent::HasRootMotionSources().
#tests Chains pull not crashing anymore.
Change 2972241 on 2016/05/10 by Frank.Fella
UMG - Fixes for material animation copied from 4.12.
#RB Matt K.
#TESTS Struct materials can now be animated and animated materials are named nicely.
Change 2971643 on 2016/05/09 by Dmitry.Rekman
Add reporting of "zero load" frame times (OR-21035).
- Added a thread that does nothing but sleeps and counts how often it missed the target FPS.
- Added an analytics event ServerZeroLoadFrameTimeDistribution that is sent at the end of the match.
- Server only.
#tests Compiled and ran Linux server on a compatible content, played few matches in a row.
Change 2971544 on 2016/05/09 by Ben.Marsh
EC: Use a full path to the telemetry file, to account for UAT switching directories.
Change 2971532 on 2016/05/09 by Wes.Hunt
Alter the cook stats hierarchical profile data to reflect the latest cook changes.
#tests none
Change 2971527 on 2016/05/09 by Ben.Marsh
UAT: Move telemetry object into CommandUtils, so we can add stats from anywhere.
#tests none
Change 2971461 on 2016/05/09 by David.Ratti
Fix issues with mesh swap skins:
-Front end intro animations not playing
-In game spawn animations not playing
-Some attachment weirdness (twinblast)
#tests golden path
Change 2971460 on 2016/05/09 by David.Ratti
Fallback to Target actor if there is no instigating actor in the GAmeplayCue parameters when determining if we should play "local only" effects
#tests pie
Change 2971364 on 2016/05/09 by Ben.Marsh
EC: Add support for adding custom telemetry data from UAT scripts, which gets piped through to the trends panel in EC.
#tests none
Change 2971245 on 2016/05/09 by Dmitry.Rekman
Add a "hitchhunter" log message to catch hitches while sleeping.
#tests Compiled and ran Linux server on a compatible content.
Change 2971196 on 2016/05/09 by jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2971139
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2971168 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/Characters/Heroes/Coil/Audio/Body/Pixie_Cranking_Loop_Cue.uasset - can't branch exclusive file already opened
#CodeReview: david.nikdel, jason.bestimt
Change 2971113 on 2016/05/09 by Dmitry.Rekman
UdpMessaging: Fixed broken filters for when to enable UDP transport.
- Redoing MaxP's change from Dev-Sequencer (CL 2963357).
- Reduces number of threads spawned by the server.
#tests Compiled Linux server, ran it on a compatible content.
Change 2971040 on 2016/05/09 by jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2970990
#RB:none
#Tests:none
[CodeReviewed]: jon.lietz
#ROBOMERGE-SOURCE: CL 2971027 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#CodeReview: david.nikdel, jason.bestimt
Change 2970555 on 2016/05/09 by Ben.Marsh
BuildGraph: Only show warnings and errors for the SavePackage log during cooks. Prevents redundant display of information that's already in the Cook log.
#tests preflight here: https://ec-01.epicgames.net/commander/link/jobDetails/jobs/6443796
Change 2970507 on 2016/05/09 by David.Ratti
Support for linking passive abilities to a key binded ability. E.g., allow a passive ability to be unlocked and leveled up in step with a key binded ability.
Cleaned up the TryLevel/CanLevelUp code a bit: moved to Orion Ability System Component
#tests pie
Change 2970414 on 2016/05/09 by Graeme.Thornton
Don't take a copy of the child tags array when doing UGameplayTagsManager::FindTagNode, just take a const&
#tests win64 client golden path
Change 2969729 on 2016/05/06 by Mieszko.Zielinski
Fixed a dumb mistake in a conditional expresion in UNavigationQueryFilter::GetQueryFilter #UE4
#test golden path
Change 2969675 on 2016/05/06 by Mieszko.Zielinski
Implemented "meta navigation filter" that can fetch a filter class based on given agent #UE4
Added NavFilter_AIControllerDefault that fetched DefaultNavigationFilter from AIController
Reverted hack-feature that supplied same functionality to EQS
#test golden path
Change 2969652 on 2016/05/06 by Michael.Noland
HLOD: Changed UI gating code so that whether or not a LOD Actor is valid is based on the presence of at least two static mesh components, rather than at least two actors (to improve handling when including BPs)
- Repurposed HasValidSubActors for this check, and introduced HasAnySubActors() for the existing uses as this better matches the intent of how the function was used
#tests Added a single BP containing 7 mesh components to a new ALODActor and verified that it allowed a proxy to be generated
Change 2969651 on 2016/05/06 by Michael.Noland
Simplygon: Added time taken for simplygon mesh reduction to the log message
#tests Simplified a LOD cluster and inspected the log
Change 2969604 on 2016/05/06 by Uriel.Doyon
Changed default value to true for UParticleModuleVectorFieldLocal::bUseFixDT.
#tests confirmed that default value has changed for old assets, while allowing override.
Change 2969418 on 2016/05/06 by jason.bestimt
#ROBOMERGE-AUTHOR: andrew.grant
Fixed unconverted char string being passed as part of build info
#tests ran & verified patch check passes
#ROBOMERGE-SOURCE: CL 2969417 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2968817 on 2016/05/06 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2968572
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2968813 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2968383 on 2016/05/05 by Mieszko.Zielinski
Added "default navigation filter" to AIController #UE4
Also, made EQS take advantage of that
#test golden path
Change 2968225 on 2016/05/05 by John.Pollard
Add sanity checks and more info to help track down possible memory corruption
#tests Networking, replication
Change 2967903 on 2016/05/05 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2967827
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2967902 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2967899 on 2016/05/05 by Lina.Halper
Merged change of 2956152
Remove invalid ensure - this didn't work if you have composite inside.
#tests: none
Change 2967870 on 2016/05/05 by Andrew.Grant
Fix for OR-20731 (gamever crashes client)
#tests gamever at console with -game
Change 2967606 on 2016/05/05 by Wes.Hunt
Tweaked output log message for HTTP module shutdown.
#tests none
Change 2967359 on 2016/05/05 by Wes.Hunt
HttpManager will log outstanding requests on shutdown so people can debug shutdown issues and ensure their requests get flushed properly. Also changed default LogHttp logging level to display so these messages can be shown by default without using warning level.
#tests ran editor build and queued up an event using the console command, then quit immediately. the log indeed showed that HttpManager had to wait at least 0.5 seconds for the request to complete.
Change 2966987 on 2016/05/05 by Dmitry.Rekman
Fix editor build.
#tests Compiled Win64 editor.
Change 2966977 on 2016/05/05 by Dmitry.Rekman
Added collecting and reporting periodic server frame time distribution.
- Added generic FHistogram class and necessary analytic events.
- Also added reporting hostname (OR-20842).
#tests Built Linux server and ran a few matches on a compatible content.
Change 2966920 on 2016/05/04 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2966805
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2966919 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2966778 on 2016/05/04 by Michael.Noland
Rendering: Fixed shadow variable warning in GPUProfiler
#tests Compiled and tested GPUProfiler command
Change 2966769 on 2016/05/04 by Mieszko.Zielinski
Fixed GraphAStar not resetting the output path before fillinf it with results #UE4
#test golden path
Change 2966704 on 2016/05/04 by Michael.Noland
Rendering: Added triangle and draw call summaries to ProfileGPU output, broken up by asset and material
- This is controlled by r.ProfileGPU.PrintAssetSummary, which defaults to 1, but you really need r.ShowMaterialDrawEvents 1 enabled as well for a complete picture
- It can also output a summary line for speciifc asset names using a comma separated list in r.ProfileGPU.AssetSummaryCallOuts (e.g., "LOD,HeroName")
#tests Used ProfileGPU a number of times
Change 2966696 on 2016/05/04 by Michael.Noland
Engine: Embedded FPS chart preamble/postamble/row .html files into ChartCreation.cpp to permanently solve packaging woes
#tests Tested FPS charts in an uncooked and cooked build
#jira OR-19713
Change 2966336 on 2016/05/04 by Lukasz.Furman
fixed jungle minions unable to reach spawn locations when camp resets
#jira OR-20700
#tests jungle camp POC
Change 2965948 on 2016/05/04 by David.Ratti
Changes to how passive abilities activate
-Passives now continually try to activate by default rather than only on spawn
Support for Status.Immortal
-Prevents death, fies AbilityTriggerEvent.ImmortalProc when this happens.
-Clamps health to 1.
Fixed bug in muriel passive where ShieldHealthRegen would be left in the world where muriel died.
Fixed bunch of crap in GA_OnSpawn that was causing desync on client at start of match
#tests multi pie
Change 2965870 on 2016/05/04 by Ryan.Gerleve
Duplicated fix from Release-4.12 by marc.audy, CL 2960819:
Owned components are once again referenced by their Owning actor for GC purposes
#jira UE-29131
#tests golden path
Change 2965798 on 2016/05/04 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2965789
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2965796 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2965220 on 2016/05/03 by Dmitry.Rekman
Log instance id and system id (OR-20782).
- These ids get reported in multiple analytics events, having them logged is helpful for quickly mapping events to the log file.
#tests Compiled Linux server, ran on compatible client.
Change 2964907 on 2016/05/03 by Jason.Bestimt
#ORION_DG - Merge MAIN @ CL 2964858
#RB:none
#Tests:none
Change 2964530 on 2016/05/03 by Laurent.Delayen
Renamed GetSlotRootMotionWeight to GetSlotNodeGlobalWeight and made it double buffered to it's safe to access anytime.
Added GetSlotMontageGlobalWeight() to get the Global Weight of a montage being played on a Slot. (Also double buffered).
Added GetInstanceMachineWeight() to get Global Weight of a State Machine in the AnimGraph. (Also double buffered)
Added FAnimInstanceProxy::GetStateMachineIndexAndDescription to avoid searching through the AnimNodeProperties twice.
#tests Chains full feature system in PIE.
Change 2964498 on 2016/05/03 by Frank.Fella
DecalComponent - Fix visibility so that it behaves like other scene components with regard to the editor visibility, component visibility, and actor hidden in game flags.
#RB Andrew Rodham
#TESTS Visibility for decals works like other scene components in the editor, and their visibility can now be animated properly by sequencer.
Change 2964428 on 2016/05/03 by Benn.Gallagher
Fixed stale clothing chunk/section references after container realloc in editor
#tests editor
Change 2964316 on 2016/05/03 by bruce.nesbit
Banner revisions
Banners now use components for various banner items
Banners can now be enabled when killing a hero.
#tests PIE+Game
Change 2964187 on 2016/05/03 by Jon.Lietz
Speeding up the tag count check in UAbilitySystemComponent::RegisterAndCallGameplayTagEvent()
- Remove the call to GetAggregatedStackCount and creating a FGameplayEffectQuery every time we call RegisterAndCallGameplayTagEvent
- Added GetTagCount to the UAbilitySystemComponent that will call GetTagCount on the GameplayTagCountContainer
#RB DanY
#tests JIP shadow pad still works.
Change 2964136 on 2016/05/03 by Laurent.Delayen
Fix crash while switching tabs using Persona.
#tests not crashing anymore.
Change 2964083 on 2016/05/03 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2963929
[CodeReviewed]: andrew.grant
HTTP Manager has larger stack size (1024)
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2964080 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2963771 on 2016/05/02 by Nick.Atamas
Setting a desired size scale invalidates layout and volatility.
#test none
Change 2963555 on 2016/05/02 by Rob.Cannaday
Fix PS4 Orion players being able to whisper chat with non-Orion players
#jira OR-20626
#tests chat with launcher, fortnite
Change 2963387 on 2016/05/02 by Laurent.Delayen
Added GatherDebugData to FABRIK node.
#tests showdebug animation works on Chains now.
Change 2963331 on 2016/05/02 by Jon.Lietz
fixing compile error, dont need the clamp just the ternary on the EventType and pass down the tag count or 1.
#RB none
#tests compiles
Change 2963106 on 2016/05/02 by Rob.Cannaday
Increase HTTP thread's stack size to 128k
We discovered a stack overflow when the stack size was 64kb in LavasoftTcpService64.dll (Ad-Aware's Lavasoft Web Companion)
#tests log in
Change 2963047 on 2016/05/02 by Jon.Lietz
OR-20206 for JIP we need to call the bound function if we already have the tag on reconnect.
- adding a new function in UAbilitySystemComponent, RegisterAndCallGameplayTagEvent this will bind the passed in delegate and if the ability system has that tag already will execute the delegate.
#RB Dave.Ratti
#test shadow pad, slow, stun and root still trigger and trigger for JIP players.
Change 2962836 on 2016/05/02 by jason.bestimt
#ROBOMERGE-AUTHOR: andrew.grant
[NULL MERGE]
Duplicating 2961899 - Fix minimal code builds for Linux not overwriting files
[CodeReviewed] Ben.Marsh
#ROBOMERGE-SOURCE: CL 2962812 in //Orion/Release-0.24.2/... via CL 2962830 via CL 2962833 via CL 2962834 via CL 2962835
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2962570 on 2016/05/02 by Jason.Bestimt
#ORION_MAIN - Merge MAIN @ CL 2962544
#RB:none
#Tests:none
Change 2962552 on 2016/05/02 by Ben.Marsh
Avoid output of warnings containing the string "error:" (and causing the EC post processor to fail the build) if posting build info has a human-readable error message instead. Output should probably be changed to parse out/sanitize the actual failure message if it's meant to retry and succeed, but this will stop failures caused by multiple builds being posted with the same build version.
#tests none
Change 2962506 on 2016/05/02 by Ben.Marsh
Add a version string to identify a given build (FApp::GetBuildVersion()/BUILD_VERSION) which is distinct from the engine version. Defaults to <Escaped Branch Name>-CL-<Changelist>, but can be overriden by specifying a -Build=... argument to UpdateLocalVersion or the "Build" attribute to the SetVersion BuildGraph task.
#tests Preflighted Win64 client/server build (P:\Builds\Orion\++Orion+Dev-General-CL-2962228-PF-2945494-6398155-PF-2945494-6398155) and loaded into Agora. Checked that version strings appear correctly in generated executables.
Change 2962228 on 2016/04/30 by Dmitry.Rekman
Move processing HTTP requests into separate thread (OR-20723).
- First iteration of the implementation, pending implementing feedback.
- Adds a separate thread for CurlHttp where actual processing is performed.
- Coded by RobC, post-processed by me.
#tests Compiled Linux server and Windows client, ran them on compatible content, played a match.
Change 2961899 on 2016/04/29 by Ben.Marsh
BuildGraph: Fix minimal Linux server builds not overwriting the existing executables, by adding an "Overwrite" parameter into the staging task. Windows exe-only patches already happen to bypass this bug by deleting the Binaries/Win64 directory (designed to remove any configurations that weren't built this time), but could still fail if changes had been made to some other staged binaries.
#tests preflighted code-only build against DG CL 2960870 and compared output (P:\Builds\Orion\++Orion+Dev-General-CL-2961878-PF-2961895-6393603)
Change 2961587 on 2016/04/29 by Daniel.Lamb
Redirector doesn't fire callback if it fails to be loaded.
#test Cook orion.
Change 2961458 on 2016/04/29 by Wes.Hunt
Cooker Stats improvements. Also removed some old UBT telemetry that was not being used.
#tests many cooks of orion
Change 2961136 on 2016/04/29 by Daniel.Lamb
Readded caching of platform data into postload of materials.
#test Cook paragon.
[CL 2979220 by Ben Marsh in Main branch]
2016-05-16 16:20:52 -04:00
{
2024-05-22 13:17:22 -04:00
commandLine . AppendFormat ( " {0}" , _parameters . Arguments ) ;
Copying //UE4/Orion-Staging to //UE4/Dev-Main (//UE4/Orion-Staging @ 2979119, //Orion/Dev-General @2976565)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2976484 on 2016/05/12 by Jason.Bestimt
#ROBOMERGE-AUTHOR: nick.atamas
Added queueing to HUD Alerts so they don't clobber each other.
Added input visualization so that keys show up in game.
SRichTextBlock/UOrionRichTextBlock now have a MinDesiredWidth
#test PIE
#ROBOMERGE-SOURCE: CL 2976474 in //Orion/Release-0.26/... via CL 2976481 via CL 2976482 via CL 2976483
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2976256 on 2016/05/12 by Zak.Middleton
#ue4 - Fix for shipping build.
#tests compiled
Change 2976205 on 2016/05/12 by Zak.Middleton
#ue4 - (Merge 2957866) Add MaxDepenetration for characters against geometry and pawns.
#tests MP PIE PlayGo
(Merging CL 2957866 using Framework->DevGeneral)
Change 2976166 on 2016/05/12 by Daniel.Lamb
Cooking optimziation to unsolicited markup saves 150 seconds paragon cook time.
#test Cook paragon
Change 2976161 on 2016/05/12 by Zak.Middleton
#ue4 - Make sure LastUpdateLocation, Rotation, and Velocity are updated on client and server error corrections. ForcePositionUpdate should call PerformMovement regardless of velocity (there may be root motion or gravity effects).
#tests PIE MP w/ real-world networking
Change 2976092 on 2016/05/12 by Mieszko.Zielinski
Modified adding dynamic subtrees to BT component so that we get a log info if it fails #UE4
#test golden path
Change 2976001 on 2016/05/12 by Robert.Manuszewski
Don't log to memory on dedicated servers
#jira UE-30693
#test Cooked dedicated server and client
Change 2975855 on 2016/05/12 by Lukasz.Furman
fixed behavior tree serialization spawning duplicates of task services
#tests BT editor
Change 2975706 on 2016/05/12 by Daniel.Lamb
Fixed redirect collector stats.
#test Compile
Change 2975636 on 2016/05/12 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge DUI @ CL 2975557
#RB:none
#Tests:none
[CodeReviewed]: matt.schembari, kerrington.smith, tony.oliva, jaymee.stanford, mona.huang, alex.conner, jacob.lawyer, paul.shank
#ROBOMERGE-SOURCE: CL 2975635 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2975592 on 2016/05/12 by Zak.Middleton
#ue4 - Add stat for SetHitResultFromShapeAndFaceIndex().
#tests PIE
Change 2975589 on 2016/05/12 by Zak.Middleton
#ue4 - Avoid filling temp variable unless in Editor builds. It's only used later in the function in Editor builds.
#tests PIE
Change 2975588 on 2016/05/12 by Zak.Middleton
#ue4 - Minor tweak to avoid array read each loop iteration.
#tests PIE
Change 2975587 on 2016/05/12 by Zak.Middleton
#ue4 - Add "IsPlayerController()" function to AController. Variable already existed, just wasn't exposed.
#tests PIE
Change 2975504 on 2016/05/12 by Daniel.Lamb
Remove new stats system because it broke build.
#test cook paragon
Change 2975500 on 2016/05/12 by Daniel.Lamb
Enable redirect timers so I can get stats from build machines.
#test cook paragon.
Change 2975367 on 2016/05/12 by Jason.Bestimt
#ROBOMERGE-AUTHOR: david.nikdel
#OGF #CatalogService #OSS #Localization
- Flush the cached offers/items in CatalogServiceMcp when the culture changes since they contain localized text
- Flush the cached virtual catalog offers/items in McpCatalogHelper when the culture changes since they contain localized text
- Replaced SetForceCatalogRefresh with ClearCache per CR with SamZ (will require Launcher fixup)
[CodeReviewed]: Sam.Zamani, Matt.Kuhlenschmidt
#RB: Sam.Zamani
#TESTS: storefront w/ language change
#ROBOMERGE-SOURCE: CL 2975366 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2975209 on 2016/05/12 by Simon.Tovey
Fixed initialization order warning.
#tests none
Change 2975200 on 2016/05/12 by Simon.Tovey
Translucency GPU time stats for automation.
Refactored separate translucency gpu timer to more general helper class and used it to also time regular translucency.
Feeding both of these into a stat to help art identify poorly performing VFX for more detailed investigation.
There are occasional spikes when the GPU is starved but overall the data out seems good.
#tests GoldenPath, Editor, Auto downsampling works, new stat produces reasonable data.
Change 2974984 on 2016/05/11 by Mieszko.Zielinski
Fixed a bug in graph-a-star heuristics' calculation #UE4
#test golden path
Change 2974916 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 26 @ CL 2974578
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2974915 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974869 on 2016/05/11 by Ben.Marsh
BuildGraph: Add a MergeTelemetryWithPrefix="..." parameter to the <Command> task which allows merging the telemetry data from a child UAT run, adding a given prefix to all the key names.
#tests none
Change 2974673 on 2016/05/11 by Mieszko.Zielinski
Fix to BT not stopping if "StopTree" called while BT was waiting for a task to latently abort #UE4
(change by ?ukasz.Furman)
#test golden path
Change 2974581 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: matt.kuhlenschmidt
Merged CL 2974565 from Release-.26 -> Main:
Fixed loc region not saving in shipping builds
Partially fixed store not refreshing when changing regions. Real money currency items are pending additional fixes
#ROBOMERGE-SOURCE: CL 2974578 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974444 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: richard.fawcett
Reimplement support for specifying BuildPatchTool version used in chunking
This is now possible after Ben Marsh's fix to BuildGraph with CL 2974407.
#tests none
#ROBOMERGE-SOURCE: CL 2974441 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974408 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: ben.marsh
BuildGraph: Fix support for variable expansion in user-defined enum types. Enums in the schema are now represented as the union of valid values and a regex matching a balanced property expansion string, which still validates/autocompletes cleanly in Visual Studio.
#tests none
[CodeReviewed] Richard.Fawcett
#ROBOMERGE-SOURCE: CL 2974407 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974392 on 2016/05/11 by Daniel.Lamb
Optimizing resolve string asset reference resolution.
Added timing stats (disabled by default).
#test Cook paragon.
Change 2974349 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: richard.fawcett
Back out changelist 2974298. An issue with the BuildGraph system has prevented this change from working on the build farm.
#tests none
#ROBOMERGE-SOURCE: CL 2974347 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974299 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: richard.fawcett
Add support for chunking builds with the pre-release version of BuildPatchTool.
#tests None. This code will be tested by creating a build on the build farm immediately after submission.
#ROBOMERGE-SOURCE: CL 2974298 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974277 on 2016/05/11 by Lina.Halper
Fix up of retargeting when it skips replacing nested reference
#tests: retargeting anim BP
Change 2974210 on 2016/05/11 by Bart.Bressler
Merging Oodle changes from Dev-Networking
Change 2939167 on 2016/04/10 by John.Barrett
Updated packet bit termination code, so that both UNetConnection's and the PacketHandler use a termination bit (required for both PacketHandler/UNetconnection, as HandlerComponent's such as Oodle, are byte-aligned and do not preserve packet bit size).
Added new 'stat packet' stats group, for tracking reserved packet bits.
Added '-NoPacketHandler' commandline parameter, for disabling the PacketHandler and all HandlerComponent's (including stateless handshake) - restoring netcode to pre-PacketHandler state.
Removed PacketHandler 'packet overhead' method of packet bit size calculation - replaced with termination bit. Still partially used for reserving bits within packets (but renamed to avoid conflict with other 'PacketOverhead' variable).
Refactored/consolidated some PacketHandler code. Added more stringent bounds checking on packet sizes.
Change 2939168 on 2016/04/10 by John.Barrett
Updated Oodle to support new packet bit-termination code.
Added Oodle protocol support for selective packet compression (packets can now be sent uncompressed - game code will require a hook for this) - required for new bit-based netcode (Oodle outputs byte-aligned data, allowing compressed data to exceed size of uncompressed data - and thus, maximum packet size if not sent uncompressed - in rare edge cases).
Added '-CompressionTest' commandline parameter to Oodle dictionary generation commandlet, which reserves a portion of captured packets, for determining the compression savings percentage.
Added '-OodleDebugDump' commandline parameter, which disables normal dictionary generation, and converts packet captures into a .bin file, which is compatible with the Oodle 'example_packet.cpp' code.
Added temporary security bandaids to Oodle code, based on report that Luigi Auriemma put together, which deals with potential weaknesses in the Oodle API
Added 'stat oodle' stats for tracking failed attempts at compressing packets.
Change 2942964 on 2016/04/10 by Ryan.Gerleve
Fix broken indentation/formatting
Change 2958260 on 2016/04/27 by Bart.bRessler
Add branch name and changelist to oodle packet capture filenames.
Change 2964360 on 2016/05/03 by John.Barrett
Updated Oodle to support using a dictionary and capturing packets at the same time.
The dictionary is now always loaded, if specified, and whenever -OodleCapturing is on the commandline, packets are captured alongside the active dictionary.
Added several debug commands, to aid with testing compression performance (not QA-ready; only works with 1 player on a server):
"Oodle Compression On/Off" - enables/disables packet compression (but still decompresses received compressed packets)
"Oodle Dictionary Unload/Load" - unloads/loads the dictionary files, to allow releasing the files for dictionary generation, and reloading the new dictionary.
"Oodle Capture On/Off" - Enables/Disables packet capturing at runtime - requires '-OodleCapturing' on commandline.
"Oodle ResetStats" - resets the 'stat oodle' stat counters.
The NetcodeUnitTest plugin should be enabled, so that these commands can automatically execute on the server as well, as needed.
Change 2964553 on 2016/05/03 by Bart.Bressler
Add process ID to oodle capture filenames
Change 2966247 on 2016/05/04 by John.Pollard
Oodle 2.1.5 SDK
Change 2968761 on 2016/05/06 by Bart.Bressler
- Added changelist number as parameter to most command line tasks to filter captures by their changelist number (use "all" to get everything)
- Moved a bunch of the file searching/processing code outside of the tasks themselves so that the tasks all just operate to an array of capture files, this makes it easier to create new command line options
- When looking for capture files, we will now recursively search subdirectories
Change 2970529 on 2016/05/09 by Bart.Bressler
Add an optional "CapturePercentage" command line parameter that has a percentage chance of generating capture files per connection
Change 2970874 on 2016/05/09 by Bart.Bressler
- Turn on OODLE_DEV_SHIPPING in the Orion server shipping config so that captures can be generated in shipping builds
- Link to version 215 of oodle
Change 2971233 on 2016/05/09 by Bart.Bressler
Update Oodle DLLs in Orion
Change 2971362 on 2016/05/09 by Bart.Bressler
Create script for building an oodle dictionary out of capture files in an arbitrary location
Change 2972176 on 2016/05/10 by Bart.Bressler
Update oodle references to version 215 in OodleHandlerComponent.Build.cs
#tests used solo vs. ai to test oodle captures and using them
Change 2974035 on 2016/05/11 by Simon.Tovey
Adding fx.ParticleCollisionIgnoreInvisibleTime to replace hard coded time.
This is the time a PSC needs to be invisible for to have all it's collisions ignored.
This is potentially the cause of a bug Tim et al are seeing.
#tests Editor, Can be used to repro/fix the issue.
Change 2973985 on 2016/05/11 by Lina.Halper
Retargeting fix with editor saving issue
#tests: retargeting
Change 2973695 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 26 @ CL 2973469
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2973694 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2973679 on 2016/05/11 by Graeme.Thornton
UAT parameter -signedpak now no longer implies -pak
#tests win64 cooked client. checked that pak generation works as expected through project launcher
Change 2973588 on 2016/05/11 by Simon.Tovey
OR-21033 - Get physical material from particle collision event exposed in Cascade / Blueprint
Particles can now receive collision events selectively based upon the phyisics material of the hit.
Physics material is passed through the event and can be accessed in BPs.
The Event Receiver Spawn node also now has an array of Allowed and Banned phys materials.
#tests Editor and game. Coudln't test cooked as having unrelated crashes in cooked games. Shouldn't be any cooked/uncooked issues here.
Change 2973394 on 2016/05/11 by bruce.nesbit
Fixed couple of shadow vars
#tests compiled
Change 2973335 on 2016/05/11 by Andrew.Grant
Warning fix
#tests compiled
Change 2973308 on 2016/05/10 by Dmitry.Rekman
Add "unplayable condition" reporting.
- The server will report an unplayable condition by creating a local file (under Saved).
- An external script can possibly notice this and, applying its own logic on % of servers reporting it, profile or shutdown the whole machine.
- Report file is to be deleted by an external script.
#tests Compiled and ran Linux server, subjected it to various hitches.
Change 2973235 on 2016/05/10 by Zak.Middleton
#ue4 - Removed allocs after initial spawn from client saved move processing in character movement.
#tests PIE multiplayer w/ Bots
Change 2973157 on 2016/05/10 by Olaf.Piesche
Merging CL 2973112 from //UE4/Dev-Rendering->//Orion/Dev-General
Providing particle source and target for beam emitters
#tests editor game PC
Change 2972715 on 2016/05/10 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 26 @ CL 2972681
#RB: none
#Tests:none
#ROBOMERGE-SOURCE: CL 2972712 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2972678 on 2016/05/10 by Mieszko.Zielinski
Fixed babysitter bot not avoiding enemy towers when pathfinding back to base #Orion
#jira OR-18590
#test golden path
Change 2972595 on 2016/05/10 by Lina.Halper
Animation Retargeting fix for blendspaces
#code review: Benn.Gallagher, Martin.Wilson
#tests: retargeting anim BP
Change 2972282 on 2016/05/10 by Daniel.Lamb
Optimized string asset reference resolution slightly to help get back missing 10 minutes from paragon cook.
#test cook paragon.
Change 2972260 on 2016/05/10 by Laurent.Delayen
Fixed crash in UCharacterMovementComponent::HasRootMotionSources().
#tests Chains pull not crashing anymore.
Change 2972241 on 2016/05/10 by Frank.Fella
UMG - Fixes for material animation copied from 4.12.
#RB Matt K.
#TESTS Struct materials can now be animated and animated materials are named nicely.
Change 2971643 on 2016/05/09 by Dmitry.Rekman
Add reporting of "zero load" frame times (OR-21035).
- Added a thread that does nothing but sleeps and counts how often it missed the target FPS.
- Added an analytics event ServerZeroLoadFrameTimeDistribution that is sent at the end of the match.
- Server only.
#tests Compiled and ran Linux server on a compatible content, played few matches in a row.
Change 2971544 on 2016/05/09 by Ben.Marsh
EC: Use a full path to the telemetry file, to account for UAT switching directories.
Change 2971532 on 2016/05/09 by Wes.Hunt
Alter the cook stats hierarchical profile data to reflect the latest cook changes.
#tests none
Change 2971527 on 2016/05/09 by Ben.Marsh
UAT: Move telemetry object into CommandUtils, so we can add stats from anywhere.
#tests none
Change 2971461 on 2016/05/09 by David.Ratti
Fix issues with mesh swap skins:
-Front end intro animations not playing
-In game spawn animations not playing
-Some attachment weirdness (twinblast)
#tests golden path
Change 2971460 on 2016/05/09 by David.Ratti
Fallback to Target actor if there is no instigating actor in the GAmeplayCue parameters when determining if we should play "local only" effects
#tests pie
Change 2971364 on 2016/05/09 by Ben.Marsh
EC: Add support for adding custom telemetry data from UAT scripts, which gets piped through to the trends panel in EC.
#tests none
Change 2971245 on 2016/05/09 by Dmitry.Rekman
Add a "hitchhunter" log message to catch hitches while sleeping.
#tests Compiled and ran Linux server on a compatible content.
Change 2971196 on 2016/05/09 by jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2971139
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2971168 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/Characters/Heroes/Coil/Audio/Body/Pixie_Cranking_Loop_Cue.uasset - can't branch exclusive file already opened
#CodeReview: david.nikdel, jason.bestimt
Change 2971113 on 2016/05/09 by Dmitry.Rekman
UdpMessaging: Fixed broken filters for when to enable UDP transport.
- Redoing MaxP's change from Dev-Sequencer (CL 2963357).
- Reduces number of threads spawned by the server.
#tests Compiled Linux server, ran it on a compatible content.
Change 2971040 on 2016/05/09 by jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2970990
#RB:none
#Tests:none
[CodeReviewed]: jon.lietz
#ROBOMERGE-SOURCE: CL 2971027 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#CodeReview: david.nikdel, jason.bestimt
Change 2970555 on 2016/05/09 by Ben.Marsh
BuildGraph: Only show warnings and errors for the SavePackage log during cooks. Prevents redundant display of information that's already in the Cook log.
#tests preflight here: https://ec-01.epicgames.net/commander/link/jobDetails/jobs/6443796
Change 2970507 on 2016/05/09 by David.Ratti
Support for linking passive abilities to a key binded ability. E.g., allow a passive ability to be unlocked and leveled up in step with a key binded ability.
Cleaned up the TryLevel/CanLevelUp code a bit: moved to Orion Ability System Component
#tests pie
Change 2970414 on 2016/05/09 by Graeme.Thornton
Don't take a copy of the child tags array when doing UGameplayTagsManager::FindTagNode, just take a const&
#tests win64 client golden path
Change 2969729 on 2016/05/06 by Mieszko.Zielinski
Fixed a dumb mistake in a conditional expresion in UNavigationQueryFilter::GetQueryFilter #UE4
#test golden path
Change 2969675 on 2016/05/06 by Mieszko.Zielinski
Implemented "meta navigation filter" that can fetch a filter class based on given agent #UE4
Added NavFilter_AIControllerDefault that fetched DefaultNavigationFilter from AIController
Reverted hack-feature that supplied same functionality to EQS
#test golden path
Change 2969652 on 2016/05/06 by Michael.Noland
HLOD: Changed UI gating code so that whether or not a LOD Actor is valid is based on the presence of at least two static mesh components, rather than at least two actors (to improve handling when including BPs)
- Repurposed HasValidSubActors for this check, and introduced HasAnySubActors() for the existing uses as this better matches the intent of how the function was used
#tests Added a single BP containing 7 mesh components to a new ALODActor and verified that it allowed a proxy to be generated
Change 2969651 on 2016/05/06 by Michael.Noland
Simplygon: Added time taken for simplygon mesh reduction to the log message
#tests Simplified a LOD cluster and inspected the log
Change 2969604 on 2016/05/06 by Uriel.Doyon
Changed default value to true for UParticleModuleVectorFieldLocal::bUseFixDT.
#tests confirmed that default value has changed for old assets, while allowing override.
Change 2969418 on 2016/05/06 by jason.bestimt
#ROBOMERGE-AUTHOR: andrew.grant
Fixed unconverted char string being passed as part of build info
#tests ran & verified patch check passes
#ROBOMERGE-SOURCE: CL 2969417 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2968817 on 2016/05/06 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2968572
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2968813 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2968383 on 2016/05/05 by Mieszko.Zielinski
Added "default navigation filter" to AIController #UE4
Also, made EQS take advantage of that
#test golden path
Change 2968225 on 2016/05/05 by John.Pollard
Add sanity checks and more info to help track down possible memory corruption
#tests Networking, replication
Change 2967903 on 2016/05/05 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2967827
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2967902 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2967899 on 2016/05/05 by Lina.Halper
Merged change of 2956152
Remove invalid ensure - this didn't work if you have composite inside.
#tests: none
Change 2967870 on 2016/05/05 by Andrew.Grant
Fix for OR-20731 (gamever crashes client)
#tests gamever at console with -game
Change 2967606 on 2016/05/05 by Wes.Hunt
Tweaked output log message for HTTP module shutdown.
#tests none
Change 2967359 on 2016/05/05 by Wes.Hunt
HttpManager will log outstanding requests on shutdown so people can debug shutdown issues and ensure their requests get flushed properly. Also changed default LogHttp logging level to display so these messages can be shown by default without using warning level.
#tests ran editor build and queued up an event using the console command, then quit immediately. the log indeed showed that HttpManager had to wait at least 0.5 seconds for the request to complete.
Change 2966987 on 2016/05/05 by Dmitry.Rekman
Fix editor build.
#tests Compiled Win64 editor.
Change 2966977 on 2016/05/05 by Dmitry.Rekman
Added collecting and reporting periodic server frame time distribution.
- Added generic FHistogram class and necessary analytic events.
- Also added reporting hostname (OR-20842).
#tests Built Linux server and ran a few matches on a compatible content.
Change 2966920 on 2016/05/04 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2966805
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2966919 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2966778 on 2016/05/04 by Michael.Noland
Rendering: Fixed shadow variable warning in GPUProfiler
#tests Compiled and tested GPUProfiler command
Change 2966769 on 2016/05/04 by Mieszko.Zielinski
Fixed GraphAStar not resetting the output path before fillinf it with results #UE4
#test golden path
Change 2966704 on 2016/05/04 by Michael.Noland
Rendering: Added triangle and draw call summaries to ProfileGPU output, broken up by asset and material
- This is controlled by r.ProfileGPU.PrintAssetSummary, which defaults to 1, but you really need r.ShowMaterialDrawEvents 1 enabled as well for a complete picture
- It can also output a summary line for speciifc asset names using a comma separated list in r.ProfileGPU.AssetSummaryCallOuts (e.g., "LOD,HeroName")
#tests Used ProfileGPU a number of times
Change 2966696 on 2016/05/04 by Michael.Noland
Engine: Embedded FPS chart preamble/postamble/row .html files into ChartCreation.cpp to permanently solve packaging woes
#tests Tested FPS charts in an uncooked and cooked build
#jira OR-19713
Change 2966336 on 2016/05/04 by Lukasz.Furman
fixed jungle minions unable to reach spawn locations when camp resets
#jira OR-20700
#tests jungle camp POC
Change 2965948 on 2016/05/04 by David.Ratti
Changes to how passive abilities activate
-Passives now continually try to activate by default rather than only on spawn
Support for Status.Immortal
-Prevents death, fies AbilityTriggerEvent.ImmortalProc when this happens.
-Clamps health to 1.
Fixed bug in muriel passive where ShieldHealthRegen would be left in the world where muriel died.
Fixed bunch of crap in GA_OnSpawn that was causing desync on client at start of match
#tests multi pie
Change 2965870 on 2016/05/04 by Ryan.Gerleve
Duplicated fix from Release-4.12 by marc.audy, CL 2960819:
Owned components are once again referenced by their Owning actor for GC purposes
#jira UE-29131
#tests golden path
Change 2965798 on 2016/05/04 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2965789
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2965796 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2965220 on 2016/05/03 by Dmitry.Rekman
Log instance id and system id (OR-20782).
- These ids get reported in multiple analytics events, having them logged is helpful for quickly mapping events to the log file.
#tests Compiled Linux server, ran on compatible client.
Change 2964907 on 2016/05/03 by Jason.Bestimt
#ORION_DG - Merge MAIN @ CL 2964858
#RB:none
#Tests:none
Change 2964530 on 2016/05/03 by Laurent.Delayen
Renamed GetSlotRootMotionWeight to GetSlotNodeGlobalWeight and made it double buffered to it's safe to access anytime.
Added GetSlotMontageGlobalWeight() to get the Global Weight of a montage being played on a Slot. (Also double buffered).
Added GetInstanceMachineWeight() to get Global Weight of a State Machine in the AnimGraph. (Also double buffered)
Added FAnimInstanceProxy::GetStateMachineIndexAndDescription to avoid searching through the AnimNodeProperties twice.
#tests Chains full feature system in PIE.
Change 2964498 on 2016/05/03 by Frank.Fella
DecalComponent - Fix visibility so that it behaves like other scene components with regard to the editor visibility, component visibility, and actor hidden in game flags.
#RB Andrew Rodham
#TESTS Visibility for decals works like other scene components in the editor, and their visibility can now be animated properly by sequencer.
Change 2964428 on 2016/05/03 by Benn.Gallagher
Fixed stale clothing chunk/section references after container realloc in editor
#tests editor
Change 2964316 on 2016/05/03 by bruce.nesbit
Banner revisions
Banners now use components for various banner items
Banners can now be enabled when killing a hero.
#tests PIE+Game
Change 2964187 on 2016/05/03 by Jon.Lietz
Speeding up the tag count check in UAbilitySystemComponent::RegisterAndCallGameplayTagEvent()
- Remove the call to GetAggregatedStackCount and creating a FGameplayEffectQuery every time we call RegisterAndCallGameplayTagEvent
- Added GetTagCount to the UAbilitySystemComponent that will call GetTagCount on the GameplayTagCountContainer
#RB DanY
#tests JIP shadow pad still works.
Change 2964136 on 2016/05/03 by Laurent.Delayen
Fix crash while switching tabs using Persona.
#tests not crashing anymore.
Change 2964083 on 2016/05/03 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2963929
[CodeReviewed]: andrew.grant
HTTP Manager has larger stack size (1024)
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2964080 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2963771 on 2016/05/02 by Nick.Atamas
Setting a desired size scale invalidates layout and volatility.
#test none
Change 2963555 on 2016/05/02 by Rob.Cannaday
Fix PS4 Orion players being able to whisper chat with non-Orion players
#jira OR-20626
#tests chat with launcher, fortnite
Change 2963387 on 2016/05/02 by Laurent.Delayen
Added GatherDebugData to FABRIK node.
#tests showdebug animation works on Chains now.
Change 2963331 on 2016/05/02 by Jon.Lietz
fixing compile error, dont need the clamp just the ternary on the EventType and pass down the tag count or 1.
#RB none
#tests compiles
Change 2963106 on 2016/05/02 by Rob.Cannaday
Increase HTTP thread's stack size to 128k
We discovered a stack overflow when the stack size was 64kb in LavasoftTcpService64.dll (Ad-Aware's Lavasoft Web Companion)
#tests log in
Change 2963047 on 2016/05/02 by Jon.Lietz
OR-20206 for JIP we need to call the bound function if we already have the tag on reconnect.
- adding a new function in UAbilitySystemComponent, RegisterAndCallGameplayTagEvent this will bind the passed in delegate and if the ability system has that tag already will execute the delegate.
#RB Dave.Ratti
#test shadow pad, slow, stun and root still trigger and trigger for JIP players.
Change 2962836 on 2016/05/02 by jason.bestimt
#ROBOMERGE-AUTHOR: andrew.grant
[NULL MERGE]
Duplicating 2961899 - Fix minimal code builds for Linux not overwriting files
[CodeReviewed] Ben.Marsh
#ROBOMERGE-SOURCE: CL 2962812 in //Orion/Release-0.24.2/... via CL 2962830 via CL 2962833 via CL 2962834 via CL 2962835
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2962570 on 2016/05/02 by Jason.Bestimt
#ORION_MAIN - Merge MAIN @ CL 2962544
#RB:none
#Tests:none
Change 2962552 on 2016/05/02 by Ben.Marsh
Avoid output of warnings containing the string "error:" (and causing the EC post processor to fail the build) if posting build info has a human-readable error message instead. Output should probably be changed to parse out/sanitize the actual failure message if it's meant to retry and succeed, but this will stop failures caused by multiple builds being posted with the same build version.
#tests none
Change 2962506 on 2016/05/02 by Ben.Marsh
Add a version string to identify a given build (FApp::GetBuildVersion()/BUILD_VERSION) which is distinct from the engine version. Defaults to <Escaped Branch Name>-CL-<Changelist>, but can be overriden by specifying a -Build=... argument to UpdateLocalVersion or the "Build" attribute to the SetVersion BuildGraph task.
#tests Preflighted Win64 client/server build (P:\Builds\Orion\++Orion+Dev-General-CL-2962228-PF-2945494-6398155-PF-2945494-6398155) and loaded into Agora. Checked that version strings appear correctly in generated executables.
Change 2962228 on 2016/04/30 by Dmitry.Rekman
Move processing HTTP requests into separate thread (OR-20723).
- First iteration of the implementation, pending implementing feedback.
- Adds a separate thread for CurlHttp where actual processing is performed.
- Coded by RobC, post-processed by me.
#tests Compiled Linux server and Windows client, ran them on compatible content, played a match.
Change 2961899 on 2016/04/29 by Ben.Marsh
BuildGraph: Fix minimal Linux server builds not overwriting the existing executables, by adding an "Overwrite" parameter into the staging task. Windows exe-only patches already happen to bypass this bug by deleting the Binaries/Win64 directory (designed to remove any configurations that weren't built this time), but could still fail if changes had been made to some other staged binaries.
#tests preflighted code-only build against DG CL 2960870 and compared output (P:\Builds\Orion\++Orion+Dev-General-CL-2961878-PF-2961895-6393603)
Change 2961587 on 2016/04/29 by Daniel.Lamb
Redirector doesn't fire callback if it fails to be loaded.
#test Cook orion.
Change 2961458 on 2016/04/29 by Wes.Hunt
Cooker Stats improvements. Also removed some old UBT telemetry that was not being used.
#tests many cooks of orion
Change 2961136 on 2016/04/29 by Daniel.Lamb
Readded caching of platform data into postload of materials.
#test Cook paragon.
[CL 2979220 by Ben Marsh in Main branch]
2016-05-16 16:20:52 -04:00
}
2024-05-22 13:17:22 -04:00
if ( telemetryFile ! = null )
Copying //UE4/Orion-Staging to //UE4/Dev-Main (//UE4/Orion-Staging @ 2979119, //Orion/Dev-General @2976565)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2976484 on 2016/05/12 by Jason.Bestimt
#ROBOMERGE-AUTHOR: nick.atamas
Added queueing to HUD Alerts so they don't clobber each other.
Added input visualization so that keys show up in game.
SRichTextBlock/UOrionRichTextBlock now have a MinDesiredWidth
#test PIE
#ROBOMERGE-SOURCE: CL 2976474 in //Orion/Release-0.26/... via CL 2976481 via CL 2976482 via CL 2976483
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2976256 on 2016/05/12 by Zak.Middleton
#ue4 - Fix for shipping build.
#tests compiled
Change 2976205 on 2016/05/12 by Zak.Middleton
#ue4 - (Merge 2957866) Add MaxDepenetration for characters against geometry and pawns.
#tests MP PIE PlayGo
(Merging CL 2957866 using Framework->DevGeneral)
Change 2976166 on 2016/05/12 by Daniel.Lamb
Cooking optimziation to unsolicited markup saves 150 seconds paragon cook time.
#test Cook paragon
Change 2976161 on 2016/05/12 by Zak.Middleton
#ue4 - Make sure LastUpdateLocation, Rotation, and Velocity are updated on client and server error corrections. ForcePositionUpdate should call PerformMovement regardless of velocity (there may be root motion or gravity effects).
#tests PIE MP w/ real-world networking
Change 2976092 on 2016/05/12 by Mieszko.Zielinski
Modified adding dynamic subtrees to BT component so that we get a log info if it fails #UE4
#test golden path
Change 2976001 on 2016/05/12 by Robert.Manuszewski
Don't log to memory on dedicated servers
#jira UE-30693
#test Cooked dedicated server and client
Change 2975855 on 2016/05/12 by Lukasz.Furman
fixed behavior tree serialization spawning duplicates of task services
#tests BT editor
Change 2975706 on 2016/05/12 by Daniel.Lamb
Fixed redirect collector stats.
#test Compile
Change 2975636 on 2016/05/12 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge DUI @ CL 2975557
#RB:none
#Tests:none
[CodeReviewed]: matt.schembari, kerrington.smith, tony.oliva, jaymee.stanford, mona.huang, alex.conner, jacob.lawyer, paul.shank
#ROBOMERGE-SOURCE: CL 2975635 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2975592 on 2016/05/12 by Zak.Middleton
#ue4 - Add stat for SetHitResultFromShapeAndFaceIndex().
#tests PIE
Change 2975589 on 2016/05/12 by Zak.Middleton
#ue4 - Avoid filling temp variable unless in Editor builds. It's only used later in the function in Editor builds.
#tests PIE
Change 2975588 on 2016/05/12 by Zak.Middleton
#ue4 - Minor tweak to avoid array read each loop iteration.
#tests PIE
Change 2975587 on 2016/05/12 by Zak.Middleton
#ue4 - Add "IsPlayerController()" function to AController. Variable already existed, just wasn't exposed.
#tests PIE
Change 2975504 on 2016/05/12 by Daniel.Lamb
Remove new stats system because it broke build.
#test cook paragon
Change 2975500 on 2016/05/12 by Daniel.Lamb
Enable redirect timers so I can get stats from build machines.
#test cook paragon.
Change 2975367 on 2016/05/12 by Jason.Bestimt
#ROBOMERGE-AUTHOR: david.nikdel
#OGF #CatalogService #OSS #Localization
- Flush the cached offers/items in CatalogServiceMcp when the culture changes since they contain localized text
- Flush the cached virtual catalog offers/items in McpCatalogHelper when the culture changes since they contain localized text
- Replaced SetForceCatalogRefresh with ClearCache per CR with SamZ (will require Launcher fixup)
[CodeReviewed]: Sam.Zamani, Matt.Kuhlenschmidt
#RB: Sam.Zamani
#TESTS: storefront w/ language change
#ROBOMERGE-SOURCE: CL 2975366 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2975209 on 2016/05/12 by Simon.Tovey
Fixed initialization order warning.
#tests none
Change 2975200 on 2016/05/12 by Simon.Tovey
Translucency GPU time stats for automation.
Refactored separate translucency gpu timer to more general helper class and used it to also time regular translucency.
Feeding both of these into a stat to help art identify poorly performing VFX for more detailed investigation.
There are occasional spikes when the GPU is starved but overall the data out seems good.
#tests GoldenPath, Editor, Auto downsampling works, new stat produces reasonable data.
Change 2974984 on 2016/05/11 by Mieszko.Zielinski
Fixed a bug in graph-a-star heuristics' calculation #UE4
#test golden path
Change 2974916 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 26 @ CL 2974578
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2974915 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974869 on 2016/05/11 by Ben.Marsh
BuildGraph: Add a MergeTelemetryWithPrefix="..." parameter to the <Command> task which allows merging the telemetry data from a child UAT run, adding a given prefix to all the key names.
#tests none
Change 2974673 on 2016/05/11 by Mieszko.Zielinski
Fix to BT not stopping if "StopTree" called while BT was waiting for a task to latently abort #UE4
(change by ?ukasz.Furman)
#test golden path
Change 2974581 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: matt.kuhlenschmidt
Merged CL 2974565 from Release-.26 -> Main:
Fixed loc region not saving in shipping builds
Partially fixed store not refreshing when changing regions. Real money currency items are pending additional fixes
#ROBOMERGE-SOURCE: CL 2974578 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974444 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: richard.fawcett
Reimplement support for specifying BuildPatchTool version used in chunking
This is now possible after Ben Marsh's fix to BuildGraph with CL 2974407.
#tests none
#ROBOMERGE-SOURCE: CL 2974441 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974408 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: ben.marsh
BuildGraph: Fix support for variable expansion in user-defined enum types. Enums in the schema are now represented as the union of valid values and a regex matching a balanced property expansion string, which still validates/autocompletes cleanly in Visual Studio.
#tests none
[CodeReviewed] Richard.Fawcett
#ROBOMERGE-SOURCE: CL 2974407 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974392 on 2016/05/11 by Daniel.Lamb
Optimizing resolve string asset reference resolution.
Added timing stats (disabled by default).
#test Cook paragon.
Change 2974349 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: richard.fawcett
Back out changelist 2974298. An issue with the BuildGraph system has prevented this change from working on the build farm.
#tests none
#ROBOMERGE-SOURCE: CL 2974347 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974299 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: richard.fawcett
Add support for chunking builds with the pre-release version of BuildPatchTool.
#tests None. This code will be tested by creating a build on the build farm immediately after submission.
#ROBOMERGE-SOURCE: CL 2974298 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974277 on 2016/05/11 by Lina.Halper
Fix up of retargeting when it skips replacing nested reference
#tests: retargeting anim BP
Change 2974210 on 2016/05/11 by Bart.Bressler
Merging Oodle changes from Dev-Networking
Change 2939167 on 2016/04/10 by John.Barrett
Updated packet bit termination code, so that both UNetConnection's and the PacketHandler use a termination bit (required for both PacketHandler/UNetconnection, as HandlerComponent's such as Oodle, are byte-aligned and do not preserve packet bit size).
Added new 'stat packet' stats group, for tracking reserved packet bits.
Added '-NoPacketHandler' commandline parameter, for disabling the PacketHandler and all HandlerComponent's (including stateless handshake) - restoring netcode to pre-PacketHandler state.
Removed PacketHandler 'packet overhead' method of packet bit size calculation - replaced with termination bit. Still partially used for reserving bits within packets (but renamed to avoid conflict with other 'PacketOverhead' variable).
Refactored/consolidated some PacketHandler code. Added more stringent bounds checking on packet sizes.
Change 2939168 on 2016/04/10 by John.Barrett
Updated Oodle to support new packet bit-termination code.
Added Oodle protocol support for selective packet compression (packets can now be sent uncompressed - game code will require a hook for this) - required for new bit-based netcode (Oodle outputs byte-aligned data, allowing compressed data to exceed size of uncompressed data - and thus, maximum packet size if not sent uncompressed - in rare edge cases).
Added '-CompressionTest' commandline parameter to Oodle dictionary generation commandlet, which reserves a portion of captured packets, for determining the compression savings percentage.
Added '-OodleDebugDump' commandline parameter, which disables normal dictionary generation, and converts packet captures into a .bin file, which is compatible with the Oodle 'example_packet.cpp' code.
Added temporary security bandaids to Oodle code, based on report that Luigi Auriemma put together, which deals with potential weaknesses in the Oodle API
Added 'stat oodle' stats for tracking failed attempts at compressing packets.
Change 2942964 on 2016/04/10 by Ryan.Gerleve
Fix broken indentation/formatting
Change 2958260 on 2016/04/27 by Bart.bRessler
Add branch name and changelist to oodle packet capture filenames.
Change 2964360 on 2016/05/03 by John.Barrett
Updated Oodle to support using a dictionary and capturing packets at the same time.
The dictionary is now always loaded, if specified, and whenever -OodleCapturing is on the commandline, packets are captured alongside the active dictionary.
Added several debug commands, to aid with testing compression performance (not QA-ready; only works with 1 player on a server):
"Oodle Compression On/Off" - enables/disables packet compression (but still decompresses received compressed packets)
"Oodle Dictionary Unload/Load" - unloads/loads the dictionary files, to allow releasing the files for dictionary generation, and reloading the new dictionary.
"Oodle Capture On/Off" - Enables/Disables packet capturing at runtime - requires '-OodleCapturing' on commandline.
"Oodle ResetStats" - resets the 'stat oodle' stat counters.
The NetcodeUnitTest plugin should be enabled, so that these commands can automatically execute on the server as well, as needed.
Change 2964553 on 2016/05/03 by Bart.Bressler
Add process ID to oodle capture filenames
Change 2966247 on 2016/05/04 by John.Pollard
Oodle 2.1.5 SDK
Change 2968761 on 2016/05/06 by Bart.Bressler
- Added changelist number as parameter to most command line tasks to filter captures by their changelist number (use "all" to get everything)
- Moved a bunch of the file searching/processing code outside of the tasks themselves so that the tasks all just operate to an array of capture files, this makes it easier to create new command line options
- When looking for capture files, we will now recursively search subdirectories
Change 2970529 on 2016/05/09 by Bart.Bressler
Add an optional "CapturePercentage" command line parameter that has a percentage chance of generating capture files per connection
Change 2970874 on 2016/05/09 by Bart.Bressler
- Turn on OODLE_DEV_SHIPPING in the Orion server shipping config so that captures can be generated in shipping builds
- Link to version 215 of oodle
Change 2971233 on 2016/05/09 by Bart.Bressler
Update Oodle DLLs in Orion
Change 2971362 on 2016/05/09 by Bart.Bressler
Create script for building an oodle dictionary out of capture files in an arbitrary location
Change 2972176 on 2016/05/10 by Bart.Bressler
Update oodle references to version 215 in OodleHandlerComponent.Build.cs
#tests used solo vs. ai to test oodle captures and using them
Change 2974035 on 2016/05/11 by Simon.Tovey
Adding fx.ParticleCollisionIgnoreInvisibleTime to replace hard coded time.
This is the time a PSC needs to be invisible for to have all it's collisions ignored.
This is potentially the cause of a bug Tim et al are seeing.
#tests Editor, Can be used to repro/fix the issue.
Change 2973985 on 2016/05/11 by Lina.Halper
Retargeting fix with editor saving issue
#tests: retargeting
Change 2973695 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 26 @ CL 2973469
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2973694 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2973679 on 2016/05/11 by Graeme.Thornton
UAT parameter -signedpak now no longer implies -pak
#tests win64 cooked client. checked that pak generation works as expected through project launcher
Change 2973588 on 2016/05/11 by Simon.Tovey
OR-21033 - Get physical material from particle collision event exposed in Cascade / Blueprint
Particles can now receive collision events selectively based upon the phyisics material of the hit.
Physics material is passed through the event and can be accessed in BPs.
The Event Receiver Spawn node also now has an array of Allowed and Banned phys materials.
#tests Editor and game. Coudln't test cooked as having unrelated crashes in cooked games. Shouldn't be any cooked/uncooked issues here.
Change 2973394 on 2016/05/11 by bruce.nesbit
Fixed couple of shadow vars
#tests compiled
Change 2973335 on 2016/05/11 by Andrew.Grant
Warning fix
#tests compiled
Change 2973308 on 2016/05/10 by Dmitry.Rekman
Add "unplayable condition" reporting.
- The server will report an unplayable condition by creating a local file (under Saved).
- An external script can possibly notice this and, applying its own logic on % of servers reporting it, profile or shutdown the whole machine.
- Report file is to be deleted by an external script.
#tests Compiled and ran Linux server, subjected it to various hitches.
Change 2973235 on 2016/05/10 by Zak.Middleton
#ue4 - Removed allocs after initial spawn from client saved move processing in character movement.
#tests PIE multiplayer w/ Bots
Change 2973157 on 2016/05/10 by Olaf.Piesche
Merging CL 2973112 from //UE4/Dev-Rendering->//Orion/Dev-General
Providing particle source and target for beam emitters
#tests editor game PC
Change 2972715 on 2016/05/10 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 26 @ CL 2972681
#RB: none
#Tests:none
#ROBOMERGE-SOURCE: CL 2972712 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2972678 on 2016/05/10 by Mieszko.Zielinski
Fixed babysitter bot not avoiding enemy towers when pathfinding back to base #Orion
#jira OR-18590
#test golden path
Change 2972595 on 2016/05/10 by Lina.Halper
Animation Retargeting fix for blendspaces
#code review: Benn.Gallagher, Martin.Wilson
#tests: retargeting anim BP
Change 2972282 on 2016/05/10 by Daniel.Lamb
Optimized string asset reference resolution slightly to help get back missing 10 minutes from paragon cook.
#test cook paragon.
Change 2972260 on 2016/05/10 by Laurent.Delayen
Fixed crash in UCharacterMovementComponent::HasRootMotionSources().
#tests Chains pull not crashing anymore.
Change 2972241 on 2016/05/10 by Frank.Fella
UMG - Fixes for material animation copied from 4.12.
#RB Matt K.
#TESTS Struct materials can now be animated and animated materials are named nicely.
Change 2971643 on 2016/05/09 by Dmitry.Rekman
Add reporting of "zero load" frame times (OR-21035).
- Added a thread that does nothing but sleeps and counts how often it missed the target FPS.
- Added an analytics event ServerZeroLoadFrameTimeDistribution that is sent at the end of the match.
- Server only.
#tests Compiled and ran Linux server on a compatible content, played few matches in a row.
Change 2971544 on 2016/05/09 by Ben.Marsh
EC: Use a full path to the telemetry file, to account for UAT switching directories.
Change 2971532 on 2016/05/09 by Wes.Hunt
Alter the cook stats hierarchical profile data to reflect the latest cook changes.
#tests none
Change 2971527 on 2016/05/09 by Ben.Marsh
UAT: Move telemetry object into CommandUtils, so we can add stats from anywhere.
#tests none
Change 2971461 on 2016/05/09 by David.Ratti
Fix issues with mesh swap skins:
-Front end intro animations not playing
-In game spawn animations not playing
-Some attachment weirdness (twinblast)
#tests golden path
Change 2971460 on 2016/05/09 by David.Ratti
Fallback to Target actor if there is no instigating actor in the GAmeplayCue parameters when determining if we should play "local only" effects
#tests pie
Change 2971364 on 2016/05/09 by Ben.Marsh
EC: Add support for adding custom telemetry data from UAT scripts, which gets piped through to the trends panel in EC.
#tests none
Change 2971245 on 2016/05/09 by Dmitry.Rekman
Add a "hitchhunter" log message to catch hitches while sleeping.
#tests Compiled and ran Linux server on a compatible content.
Change 2971196 on 2016/05/09 by jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2971139
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2971168 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/Characters/Heroes/Coil/Audio/Body/Pixie_Cranking_Loop_Cue.uasset - can't branch exclusive file already opened
#CodeReview: david.nikdel, jason.bestimt
Change 2971113 on 2016/05/09 by Dmitry.Rekman
UdpMessaging: Fixed broken filters for when to enable UDP transport.
- Redoing MaxP's change from Dev-Sequencer (CL 2963357).
- Reduces number of threads spawned by the server.
#tests Compiled Linux server, ran it on a compatible content.
Change 2971040 on 2016/05/09 by jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2970990
#RB:none
#Tests:none
[CodeReviewed]: jon.lietz
#ROBOMERGE-SOURCE: CL 2971027 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#CodeReview: david.nikdel, jason.bestimt
Change 2970555 on 2016/05/09 by Ben.Marsh
BuildGraph: Only show warnings and errors for the SavePackage log during cooks. Prevents redundant display of information that's already in the Cook log.
#tests preflight here: https://ec-01.epicgames.net/commander/link/jobDetails/jobs/6443796
Change 2970507 on 2016/05/09 by David.Ratti
Support for linking passive abilities to a key binded ability. E.g., allow a passive ability to be unlocked and leveled up in step with a key binded ability.
Cleaned up the TryLevel/CanLevelUp code a bit: moved to Orion Ability System Component
#tests pie
Change 2970414 on 2016/05/09 by Graeme.Thornton
Don't take a copy of the child tags array when doing UGameplayTagsManager::FindTagNode, just take a const&
#tests win64 client golden path
Change 2969729 on 2016/05/06 by Mieszko.Zielinski
Fixed a dumb mistake in a conditional expresion in UNavigationQueryFilter::GetQueryFilter #UE4
#test golden path
Change 2969675 on 2016/05/06 by Mieszko.Zielinski
Implemented "meta navigation filter" that can fetch a filter class based on given agent #UE4
Added NavFilter_AIControllerDefault that fetched DefaultNavigationFilter from AIController
Reverted hack-feature that supplied same functionality to EQS
#test golden path
Change 2969652 on 2016/05/06 by Michael.Noland
HLOD: Changed UI gating code so that whether or not a LOD Actor is valid is based on the presence of at least two static mesh components, rather than at least two actors (to improve handling when including BPs)
- Repurposed HasValidSubActors for this check, and introduced HasAnySubActors() for the existing uses as this better matches the intent of how the function was used
#tests Added a single BP containing 7 mesh components to a new ALODActor and verified that it allowed a proxy to be generated
Change 2969651 on 2016/05/06 by Michael.Noland
Simplygon: Added time taken for simplygon mesh reduction to the log message
#tests Simplified a LOD cluster and inspected the log
Change 2969604 on 2016/05/06 by Uriel.Doyon
Changed default value to true for UParticleModuleVectorFieldLocal::bUseFixDT.
#tests confirmed that default value has changed for old assets, while allowing override.
Change 2969418 on 2016/05/06 by jason.bestimt
#ROBOMERGE-AUTHOR: andrew.grant
Fixed unconverted char string being passed as part of build info
#tests ran & verified patch check passes
#ROBOMERGE-SOURCE: CL 2969417 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2968817 on 2016/05/06 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2968572
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2968813 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2968383 on 2016/05/05 by Mieszko.Zielinski
Added "default navigation filter" to AIController #UE4
Also, made EQS take advantage of that
#test golden path
Change 2968225 on 2016/05/05 by John.Pollard
Add sanity checks and more info to help track down possible memory corruption
#tests Networking, replication
Change 2967903 on 2016/05/05 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2967827
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2967902 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2967899 on 2016/05/05 by Lina.Halper
Merged change of 2956152
Remove invalid ensure - this didn't work if you have composite inside.
#tests: none
Change 2967870 on 2016/05/05 by Andrew.Grant
Fix for OR-20731 (gamever crashes client)
#tests gamever at console with -game
Change 2967606 on 2016/05/05 by Wes.Hunt
Tweaked output log message for HTTP module shutdown.
#tests none
Change 2967359 on 2016/05/05 by Wes.Hunt
HttpManager will log outstanding requests on shutdown so people can debug shutdown issues and ensure their requests get flushed properly. Also changed default LogHttp logging level to display so these messages can be shown by default without using warning level.
#tests ran editor build and queued up an event using the console command, then quit immediately. the log indeed showed that HttpManager had to wait at least 0.5 seconds for the request to complete.
Change 2966987 on 2016/05/05 by Dmitry.Rekman
Fix editor build.
#tests Compiled Win64 editor.
Change 2966977 on 2016/05/05 by Dmitry.Rekman
Added collecting and reporting periodic server frame time distribution.
- Added generic FHistogram class and necessary analytic events.
- Also added reporting hostname (OR-20842).
#tests Built Linux server and ran a few matches on a compatible content.
Change 2966920 on 2016/05/04 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2966805
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2966919 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2966778 on 2016/05/04 by Michael.Noland
Rendering: Fixed shadow variable warning in GPUProfiler
#tests Compiled and tested GPUProfiler command
Change 2966769 on 2016/05/04 by Mieszko.Zielinski
Fixed GraphAStar not resetting the output path before fillinf it with results #UE4
#test golden path
Change 2966704 on 2016/05/04 by Michael.Noland
Rendering: Added triangle and draw call summaries to ProfileGPU output, broken up by asset and material
- This is controlled by r.ProfileGPU.PrintAssetSummary, which defaults to 1, but you really need r.ShowMaterialDrawEvents 1 enabled as well for a complete picture
- It can also output a summary line for speciifc asset names using a comma separated list in r.ProfileGPU.AssetSummaryCallOuts (e.g., "LOD,HeroName")
#tests Used ProfileGPU a number of times
Change 2966696 on 2016/05/04 by Michael.Noland
Engine: Embedded FPS chart preamble/postamble/row .html files into ChartCreation.cpp to permanently solve packaging woes
#tests Tested FPS charts in an uncooked and cooked build
#jira OR-19713
Change 2966336 on 2016/05/04 by Lukasz.Furman
fixed jungle minions unable to reach spawn locations when camp resets
#jira OR-20700
#tests jungle camp POC
Change 2965948 on 2016/05/04 by David.Ratti
Changes to how passive abilities activate
-Passives now continually try to activate by default rather than only on spawn
Support for Status.Immortal
-Prevents death, fies AbilityTriggerEvent.ImmortalProc when this happens.
-Clamps health to 1.
Fixed bug in muriel passive where ShieldHealthRegen would be left in the world where muriel died.
Fixed bunch of crap in GA_OnSpawn that was causing desync on client at start of match
#tests multi pie
Change 2965870 on 2016/05/04 by Ryan.Gerleve
Duplicated fix from Release-4.12 by marc.audy, CL 2960819:
Owned components are once again referenced by their Owning actor for GC purposes
#jira UE-29131
#tests golden path
Change 2965798 on 2016/05/04 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2965789
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2965796 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2965220 on 2016/05/03 by Dmitry.Rekman
Log instance id and system id (OR-20782).
- These ids get reported in multiple analytics events, having them logged is helpful for quickly mapping events to the log file.
#tests Compiled Linux server, ran on compatible client.
Change 2964907 on 2016/05/03 by Jason.Bestimt
#ORION_DG - Merge MAIN @ CL 2964858
#RB:none
#Tests:none
Change 2964530 on 2016/05/03 by Laurent.Delayen
Renamed GetSlotRootMotionWeight to GetSlotNodeGlobalWeight and made it double buffered to it's safe to access anytime.
Added GetSlotMontageGlobalWeight() to get the Global Weight of a montage being played on a Slot. (Also double buffered).
Added GetInstanceMachineWeight() to get Global Weight of a State Machine in the AnimGraph. (Also double buffered)
Added FAnimInstanceProxy::GetStateMachineIndexAndDescription to avoid searching through the AnimNodeProperties twice.
#tests Chains full feature system in PIE.
Change 2964498 on 2016/05/03 by Frank.Fella
DecalComponent - Fix visibility so that it behaves like other scene components with regard to the editor visibility, component visibility, and actor hidden in game flags.
#RB Andrew Rodham
#TESTS Visibility for decals works like other scene components in the editor, and their visibility can now be animated properly by sequencer.
Change 2964428 on 2016/05/03 by Benn.Gallagher
Fixed stale clothing chunk/section references after container realloc in editor
#tests editor
Change 2964316 on 2016/05/03 by bruce.nesbit
Banner revisions
Banners now use components for various banner items
Banners can now be enabled when killing a hero.
#tests PIE+Game
Change 2964187 on 2016/05/03 by Jon.Lietz
Speeding up the tag count check in UAbilitySystemComponent::RegisterAndCallGameplayTagEvent()
- Remove the call to GetAggregatedStackCount and creating a FGameplayEffectQuery every time we call RegisterAndCallGameplayTagEvent
- Added GetTagCount to the UAbilitySystemComponent that will call GetTagCount on the GameplayTagCountContainer
#RB DanY
#tests JIP shadow pad still works.
Change 2964136 on 2016/05/03 by Laurent.Delayen
Fix crash while switching tabs using Persona.
#tests not crashing anymore.
Change 2964083 on 2016/05/03 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2963929
[CodeReviewed]: andrew.grant
HTTP Manager has larger stack size (1024)
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2964080 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2963771 on 2016/05/02 by Nick.Atamas
Setting a desired size scale invalidates layout and volatility.
#test none
Change 2963555 on 2016/05/02 by Rob.Cannaday
Fix PS4 Orion players being able to whisper chat with non-Orion players
#jira OR-20626
#tests chat with launcher, fortnite
Change 2963387 on 2016/05/02 by Laurent.Delayen
Added GatherDebugData to FABRIK node.
#tests showdebug animation works on Chains now.
Change 2963331 on 2016/05/02 by Jon.Lietz
fixing compile error, dont need the clamp just the ternary on the EventType and pass down the tag count or 1.
#RB none
#tests compiles
Change 2963106 on 2016/05/02 by Rob.Cannaday
Increase HTTP thread's stack size to 128k
We discovered a stack overflow when the stack size was 64kb in LavasoftTcpService64.dll (Ad-Aware's Lavasoft Web Companion)
#tests log in
Change 2963047 on 2016/05/02 by Jon.Lietz
OR-20206 for JIP we need to call the bound function if we already have the tag on reconnect.
- adding a new function in UAbilitySystemComponent, RegisterAndCallGameplayTagEvent this will bind the passed in delegate and if the ability system has that tag already will execute the delegate.
#RB Dave.Ratti
#test shadow pad, slow, stun and root still trigger and trigger for JIP players.
Change 2962836 on 2016/05/02 by jason.bestimt
#ROBOMERGE-AUTHOR: andrew.grant
[NULL MERGE]
Duplicating 2961899 - Fix minimal code builds for Linux not overwriting files
[CodeReviewed] Ben.Marsh
#ROBOMERGE-SOURCE: CL 2962812 in //Orion/Release-0.24.2/... via CL 2962830 via CL 2962833 via CL 2962834 via CL 2962835
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2962570 on 2016/05/02 by Jason.Bestimt
#ORION_MAIN - Merge MAIN @ CL 2962544
#RB:none
#Tests:none
Change 2962552 on 2016/05/02 by Ben.Marsh
Avoid output of warnings containing the string "error:" (and causing the EC post processor to fail the build) if posting build info has a human-readable error message instead. Output should probably be changed to parse out/sanitize the actual failure message if it's meant to retry and succeed, but this will stop failures caused by multiple builds being posted with the same build version.
#tests none
Change 2962506 on 2016/05/02 by Ben.Marsh
Add a version string to identify a given build (FApp::GetBuildVersion()/BUILD_VERSION) which is distinct from the engine version. Defaults to <Escaped Branch Name>-CL-<Changelist>, but can be overriden by specifying a -Build=... argument to UpdateLocalVersion or the "Build" attribute to the SetVersion BuildGraph task.
#tests Preflighted Win64 client/server build (P:\Builds\Orion\++Orion+Dev-General-CL-2962228-PF-2945494-6398155-PF-2945494-6398155) and loaded into Agora. Checked that version strings appear correctly in generated executables.
Change 2962228 on 2016/04/30 by Dmitry.Rekman
Move processing HTTP requests into separate thread (OR-20723).
- First iteration of the implementation, pending implementing feedback.
- Adds a separate thread for CurlHttp where actual processing is performed.
- Coded by RobC, post-processed by me.
#tests Compiled Linux server and Windows client, ran them on compatible content, played a match.
Change 2961899 on 2016/04/29 by Ben.Marsh
BuildGraph: Fix minimal Linux server builds not overwriting the existing executables, by adding an "Overwrite" parameter into the staging task. Windows exe-only patches already happen to bypass this bug by deleting the Binaries/Win64 directory (designed to remove any configurations that weren't built this time), but could still fail if changes had been made to some other staged binaries.
#tests preflighted code-only build against DG CL 2960870 and compared output (P:\Builds\Orion\++Orion+Dev-General-CL-2961878-PF-2961895-6393603)
Change 2961587 on 2016/04/29 by Daniel.Lamb
Redirector doesn't fire callback if it fails to be loaded.
#test Cook orion.
Change 2961458 on 2016/04/29 by Wes.Hunt
Cooker Stats improvements. Also removed some old UBT telemetry that was not being used.
#tests many cooks of orion
Change 2961136 on 2016/04/29 by Daniel.Lamb
Readded caching of platform data into postload of materials.
#test Cook paragon.
[CL 2979220 by Ben Marsh in Main branch]
2016-05-16 16:20:52 -04:00
{
2024-05-22 13:17:22 -04:00
commandLine . AppendFormat ( " -Telemetry={0}" , CommandUtils . MakePathSafeToUseWithCommandLine ( telemetryFile . FullName ) ) ;
Copying //UE4/Orion-Staging to //UE4/Dev-Main (//UE4/Orion-Staging @ 2979119, //Orion/Dev-General @2976565)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2976484 on 2016/05/12 by Jason.Bestimt
#ROBOMERGE-AUTHOR: nick.atamas
Added queueing to HUD Alerts so they don't clobber each other.
Added input visualization so that keys show up in game.
SRichTextBlock/UOrionRichTextBlock now have a MinDesiredWidth
#test PIE
#ROBOMERGE-SOURCE: CL 2976474 in //Orion/Release-0.26/... via CL 2976481 via CL 2976482 via CL 2976483
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2976256 on 2016/05/12 by Zak.Middleton
#ue4 - Fix for shipping build.
#tests compiled
Change 2976205 on 2016/05/12 by Zak.Middleton
#ue4 - (Merge 2957866) Add MaxDepenetration for characters against geometry and pawns.
#tests MP PIE PlayGo
(Merging CL 2957866 using Framework->DevGeneral)
Change 2976166 on 2016/05/12 by Daniel.Lamb
Cooking optimziation to unsolicited markup saves 150 seconds paragon cook time.
#test Cook paragon
Change 2976161 on 2016/05/12 by Zak.Middleton
#ue4 - Make sure LastUpdateLocation, Rotation, and Velocity are updated on client and server error corrections. ForcePositionUpdate should call PerformMovement regardless of velocity (there may be root motion or gravity effects).
#tests PIE MP w/ real-world networking
Change 2976092 on 2016/05/12 by Mieszko.Zielinski
Modified adding dynamic subtrees to BT component so that we get a log info if it fails #UE4
#test golden path
Change 2976001 on 2016/05/12 by Robert.Manuszewski
Don't log to memory on dedicated servers
#jira UE-30693
#test Cooked dedicated server and client
Change 2975855 on 2016/05/12 by Lukasz.Furman
fixed behavior tree serialization spawning duplicates of task services
#tests BT editor
Change 2975706 on 2016/05/12 by Daniel.Lamb
Fixed redirect collector stats.
#test Compile
Change 2975636 on 2016/05/12 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge DUI @ CL 2975557
#RB:none
#Tests:none
[CodeReviewed]: matt.schembari, kerrington.smith, tony.oliva, jaymee.stanford, mona.huang, alex.conner, jacob.lawyer, paul.shank
#ROBOMERGE-SOURCE: CL 2975635 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2975592 on 2016/05/12 by Zak.Middleton
#ue4 - Add stat for SetHitResultFromShapeAndFaceIndex().
#tests PIE
Change 2975589 on 2016/05/12 by Zak.Middleton
#ue4 - Avoid filling temp variable unless in Editor builds. It's only used later in the function in Editor builds.
#tests PIE
Change 2975588 on 2016/05/12 by Zak.Middleton
#ue4 - Minor tweak to avoid array read each loop iteration.
#tests PIE
Change 2975587 on 2016/05/12 by Zak.Middleton
#ue4 - Add "IsPlayerController()" function to AController. Variable already existed, just wasn't exposed.
#tests PIE
Change 2975504 on 2016/05/12 by Daniel.Lamb
Remove new stats system because it broke build.
#test cook paragon
Change 2975500 on 2016/05/12 by Daniel.Lamb
Enable redirect timers so I can get stats from build machines.
#test cook paragon.
Change 2975367 on 2016/05/12 by Jason.Bestimt
#ROBOMERGE-AUTHOR: david.nikdel
#OGF #CatalogService #OSS #Localization
- Flush the cached offers/items in CatalogServiceMcp when the culture changes since they contain localized text
- Flush the cached virtual catalog offers/items in McpCatalogHelper when the culture changes since they contain localized text
- Replaced SetForceCatalogRefresh with ClearCache per CR with SamZ (will require Launcher fixup)
[CodeReviewed]: Sam.Zamani, Matt.Kuhlenschmidt
#RB: Sam.Zamani
#TESTS: storefront w/ language change
#ROBOMERGE-SOURCE: CL 2975366 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2975209 on 2016/05/12 by Simon.Tovey
Fixed initialization order warning.
#tests none
Change 2975200 on 2016/05/12 by Simon.Tovey
Translucency GPU time stats for automation.
Refactored separate translucency gpu timer to more general helper class and used it to also time regular translucency.
Feeding both of these into a stat to help art identify poorly performing VFX for more detailed investigation.
There are occasional spikes when the GPU is starved but overall the data out seems good.
#tests GoldenPath, Editor, Auto downsampling works, new stat produces reasonable data.
Change 2974984 on 2016/05/11 by Mieszko.Zielinski
Fixed a bug in graph-a-star heuristics' calculation #UE4
#test golden path
Change 2974916 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 26 @ CL 2974578
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2974915 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974869 on 2016/05/11 by Ben.Marsh
BuildGraph: Add a MergeTelemetryWithPrefix="..." parameter to the <Command> task which allows merging the telemetry data from a child UAT run, adding a given prefix to all the key names.
#tests none
Change 2974673 on 2016/05/11 by Mieszko.Zielinski
Fix to BT not stopping if "StopTree" called while BT was waiting for a task to latently abort #UE4
(change by ?ukasz.Furman)
#test golden path
Change 2974581 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: matt.kuhlenschmidt
Merged CL 2974565 from Release-.26 -> Main:
Fixed loc region not saving in shipping builds
Partially fixed store not refreshing when changing regions. Real money currency items are pending additional fixes
#ROBOMERGE-SOURCE: CL 2974578 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974444 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: richard.fawcett
Reimplement support for specifying BuildPatchTool version used in chunking
This is now possible after Ben Marsh's fix to BuildGraph with CL 2974407.
#tests none
#ROBOMERGE-SOURCE: CL 2974441 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974408 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: ben.marsh
BuildGraph: Fix support for variable expansion in user-defined enum types. Enums in the schema are now represented as the union of valid values and a regex matching a balanced property expansion string, which still validates/autocompletes cleanly in Visual Studio.
#tests none
[CodeReviewed] Richard.Fawcett
#ROBOMERGE-SOURCE: CL 2974407 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974392 on 2016/05/11 by Daniel.Lamb
Optimizing resolve string asset reference resolution.
Added timing stats (disabled by default).
#test Cook paragon.
Change 2974349 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: richard.fawcett
Back out changelist 2974298. An issue with the BuildGraph system has prevented this change from working on the build farm.
#tests none
#ROBOMERGE-SOURCE: CL 2974347 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974299 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: richard.fawcett
Add support for chunking builds with the pre-release version of BuildPatchTool.
#tests None. This code will be tested by creating a build on the build farm immediately after submission.
#ROBOMERGE-SOURCE: CL 2974298 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974277 on 2016/05/11 by Lina.Halper
Fix up of retargeting when it skips replacing nested reference
#tests: retargeting anim BP
Change 2974210 on 2016/05/11 by Bart.Bressler
Merging Oodle changes from Dev-Networking
Change 2939167 on 2016/04/10 by John.Barrett
Updated packet bit termination code, so that both UNetConnection's and the PacketHandler use a termination bit (required for both PacketHandler/UNetconnection, as HandlerComponent's such as Oodle, are byte-aligned and do not preserve packet bit size).
Added new 'stat packet' stats group, for tracking reserved packet bits.
Added '-NoPacketHandler' commandline parameter, for disabling the PacketHandler and all HandlerComponent's (including stateless handshake) - restoring netcode to pre-PacketHandler state.
Removed PacketHandler 'packet overhead' method of packet bit size calculation - replaced with termination bit. Still partially used for reserving bits within packets (but renamed to avoid conflict with other 'PacketOverhead' variable).
Refactored/consolidated some PacketHandler code. Added more stringent bounds checking on packet sizes.
Change 2939168 on 2016/04/10 by John.Barrett
Updated Oodle to support new packet bit-termination code.
Added Oodle protocol support for selective packet compression (packets can now be sent uncompressed - game code will require a hook for this) - required for new bit-based netcode (Oodle outputs byte-aligned data, allowing compressed data to exceed size of uncompressed data - and thus, maximum packet size if not sent uncompressed - in rare edge cases).
Added '-CompressionTest' commandline parameter to Oodle dictionary generation commandlet, which reserves a portion of captured packets, for determining the compression savings percentage.
Added '-OodleDebugDump' commandline parameter, which disables normal dictionary generation, and converts packet captures into a .bin file, which is compatible with the Oodle 'example_packet.cpp' code.
Added temporary security bandaids to Oodle code, based on report that Luigi Auriemma put together, which deals with potential weaknesses in the Oodle API
Added 'stat oodle' stats for tracking failed attempts at compressing packets.
Change 2942964 on 2016/04/10 by Ryan.Gerleve
Fix broken indentation/formatting
Change 2958260 on 2016/04/27 by Bart.bRessler
Add branch name and changelist to oodle packet capture filenames.
Change 2964360 on 2016/05/03 by John.Barrett
Updated Oodle to support using a dictionary and capturing packets at the same time.
The dictionary is now always loaded, if specified, and whenever -OodleCapturing is on the commandline, packets are captured alongside the active dictionary.
Added several debug commands, to aid with testing compression performance (not QA-ready; only works with 1 player on a server):
"Oodle Compression On/Off" - enables/disables packet compression (but still decompresses received compressed packets)
"Oodle Dictionary Unload/Load" - unloads/loads the dictionary files, to allow releasing the files for dictionary generation, and reloading the new dictionary.
"Oodle Capture On/Off" - Enables/Disables packet capturing at runtime - requires '-OodleCapturing' on commandline.
"Oodle ResetStats" - resets the 'stat oodle' stat counters.
The NetcodeUnitTest plugin should be enabled, so that these commands can automatically execute on the server as well, as needed.
Change 2964553 on 2016/05/03 by Bart.Bressler
Add process ID to oodle capture filenames
Change 2966247 on 2016/05/04 by John.Pollard
Oodle 2.1.5 SDK
Change 2968761 on 2016/05/06 by Bart.Bressler
- Added changelist number as parameter to most command line tasks to filter captures by their changelist number (use "all" to get everything)
- Moved a bunch of the file searching/processing code outside of the tasks themselves so that the tasks all just operate to an array of capture files, this makes it easier to create new command line options
- When looking for capture files, we will now recursively search subdirectories
Change 2970529 on 2016/05/09 by Bart.Bressler
Add an optional "CapturePercentage" command line parameter that has a percentage chance of generating capture files per connection
Change 2970874 on 2016/05/09 by Bart.Bressler
- Turn on OODLE_DEV_SHIPPING in the Orion server shipping config so that captures can be generated in shipping builds
- Link to version 215 of oodle
Change 2971233 on 2016/05/09 by Bart.Bressler
Update Oodle DLLs in Orion
Change 2971362 on 2016/05/09 by Bart.Bressler
Create script for building an oodle dictionary out of capture files in an arbitrary location
Change 2972176 on 2016/05/10 by Bart.Bressler
Update oodle references to version 215 in OodleHandlerComponent.Build.cs
#tests used solo vs. ai to test oodle captures and using them
Change 2974035 on 2016/05/11 by Simon.Tovey
Adding fx.ParticleCollisionIgnoreInvisibleTime to replace hard coded time.
This is the time a PSC needs to be invisible for to have all it's collisions ignored.
This is potentially the cause of a bug Tim et al are seeing.
#tests Editor, Can be used to repro/fix the issue.
Change 2973985 on 2016/05/11 by Lina.Halper
Retargeting fix with editor saving issue
#tests: retargeting
Change 2973695 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 26 @ CL 2973469
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2973694 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2973679 on 2016/05/11 by Graeme.Thornton
UAT parameter -signedpak now no longer implies -pak
#tests win64 cooked client. checked that pak generation works as expected through project launcher
Change 2973588 on 2016/05/11 by Simon.Tovey
OR-21033 - Get physical material from particle collision event exposed in Cascade / Blueprint
Particles can now receive collision events selectively based upon the phyisics material of the hit.
Physics material is passed through the event and can be accessed in BPs.
The Event Receiver Spawn node also now has an array of Allowed and Banned phys materials.
#tests Editor and game. Coudln't test cooked as having unrelated crashes in cooked games. Shouldn't be any cooked/uncooked issues here.
Change 2973394 on 2016/05/11 by bruce.nesbit
Fixed couple of shadow vars
#tests compiled
Change 2973335 on 2016/05/11 by Andrew.Grant
Warning fix
#tests compiled
Change 2973308 on 2016/05/10 by Dmitry.Rekman
Add "unplayable condition" reporting.
- The server will report an unplayable condition by creating a local file (under Saved).
- An external script can possibly notice this and, applying its own logic on % of servers reporting it, profile or shutdown the whole machine.
- Report file is to be deleted by an external script.
#tests Compiled and ran Linux server, subjected it to various hitches.
Change 2973235 on 2016/05/10 by Zak.Middleton
#ue4 - Removed allocs after initial spawn from client saved move processing in character movement.
#tests PIE multiplayer w/ Bots
Change 2973157 on 2016/05/10 by Olaf.Piesche
Merging CL 2973112 from //UE4/Dev-Rendering->//Orion/Dev-General
Providing particle source and target for beam emitters
#tests editor game PC
Change 2972715 on 2016/05/10 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 26 @ CL 2972681
#RB: none
#Tests:none
#ROBOMERGE-SOURCE: CL 2972712 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2972678 on 2016/05/10 by Mieszko.Zielinski
Fixed babysitter bot not avoiding enemy towers when pathfinding back to base #Orion
#jira OR-18590
#test golden path
Change 2972595 on 2016/05/10 by Lina.Halper
Animation Retargeting fix for blendspaces
#code review: Benn.Gallagher, Martin.Wilson
#tests: retargeting anim BP
Change 2972282 on 2016/05/10 by Daniel.Lamb
Optimized string asset reference resolution slightly to help get back missing 10 minutes from paragon cook.
#test cook paragon.
Change 2972260 on 2016/05/10 by Laurent.Delayen
Fixed crash in UCharacterMovementComponent::HasRootMotionSources().
#tests Chains pull not crashing anymore.
Change 2972241 on 2016/05/10 by Frank.Fella
UMG - Fixes for material animation copied from 4.12.
#RB Matt K.
#TESTS Struct materials can now be animated and animated materials are named nicely.
Change 2971643 on 2016/05/09 by Dmitry.Rekman
Add reporting of "zero load" frame times (OR-21035).
- Added a thread that does nothing but sleeps and counts how often it missed the target FPS.
- Added an analytics event ServerZeroLoadFrameTimeDistribution that is sent at the end of the match.
- Server only.
#tests Compiled and ran Linux server on a compatible content, played few matches in a row.
Change 2971544 on 2016/05/09 by Ben.Marsh
EC: Use a full path to the telemetry file, to account for UAT switching directories.
Change 2971532 on 2016/05/09 by Wes.Hunt
Alter the cook stats hierarchical profile data to reflect the latest cook changes.
#tests none
Change 2971527 on 2016/05/09 by Ben.Marsh
UAT: Move telemetry object into CommandUtils, so we can add stats from anywhere.
#tests none
Change 2971461 on 2016/05/09 by David.Ratti
Fix issues with mesh swap skins:
-Front end intro animations not playing
-In game spawn animations not playing
-Some attachment weirdness (twinblast)
#tests golden path
Change 2971460 on 2016/05/09 by David.Ratti
Fallback to Target actor if there is no instigating actor in the GAmeplayCue parameters when determining if we should play "local only" effects
#tests pie
Change 2971364 on 2016/05/09 by Ben.Marsh
EC: Add support for adding custom telemetry data from UAT scripts, which gets piped through to the trends panel in EC.
#tests none
Change 2971245 on 2016/05/09 by Dmitry.Rekman
Add a "hitchhunter" log message to catch hitches while sleeping.
#tests Compiled and ran Linux server on a compatible content.
Change 2971196 on 2016/05/09 by jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2971139
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2971168 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/Characters/Heroes/Coil/Audio/Body/Pixie_Cranking_Loop_Cue.uasset - can't branch exclusive file already opened
#CodeReview: david.nikdel, jason.bestimt
Change 2971113 on 2016/05/09 by Dmitry.Rekman
UdpMessaging: Fixed broken filters for when to enable UDP transport.
- Redoing MaxP's change from Dev-Sequencer (CL 2963357).
- Reduces number of threads spawned by the server.
#tests Compiled Linux server, ran it on a compatible content.
Change 2971040 on 2016/05/09 by jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2970990
#RB:none
#Tests:none
[CodeReviewed]: jon.lietz
#ROBOMERGE-SOURCE: CL 2971027 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#CodeReview: david.nikdel, jason.bestimt
Change 2970555 on 2016/05/09 by Ben.Marsh
BuildGraph: Only show warnings and errors for the SavePackage log during cooks. Prevents redundant display of information that's already in the Cook log.
#tests preflight here: https://ec-01.epicgames.net/commander/link/jobDetails/jobs/6443796
Change 2970507 on 2016/05/09 by David.Ratti
Support for linking passive abilities to a key binded ability. E.g., allow a passive ability to be unlocked and leveled up in step with a key binded ability.
Cleaned up the TryLevel/CanLevelUp code a bit: moved to Orion Ability System Component
#tests pie
Change 2970414 on 2016/05/09 by Graeme.Thornton
Don't take a copy of the child tags array when doing UGameplayTagsManager::FindTagNode, just take a const&
#tests win64 client golden path
Change 2969729 on 2016/05/06 by Mieszko.Zielinski
Fixed a dumb mistake in a conditional expresion in UNavigationQueryFilter::GetQueryFilter #UE4
#test golden path
Change 2969675 on 2016/05/06 by Mieszko.Zielinski
Implemented "meta navigation filter" that can fetch a filter class based on given agent #UE4
Added NavFilter_AIControllerDefault that fetched DefaultNavigationFilter from AIController
Reverted hack-feature that supplied same functionality to EQS
#test golden path
Change 2969652 on 2016/05/06 by Michael.Noland
HLOD: Changed UI gating code so that whether or not a LOD Actor is valid is based on the presence of at least two static mesh components, rather than at least two actors (to improve handling when including BPs)
- Repurposed HasValidSubActors for this check, and introduced HasAnySubActors() for the existing uses as this better matches the intent of how the function was used
#tests Added a single BP containing 7 mesh components to a new ALODActor and verified that it allowed a proxy to be generated
Change 2969651 on 2016/05/06 by Michael.Noland
Simplygon: Added time taken for simplygon mesh reduction to the log message
#tests Simplified a LOD cluster and inspected the log
Change 2969604 on 2016/05/06 by Uriel.Doyon
Changed default value to true for UParticleModuleVectorFieldLocal::bUseFixDT.
#tests confirmed that default value has changed for old assets, while allowing override.
Change 2969418 on 2016/05/06 by jason.bestimt
#ROBOMERGE-AUTHOR: andrew.grant
Fixed unconverted char string being passed as part of build info
#tests ran & verified patch check passes
#ROBOMERGE-SOURCE: CL 2969417 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2968817 on 2016/05/06 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2968572
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2968813 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2968383 on 2016/05/05 by Mieszko.Zielinski
Added "default navigation filter" to AIController #UE4
Also, made EQS take advantage of that
#test golden path
Change 2968225 on 2016/05/05 by John.Pollard
Add sanity checks and more info to help track down possible memory corruption
#tests Networking, replication
Change 2967903 on 2016/05/05 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2967827
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2967902 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2967899 on 2016/05/05 by Lina.Halper
Merged change of 2956152
Remove invalid ensure - this didn't work if you have composite inside.
#tests: none
Change 2967870 on 2016/05/05 by Andrew.Grant
Fix for OR-20731 (gamever crashes client)
#tests gamever at console with -game
Change 2967606 on 2016/05/05 by Wes.Hunt
Tweaked output log message for HTTP module shutdown.
#tests none
Change 2967359 on 2016/05/05 by Wes.Hunt
HttpManager will log outstanding requests on shutdown so people can debug shutdown issues and ensure their requests get flushed properly. Also changed default LogHttp logging level to display so these messages can be shown by default without using warning level.
#tests ran editor build and queued up an event using the console command, then quit immediately. the log indeed showed that HttpManager had to wait at least 0.5 seconds for the request to complete.
Change 2966987 on 2016/05/05 by Dmitry.Rekman
Fix editor build.
#tests Compiled Win64 editor.
Change 2966977 on 2016/05/05 by Dmitry.Rekman
Added collecting and reporting periodic server frame time distribution.
- Added generic FHistogram class and necessary analytic events.
- Also added reporting hostname (OR-20842).
#tests Built Linux server and ran a few matches on a compatible content.
Change 2966920 on 2016/05/04 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2966805
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2966919 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2966778 on 2016/05/04 by Michael.Noland
Rendering: Fixed shadow variable warning in GPUProfiler
#tests Compiled and tested GPUProfiler command
Change 2966769 on 2016/05/04 by Mieszko.Zielinski
Fixed GraphAStar not resetting the output path before fillinf it with results #UE4
#test golden path
Change 2966704 on 2016/05/04 by Michael.Noland
Rendering: Added triangle and draw call summaries to ProfileGPU output, broken up by asset and material
- This is controlled by r.ProfileGPU.PrintAssetSummary, which defaults to 1, but you really need r.ShowMaterialDrawEvents 1 enabled as well for a complete picture
- It can also output a summary line for speciifc asset names using a comma separated list in r.ProfileGPU.AssetSummaryCallOuts (e.g., "LOD,HeroName")
#tests Used ProfileGPU a number of times
Change 2966696 on 2016/05/04 by Michael.Noland
Engine: Embedded FPS chart preamble/postamble/row .html files into ChartCreation.cpp to permanently solve packaging woes
#tests Tested FPS charts in an uncooked and cooked build
#jira OR-19713
Change 2966336 on 2016/05/04 by Lukasz.Furman
fixed jungle minions unable to reach spawn locations when camp resets
#jira OR-20700
#tests jungle camp POC
Change 2965948 on 2016/05/04 by David.Ratti
Changes to how passive abilities activate
-Passives now continually try to activate by default rather than only on spawn
Support for Status.Immortal
-Prevents death, fies AbilityTriggerEvent.ImmortalProc when this happens.
-Clamps health to 1.
Fixed bug in muriel passive where ShieldHealthRegen would be left in the world where muriel died.
Fixed bunch of crap in GA_OnSpawn that was causing desync on client at start of match
#tests multi pie
Change 2965870 on 2016/05/04 by Ryan.Gerleve
Duplicated fix from Release-4.12 by marc.audy, CL 2960819:
Owned components are once again referenced by their Owning actor for GC purposes
#jira UE-29131
#tests golden path
Change 2965798 on 2016/05/04 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2965789
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2965796 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2965220 on 2016/05/03 by Dmitry.Rekman
Log instance id and system id (OR-20782).
- These ids get reported in multiple analytics events, having them logged is helpful for quickly mapping events to the log file.
#tests Compiled Linux server, ran on compatible client.
Change 2964907 on 2016/05/03 by Jason.Bestimt
#ORION_DG - Merge MAIN @ CL 2964858
#RB:none
#Tests:none
Change 2964530 on 2016/05/03 by Laurent.Delayen
Renamed GetSlotRootMotionWeight to GetSlotNodeGlobalWeight and made it double buffered to it's safe to access anytime.
Added GetSlotMontageGlobalWeight() to get the Global Weight of a montage being played on a Slot. (Also double buffered).
Added GetInstanceMachineWeight() to get Global Weight of a State Machine in the AnimGraph. (Also double buffered)
Added FAnimInstanceProxy::GetStateMachineIndexAndDescription to avoid searching through the AnimNodeProperties twice.
#tests Chains full feature system in PIE.
Change 2964498 on 2016/05/03 by Frank.Fella
DecalComponent - Fix visibility so that it behaves like other scene components with regard to the editor visibility, component visibility, and actor hidden in game flags.
#RB Andrew Rodham
#TESTS Visibility for decals works like other scene components in the editor, and their visibility can now be animated properly by sequencer.
Change 2964428 on 2016/05/03 by Benn.Gallagher
Fixed stale clothing chunk/section references after container realloc in editor
#tests editor
Change 2964316 on 2016/05/03 by bruce.nesbit
Banner revisions
Banners now use components for various banner items
Banners can now be enabled when killing a hero.
#tests PIE+Game
Change 2964187 on 2016/05/03 by Jon.Lietz
Speeding up the tag count check in UAbilitySystemComponent::RegisterAndCallGameplayTagEvent()
- Remove the call to GetAggregatedStackCount and creating a FGameplayEffectQuery every time we call RegisterAndCallGameplayTagEvent
- Added GetTagCount to the UAbilitySystemComponent that will call GetTagCount on the GameplayTagCountContainer
#RB DanY
#tests JIP shadow pad still works.
Change 2964136 on 2016/05/03 by Laurent.Delayen
Fix crash while switching tabs using Persona.
#tests not crashing anymore.
Change 2964083 on 2016/05/03 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2963929
[CodeReviewed]: andrew.grant
HTTP Manager has larger stack size (1024)
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2964080 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2963771 on 2016/05/02 by Nick.Atamas
Setting a desired size scale invalidates layout and volatility.
#test none
Change 2963555 on 2016/05/02 by Rob.Cannaday
Fix PS4 Orion players being able to whisper chat with non-Orion players
#jira OR-20626
#tests chat with launcher, fortnite
Change 2963387 on 2016/05/02 by Laurent.Delayen
Added GatherDebugData to FABRIK node.
#tests showdebug animation works on Chains now.
Change 2963331 on 2016/05/02 by Jon.Lietz
fixing compile error, dont need the clamp just the ternary on the EventType and pass down the tag count or 1.
#RB none
#tests compiles
Change 2963106 on 2016/05/02 by Rob.Cannaday
Increase HTTP thread's stack size to 128k
We discovered a stack overflow when the stack size was 64kb in LavasoftTcpService64.dll (Ad-Aware's Lavasoft Web Companion)
#tests log in
Change 2963047 on 2016/05/02 by Jon.Lietz
OR-20206 for JIP we need to call the bound function if we already have the tag on reconnect.
- adding a new function in UAbilitySystemComponent, RegisterAndCallGameplayTagEvent this will bind the passed in delegate and if the ability system has that tag already will execute the delegate.
#RB Dave.Ratti
#test shadow pad, slow, stun and root still trigger and trigger for JIP players.
Change 2962836 on 2016/05/02 by jason.bestimt
#ROBOMERGE-AUTHOR: andrew.grant
[NULL MERGE]
Duplicating 2961899 - Fix minimal code builds for Linux not overwriting files
[CodeReviewed] Ben.Marsh
#ROBOMERGE-SOURCE: CL 2962812 in //Orion/Release-0.24.2/... via CL 2962830 via CL 2962833 via CL 2962834 via CL 2962835
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2962570 on 2016/05/02 by Jason.Bestimt
#ORION_MAIN - Merge MAIN @ CL 2962544
#RB:none
#Tests:none
Change 2962552 on 2016/05/02 by Ben.Marsh
Avoid output of warnings containing the string "error:" (and causing the EC post processor to fail the build) if posting build info has a human-readable error message instead. Output should probably be changed to parse out/sanitize the actual failure message if it's meant to retry and succeed, but this will stop failures caused by multiple builds being posted with the same build version.
#tests none
Change 2962506 on 2016/05/02 by Ben.Marsh
Add a version string to identify a given build (FApp::GetBuildVersion()/BUILD_VERSION) which is distinct from the engine version. Defaults to <Escaped Branch Name>-CL-<Changelist>, but can be overriden by specifying a -Build=... argument to UpdateLocalVersion or the "Build" attribute to the SetVersion BuildGraph task.
#tests Preflighted Win64 client/server build (P:\Builds\Orion\++Orion+Dev-General-CL-2962228-PF-2945494-6398155-PF-2945494-6398155) and loaded into Agora. Checked that version strings appear correctly in generated executables.
Change 2962228 on 2016/04/30 by Dmitry.Rekman
Move processing HTTP requests into separate thread (OR-20723).
- First iteration of the implementation, pending implementing feedback.
- Adds a separate thread for CurlHttp where actual processing is performed.
- Coded by RobC, post-processed by me.
#tests Compiled Linux server and Windows client, ran them on compatible content, played a match.
Change 2961899 on 2016/04/29 by Ben.Marsh
BuildGraph: Fix minimal Linux server builds not overwriting the existing executables, by adding an "Overwrite" parameter into the staging task. Windows exe-only patches already happen to bypass this bug by deleting the Binaries/Win64 directory (designed to remove any configurations that weren't built this time), but could still fail if changes had been made to some other staged binaries.
#tests preflighted code-only build against DG CL 2960870 and compared output (P:\Builds\Orion\++Orion+Dev-General-CL-2961878-PF-2961895-6393603)
Change 2961587 on 2016/04/29 by Daniel.Lamb
Redirector doesn't fire callback if it fails to be loaded.
#test Cook orion.
Change 2961458 on 2016/04/29 by Wes.Hunt
Cooker Stats improvements. Also removed some old UBT telemetry that was not being used.
#tests many cooks of orion
Change 2961136 on 2016/04/29 by Daniel.Lamb
Readded caching of platform data into postload of materials.
#test Cook paragon.
[CL 2979220 by Ben Marsh in Main branch]
2016-05-16 16:20:52 -04:00
}
2024-05-22 13:17:22 -04:00
CommandUtils . RunUAT ( CommandUtils . CmdEnv , commandLine . ToString ( ) , Identifier : _parameters . Name ) ;
Copying //UE4/Orion-Staging to //UE4/Dev-Main (//UE4/Orion-Staging @ 2979119, //Orion/Dev-General @2976565)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2976484 on 2016/05/12 by Jason.Bestimt
#ROBOMERGE-AUTHOR: nick.atamas
Added queueing to HUD Alerts so they don't clobber each other.
Added input visualization so that keys show up in game.
SRichTextBlock/UOrionRichTextBlock now have a MinDesiredWidth
#test PIE
#ROBOMERGE-SOURCE: CL 2976474 in //Orion/Release-0.26/... via CL 2976481 via CL 2976482 via CL 2976483
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2976256 on 2016/05/12 by Zak.Middleton
#ue4 - Fix for shipping build.
#tests compiled
Change 2976205 on 2016/05/12 by Zak.Middleton
#ue4 - (Merge 2957866) Add MaxDepenetration for characters against geometry and pawns.
#tests MP PIE PlayGo
(Merging CL 2957866 using Framework->DevGeneral)
Change 2976166 on 2016/05/12 by Daniel.Lamb
Cooking optimziation to unsolicited markup saves 150 seconds paragon cook time.
#test Cook paragon
Change 2976161 on 2016/05/12 by Zak.Middleton
#ue4 - Make sure LastUpdateLocation, Rotation, and Velocity are updated on client and server error corrections. ForcePositionUpdate should call PerformMovement regardless of velocity (there may be root motion or gravity effects).
#tests PIE MP w/ real-world networking
Change 2976092 on 2016/05/12 by Mieszko.Zielinski
Modified adding dynamic subtrees to BT component so that we get a log info if it fails #UE4
#test golden path
Change 2976001 on 2016/05/12 by Robert.Manuszewski
Don't log to memory on dedicated servers
#jira UE-30693
#test Cooked dedicated server and client
Change 2975855 on 2016/05/12 by Lukasz.Furman
fixed behavior tree serialization spawning duplicates of task services
#tests BT editor
Change 2975706 on 2016/05/12 by Daniel.Lamb
Fixed redirect collector stats.
#test Compile
Change 2975636 on 2016/05/12 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge DUI @ CL 2975557
#RB:none
#Tests:none
[CodeReviewed]: matt.schembari, kerrington.smith, tony.oliva, jaymee.stanford, mona.huang, alex.conner, jacob.lawyer, paul.shank
#ROBOMERGE-SOURCE: CL 2975635 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2975592 on 2016/05/12 by Zak.Middleton
#ue4 - Add stat for SetHitResultFromShapeAndFaceIndex().
#tests PIE
Change 2975589 on 2016/05/12 by Zak.Middleton
#ue4 - Avoid filling temp variable unless in Editor builds. It's only used later in the function in Editor builds.
#tests PIE
Change 2975588 on 2016/05/12 by Zak.Middleton
#ue4 - Minor tweak to avoid array read each loop iteration.
#tests PIE
Change 2975587 on 2016/05/12 by Zak.Middleton
#ue4 - Add "IsPlayerController()" function to AController. Variable already existed, just wasn't exposed.
#tests PIE
Change 2975504 on 2016/05/12 by Daniel.Lamb
Remove new stats system because it broke build.
#test cook paragon
Change 2975500 on 2016/05/12 by Daniel.Lamb
Enable redirect timers so I can get stats from build machines.
#test cook paragon.
Change 2975367 on 2016/05/12 by Jason.Bestimt
#ROBOMERGE-AUTHOR: david.nikdel
#OGF #CatalogService #OSS #Localization
- Flush the cached offers/items in CatalogServiceMcp when the culture changes since they contain localized text
- Flush the cached virtual catalog offers/items in McpCatalogHelper when the culture changes since they contain localized text
- Replaced SetForceCatalogRefresh with ClearCache per CR with SamZ (will require Launcher fixup)
[CodeReviewed]: Sam.Zamani, Matt.Kuhlenschmidt
#RB: Sam.Zamani
#TESTS: storefront w/ language change
#ROBOMERGE-SOURCE: CL 2975366 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2975209 on 2016/05/12 by Simon.Tovey
Fixed initialization order warning.
#tests none
Change 2975200 on 2016/05/12 by Simon.Tovey
Translucency GPU time stats for automation.
Refactored separate translucency gpu timer to more general helper class and used it to also time regular translucency.
Feeding both of these into a stat to help art identify poorly performing VFX for more detailed investigation.
There are occasional spikes when the GPU is starved but overall the data out seems good.
#tests GoldenPath, Editor, Auto downsampling works, new stat produces reasonable data.
Change 2974984 on 2016/05/11 by Mieszko.Zielinski
Fixed a bug in graph-a-star heuristics' calculation #UE4
#test golden path
Change 2974916 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 26 @ CL 2974578
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2974915 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974869 on 2016/05/11 by Ben.Marsh
BuildGraph: Add a MergeTelemetryWithPrefix="..." parameter to the <Command> task which allows merging the telemetry data from a child UAT run, adding a given prefix to all the key names.
#tests none
Change 2974673 on 2016/05/11 by Mieszko.Zielinski
Fix to BT not stopping if "StopTree" called while BT was waiting for a task to latently abort #UE4
(change by ?ukasz.Furman)
#test golden path
Change 2974581 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: matt.kuhlenschmidt
Merged CL 2974565 from Release-.26 -> Main:
Fixed loc region not saving in shipping builds
Partially fixed store not refreshing when changing regions. Real money currency items are pending additional fixes
#ROBOMERGE-SOURCE: CL 2974578 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974444 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: richard.fawcett
Reimplement support for specifying BuildPatchTool version used in chunking
This is now possible after Ben Marsh's fix to BuildGraph with CL 2974407.
#tests none
#ROBOMERGE-SOURCE: CL 2974441 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974408 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: ben.marsh
BuildGraph: Fix support for variable expansion in user-defined enum types. Enums in the schema are now represented as the union of valid values and a regex matching a balanced property expansion string, which still validates/autocompletes cleanly in Visual Studio.
#tests none
[CodeReviewed] Richard.Fawcett
#ROBOMERGE-SOURCE: CL 2974407 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974392 on 2016/05/11 by Daniel.Lamb
Optimizing resolve string asset reference resolution.
Added timing stats (disabled by default).
#test Cook paragon.
Change 2974349 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: richard.fawcett
Back out changelist 2974298. An issue with the BuildGraph system has prevented this change from working on the build farm.
#tests none
#ROBOMERGE-SOURCE: CL 2974347 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974299 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: richard.fawcett
Add support for chunking builds with the pre-release version of BuildPatchTool.
#tests None. This code will be tested by creating a build on the build farm immediately after submission.
#ROBOMERGE-SOURCE: CL 2974298 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974277 on 2016/05/11 by Lina.Halper
Fix up of retargeting when it skips replacing nested reference
#tests: retargeting anim BP
Change 2974210 on 2016/05/11 by Bart.Bressler
Merging Oodle changes from Dev-Networking
Change 2939167 on 2016/04/10 by John.Barrett
Updated packet bit termination code, so that both UNetConnection's and the PacketHandler use a termination bit (required for both PacketHandler/UNetconnection, as HandlerComponent's such as Oodle, are byte-aligned and do not preserve packet bit size).
Added new 'stat packet' stats group, for tracking reserved packet bits.
Added '-NoPacketHandler' commandline parameter, for disabling the PacketHandler and all HandlerComponent's (including stateless handshake) - restoring netcode to pre-PacketHandler state.
Removed PacketHandler 'packet overhead' method of packet bit size calculation - replaced with termination bit. Still partially used for reserving bits within packets (but renamed to avoid conflict with other 'PacketOverhead' variable).
Refactored/consolidated some PacketHandler code. Added more stringent bounds checking on packet sizes.
Change 2939168 on 2016/04/10 by John.Barrett
Updated Oodle to support new packet bit-termination code.
Added Oodle protocol support for selective packet compression (packets can now be sent uncompressed - game code will require a hook for this) - required for new bit-based netcode (Oodle outputs byte-aligned data, allowing compressed data to exceed size of uncompressed data - and thus, maximum packet size if not sent uncompressed - in rare edge cases).
Added '-CompressionTest' commandline parameter to Oodle dictionary generation commandlet, which reserves a portion of captured packets, for determining the compression savings percentage.
Added '-OodleDebugDump' commandline parameter, which disables normal dictionary generation, and converts packet captures into a .bin file, which is compatible with the Oodle 'example_packet.cpp' code.
Added temporary security bandaids to Oodle code, based on report that Luigi Auriemma put together, which deals with potential weaknesses in the Oodle API
Added 'stat oodle' stats for tracking failed attempts at compressing packets.
Change 2942964 on 2016/04/10 by Ryan.Gerleve
Fix broken indentation/formatting
Change 2958260 on 2016/04/27 by Bart.bRessler
Add branch name and changelist to oodle packet capture filenames.
Change 2964360 on 2016/05/03 by John.Barrett
Updated Oodle to support using a dictionary and capturing packets at the same time.
The dictionary is now always loaded, if specified, and whenever -OodleCapturing is on the commandline, packets are captured alongside the active dictionary.
Added several debug commands, to aid with testing compression performance (not QA-ready; only works with 1 player on a server):
"Oodle Compression On/Off" - enables/disables packet compression (but still decompresses received compressed packets)
"Oodle Dictionary Unload/Load" - unloads/loads the dictionary files, to allow releasing the files for dictionary generation, and reloading the new dictionary.
"Oodle Capture On/Off" - Enables/Disables packet capturing at runtime - requires '-OodleCapturing' on commandline.
"Oodle ResetStats" - resets the 'stat oodle' stat counters.
The NetcodeUnitTest plugin should be enabled, so that these commands can automatically execute on the server as well, as needed.
Change 2964553 on 2016/05/03 by Bart.Bressler
Add process ID to oodle capture filenames
Change 2966247 on 2016/05/04 by John.Pollard
Oodle 2.1.5 SDK
Change 2968761 on 2016/05/06 by Bart.Bressler
- Added changelist number as parameter to most command line tasks to filter captures by their changelist number (use "all" to get everything)
- Moved a bunch of the file searching/processing code outside of the tasks themselves so that the tasks all just operate to an array of capture files, this makes it easier to create new command line options
- When looking for capture files, we will now recursively search subdirectories
Change 2970529 on 2016/05/09 by Bart.Bressler
Add an optional "CapturePercentage" command line parameter that has a percentage chance of generating capture files per connection
Change 2970874 on 2016/05/09 by Bart.Bressler
- Turn on OODLE_DEV_SHIPPING in the Orion server shipping config so that captures can be generated in shipping builds
- Link to version 215 of oodle
Change 2971233 on 2016/05/09 by Bart.Bressler
Update Oodle DLLs in Orion
Change 2971362 on 2016/05/09 by Bart.Bressler
Create script for building an oodle dictionary out of capture files in an arbitrary location
Change 2972176 on 2016/05/10 by Bart.Bressler
Update oodle references to version 215 in OodleHandlerComponent.Build.cs
#tests used solo vs. ai to test oodle captures and using them
Change 2974035 on 2016/05/11 by Simon.Tovey
Adding fx.ParticleCollisionIgnoreInvisibleTime to replace hard coded time.
This is the time a PSC needs to be invisible for to have all it's collisions ignored.
This is potentially the cause of a bug Tim et al are seeing.
#tests Editor, Can be used to repro/fix the issue.
Change 2973985 on 2016/05/11 by Lina.Halper
Retargeting fix with editor saving issue
#tests: retargeting
Change 2973695 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 26 @ CL 2973469
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2973694 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2973679 on 2016/05/11 by Graeme.Thornton
UAT parameter -signedpak now no longer implies -pak
#tests win64 cooked client. checked that pak generation works as expected through project launcher
Change 2973588 on 2016/05/11 by Simon.Tovey
OR-21033 - Get physical material from particle collision event exposed in Cascade / Blueprint
Particles can now receive collision events selectively based upon the phyisics material of the hit.
Physics material is passed through the event and can be accessed in BPs.
The Event Receiver Spawn node also now has an array of Allowed and Banned phys materials.
#tests Editor and game. Coudln't test cooked as having unrelated crashes in cooked games. Shouldn't be any cooked/uncooked issues here.
Change 2973394 on 2016/05/11 by bruce.nesbit
Fixed couple of shadow vars
#tests compiled
Change 2973335 on 2016/05/11 by Andrew.Grant
Warning fix
#tests compiled
Change 2973308 on 2016/05/10 by Dmitry.Rekman
Add "unplayable condition" reporting.
- The server will report an unplayable condition by creating a local file (under Saved).
- An external script can possibly notice this and, applying its own logic on % of servers reporting it, profile or shutdown the whole machine.
- Report file is to be deleted by an external script.
#tests Compiled and ran Linux server, subjected it to various hitches.
Change 2973235 on 2016/05/10 by Zak.Middleton
#ue4 - Removed allocs after initial spawn from client saved move processing in character movement.
#tests PIE multiplayer w/ Bots
Change 2973157 on 2016/05/10 by Olaf.Piesche
Merging CL 2973112 from //UE4/Dev-Rendering->//Orion/Dev-General
Providing particle source and target for beam emitters
#tests editor game PC
Change 2972715 on 2016/05/10 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 26 @ CL 2972681
#RB: none
#Tests:none
#ROBOMERGE-SOURCE: CL 2972712 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2972678 on 2016/05/10 by Mieszko.Zielinski
Fixed babysitter bot not avoiding enemy towers when pathfinding back to base #Orion
#jira OR-18590
#test golden path
Change 2972595 on 2016/05/10 by Lina.Halper
Animation Retargeting fix for blendspaces
#code review: Benn.Gallagher, Martin.Wilson
#tests: retargeting anim BP
Change 2972282 on 2016/05/10 by Daniel.Lamb
Optimized string asset reference resolution slightly to help get back missing 10 minutes from paragon cook.
#test cook paragon.
Change 2972260 on 2016/05/10 by Laurent.Delayen
Fixed crash in UCharacterMovementComponent::HasRootMotionSources().
#tests Chains pull not crashing anymore.
Change 2972241 on 2016/05/10 by Frank.Fella
UMG - Fixes for material animation copied from 4.12.
#RB Matt K.
#TESTS Struct materials can now be animated and animated materials are named nicely.
Change 2971643 on 2016/05/09 by Dmitry.Rekman
Add reporting of "zero load" frame times (OR-21035).
- Added a thread that does nothing but sleeps and counts how often it missed the target FPS.
- Added an analytics event ServerZeroLoadFrameTimeDistribution that is sent at the end of the match.
- Server only.
#tests Compiled and ran Linux server on a compatible content, played few matches in a row.
Change 2971544 on 2016/05/09 by Ben.Marsh
EC: Use a full path to the telemetry file, to account for UAT switching directories.
Change 2971532 on 2016/05/09 by Wes.Hunt
Alter the cook stats hierarchical profile data to reflect the latest cook changes.
#tests none
Change 2971527 on 2016/05/09 by Ben.Marsh
UAT: Move telemetry object into CommandUtils, so we can add stats from anywhere.
#tests none
Change 2971461 on 2016/05/09 by David.Ratti
Fix issues with mesh swap skins:
-Front end intro animations not playing
-In game spawn animations not playing
-Some attachment weirdness (twinblast)
#tests golden path
Change 2971460 on 2016/05/09 by David.Ratti
Fallback to Target actor if there is no instigating actor in the GAmeplayCue parameters when determining if we should play "local only" effects
#tests pie
Change 2971364 on 2016/05/09 by Ben.Marsh
EC: Add support for adding custom telemetry data from UAT scripts, which gets piped through to the trends panel in EC.
#tests none
Change 2971245 on 2016/05/09 by Dmitry.Rekman
Add a "hitchhunter" log message to catch hitches while sleeping.
#tests Compiled and ran Linux server on a compatible content.
Change 2971196 on 2016/05/09 by jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2971139
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2971168 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/Characters/Heroes/Coil/Audio/Body/Pixie_Cranking_Loop_Cue.uasset - can't branch exclusive file already opened
#CodeReview: david.nikdel, jason.bestimt
Change 2971113 on 2016/05/09 by Dmitry.Rekman
UdpMessaging: Fixed broken filters for when to enable UDP transport.
- Redoing MaxP's change from Dev-Sequencer (CL 2963357).
- Reduces number of threads spawned by the server.
#tests Compiled Linux server, ran it on a compatible content.
Change 2971040 on 2016/05/09 by jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2970990
#RB:none
#Tests:none
[CodeReviewed]: jon.lietz
#ROBOMERGE-SOURCE: CL 2971027 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#CodeReview: david.nikdel, jason.bestimt
Change 2970555 on 2016/05/09 by Ben.Marsh
BuildGraph: Only show warnings and errors for the SavePackage log during cooks. Prevents redundant display of information that's already in the Cook log.
#tests preflight here: https://ec-01.epicgames.net/commander/link/jobDetails/jobs/6443796
Change 2970507 on 2016/05/09 by David.Ratti
Support for linking passive abilities to a key binded ability. E.g., allow a passive ability to be unlocked and leveled up in step with a key binded ability.
Cleaned up the TryLevel/CanLevelUp code a bit: moved to Orion Ability System Component
#tests pie
Change 2970414 on 2016/05/09 by Graeme.Thornton
Don't take a copy of the child tags array when doing UGameplayTagsManager::FindTagNode, just take a const&
#tests win64 client golden path
Change 2969729 on 2016/05/06 by Mieszko.Zielinski
Fixed a dumb mistake in a conditional expresion in UNavigationQueryFilter::GetQueryFilter #UE4
#test golden path
Change 2969675 on 2016/05/06 by Mieszko.Zielinski
Implemented "meta navigation filter" that can fetch a filter class based on given agent #UE4
Added NavFilter_AIControllerDefault that fetched DefaultNavigationFilter from AIController
Reverted hack-feature that supplied same functionality to EQS
#test golden path
Change 2969652 on 2016/05/06 by Michael.Noland
HLOD: Changed UI gating code so that whether or not a LOD Actor is valid is based on the presence of at least two static mesh components, rather than at least two actors (to improve handling when including BPs)
- Repurposed HasValidSubActors for this check, and introduced HasAnySubActors() for the existing uses as this better matches the intent of how the function was used
#tests Added a single BP containing 7 mesh components to a new ALODActor and verified that it allowed a proxy to be generated
Change 2969651 on 2016/05/06 by Michael.Noland
Simplygon: Added time taken for simplygon mesh reduction to the log message
#tests Simplified a LOD cluster and inspected the log
Change 2969604 on 2016/05/06 by Uriel.Doyon
Changed default value to true for UParticleModuleVectorFieldLocal::bUseFixDT.
#tests confirmed that default value has changed for old assets, while allowing override.
Change 2969418 on 2016/05/06 by jason.bestimt
#ROBOMERGE-AUTHOR: andrew.grant
Fixed unconverted char string being passed as part of build info
#tests ran & verified patch check passes
#ROBOMERGE-SOURCE: CL 2969417 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2968817 on 2016/05/06 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2968572
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2968813 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2968383 on 2016/05/05 by Mieszko.Zielinski
Added "default navigation filter" to AIController #UE4
Also, made EQS take advantage of that
#test golden path
Change 2968225 on 2016/05/05 by John.Pollard
Add sanity checks and more info to help track down possible memory corruption
#tests Networking, replication
Change 2967903 on 2016/05/05 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2967827
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2967902 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2967899 on 2016/05/05 by Lina.Halper
Merged change of 2956152
Remove invalid ensure - this didn't work if you have composite inside.
#tests: none
Change 2967870 on 2016/05/05 by Andrew.Grant
Fix for OR-20731 (gamever crashes client)
#tests gamever at console with -game
Change 2967606 on 2016/05/05 by Wes.Hunt
Tweaked output log message for HTTP module shutdown.
#tests none
Change 2967359 on 2016/05/05 by Wes.Hunt
HttpManager will log outstanding requests on shutdown so people can debug shutdown issues and ensure their requests get flushed properly. Also changed default LogHttp logging level to display so these messages can be shown by default without using warning level.
#tests ran editor build and queued up an event using the console command, then quit immediately. the log indeed showed that HttpManager had to wait at least 0.5 seconds for the request to complete.
Change 2966987 on 2016/05/05 by Dmitry.Rekman
Fix editor build.
#tests Compiled Win64 editor.
Change 2966977 on 2016/05/05 by Dmitry.Rekman
Added collecting and reporting periodic server frame time distribution.
- Added generic FHistogram class and necessary analytic events.
- Also added reporting hostname (OR-20842).
#tests Built Linux server and ran a few matches on a compatible content.
Change 2966920 on 2016/05/04 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2966805
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2966919 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2966778 on 2016/05/04 by Michael.Noland
Rendering: Fixed shadow variable warning in GPUProfiler
#tests Compiled and tested GPUProfiler command
Change 2966769 on 2016/05/04 by Mieszko.Zielinski
Fixed GraphAStar not resetting the output path before fillinf it with results #UE4
#test golden path
Change 2966704 on 2016/05/04 by Michael.Noland
Rendering: Added triangle and draw call summaries to ProfileGPU output, broken up by asset and material
- This is controlled by r.ProfileGPU.PrintAssetSummary, which defaults to 1, but you really need r.ShowMaterialDrawEvents 1 enabled as well for a complete picture
- It can also output a summary line for speciifc asset names using a comma separated list in r.ProfileGPU.AssetSummaryCallOuts (e.g., "LOD,HeroName")
#tests Used ProfileGPU a number of times
Change 2966696 on 2016/05/04 by Michael.Noland
Engine: Embedded FPS chart preamble/postamble/row .html files into ChartCreation.cpp to permanently solve packaging woes
#tests Tested FPS charts in an uncooked and cooked build
#jira OR-19713
Change 2966336 on 2016/05/04 by Lukasz.Furman
fixed jungle minions unable to reach spawn locations when camp resets
#jira OR-20700
#tests jungle camp POC
Change 2965948 on 2016/05/04 by David.Ratti
Changes to how passive abilities activate
-Passives now continually try to activate by default rather than only on spawn
Support for Status.Immortal
-Prevents death, fies AbilityTriggerEvent.ImmortalProc when this happens.
-Clamps health to 1.
Fixed bug in muriel passive where ShieldHealthRegen would be left in the world where muriel died.
Fixed bunch of crap in GA_OnSpawn that was causing desync on client at start of match
#tests multi pie
Change 2965870 on 2016/05/04 by Ryan.Gerleve
Duplicated fix from Release-4.12 by marc.audy, CL 2960819:
Owned components are once again referenced by their Owning actor for GC purposes
#jira UE-29131
#tests golden path
Change 2965798 on 2016/05/04 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2965789
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2965796 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2965220 on 2016/05/03 by Dmitry.Rekman
Log instance id and system id (OR-20782).
- These ids get reported in multiple analytics events, having them logged is helpful for quickly mapping events to the log file.
#tests Compiled Linux server, ran on compatible client.
Change 2964907 on 2016/05/03 by Jason.Bestimt
#ORION_DG - Merge MAIN @ CL 2964858
#RB:none
#Tests:none
Change 2964530 on 2016/05/03 by Laurent.Delayen
Renamed GetSlotRootMotionWeight to GetSlotNodeGlobalWeight and made it double buffered to it's safe to access anytime.
Added GetSlotMontageGlobalWeight() to get the Global Weight of a montage being played on a Slot. (Also double buffered).
Added GetInstanceMachineWeight() to get Global Weight of a State Machine in the AnimGraph. (Also double buffered)
Added FAnimInstanceProxy::GetStateMachineIndexAndDescription to avoid searching through the AnimNodeProperties twice.
#tests Chains full feature system in PIE.
Change 2964498 on 2016/05/03 by Frank.Fella
DecalComponent - Fix visibility so that it behaves like other scene components with regard to the editor visibility, component visibility, and actor hidden in game flags.
#RB Andrew Rodham
#TESTS Visibility for decals works like other scene components in the editor, and their visibility can now be animated properly by sequencer.
Change 2964428 on 2016/05/03 by Benn.Gallagher
Fixed stale clothing chunk/section references after container realloc in editor
#tests editor
Change 2964316 on 2016/05/03 by bruce.nesbit
Banner revisions
Banners now use components for various banner items
Banners can now be enabled when killing a hero.
#tests PIE+Game
Change 2964187 on 2016/05/03 by Jon.Lietz
Speeding up the tag count check in UAbilitySystemComponent::RegisterAndCallGameplayTagEvent()
- Remove the call to GetAggregatedStackCount and creating a FGameplayEffectQuery every time we call RegisterAndCallGameplayTagEvent
- Added GetTagCount to the UAbilitySystemComponent that will call GetTagCount on the GameplayTagCountContainer
#RB DanY
#tests JIP shadow pad still works.
Change 2964136 on 2016/05/03 by Laurent.Delayen
Fix crash while switching tabs using Persona.
#tests not crashing anymore.
Change 2964083 on 2016/05/03 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2963929
[CodeReviewed]: andrew.grant
HTTP Manager has larger stack size (1024)
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2964080 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2963771 on 2016/05/02 by Nick.Atamas
Setting a desired size scale invalidates layout and volatility.
#test none
Change 2963555 on 2016/05/02 by Rob.Cannaday
Fix PS4 Orion players being able to whisper chat with non-Orion players
#jira OR-20626
#tests chat with launcher, fortnite
Change 2963387 on 2016/05/02 by Laurent.Delayen
Added GatherDebugData to FABRIK node.
#tests showdebug animation works on Chains now.
Change 2963331 on 2016/05/02 by Jon.Lietz
fixing compile error, dont need the clamp just the ternary on the EventType and pass down the tag count or 1.
#RB none
#tests compiles
Change 2963106 on 2016/05/02 by Rob.Cannaday
Increase HTTP thread's stack size to 128k
We discovered a stack overflow when the stack size was 64kb in LavasoftTcpService64.dll (Ad-Aware's Lavasoft Web Companion)
#tests log in
Change 2963047 on 2016/05/02 by Jon.Lietz
OR-20206 for JIP we need to call the bound function if we already have the tag on reconnect.
- adding a new function in UAbilitySystemComponent, RegisterAndCallGameplayTagEvent this will bind the passed in delegate and if the ability system has that tag already will execute the delegate.
#RB Dave.Ratti
#test shadow pad, slow, stun and root still trigger and trigger for JIP players.
Change 2962836 on 2016/05/02 by jason.bestimt
#ROBOMERGE-AUTHOR: andrew.grant
[NULL MERGE]
Duplicating 2961899 - Fix minimal code builds for Linux not overwriting files
[CodeReviewed] Ben.Marsh
#ROBOMERGE-SOURCE: CL 2962812 in //Orion/Release-0.24.2/... via CL 2962830 via CL 2962833 via CL 2962834 via CL 2962835
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2962570 on 2016/05/02 by Jason.Bestimt
#ORION_MAIN - Merge MAIN @ CL 2962544
#RB:none
#Tests:none
Change 2962552 on 2016/05/02 by Ben.Marsh
Avoid output of warnings containing the string "error:" (and causing the EC post processor to fail the build) if posting build info has a human-readable error message instead. Output should probably be changed to parse out/sanitize the actual failure message if it's meant to retry and succeed, but this will stop failures caused by multiple builds being posted with the same build version.
#tests none
Change 2962506 on 2016/05/02 by Ben.Marsh
Add a version string to identify a given build (FApp::GetBuildVersion()/BUILD_VERSION) which is distinct from the engine version. Defaults to <Escaped Branch Name>-CL-<Changelist>, but can be overriden by specifying a -Build=... argument to UpdateLocalVersion or the "Build" attribute to the SetVersion BuildGraph task.
#tests Preflighted Win64 client/server build (P:\Builds\Orion\++Orion+Dev-General-CL-2962228-PF-2945494-6398155-PF-2945494-6398155) and loaded into Agora. Checked that version strings appear correctly in generated executables.
Change 2962228 on 2016/04/30 by Dmitry.Rekman
Move processing HTTP requests into separate thread (OR-20723).
- First iteration of the implementation, pending implementing feedback.
- Adds a separate thread for CurlHttp where actual processing is performed.
- Coded by RobC, post-processed by me.
#tests Compiled Linux server and Windows client, ran them on compatible content, played a match.
Change 2961899 on 2016/04/29 by Ben.Marsh
BuildGraph: Fix minimal Linux server builds not overwriting the existing executables, by adding an "Overwrite" parameter into the staging task. Windows exe-only patches already happen to bypass this bug by deleting the Binaries/Win64 directory (designed to remove any configurations that weren't built this time), but could still fail if changes had been made to some other staged binaries.
#tests preflighted code-only build against DG CL 2960870 and compared output (P:\Builds\Orion\++Orion+Dev-General-CL-2961878-PF-2961895-6393603)
Change 2961587 on 2016/04/29 by Daniel.Lamb
Redirector doesn't fire callback if it fails to be loaded.
#test Cook orion.
Change 2961458 on 2016/04/29 by Wes.Hunt
Cooker Stats improvements. Also removed some old UBT telemetry that was not being used.
#tests many cooks of orion
Change 2961136 on 2016/04/29 by Daniel.Lamb
Readded caching of platform data into postload of materials.
#test Cook paragon.
[CL 2979220 by Ben Marsh in Main branch]
2016-05-16 16:20:52 -04:00
// Merge in any new telemetry data that was produced
2024-05-22 13:17:22 -04:00
if ( telemetryFile ! = null & & FileReference . Exists ( telemetryFile ) )
Copying //UE4/Orion-Staging to //UE4/Dev-Main (//UE4/Orion-Staging @ 2979119, //Orion/Dev-General @2976565)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2976484 on 2016/05/12 by Jason.Bestimt
#ROBOMERGE-AUTHOR: nick.atamas
Added queueing to HUD Alerts so they don't clobber each other.
Added input visualization so that keys show up in game.
SRichTextBlock/UOrionRichTextBlock now have a MinDesiredWidth
#test PIE
#ROBOMERGE-SOURCE: CL 2976474 in //Orion/Release-0.26/... via CL 2976481 via CL 2976482 via CL 2976483
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2976256 on 2016/05/12 by Zak.Middleton
#ue4 - Fix for shipping build.
#tests compiled
Change 2976205 on 2016/05/12 by Zak.Middleton
#ue4 - (Merge 2957866) Add MaxDepenetration for characters against geometry and pawns.
#tests MP PIE PlayGo
(Merging CL 2957866 using Framework->DevGeneral)
Change 2976166 on 2016/05/12 by Daniel.Lamb
Cooking optimziation to unsolicited markup saves 150 seconds paragon cook time.
#test Cook paragon
Change 2976161 on 2016/05/12 by Zak.Middleton
#ue4 - Make sure LastUpdateLocation, Rotation, and Velocity are updated on client and server error corrections. ForcePositionUpdate should call PerformMovement regardless of velocity (there may be root motion or gravity effects).
#tests PIE MP w/ real-world networking
Change 2976092 on 2016/05/12 by Mieszko.Zielinski
Modified adding dynamic subtrees to BT component so that we get a log info if it fails #UE4
#test golden path
Change 2976001 on 2016/05/12 by Robert.Manuszewski
Don't log to memory on dedicated servers
#jira UE-30693
#test Cooked dedicated server and client
Change 2975855 on 2016/05/12 by Lukasz.Furman
fixed behavior tree serialization spawning duplicates of task services
#tests BT editor
Change 2975706 on 2016/05/12 by Daniel.Lamb
Fixed redirect collector stats.
#test Compile
Change 2975636 on 2016/05/12 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge DUI @ CL 2975557
#RB:none
#Tests:none
[CodeReviewed]: matt.schembari, kerrington.smith, tony.oliva, jaymee.stanford, mona.huang, alex.conner, jacob.lawyer, paul.shank
#ROBOMERGE-SOURCE: CL 2975635 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2975592 on 2016/05/12 by Zak.Middleton
#ue4 - Add stat for SetHitResultFromShapeAndFaceIndex().
#tests PIE
Change 2975589 on 2016/05/12 by Zak.Middleton
#ue4 - Avoid filling temp variable unless in Editor builds. It's only used later in the function in Editor builds.
#tests PIE
Change 2975588 on 2016/05/12 by Zak.Middleton
#ue4 - Minor tweak to avoid array read each loop iteration.
#tests PIE
Change 2975587 on 2016/05/12 by Zak.Middleton
#ue4 - Add "IsPlayerController()" function to AController. Variable already existed, just wasn't exposed.
#tests PIE
Change 2975504 on 2016/05/12 by Daniel.Lamb
Remove new stats system because it broke build.
#test cook paragon
Change 2975500 on 2016/05/12 by Daniel.Lamb
Enable redirect timers so I can get stats from build machines.
#test cook paragon.
Change 2975367 on 2016/05/12 by Jason.Bestimt
#ROBOMERGE-AUTHOR: david.nikdel
#OGF #CatalogService #OSS #Localization
- Flush the cached offers/items in CatalogServiceMcp when the culture changes since they contain localized text
- Flush the cached virtual catalog offers/items in McpCatalogHelper when the culture changes since they contain localized text
- Replaced SetForceCatalogRefresh with ClearCache per CR with SamZ (will require Launcher fixup)
[CodeReviewed]: Sam.Zamani, Matt.Kuhlenschmidt
#RB: Sam.Zamani
#TESTS: storefront w/ language change
#ROBOMERGE-SOURCE: CL 2975366 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2975209 on 2016/05/12 by Simon.Tovey
Fixed initialization order warning.
#tests none
Change 2975200 on 2016/05/12 by Simon.Tovey
Translucency GPU time stats for automation.
Refactored separate translucency gpu timer to more general helper class and used it to also time regular translucency.
Feeding both of these into a stat to help art identify poorly performing VFX for more detailed investigation.
There are occasional spikes when the GPU is starved but overall the data out seems good.
#tests GoldenPath, Editor, Auto downsampling works, new stat produces reasonable data.
Change 2974984 on 2016/05/11 by Mieszko.Zielinski
Fixed a bug in graph-a-star heuristics' calculation #UE4
#test golden path
Change 2974916 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 26 @ CL 2974578
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2974915 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974869 on 2016/05/11 by Ben.Marsh
BuildGraph: Add a MergeTelemetryWithPrefix="..." parameter to the <Command> task which allows merging the telemetry data from a child UAT run, adding a given prefix to all the key names.
#tests none
Change 2974673 on 2016/05/11 by Mieszko.Zielinski
Fix to BT not stopping if "StopTree" called while BT was waiting for a task to latently abort #UE4
(change by ?ukasz.Furman)
#test golden path
Change 2974581 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: matt.kuhlenschmidt
Merged CL 2974565 from Release-.26 -> Main:
Fixed loc region not saving in shipping builds
Partially fixed store not refreshing when changing regions. Real money currency items are pending additional fixes
#ROBOMERGE-SOURCE: CL 2974578 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974444 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: richard.fawcett
Reimplement support for specifying BuildPatchTool version used in chunking
This is now possible after Ben Marsh's fix to BuildGraph with CL 2974407.
#tests none
#ROBOMERGE-SOURCE: CL 2974441 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974408 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: ben.marsh
BuildGraph: Fix support for variable expansion in user-defined enum types. Enums in the schema are now represented as the union of valid values and a regex matching a balanced property expansion string, which still validates/autocompletes cleanly in Visual Studio.
#tests none
[CodeReviewed] Richard.Fawcett
#ROBOMERGE-SOURCE: CL 2974407 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974392 on 2016/05/11 by Daniel.Lamb
Optimizing resolve string asset reference resolution.
Added timing stats (disabled by default).
#test Cook paragon.
Change 2974349 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: richard.fawcett
Back out changelist 2974298. An issue with the BuildGraph system has prevented this change from working on the build farm.
#tests none
#ROBOMERGE-SOURCE: CL 2974347 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974299 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: richard.fawcett
Add support for chunking builds with the pre-release version of BuildPatchTool.
#tests None. This code will be tested by creating a build on the build farm immediately after submission.
#ROBOMERGE-SOURCE: CL 2974298 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974277 on 2016/05/11 by Lina.Halper
Fix up of retargeting when it skips replacing nested reference
#tests: retargeting anim BP
Change 2974210 on 2016/05/11 by Bart.Bressler
Merging Oodle changes from Dev-Networking
Change 2939167 on 2016/04/10 by John.Barrett
Updated packet bit termination code, so that both UNetConnection's and the PacketHandler use a termination bit (required for both PacketHandler/UNetconnection, as HandlerComponent's such as Oodle, are byte-aligned and do not preserve packet bit size).
Added new 'stat packet' stats group, for tracking reserved packet bits.
Added '-NoPacketHandler' commandline parameter, for disabling the PacketHandler and all HandlerComponent's (including stateless handshake) - restoring netcode to pre-PacketHandler state.
Removed PacketHandler 'packet overhead' method of packet bit size calculation - replaced with termination bit. Still partially used for reserving bits within packets (but renamed to avoid conflict with other 'PacketOverhead' variable).
Refactored/consolidated some PacketHandler code. Added more stringent bounds checking on packet sizes.
Change 2939168 on 2016/04/10 by John.Barrett
Updated Oodle to support new packet bit-termination code.
Added Oodle protocol support for selective packet compression (packets can now be sent uncompressed - game code will require a hook for this) - required for new bit-based netcode (Oodle outputs byte-aligned data, allowing compressed data to exceed size of uncompressed data - and thus, maximum packet size if not sent uncompressed - in rare edge cases).
Added '-CompressionTest' commandline parameter to Oodle dictionary generation commandlet, which reserves a portion of captured packets, for determining the compression savings percentage.
Added '-OodleDebugDump' commandline parameter, which disables normal dictionary generation, and converts packet captures into a .bin file, which is compatible with the Oodle 'example_packet.cpp' code.
Added temporary security bandaids to Oodle code, based on report that Luigi Auriemma put together, which deals with potential weaknesses in the Oodle API
Added 'stat oodle' stats for tracking failed attempts at compressing packets.
Change 2942964 on 2016/04/10 by Ryan.Gerleve
Fix broken indentation/formatting
Change 2958260 on 2016/04/27 by Bart.bRessler
Add branch name and changelist to oodle packet capture filenames.
Change 2964360 on 2016/05/03 by John.Barrett
Updated Oodle to support using a dictionary and capturing packets at the same time.
The dictionary is now always loaded, if specified, and whenever -OodleCapturing is on the commandline, packets are captured alongside the active dictionary.
Added several debug commands, to aid with testing compression performance (not QA-ready; only works with 1 player on a server):
"Oodle Compression On/Off" - enables/disables packet compression (but still decompresses received compressed packets)
"Oodle Dictionary Unload/Load" - unloads/loads the dictionary files, to allow releasing the files for dictionary generation, and reloading the new dictionary.
"Oodle Capture On/Off" - Enables/Disables packet capturing at runtime - requires '-OodleCapturing' on commandline.
"Oodle ResetStats" - resets the 'stat oodle' stat counters.
The NetcodeUnitTest plugin should be enabled, so that these commands can automatically execute on the server as well, as needed.
Change 2964553 on 2016/05/03 by Bart.Bressler
Add process ID to oodle capture filenames
Change 2966247 on 2016/05/04 by John.Pollard
Oodle 2.1.5 SDK
Change 2968761 on 2016/05/06 by Bart.Bressler
- Added changelist number as parameter to most command line tasks to filter captures by their changelist number (use "all" to get everything)
- Moved a bunch of the file searching/processing code outside of the tasks themselves so that the tasks all just operate to an array of capture files, this makes it easier to create new command line options
- When looking for capture files, we will now recursively search subdirectories
Change 2970529 on 2016/05/09 by Bart.Bressler
Add an optional "CapturePercentage" command line parameter that has a percentage chance of generating capture files per connection
Change 2970874 on 2016/05/09 by Bart.Bressler
- Turn on OODLE_DEV_SHIPPING in the Orion server shipping config so that captures can be generated in shipping builds
- Link to version 215 of oodle
Change 2971233 on 2016/05/09 by Bart.Bressler
Update Oodle DLLs in Orion
Change 2971362 on 2016/05/09 by Bart.Bressler
Create script for building an oodle dictionary out of capture files in an arbitrary location
Change 2972176 on 2016/05/10 by Bart.Bressler
Update oodle references to version 215 in OodleHandlerComponent.Build.cs
#tests used solo vs. ai to test oodle captures and using them
Change 2974035 on 2016/05/11 by Simon.Tovey
Adding fx.ParticleCollisionIgnoreInvisibleTime to replace hard coded time.
This is the time a PSC needs to be invisible for to have all it's collisions ignored.
This is potentially the cause of a bug Tim et al are seeing.
#tests Editor, Can be used to repro/fix the issue.
Change 2973985 on 2016/05/11 by Lina.Halper
Retargeting fix with editor saving issue
#tests: retargeting
Change 2973695 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 26 @ CL 2973469
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2973694 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2973679 on 2016/05/11 by Graeme.Thornton
UAT parameter -signedpak now no longer implies -pak
#tests win64 cooked client. checked that pak generation works as expected through project launcher
Change 2973588 on 2016/05/11 by Simon.Tovey
OR-21033 - Get physical material from particle collision event exposed in Cascade / Blueprint
Particles can now receive collision events selectively based upon the phyisics material of the hit.
Physics material is passed through the event and can be accessed in BPs.
The Event Receiver Spawn node also now has an array of Allowed and Banned phys materials.
#tests Editor and game. Coudln't test cooked as having unrelated crashes in cooked games. Shouldn't be any cooked/uncooked issues here.
Change 2973394 on 2016/05/11 by bruce.nesbit
Fixed couple of shadow vars
#tests compiled
Change 2973335 on 2016/05/11 by Andrew.Grant
Warning fix
#tests compiled
Change 2973308 on 2016/05/10 by Dmitry.Rekman
Add "unplayable condition" reporting.
- The server will report an unplayable condition by creating a local file (under Saved).
- An external script can possibly notice this and, applying its own logic on % of servers reporting it, profile or shutdown the whole machine.
- Report file is to be deleted by an external script.
#tests Compiled and ran Linux server, subjected it to various hitches.
Change 2973235 on 2016/05/10 by Zak.Middleton
#ue4 - Removed allocs after initial spawn from client saved move processing in character movement.
#tests PIE multiplayer w/ Bots
Change 2973157 on 2016/05/10 by Olaf.Piesche
Merging CL 2973112 from //UE4/Dev-Rendering->//Orion/Dev-General
Providing particle source and target for beam emitters
#tests editor game PC
Change 2972715 on 2016/05/10 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 26 @ CL 2972681
#RB: none
#Tests:none
#ROBOMERGE-SOURCE: CL 2972712 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2972678 on 2016/05/10 by Mieszko.Zielinski
Fixed babysitter bot not avoiding enemy towers when pathfinding back to base #Orion
#jira OR-18590
#test golden path
Change 2972595 on 2016/05/10 by Lina.Halper
Animation Retargeting fix for blendspaces
#code review: Benn.Gallagher, Martin.Wilson
#tests: retargeting anim BP
Change 2972282 on 2016/05/10 by Daniel.Lamb
Optimized string asset reference resolution slightly to help get back missing 10 minutes from paragon cook.
#test cook paragon.
Change 2972260 on 2016/05/10 by Laurent.Delayen
Fixed crash in UCharacterMovementComponent::HasRootMotionSources().
#tests Chains pull not crashing anymore.
Change 2972241 on 2016/05/10 by Frank.Fella
UMG - Fixes for material animation copied from 4.12.
#RB Matt K.
#TESTS Struct materials can now be animated and animated materials are named nicely.
Change 2971643 on 2016/05/09 by Dmitry.Rekman
Add reporting of "zero load" frame times (OR-21035).
- Added a thread that does nothing but sleeps and counts how often it missed the target FPS.
- Added an analytics event ServerZeroLoadFrameTimeDistribution that is sent at the end of the match.
- Server only.
#tests Compiled and ran Linux server on a compatible content, played few matches in a row.
Change 2971544 on 2016/05/09 by Ben.Marsh
EC: Use a full path to the telemetry file, to account for UAT switching directories.
Change 2971532 on 2016/05/09 by Wes.Hunt
Alter the cook stats hierarchical profile data to reflect the latest cook changes.
#tests none
Change 2971527 on 2016/05/09 by Ben.Marsh
UAT: Move telemetry object into CommandUtils, so we can add stats from anywhere.
#tests none
Change 2971461 on 2016/05/09 by David.Ratti
Fix issues with mesh swap skins:
-Front end intro animations not playing
-In game spawn animations not playing
-Some attachment weirdness (twinblast)
#tests golden path
Change 2971460 on 2016/05/09 by David.Ratti
Fallback to Target actor if there is no instigating actor in the GAmeplayCue parameters when determining if we should play "local only" effects
#tests pie
Change 2971364 on 2016/05/09 by Ben.Marsh
EC: Add support for adding custom telemetry data from UAT scripts, which gets piped through to the trends panel in EC.
#tests none
Change 2971245 on 2016/05/09 by Dmitry.Rekman
Add a "hitchhunter" log message to catch hitches while sleeping.
#tests Compiled and ran Linux server on a compatible content.
Change 2971196 on 2016/05/09 by jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2971139
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2971168 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/Characters/Heroes/Coil/Audio/Body/Pixie_Cranking_Loop_Cue.uasset - can't branch exclusive file already opened
#CodeReview: david.nikdel, jason.bestimt
Change 2971113 on 2016/05/09 by Dmitry.Rekman
UdpMessaging: Fixed broken filters for when to enable UDP transport.
- Redoing MaxP's change from Dev-Sequencer (CL 2963357).
- Reduces number of threads spawned by the server.
#tests Compiled Linux server, ran it on a compatible content.
Change 2971040 on 2016/05/09 by jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2970990
#RB:none
#Tests:none
[CodeReviewed]: jon.lietz
#ROBOMERGE-SOURCE: CL 2971027 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#CodeReview: david.nikdel, jason.bestimt
Change 2970555 on 2016/05/09 by Ben.Marsh
BuildGraph: Only show warnings and errors for the SavePackage log during cooks. Prevents redundant display of information that's already in the Cook log.
#tests preflight here: https://ec-01.epicgames.net/commander/link/jobDetails/jobs/6443796
Change 2970507 on 2016/05/09 by David.Ratti
Support for linking passive abilities to a key binded ability. E.g., allow a passive ability to be unlocked and leveled up in step with a key binded ability.
Cleaned up the TryLevel/CanLevelUp code a bit: moved to Orion Ability System Component
#tests pie
Change 2970414 on 2016/05/09 by Graeme.Thornton
Don't take a copy of the child tags array when doing UGameplayTagsManager::FindTagNode, just take a const&
#tests win64 client golden path
Change 2969729 on 2016/05/06 by Mieszko.Zielinski
Fixed a dumb mistake in a conditional expresion in UNavigationQueryFilter::GetQueryFilter #UE4
#test golden path
Change 2969675 on 2016/05/06 by Mieszko.Zielinski
Implemented "meta navigation filter" that can fetch a filter class based on given agent #UE4
Added NavFilter_AIControllerDefault that fetched DefaultNavigationFilter from AIController
Reverted hack-feature that supplied same functionality to EQS
#test golden path
Change 2969652 on 2016/05/06 by Michael.Noland
HLOD: Changed UI gating code so that whether or not a LOD Actor is valid is based on the presence of at least two static mesh components, rather than at least two actors (to improve handling when including BPs)
- Repurposed HasValidSubActors for this check, and introduced HasAnySubActors() for the existing uses as this better matches the intent of how the function was used
#tests Added a single BP containing 7 mesh components to a new ALODActor and verified that it allowed a proxy to be generated
Change 2969651 on 2016/05/06 by Michael.Noland
Simplygon: Added time taken for simplygon mesh reduction to the log message
#tests Simplified a LOD cluster and inspected the log
Change 2969604 on 2016/05/06 by Uriel.Doyon
Changed default value to true for UParticleModuleVectorFieldLocal::bUseFixDT.
#tests confirmed that default value has changed for old assets, while allowing override.
Change 2969418 on 2016/05/06 by jason.bestimt
#ROBOMERGE-AUTHOR: andrew.grant
Fixed unconverted char string being passed as part of build info
#tests ran & verified patch check passes
#ROBOMERGE-SOURCE: CL 2969417 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2968817 on 2016/05/06 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2968572
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2968813 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2968383 on 2016/05/05 by Mieszko.Zielinski
Added "default navigation filter" to AIController #UE4
Also, made EQS take advantage of that
#test golden path
Change 2968225 on 2016/05/05 by John.Pollard
Add sanity checks and more info to help track down possible memory corruption
#tests Networking, replication
Change 2967903 on 2016/05/05 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2967827
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2967902 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2967899 on 2016/05/05 by Lina.Halper
Merged change of 2956152
Remove invalid ensure - this didn't work if you have composite inside.
#tests: none
Change 2967870 on 2016/05/05 by Andrew.Grant
Fix for OR-20731 (gamever crashes client)
#tests gamever at console with -game
Change 2967606 on 2016/05/05 by Wes.Hunt
Tweaked output log message for HTTP module shutdown.
#tests none
Change 2967359 on 2016/05/05 by Wes.Hunt
HttpManager will log outstanding requests on shutdown so people can debug shutdown issues and ensure their requests get flushed properly. Also changed default LogHttp logging level to display so these messages can be shown by default without using warning level.
#tests ran editor build and queued up an event using the console command, then quit immediately. the log indeed showed that HttpManager had to wait at least 0.5 seconds for the request to complete.
Change 2966987 on 2016/05/05 by Dmitry.Rekman
Fix editor build.
#tests Compiled Win64 editor.
Change 2966977 on 2016/05/05 by Dmitry.Rekman
Added collecting and reporting periodic server frame time distribution.
- Added generic FHistogram class and necessary analytic events.
- Also added reporting hostname (OR-20842).
#tests Built Linux server and ran a few matches on a compatible content.
Change 2966920 on 2016/05/04 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2966805
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2966919 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2966778 on 2016/05/04 by Michael.Noland
Rendering: Fixed shadow variable warning in GPUProfiler
#tests Compiled and tested GPUProfiler command
Change 2966769 on 2016/05/04 by Mieszko.Zielinski
Fixed GraphAStar not resetting the output path before fillinf it with results #UE4
#test golden path
Change 2966704 on 2016/05/04 by Michael.Noland
Rendering: Added triangle and draw call summaries to ProfileGPU output, broken up by asset and material
- This is controlled by r.ProfileGPU.PrintAssetSummary, which defaults to 1, but you really need r.ShowMaterialDrawEvents 1 enabled as well for a complete picture
- It can also output a summary line for speciifc asset names using a comma separated list in r.ProfileGPU.AssetSummaryCallOuts (e.g., "LOD,HeroName")
#tests Used ProfileGPU a number of times
Change 2966696 on 2016/05/04 by Michael.Noland
Engine: Embedded FPS chart preamble/postamble/row .html files into ChartCreation.cpp to permanently solve packaging woes
#tests Tested FPS charts in an uncooked and cooked build
#jira OR-19713
Change 2966336 on 2016/05/04 by Lukasz.Furman
fixed jungle minions unable to reach spawn locations when camp resets
#jira OR-20700
#tests jungle camp POC
Change 2965948 on 2016/05/04 by David.Ratti
Changes to how passive abilities activate
-Passives now continually try to activate by default rather than only on spawn
Support for Status.Immortal
-Prevents death, fies AbilityTriggerEvent.ImmortalProc when this happens.
-Clamps health to 1.
Fixed bug in muriel passive where ShieldHealthRegen would be left in the world where muriel died.
Fixed bunch of crap in GA_OnSpawn that was causing desync on client at start of match
#tests multi pie
Change 2965870 on 2016/05/04 by Ryan.Gerleve
Duplicated fix from Release-4.12 by marc.audy, CL 2960819:
Owned components are once again referenced by their Owning actor for GC purposes
#jira UE-29131
#tests golden path
Change 2965798 on 2016/05/04 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2965789
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2965796 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2965220 on 2016/05/03 by Dmitry.Rekman
Log instance id and system id (OR-20782).
- These ids get reported in multiple analytics events, having them logged is helpful for quickly mapping events to the log file.
#tests Compiled Linux server, ran on compatible client.
Change 2964907 on 2016/05/03 by Jason.Bestimt
#ORION_DG - Merge MAIN @ CL 2964858
#RB:none
#Tests:none
Change 2964530 on 2016/05/03 by Laurent.Delayen
Renamed GetSlotRootMotionWeight to GetSlotNodeGlobalWeight and made it double buffered to it's safe to access anytime.
Added GetSlotMontageGlobalWeight() to get the Global Weight of a montage being played on a Slot. (Also double buffered).
Added GetInstanceMachineWeight() to get Global Weight of a State Machine in the AnimGraph. (Also double buffered)
Added FAnimInstanceProxy::GetStateMachineIndexAndDescription to avoid searching through the AnimNodeProperties twice.
#tests Chains full feature system in PIE.
Change 2964498 on 2016/05/03 by Frank.Fella
DecalComponent - Fix visibility so that it behaves like other scene components with regard to the editor visibility, component visibility, and actor hidden in game flags.
#RB Andrew Rodham
#TESTS Visibility for decals works like other scene components in the editor, and their visibility can now be animated properly by sequencer.
Change 2964428 on 2016/05/03 by Benn.Gallagher
Fixed stale clothing chunk/section references after container realloc in editor
#tests editor
Change 2964316 on 2016/05/03 by bruce.nesbit
Banner revisions
Banners now use components for various banner items
Banners can now be enabled when killing a hero.
#tests PIE+Game
Change 2964187 on 2016/05/03 by Jon.Lietz
Speeding up the tag count check in UAbilitySystemComponent::RegisterAndCallGameplayTagEvent()
- Remove the call to GetAggregatedStackCount and creating a FGameplayEffectQuery every time we call RegisterAndCallGameplayTagEvent
- Added GetTagCount to the UAbilitySystemComponent that will call GetTagCount on the GameplayTagCountContainer
#RB DanY
#tests JIP shadow pad still works.
Change 2964136 on 2016/05/03 by Laurent.Delayen
Fix crash while switching tabs using Persona.
#tests not crashing anymore.
Change 2964083 on 2016/05/03 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2963929
[CodeReviewed]: andrew.grant
HTTP Manager has larger stack size (1024)
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2964080 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2963771 on 2016/05/02 by Nick.Atamas
Setting a desired size scale invalidates layout and volatility.
#test none
Change 2963555 on 2016/05/02 by Rob.Cannaday
Fix PS4 Orion players being able to whisper chat with non-Orion players
#jira OR-20626
#tests chat with launcher, fortnite
Change 2963387 on 2016/05/02 by Laurent.Delayen
Added GatherDebugData to FABRIK node.
#tests showdebug animation works on Chains now.
Change 2963331 on 2016/05/02 by Jon.Lietz
fixing compile error, dont need the clamp just the ternary on the EventType and pass down the tag count or 1.
#RB none
#tests compiles
Change 2963106 on 2016/05/02 by Rob.Cannaday
Increase HTTP thread's stack size to 128k
We discovered a stack overflow when the stack size was 64kb in LavasoftTcpService64.dll (Ad-Aware's Lavasoft Web Companion)
#tests log in
Change 2963047 on 2016/05/02 by Jon.Lietz
OR-20206 for JIP we need to call the bound function if we already have the tag on reconnect.
- adding a new function in UAbilitySystemComponent, RegisterAndCallGameplayTagEvent this will bind the passed in delegate and if the ability system has that tag already will execute the delegate.
#RB Dave.Ratti
#test shadow pad, slow, stun and root still trigger and trigger for JIP players.
Change 2962836 on 2016/05/02 by jason.bestimt
#ROBOMERGE-AUTHOR: andrew.grant
[NULL MERGE]
Duplicating 2961899 - Fix minimal code builds for Linux not overwriting files
[CodeReviewed] Ben.Marsh
#ROBOMERGE-SOURCE: CL 2962812 in //Orion/Release-0.24.2/... via CL 2962830 via CL 2962833 via CL 2962834 via CL 2962835
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2962570 on 2016/05/02 by Jason.Bestimt
#ORION_MAIN - Merge MAIN @ CL 2962544
#RB:none
#Tests:none
Change 2962552 on 2016/05/02 by Ben.Marsh
Avoid output of warnings containing the string "error:" (and causing the EC post processor to fail the build) if posting build info has a human-readable error message instead. Output should probably be changed to parse out/sanitize the actual failure message if it's meant to retry and succeed, but this will stop failures caused by multiple builds being posted with the same build version.
#tests none
Change 2962506 on 2016/05/02 by Ben.Marsh
Add a version string to identify a given build (FApp::GetBuildVersion()/BUILD_VERSION) which is distinct from the engine version. Defaults to <Escaped Branch Name>-CL-<Changelist>, but can be overriden by specifying a -Build=... argument to UpdateLocalVersion or the "Build" attribute to the SetVersion BuildGraph task.
#tests Preflighted Win64 client/server build (P:\Builds\Orion\++Orion+Dev-General-CL-2962228-PF-2945494-6398155-PF-2945494-6398155) and loaded into Agora. Checked that version strings appear correctly in generated executables.
Change 2962228 on 2016/04/30 by Dmitry.Rekman
Move processing HTTP requests into separate thread (OR-20723).
- First iteration of the implementation, pending implementing feedback.
- Adds a separate thread for CurlHttp where actual processing is performed.
- Coded by RobC, post-processed by me.
#tests Compiled Linux server and Windows client, ran them on compatible content, played a match.
Change 2961899 on 2016/04/29 by Ben.Marsh
BuildGraph: Fix minimal Linux server builds not overwriting the existing executables, by adding an "Overwrite" parameter into the staging task. Windows exe-only patches already happen to bypass this bug by deleting the Binaries/Win64 directory (designed to remove any configurations that weren't built this time), but could still fail if changes had been made to some other staged binaries.
#tests preflighted code-only build against DG CL 2960870 and compared output (P:\Builds\Orion\++Orion+Dev-General-CL-2961878-PF-2961895-6393603)
Change 2961587 on 2016/04/29 by Daniel.Lamb
Redirector doesn't fire callback if it fails to be loaded.
#test Cook orion.
Change 2961458 on 2016/04/29 by Wes.Hunt
Cooker Stats improvements. Also removed some old UBT telemetry that was not being used.
#tests many cooks of orion
Change 2961136 on 2016/04/29 by Daniel.Lamb
Readded caching of platform data into postload of materials.
#test Cook paragon.
[CL 2979220 by Ben Marsh in Main branch]
2016-05-16 16:20:52 -04:00
{
2024-05-22 13:17:22 -04:00
Logger . LogDebug ( "Merging telemetry from {TelemetryFile}" , telemetryFile ) ;
2019-10-04 16:27:46 -04:00
2024-05-22 13:17:22 -04:00
TelemetryData newTelemetry ;
if ( TelemetryData . TryRead ( telemetryFile , out newTelemetry ) )
Copying //UE4/Orion-Staging to //UE4/Dev-Main (//UE4/Orion-Staging @ 2979119, //Orion/Dev-General @2976565)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2976484 on 2016/05/12 by Jason.Bestimt
#ROBOMERGE-AUTHOR: nick.atamas
Added queueing to HUD Alerts so they don't clobber each other.
Added input visualization so that keys show up in game.
SRichTextBlock/UOrionRichTextBlock now have a MinDesiredWidth
#test PIE
#ROBOMERGE-SOURCE: CL 2976474 in //Orion/Release-0.26/... via CL 2976481 via CL 2976482 via CL 2976483
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2976256 on 2016/05/12 by Zak.Middleton
#ue4 - Fix for shipping build.
#tests compiled
Change 2976205 on 2016/05/12 by Zak.Middleton
#ue4 - (Merge 2957866) Add MaxDepenetration for characters against geometry and pawns.
#tests MP PIE PlayGo
(Merging CL 2957866 using Framework->DevGeneral)
Change 2976166 on 2016/05/12 by Daniel.Lamb
Cooking optimziation to unsolicited markup saves 150 seconds paragon cook time.
#test Cook paragon
Change 2976161 on 2016/05/12 by Zak.Middleton
#ue4 - Make sure LastUpdateLocation, Rotation, and Velocity are updated on client and server error corrections. ForcePositionUpdate should call PerformMovement regardless of velocity (there may be root motion or gravity effects).
#tests PIE MP w/ real-world networking
Change 2976092 on 2016/05/12 by Mieszko.Zielinski
Modified adding dynamic subtrees to BT component so that we get a log info if it fails #UE4
#test golden path
Change 2976001 on 2016/05/12 by Robert.Manuszewski
Don't log to memory on dedicated servers
#jira UE-30693
#test Cooked dedicated server and client
Change 2975855 on 2016/05/12 by Lukasz.Furman
fixed behavior tree serialization spawning duplicates of task services
#tests BT editor
Change 2975706 on 2016/05/12 by Daniel.Lamb
Fixed redirect collector stats.
#test Compile
Change 2975636 on 2016/05/12 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge DUI @ CL 2975557
#RB:none
#Tests:none
[CodeReviewed]: matt.schembari, kerrington.smith, tony.oliva, jaymee.stanford, mona.huang, alex.conner, jacob.lawyer, paul.shank
#ROBOMERGE-SOURCE: CL 2975635 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2975592 on 2016/05/12 by Zak.Middleton
#ue4 - Add stat for SetHitResultFromShapeAndFaceIndex().
#tests PIE
Change 2975589 on 2016/05/12 by Zak.Middleton
#ue4 - Avoid filling temp variable unless in Editor builds. It's only used later in the function in Editor builds.
#tests PIE
Change 2975588 on 2016/05/12 by Zak.Middleton
#ue4 - Minor tweak to avoid array read each loop iteration.
#tests PIE
Change 2975587 on 2016/05/12 by Zak.Middleton
#ue4 - Add "IsPlayerController()" function to AController. Variable already existed, just wasn't exposed.
#tests PIE
Change 2975504 on 2016/05/12 by Daniel.Lamb
Remove new stats system because it broke build.
#test cook paragon
Change 2975500 on 2016/05/12 by Daniel.Lamb
Enable redirect timers so I can get stats from build machines.
#test cook paragon.
Change 2975367 on 2016/05/12 by Jason.Bestimt
#ROBOMERGE-AUTHOR: david.nikdel
#OGF #CatalogService #OSS #Localization
- Flush the cached offers/items in CatalogServiceMcp when the culture changes since they contain localized text
- Flush the cached virtual catalog offers/items in McpCatalogHelper when the culture changes since they contain localized text
- Replaced SetForceCatalogRefresh with ClearCache per CR with SamZ (will require Launcher fixup)
[CodeReviewed]: Sam.Zamani, Matt.Kuhlenschmidt
#RB: Sam.Zamani
#TESTS: storefront w/ language change
#ROBOMERGE-SOURCE: CL 2975366 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2975209 on 2016/05/12 by Simon.Tovey
Fixed initialization order warning.
#tests none
Change 2975200 on 2016/05/12 by Simon.Tovey
Translucency GPU time stats for automation.
Refactored separate translucency gpu timer to more general helper class and used it to also time regular translucency.
Feeding both of these into a stat to help art identify poorly performing VFX for more detailed investigation.
There are occasional spikes when the GPU is starved but overall the data out seems good.
#tests GoldenPath, Editor, Auto downsampling works, new stat produces reasonable data.
Change 2974984 on 2016/05/11 by Mieszko.Zielinski
Fixed a bug in graph-a-star heuristics' calculation #UE4
#test golden path
Change 2974916 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 26 @ CL 2974578
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2974915 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974869 on 2016/05/11 by Ben.Marsh
BuildGraph: Add a MergeTelemetryWithPrefix="..." parameter to the <Command> task which allows merging the telemetry data from a child UAT run, adding a given prefix to all the key names.
#tests none
Change 2974673 on 2016/05/11 by Mieszko.Zielinski
Fix to BT not stopping if "StopTree" called while BT was waiting for a task to latently abort #UE4
(change by ?ukasz.Furman)
#test golden path
Change 2974581 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: matt.kuhlenschmidt
Merged CL 2974565 from Release-.26 -> Main:
Fixed loc region not saving in shipping builds
Partially fixed store not refreshing when changing regions. Real money currency items are pending additional fixes
#ROBOMERGE-SOURCE: CL 2974578 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974444 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: richard.fawcett
Reimplement support for specifying BuildPatchTool version used in chunking
This is now possible after Ben Marsh's fix to BuildGraph with CL 2974407.
#tests none
#ROBOMERGE-SOURCE: CL 2974441 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974408 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: ben.marsh
BuildGraph: Fix support for variable expansion in user-defined enum types. Enums in the schema are now represented as the union of valid values and a regex matching a balanced property expansion string, which still validates/autocompletes cleanly in Visual Studio.
#tests none
[CodeReviewed] Richard.Fawcett
#ROBOMERGE-SOURCE: CL 2974407 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974392 on 2016/05/11 by Daniel.Lamb
Optimizing resolve string asset reference resolution.
Added timing stats (disabled by default).
#test Cook paragon.
Change 2974349 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: richard.fawcett
Back out changelist 2974298. An issue with the BuildGraph system has prevented this change from working on the build farm.
#tests none
#ROBOMERGE-SOURCE: CL 2974347 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974299 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: richard.fawcett
Add support for chunking builds with the pre-release version of BuildPatchTool.
#tests None. This code will be tested by creating a build on the build farm immediately after submission.
#ROBOMERGE-SOURCE: CL 2974298 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974277 on 2016/05/11 by Lina.Halper
Fix up of retargeting when it skips replacing nested reference
#tests: retargeting anim BP
Change 2974210 on 2016/05/11 by Bart.Bressler
Merging Oodle changes from Dev-Networking
Change 2939167 on 2016/04/10 by John.Barrett
Updated packet bit termination code, so that both UNetConnection's and the PacketHandler use a termination bit (required for both PacketHandler/UNetconnection, as HandlerComponent's such as Oodle, are byte-aligned and do not preserve packet bit size).
Added new 'stat packet' stats group, for tracking reserved packet bits.
Added '-NoPacketHandler' commandline parameter, for disabling the PacketHandler and all HandlerComponent's (including stateless handshake) - restoring netcode to pre-PacketHandler state.
Removed PacketHandler 'packet overhead' method of packet bit size calculation - replaced with termination bit. Still partially used for reserving bits within packets (but renamed to avoid conflict with other 'PacketOverhead' variable).
Refactored/consolidated some PacketHandler code. Added more stringent bounds checking on packet sizes.
Change 2939168 on 2016/04/10 by John.Barrett
Updated Oodle to support new packet bit-termination code.
Added Oodle protocol support for selective packet compression (packets can now be sent uncompressed - game code will require a hook for this) - required for new bit-based netcode (Oodle outputs byte-aligned data, allowing compressed data to exceed size of uncompressed data - and thus, maximum packet size if not sent uncompressed - in rare edge cases).
Added '-CompressionTest' commandline parameter to Oodle dictionary generation commandlet, which reserves a portion of captured packets, for determining the compression savings percentage.
Added '-OodleDebugDump' commandline parameter, which disables normal dictionary generation, and converts packet captures into a .bin file, which is compatible with the Oodle 'example_packet.cpp' code.
Added temporary security bandaids to Oodle code, based on report that Luigi Auriemma put together, which deals with potential weaknesses in the Oodle API
Added 'stat oodle' stats for tracking failed attempts at compressing packets.
Change 2942964 on 2016/04/10 by Ryan.Gerleve
Fix broken indentation/formatting
Change 2958260 on 2016/04/27 by Bart.bRessler
Add branch name and changelist to oodle packet capture filenames.
Change 2964360 on 2016/05/03 by John.Barrett
Updated Oodle to support using a dictionary and capturing packets at the same time.
The dictionary is now always loaded, if specified, and whenever -OodleCapturing is on the commandline, packets are captured alongside the active dictionary.
Added several debug commands, to aid with testing compression performance (not QA-ready; only works with 1 player on a server):
"Oodle Compression On/Off" - enables/disables packet compression (but still decompresses received compressed packets)
"Oodle Dictionary Unload/Load" - unloads/loads the dictionary files, to allow releasing the files for dictionary generation, and reloading the new dictionary.
"Oodle Capture On/Off" - Enables/Disables packet capturing at runtime - requires '-OodleCapturing' on commandline.
"Oodle ResetStats" - resets the 'stat oodle' stat counters.
The NetcodeUnitTest plugin should be enabled, so that these commands can automatically execute on the server as well, as needed.
Change 2964553 on 2016/05/03 by Bart.Bressler
Add process ID to oodle capture filenames
Change 2966247 on 2016/05/04 by John.Pollard
Oodle 2.1.5 SDK
Change 2968761 on 2016/05/06 by Bart.Bressler
- Added changelist number as parameter to most command line tasks to filter captures by their changelist number (use "all" to get everything)
- Moved a bunch of the file searching/processing code outside of the tasks themselves so that the tasks all just operate to an array of capture files, this makes it easier to create new command line options
- When looking for capture files, we will now recursively search subdirectories
Change 2970529 on 2016/05/09 by Bart.Bressler
Add an optional "CapturePercentage" command line parameter that has a percentage chance of generating capture files per connection
Change 2970874 on 2016/05/09 by Bart.Bressler
- Turn on OODLE_DEV_SHIPPING in the Orion server shipping config so that captures can be generated in shipping builds
- Link to version 215 of oodle
Change 2971233 on 2016/05/09 by Bart.Bressler
Update Oodle DLLs in Orion
Change 2971362 on 2016/05/09 by Bart.Bressler
Create script for building an oodle dictionary out of capture files in an arbitrary location
Change 2972176 on 2016/05/10 by Bart.Bressler
Update oodle references to version 215 in OodleHandlerComponent.Build.cs
#tests used solo vs. ai to test oodle captures and using them
Change 2974035 on 2016/05/11 by Simon.Tovey
Adding fx.ParticleCollisionIgnoreInvisibleTime to replace hard coded time.
This is the time a PSC needs to be invisible for to have all it's collisions ignored.
This is potentially the cause of a bug Tim et al are seeing.
#tests Editor, Can be used to repro/fix the issue.
Change 2973985 on 2016/05/11 by Lina.Halper
Retargeting fix with editor saving issue
#tests: retargeting
Change 2973695 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 26 @ CL 2973469
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2973694 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2973679 on 2016/05/11 by Graeme.Thornton
UAT parameter -signedpak now no longer implies -pak
#tests win64 cooked client. checked that pak generation works as expected through project launcher
Change 2973588 on 2016/05/11 by Simon.Tovey
OR-21033 - Get physical material from particle collision event exposed in Cascade / Blueprint
Particles can now receive collision events selectively based upon the phyisics material of the hit.
Physics material is passed through the event and can be accessed in BPs.
The Event Receiver Spawn node also now has an array of Allowed and Banned phys materials.
#tests Editor and game. Coudln't test cooked as having unrelated crashes in cooked games. Shouldn't be any cooked/uncooked issues here.
Change 2973394 on 2016/05/11 by bruce.nesbit
Fixed couple of shadow vars
#tests compiled
Change 2973335 on 2016/05/11 by Andrew.Grant
Warning fix
#tests compiled
Change 2973308 on 2016/05/10 by Dmitry.Rekman
Add "unplayable condition" reporting.
- The server will report an unplayable condition by creating a local file (under Saved).
- An external script can possibly notice this and, applying its own logic on % of servers reporting it, profile or shutdown the whole machine.
- Report file is to be deleted by an external script.
#tests Compiled and ran Linux server, subjected it to various hitches.
Change 2973235 on 2016/05/10 by Zak.Middleton
#ue4 - Removed allocs after initial spawn from client saved move processing in character movement.
#tests PIE multiplayer w/ Bots
Change 2973157 on 2016/05/10 by Olaf.Piesche
Merging CL 2973112 from //UE4/Dev-Rendering->//Orion/Dev-General
Providing particle source and target for beam emitters
#tests editor game PC
Change 2972715 on 2016/05/10 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 26 @ CL 2972681
#RB: none
#Tests:none
#ROBOMERGE-SOURCE: CL 2972712 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2972678 on 2016/05/10 by Mieszko.Zielinski
Fixed babysitter bot not avoiding enemy towers when pathfinding back to base #Orion
#jira OR-18590
#test golden path
Change 2972595 on 2016/05/10 by Lina.Halper
Animation Retargeting fix for blendspaces
#code review: Benn.Gallagher, Martin.Wilson
#tests: retargeting anim BP
Change 2972282 on 2016/05/10 by Daniel.Lamb
Optimized string asset reference resolution slightly to help get back missing 10 minutes from paragon cook.
#test cook paragon.
Change 2972260 on 2016/05/10 by Laurent.Delayen
Fixed crash in UCharacterMovementComponent::HasRootMotionSources().
#tests Chains pull not crashing anymore.
Change 2972241 on 2016/05/10 by Frank.Fella
UMG - Fixes for material animation copied from 4.12.
#RB Matt K.
#TESTS Struct materials can now be animated and animated materials are named nicely.
Change 2971643 on 2016/05/09 by Dmitry.Rekman
Add reporting of "zero load" frame times (OR-21035).
- Added a thread that does nothing but sleeps and counts how often it missed the target FPS.
- Added an analytics event ServerZeroLoadFrameTimeDistribution that is sent at the end of the match.
- Server only.
#tests Compiled and ran Linux server on a compatible content, played few matches in a row.
Change 2971544 on 2016/05/09 by Ben.Marsh
EC: Use a full path to the telemetry file, to account for UAT switching directories.
Change 2971532 on 2016/05/09 by Wes.Hunt
Alter the cook stats hierarchical profile data to reflect the latest cook changes.
#tests none
Change 2971527 on 2016/05/09 by Ben.Marsh
UAT: Move telemetry object into CommandUtils, so we can add stats from anywhere.
#tests none
Change 2971461 on 2016/05/09 by David.Ratti
Fix issues with mesh swap skins:
-Front end intro animations not playing
-In game spawn animations not playing
-Some attachment weirdness (twinblast)
#tests golden path
Change 2971460 on 2016/05/09 by David.Ratti
Fallback to Target actor if there is no instigating actor in the GAmeplayCue parameters when determining if we should play "local only" effects
#tests pie
Change 2971364 on 2016/05/09 by Ben.Marsh
EC: Add support for adding custom telemetry data from UAT scripts, which gets piped through to the trends panel in EC.
#tests none
Change 2971245 on 2016/05/09 by Dmitry.Rekman
Add a "hitchhunter" log message to catch hitches while sleeping.
#tests Compiled and ran Linux server on a compatible content.
Change 2971196 on 2016/05/09 by jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2971139
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2971168 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/Characters/Heroes/Coil/Audio/Body/Pixie_Cranking_Loop_Cue.uasset - can't branch exclusive file already opened
#CodeReview: david.nikdel, jason.bestimt
Change 2971113 on 2016/05/09 by Dmitry.Rekman
UdpMessaging: Fixed broken filters for when to enable UDP transport.
- Redoing MaxP's change from Dev-Sequencer (CL 2963357).
- Reduces number of threads spawned by the server.
#tests Compiled Linux server, ran it on a compatible content.
Change 2971040 on 2016/05/09 by jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2970990
#RB:none
#Tests:none
[CodeReviewed]: jon.lietz
#ROBOMERGE-SOURCE: CL 2971027 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#CodeReview: david.nikdel, jason.bestimt
Change 2970555 on 2016/05/09 by Ben.Marsh
BuildGraph: Only show warnings and errors for the SavePackage log during cooks. Prevents redundant display of information that's already in the Cook log.
#tests preflight here: https://ec-01.epicgames.net/commander/link/jobDetails/jobs/6443796
Change 2970507 on 2016/05/09 by David.Ratti
Support for linking passive abilities to a key binded ability. E.g., allow a passive ability to be unlocked and leveled up in step with a key binded ability.
Cleaned up the TryLevel/CanLevelUp code a bit: moved to Orion Ability System Component
#tests pie
Change 2970414 on 2016/05/09 by Graeme.Thornton
Don't take a copy of the child tags array when doing UGameplayTagsManager::FindTagNode, just take a const&
#tests win64 client golden path
Change 2969729 on 2016/05/06 by Mieszko.Zielinski
Fixed a dumb mistake in a conditional expresion in UNavigationQueryFilter::GetQueryFilter #UE4
#test golden path
Change 2969675 on 2016/05/06 by Mieszko.Zielinski
Implemented "meta navigation filter" that can fetch a filter class based on given agent #UE4
Added NavFilter_AIControllerDefault that fetched DefaultNavigationFilter from AIController
Reverted hack-feature that supplied same functionality to EQS
#test golden path
Change 2969652 on 2016/05/06 by Michael.Noland
HLOD: Changed UI gating code so that whether or not a LOD Actor is valid is based on the presence of at least two static mesh components, rather than at least two actors (to improve handling when including BPs)
- Repurposed HasValidSubActors for this check, and introduced HasAnySubActors() for the existing uses as this better matches the intent of how the function was used
#tests Added a single BP containing 7 mesh components to a new ALODActor and verified that it allowed a proxy to be generated
Change 2969651 on 2016/05/06 by Michael.Noland
Simplygon: Added time taken for simplygon mesh reduction to the log message
#tests Simplified a LOD cluster and inspected the log
Change 2969604 on 2016/05/06 by Uriel.Doyon
Changed default value to true for UParticleModuleVectorFieldLocal::bUseFixDT.
#tests confirmed that default value has changed for old assets, while allowing override.
Change 2969418 on 2016/05/06 by jason.bestimt
#ROBOMERGE-AUTHOR: andrew.grant
Fixed unconverted char string being passed as part of build info
#tests ran & verified patch check passes
#ROBOMERGE-SOURCE: CL 2969417 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2968817 on 2016/05/06 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2968572
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2968813 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2968383 on 2016/05/05 by Mieszko.Zielinski
Added "default navigation filter" to AIController #UE4
Also, made EQS take advantage of that
#test golden path
Change 2968225 on 2016/05/05 by John.Pollard
Add sanity checks and more info to help track down possible memory corruption
#tests Networking, replication
Change 2967903 on 2016/05/05 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2967827
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2967902 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2967899 on 2016/05/05 by Lina.Halper
Merged change of 2956152
Remove invalid ensure - this didn't work if you have composite inside.
#tests: none
Change 2967870 on 2016/05/05 by Andrew.Grant
Fix for OR-20731 (gamever crashes client)
#tests gamever at console with -game
Change 2967606 on 2016/05/05 by Wes.Hunt
Tweaked output log message for HTTP module shutdown.
#tests none
Change 2967359 on 2016/05/05 by Wes.Hunt
HttpManager will log outstanding requests on shutdown so people can debug shutdown issues and ensure their requests get flushed properly. Also changed default LogHttp logging level to display so these messages can be shown by default without using warning level.
#tests ran editor build and queued up an event using the console command, then quit immediately. the log indeed showed that HttpManager had to wait at least 0.5 seconds for the request to complete.
Change 2966987 on 2016/05/05 by Dmitry.Rekman
Fix editor build.
#tests Compiled Win64 editor.
Change 2966977 on 2016/05/05 by Dmitry.Rekman
Added collecting and reporting periodic server frame time distribution.
- Added generic FHistogram class and necessary analytic events.
- Also added reporting hostname (OR-20842).
#tests Built Linux server and ran a few matches on a compatible content.
Change 2966920 on 2016/05/04 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2966805
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2966919 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2966778 on 2016/05/04 by Michael.Noland
Rendering: Fixed shadow variable warning in GPUProfiler
#tests Compiled and tested GPUProfiler command
Change 2966769 on 2016/05/04 by Mieszko.Zielinski
Fixed GraphAStar not resetting the output path before fillinf it with results #UE4
#test golden path
Change 2966704 on 2016/05/04 by Michael.Noland
Rendering: Added triangle and draw call summaries to ProfileGPU output, broken up by asset and material
- This is controlled by r.ProfileGPU.PrintAssetSummary, which defaults to 1, but you really need r.ShowMaterialDrawEvents 1 enabled as well for a complete picture
- It can also output a summary line for speciifc asset names using a comma separated list in r.ProfileGPU.AssetSummaryCallOuts (e.g., "LOD,HeroName")
#tests Used ProfileGPU a number of times
Change 2966696 on 2016/05/04 by Michael.Noland
Engine: Embedded FPS chart preamble/postamble/row .html files into ChartCreation.cpp to permanently solve packaging woes
#tests Tested FPS charts in an uncooked and cooked build
#jira OR-19713
Change 2966336 on 2016/05/04 by Lukasz.Furman
fixed jungle minions unable to reach spawn locations when camp resets
#jira OR-20700
#tests jungle camp POC
Change 2965948 on 2016/05/04 by David.Ratti
Changes to how passive abilities activate
-Passives now continually try to activate by default rather than only on spawn
Support for Status.Immortal
-Prevents death, fies AbilityTriggerEvent.ImmortalProc when this happens.
-Clamps health to 1.
Fixed bug in muriel passive where ShieldHealthRegen would be left in the world where muriel died.
Fixed bunch of crap in GA_OnSpawn that was causing desync on client at start of match
#tests multi pie
Change 2965870 on 2016/05/04 by Ryan.Gerleve
Duplicated fix from Release-4.12 by marc.audy, CL 2960819:
Owned components are once again referenced by their Owning actor for GC purposes
#jira UE-29131
#tests golden path
Change 2965798 on 2016/05/04 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2965789
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2965796 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2965220 on 2016/05/03 by Dmitry.Rekman
Log instance id and system id (OR-20782).
- These ids get reported in multiple analytics events, having them logged is helpful for quickly mapping events to the log file.
#tests Compiled Linux server, ran on compatible client.
Change 2964907 on 2016/05/03 by Jason.Bestimt
#ORION_DG - Merge MAIN @ CL 2964858
#RB:none
#Tests:none
Change 2964530 on 2016/05/03 by Laurent.Delayen
Renamed GetSlotRootMotionWeight to GetSlotNodeGlobalWeight and made it double buffered to it's safe to access anytime.
Added GetSlotMontageGlobalWeight() to get the Global Weight of a montage being played on a Slot. (Also double buffered).
Added GetInstanceMachineWeight() to get Global Weight of a State Machine in the AnimGraph. (Also double buffered)
Added FAnimInstanceProxy::GetStateMachineIndexAndDescription to avoid searching through the AnimNodeProperties twice.
#tests Chains full feature system in PIE.
Change 2964498 on 2016/05/03 by Frank.Fella
DecalComponent - Fix visibility so that it behaves like other scene components with regard to the editor visibility, component visibility, and actor hidden in game flags.
#RB Andrew Rodham
#TESTS Visibility for decals works like other scene components in the editor, and their visibility can now be animated properly by sequencer.
Change 2964428 on 2016/05/03 by Benn.Gallagher
Fixed stale clothing chunk/section references after container realloc in editor
#tests editor
Change 2964316 on 2016/05/03 by bruce.nesbit
Banner revisions
Banners now use components for various banner items
Banners can now be enabled when killing a hero.
#tests PIE+Game
Change 2964187 on 2016/05/03 by Jon.Lietz
Speeding up the tag count check in UAbilitySystemComponent::RegisterAndCallGameplayTagEvent()
- Remove the call to GetAggregatedStackCount and creating a FGameplayEffectQuery every time we call RegisterAndCallGameplayTagEvent
- Added GetTagCount to the UAbilitySystemComponent that will call GetTagCount on the GameplayTagCountContainer
#RB DanY
#tests JIP shadow pad still works.
Change 2964136 on 2016/05/03 by Laurent.Delayen
Fix crash while switching tabs using Persona.
#tests not crashing anymore.
Change 2964083 on 2016/05/03 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2963929
[CodeReviewed]: andrew.grant
HTTP Manager has larger stack size (1024)
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2964080 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2963771 on 2016/05/02 by Nick.Atamas
Setting a desired size scale invalidates layout and volatility.
#test none
Change 2963555 on 2016/05/02 by Rob.Cannaday
Fix PS4 Orion players being able to whisper chat with non-Orion players
#jira OR-20626
#tests chat with launcher, fortnite
Change 2963387 on 2016/05/02 by Laurent.Delayen
Added GatherDebugData to FABRIK node.
#tests showdebug animation works on Chains now.
Change 2963331 on 2016/05/02 by Jon.Lietz
fixing compile error, dont need the clamp just the ternary on the EventType and pass down the tag count or 1.
#RB none
#tests compiles
Change 2963106 on 2016/05/02 by Rob.Cannaday
Increase HTTP thread's stack size to 128k
We discovered a stack overflow when the stack size was 64kb in LavasoftTcpService64.dll (Ad-Aware's Lavasoft Web Companion)
#tests log in
Change 2963047 on 2016/05/02 by Jon.Lietz
OR-20206 for JIP we need to call the bound function if we already have the tag on reconnect.
- adding a new function in UAbilitySystemComponent, RegisterAndCallGameplayTagEvent this will bind the passed in delegate and if the ability system has that tag already will execute the delegate.
#RB Dave.Ratti
#test shadow pad, slow, stun and root still trigger and trigger for JIP players.
Change 2962836 on 2016/05/02 by jason.bestimt
#ROBOMERGE-AUTHOR: andrew.grant
[NULL MERGE]
Duplicating 2961899 - Fix minimal code builds for Linux not overwriting files
[CodeReviewed] Ben.Marsh
#ROBOMERGE-SOURCE: CL 2962812 in //Orion/Release-0.24.2/... via CL 2962830 via CL 2962833 via CL 2962834 via CL 2962835
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2962570 on 2016/05/02 by Jason.Bestimt
#ORION_MAIN - Merge MAIN @ CL 2962544
#RB:none
#Tests:none
Change 2962552 on 2016/05/02 by Ben.Marsh
Avoid output of warnings containing the string "error:" (and causing the EC post processor to fail the build) if posting build info has a human-readable error message instead. Output should probably be changed to parse out/sanitize the actual failure message if it's meant to retry and succeed, but this will stop failures caused by multiple builds being posted with the same build version.
#tests none
Change 2962506 on 2016/05/02 by Ben.Marsh
Add a version string to identify a given build (FApp::GetBuildVersion()/BUILD_VERSION) which is distinct from the engine version. Defaults to <Escaped Branch Name>-CL-<Changelist>, but can be overriden by specifying a -Build=... argument to UpdateLocalVersion or the "Build" attribute to the SetVersion BuildGraph task.
#tests Preflighted Win64 client/server build (P:\Builds\Orion\++Orion+Dev-General-CL-2962228-PF-2945494-6398155-PF-2945494-6398155) and loaded into Agora. Checked that version strings appear correctly in generated executables.
Change 2962228 on 2016/04/30 by Dmitry.Rekman
Move processing HTTP requests into separate thread (OR-20723).
- First iteration of the implementation, pending implementing feedback.
- Adds a separate thread for CurlHttp where actual processing is performed.
- Coded by RobC, post-processed by me.
#tests Compiled Linux server and Windows client, ran them on compatible content, played a match.
Change 2961899 on 2016/04/29 by Ben.Marsh
BuildGraph: Fix minimal Linux server builds not overwriting the existing executables, by adding an "Overwrite" parameter into the staging task. Windows exe-only patches already happen to bypass this bug by deleting the Binaries/Win64 directory (designed to remove any configurations that weren't built this time), but could still fail if changes had been made to some other staged binaries.
#tests preflighted code-only build against DG CL 2960870 and compared output (P:\Builds\Orion\++Orion+Dev-General-CL-2961878-PF-2961895-6393603)
Change 2961587 on 2016/04/29 by Daniel.Lamb
Redirector doesn't fire callback if it fails to be loaded.
#test Cook orion.
Change 2961458 on 2016/04/29 by Wes.Hunt
Cooker Stats improvements. Also removed some old UBT telemetry that was not being used.
#tests many cooks of orion
Change 2961136 on 2016/04/29 by Daniel.Lamb
Readded caching of platform data into postload of materials.
#test Cook paragon.
[CL 2979220 by Ben Marsh in Main branch]
2016-05-16 16:20:52 -04:00
{
2024-05-22 13:17:22 -04:00
CommandUtils . Telemetry . Merge ( _parameters . MergeTelemetryWithPrefix , newTelemetry ) ;
Copying //UE4/Orion-Staging to //UE4/Dev-Main (//UE4/Orion-Staging @ 2979119, //Orion/Dev-General @2976565)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2976484 on 2016/05/12 by Jason.Bestimt
#ROBOMERGE-AUTHOR: nick.atamas
Added queueing to HUD Alerts so they don't clobber each other.
Added input visualization so that keys show up in game.
SRichTextBlock/UOrionRichTextBlock now have a MinDesiredWidth
#test PIE
#ROBOMERGE-SOURCE: CL 2976474 in //Orion/Release-0.26/... via CL 2976481 via CL 2976482 via CL 2976483
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2976256 on 2016/05/12 by Zak.Middleton
#ue4 - Fix for shipping build.
#tests compiled
Change 2976205 on 2016/05/12 by Zak.Middleton
#ue4 - (Merge 2957866) Add MaxDepenetration for characters against geometry and pawns.
#tests MP PIE PlayGo
(Merging CL 2957866 using Framework->DevGeneral)
Change 2976166 on 2016/05/12 by Daniel.Lamb
Cooking optimziation to unsolicited markup saves 150 seconds paragon cook time.
#test Cook paragon
Change 2976161 on 2016/05/12 by Zak.Middleton
#ue4 - Make sure LastUpdateLocation, Rotation, and Velocity are updated on client and server error corrections. ForcePositionUpdate should call PerformMovement regardless of velocity (there may be root motion or gravity effects).
#tests PIE MP w/ real-world networking
Change 2976092 on 2016/05/12 by Mieszko.Zielinski
Modified adding dynamic subtrees to BT component so that we get a log info if it fails #UE4
#test golden path
Change 2976001 on 2016/05/12 by Robert.Manuszewski
Don't log to memory on dedicated servers
#jira UE-30693
#test Cooked dedicated server and client
Change 2975855 on 2016/05/12 by Lukasz.Furman
fixed behavior tree serialization spawning duplicates of task services
#tests BT editor
Change 2975706 on 2016/05/12 by Daniel.Lamb
Fixed redirect collector stats.
#test Compile
Change 2975636 on 2016/05/12 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge DUI @ CL 2975557
#RB:none
#Tests:none
[CodeReviewed]: matt.schembari, kerrington.smith, tony.oliva, jaymee.stanford, mona.huang, alex.conner, jacob.lawyer, paul.shank
#ROBOMERGE-SOURCE: CL 2975635 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2975592 on 2016/05/12 by Zak.Middleton
#ue4 - Add stat for SetHitResultFromShapeAndFaceIndex().
#tests PIE
Change 2975589 on 2016/05/12 by Zak.Middleton
#ue4 - Avoid filling temp variable unless in Editor builds. It's only used later in the function in Editor builds.
#tests PIE
Change 2975588 on 2016/05/12 by Zak.Middleton
#ue4 - Minor tweak to avoid array read each loop iteration.
#tests PIE
Change 2975587 on 2016/05/12 by Zak.Middleton
#ue4 - Add "IsPlayerController()" function to AController. Variable already existed, just wasn't exposed.
#tests PIE
Change 2975504 on 2016/05/12 by Daniel.Lamb
Remove new stats system because it broke build.
#test cook paragon
Change 2975500 on 2016/05/12 by Daniel.Lamb
Enable redirect timers so I can get stats from build machines.
#test cook paragon.
Change 2975367 on 2016/05/12 by Jason.Bestimt
#ROBOMERGE-AUTHOR: david.nikdel
#OGF #CatalogService #OSS #Localization
- Flush the cached offers/items in CatalogServiceMcp when the culture changes since they contain localized text
- Flush the cached virtual catalog offers/items in McpCatalogHelper when the culture changes since they contain localized text
- Replaced SetForceCatalogRefresh with ClearCache per CR with SamZ (will require Launcher fixup)
[CodeReviewed]: Sam.Zamani, Matt.Kuhlenschmidt
#RB: Sam.Zamani
#TESTS: storefront w/ language change
#ROBOMERGE-SOURCE: CL 2975366 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2975209 on 2016/05/12 by Simon.Tovey
Fixed initialization order warning.
#tests none
Change 2975200 on 2016/05/12 by Simon.Tovey
Translucency GPU time stats for automation.
Refactored separate translucency gpu timer to more general helper class and used it to also time regular translucency.
Feeding both of these into a stat to help art identify poorly performing VFX for more detailed investigation.
There are occasional spikes when the GPU is starved but overall the data out seems good.
#tests GoldenPath, Editor, Auto downsampling works, new stat produces reasonable data.
Change 2974984 on 2016/05/11 by Mieszko.Zielinski
Fixed a bug in graph-a-star heuristics' calculation #UE4
#test golden path
Change 2974916 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 26 @ CL 2974578
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2974915 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974869 on 2016/05/11 by Ben.Marsh
BuildGraph: Add a MergeTelemetryWithPrefix="..." parameter to the <Command> task which allows merging the telemetry data from a child UAT run, adding a given prefix to all the key names.
#tests none
Change 2974673 on 2016/05/11 by Mieszko.Zielinski
Fix to BT not stopping if "StopTree" called while BT was waiting for a task to latently abort #UE4
(change by ?ukasz.Furman)
#test golden path
Change 2974581 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: matt.kuhlenschmidt
Merged CL 2974565 from Release-.26 -> Main:
Fixed loc region not saving in shipping builds
Partially fixed store not refreshing when changing regions. Real money currency items are pending additional fixes
#ROBOMERGE-SOURCE: CL 2974578 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974444 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: richard.fawcett
Reimplement support for specifying BuildPatchTool version used in chunking
This is now possible after Ben Marsh's fix to BuildGraph with CL 2974407.
#tests none
#ROBOMERGE-SOURCE: CL 2974441 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974408 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: ben.marsh
BuildGraph: Fix support for variable expansion in user-defined enum types. Enums in the schema are now represented as the union of valid values and a regex matching a balanced property expansion string, which still validates/autocompletes cleanly in Visual Studio.
#tests none
[CodeReviewed] Richard.Fawcett
#ROBOMERGE-SOURCE: CL 2974407 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974392 on 2016/05/11 by Daniel.Lamb
Optimizing resolve string asset reference resolution.
Added timing stats (disabled by default).
#test Cook paragon.
Change 2974349 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: richard.fawcett
Back out changelist 2974298. An issue with the BuildGraph system has prevented this change from working on the build farm.
#tests none
#ROBOMERGE-SOURCE: CL 2974347 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974299 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: richard.fawcett
Add support for chunking builds with the pre-release version of BuildPatchTool.
#tests None. This code will be tested by creating a build on the build farm immediately after submission.
#ROBOMERGE-SOURCE: CL 2974298 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974277 on 2016/05/11 by Lina.Halper
Fix up of retargeting when it skips replacing nested reference
#tests: retargeting anim BP
Change 2974210 on 2016/05/11 by Bart.Bressler
Merging Oodle changes from Dev-Networking
Change 2939167 on 2016/04/10 by John.Barrett
Updated packet bit termination code, so that both UNetConnection's and the PacketHandler use a termination bit (required for both PacketHandler/UNetconnection, as HandlerComponent's such as Oodle, are byte-aligned and do not preserve packet bit size).
Added new 'stat packet' stats group, for tracking reserved packet bits.
Added '-NoPacketHandler' commandline parameter, for disabling the PacketHandler and all HandlerComponent's (including stateless handshake) - restoring netcode to pre-PacketHandler state.
Removed PacketHandler 'packet overhead' method of packet bit size calculation - replaced with termination bit. Still partially used for reserving bits within packets (but renamed to avoid conflict with other 'PacketOverhead' variable).
Refactored/consolidated some PacketHandler code. Added more stringent bounds checking on packet sizes.
Change 2939168 on 2016/04/10 by John.Barrett
Updated Oodle to support new packet bit-termination code.
Added Oodle protocol support for selective packet compression (packets can now be sent uncompressed - game code will require a hook for this) - required for new bit-based netcode (Oodle outputs byte-aligned data, allowing compressed data to exceed size of uncompressed data - and thus, maximum packet size if not sent uncompressed - in rare edge cases).
Added '-CompressionTest' commandline parameter to Oodle dictionary generation commandlet, which reserves a portion of captured packets, for determining the compression savings percentage.
Added '-OodleDebugDump' commandline parameter, which disables normal dictionary generation, and converts packet captures into a .bin file, which is compatible with the Oodle 'example_packet.cpp' code.
Added temporary security bandaids to Oodle code, based on report that Luigi Auriemma put together, which deals with potential weaknesses in the Oodle API
Added 'stat oodle' stats for tracking failed attempts at compressing packets.
Change 2942964 on 2016/04/10 by Ryan.Gerleve
Fix broken indentation/formatting
Change 2958260 on 2016/04/27 by Bart.bRessler
Add branch name and changelist to oodle packet capture filenames.
Change 2964360 on 2016/05/03 by John.Barrett
Updated Oodle to support using a dictionary and capturing packets at the same time.
The dictionary is now always loaded, if specified, and whenever -OodleCapturing is on the commandline, packets are captured alongside the active dictionary.
Added several debug commands, to aid with testing compression performance (not QA-ready; only works with 1 player on a server):
"Oodle Compression On/Off" - enables/disables packet compression (but still decompresses received compressed packets)
"Oodle Dictionary Unload/Load" - unloads/loads the dictionary files, to allow releasing the files for dictionary generation, and reloading the new dictionary.
"Oodle Capture On/Off" - Enables/Disables packet capturing at runtime - requires '-OodleCapturing' on commandline.
"Oodle ResetStats" - resets the 'stat oodle' stat counters.
The NetcodeUnitTest plugin should be enabled, so that these commands can automatically execute on the server as well, as needed.
Change 2964553 on 2016/05/03 by Bart.Bressler
Add process ID to oodle capture filenames
Change 2966247 on 2016/05/04 by John.Pollard
Oodle 2.1.5 SDK
Change 2968761 on 2016/05/06 by Bart.Bressler
- Added changelist number as parameter to most command line tasks to filter captures by their changelist number (use "all" to get everything)
- Moved a bunch of the file searching/processing code outside of the tasks themselves so that the tasks all just operate to an array of capture files, this makes it easier to create new command line options
- When looking for capture files, we will now recursively search subdirectories
Change 2970529 on 2016/05/09 by Bart.Bressler
Add an optional "CapturePercentage" command line parameter that has a percentage chance of generating capture files per connection
Change 2970874 on 2016/05/09 by Bart.Bressler
- Turn on OODLE_DEV_SHIPPING in the Orion server shipping config so that captures can be generated in shipping builds
- Link to version 215 of oodle
Change 2971233 on 2016/05/09 by Bart.Bressler
Update Oodle DLLs in Orion
Change 2971362 on 2016/05/09 by Bart.Bressler
Create script for building an oodle dictionary out of capture files in an arbitrary location
Change 2972176 on 2016/05/10 by Bart.Bressler
Update oodle references to version 215 in OodleHandlerComponent.Build.cs
#tests used solo vs. ai to test oodle captures and using them
Change 2974035 on 2016/05/11 by Simon.Tovey
Adding fx.ParticleCollisionIgnoreInvisibleTime to replace hard coded time.
This is the time a PSC needs to be invisible for to have all it's collisions ignored.
This is potentially the cause of a bug Tim et al are seeing.
#tests Editor, Can be used to repro/fix the issue.
Change 2973985 on 2016/05/11 by Lina.Halper
Retargeting fix with editor saving issue
#tests: retargeting
Change 2973695 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 26 @ CL 2973469
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2973694 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2973679 on 2016/05/11 by Graeme.Thornton
UAT parameter -signedpak now no longer implies -pak
#tests win64 cooked client. checked that pak generation works as expected through project launcher
Change 2973588 on 2016/05/11 by Simon.Tovey
OR-21033 - Get physical material from particle collision event exposed in Cascade / Blueprint
Particles can now receive collision events selectively based upon the phyisics material of the hit.
Physics material is passed through the event and can be accessed in BPs.
The Event Receiver Spawn node also now has an array of Allowed and Banned phys materials.
#tests Editor and game. Coudln't test cooked as having unrelated crashes in cooked games. Shouldn't be any cooked/uncooked issues here.
Change 2973394 on 2016/05/11 by bruce.nesbit
Fixed couple of shadow vars
#tests compiled
Change 2973335 on 2016/05/11 by Andrew.Grant
Warning fix
#tests compiled
Change 2973308 on 2016/05/10 by Dmitry.Rekman
Add "unplayable condition" reporting.
- The server will report an unplayable condition by creating a local file (under Saved).
- An external script can possibly notice this and, applying its own logic on % of servers reporting it, profile or shutdown the whole machine.
- Report file is to be deleted by an external script.
#tests Compiled and ran Linux server, subjected it to various hitches.
Change 2973235 on 2016/05/10 by Zak.Middleton
#ue4 - Removed allocs after initial spawn from client saved move processing in character movement.
#tests PIE multiplayer w/ Bots
Change 2973157 on 2016/05/10 by Olaf.Piesche
Merging CL 2973112 from //UE4/Dev-Rendering->//Orion/Dev-General
Providing particle source and target for beam emitters
#tests editor game PC
Change 2972715 on 2016/05/10 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 26 @ CL 2972681
#RB: none
#Tests:none
#ROBOMERGE-SOURCE: CL 2972712 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2972678 on 2016/05/10 by Mieszko.Zielinski
Fixed babysitter bot not avoiding enemy towers when pathfinding back to base #Orion
#jira OR-18590
#test golden path
Change 2972595 on 2016/05/10 by Lina.Halper
Animation Retargeting fix for blendspaces
#code review: Benn.Gallagher, Martin.Wilson
#tests: retargeting anim BP
Change 2972282 on 2016/05/10 by Daniel.Lamb
Optimized string asset reference resolution slightly to help get back missing 10 minutes from paragon cook.
#test cook paragon.
Change 2972260 on 2016/05/10 by Laurent.Delayen
Fixed crash in UCharacterMovementComponent::HasRootMotionSources().
#tests Chains pull not crashing anymore.
Change 2972241 on 2016/05/10 by Frank.Fella
UMG - Fixes for material animation copied from 4.12.
#RB Matt K.
#TESTS Struct materials can now be animated and animated materials are named nicely.
Change 2971643 on 2016/05/09 by Dmitry.Rekman
Add reporting of "zero load" frame times (OR-21035).
- Added a thread that does nothing but sleeps and counts how often it missed the target FPS.
- Added an analytics event ServerZeroLoadFrameTimeDistribution that is sent at the end of the match.
- Server only.
#tests Compiled and ran Linux server on a compatible content, played few matches in a row.
Change 2971544 on 2016/05/09 by Ben.Marsh
EC: Use a full path to the telemetry file, to account for UAT switching directories.
Change 2971532 on 2016/05/09 by Wes.Hunt
Alter the cook stats hierarchical profile data to reflect the latest cook changes.
#tests none
Change 2971527 on 2016/05/09 by Ben.Marsh
UAT: Move telemetry object into CommandUtils, so we can add stats from anywhere.
#tests none
Change 2971461 on 2016/05/09 by David.Ratti
Fix issues with mesh swap skins:
-Front end intro animations not playing
-In game spawn animations not playing
-Some attachment weirdness (twinblast)
#tests golden path
Change 2971460 on 2016/05/09 by David.Ratti
Fallback to Target actor if there is no instigating actor in the GAmeplayCue parameters when determining if we should play "local only" effects
#tests pie
Change 2971364 on 2016/05/09 by Ben.Marsh
EC: Add support for adding custom telemetry data from UAT scripts, which gets piped through to the trends panel in EC.
#tests none
Change 2971245 on 2016/05/09 by Dmitry.Rekman
Add a "hitchhunter" log message to catch hitches while sleeping.
#tests Compiled and ran Linux server on a compatible content.
Change 2971196 on 2016/05/09 by jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2971139
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2971168 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/Characters/Heroes/Coil/Audio/Body/Pixie_Cranking_Loop_Cue.uasset - can't branch exclusive file already opened
#CodeReview: david.nikdel, jason.bestimt
Change 2971113 on 2016/05/09 by Dmitry.Rekman
UdpMessaging: Fixed broken filters for when to enable UDP transport.
- Redoing MaxP's change from Dev-Sequencer (CL 2963357).
- Reduces number of threads spawned by the server.
#tests Compiled Linux server, ran it on a compatible content.
Change 2971040 on 2016/05/09 by jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2970990
#RB:none
#Tests:none
[CodeReviewed]: jon.lietz
#ROBOMERGE-SOURCE: CL 2971027 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#CodeReview: david.nikdel, jason.bestimt
Change 2970555 on 2016/05/09 by Ben.Marsh
BuildGraph: Only show warnings and errors for the SavePackage log during cooks. Prevents redundant display of information that's already in the Cook log.
#tests preflight here: https://ec-01.epicgames.net/commander/link/jobDetails/jobs/6443796
Change 2970507 on 2016/05/09 by David.Ratti
Support for linking passive abilities to a key binded ability. E.g., allow a passive ability to be unlocked and leveled up in step with a key binded ability.
Cleaned up the TryLevel/CanLevelUp code a bit: moved to Orion Ability System Component
#tests pie
Change 2970414 on 2016/05/09 by Graeme.Thornton
Don't take a copy of the child tags array when doing UGameplayTagsManager::FindTagNode, just take a const&
#tests win64 client golden path
Change 2969729 on 2016/05/06 by Mieszko.Zielinski
Fixed a dumb mistake in a conditional expresion in UNavigationQueryFilter::GetQueryFilter #UE4
#test golden path
Change 2969675 on 2016/05/06 by Mieszko.Zielinski
Implemented "meta navigation filter" that can fetch a filter class based on given agent #UE4
Added NavFilter_AIControllerDefault that fetched DefaultNavigationFilter from AIController
Reverted hack-feature that supplied same functionality to EQS
#test golden path
Change 2969652 on 2016/05/06 by Michael.Noland
HLOD: Changed UI gating code so that whether or not a LOD Actor is valid is based on the presence of at least two static mesh components, rather than at least two actors (to improve handling when including BPs)
- Repurposed HasValidSubActors for this check, and introduced HasAnySubActors() for the existing uses as this better matches the intent of how the function was used
#tests Added a single BP containing 7 mesh components to a new ALODActor and verified that it allowed a proxy to be generated
Change 2969651 on 2016/05/06 by Michael.Noland
Simplygon: Added time taken for simplygon mesh reduction to the log message
#tests Simplified a LOD cluster and inspected the log
Change 2969604 on 2016/05/06 by Uriel.Doyon
Changed default value to true for UParticleModuleVectorFieldLocal::bUseFixDT.
#tests confirmed that default value has changed for old assets, while allowing override.
Change 2969418 on 2016/05/06 by jason.bestimt
#ROBOMERGE-AUTHOR: andrew.grant
Fixed unconverted char string being passed as part of build info
#tests ran & verified patch check passes
#ROBOMERGE-SOURCE: CL 2969417 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2968817 on 2016/05/06 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2968572
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2968813 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2968383 on 2016/05/05 by Mieszko.Zielinski
Added "default navigation filter" to AIController #UE4
Also, made EQS take advantage of that
#test golden path
Change 2968225 on 2016/05/05 by John.Pollard
Add sanity checks and more info to help track down possible memory corruption
#tests Networking, replication
Change 2967903 on 2016/05/05 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2967827
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2967902 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2967899 on 2016/05/05 by Lina.Halper
Merged change of 2956152
Remove invalid ensure - this didn't work if you have composite inside.
#tests: none
Change 2967870 on 2016/05/05 by Andrew.Grant
Fix for OR-20731 (gamever crashes client)
#tests gamever at console with -game
Change 2967606 on 2016/05/05 by Wes.Hunt
Tweaked output log message for HTTP module shutdown.
#tests none
Change 2967359 on 2016/05/05 by Wes.Hunt
HttpManager will log outstanding requests on shutdown so people can debug shutdown issues and ensure their requests get flushed properly. Also changed default LogHttp logging level to display so these messages can be shown by default without using warning level.
#tests ran editor build and queued up an event using the console command, then quit immediately. the log indeed showed that HttpManager had to wait at least 0.5 seconds for the request to complete.
Change 2966987 on 2016/05/05 by Dmitry.Rekman
Fix editor build.
#tests Compiled Win64 editor.
Change 2966977 on 2016/05/05 by Dmitry.Rekman
Added collecting and reporting periodic server frame time distribution.
- Added generic FHistogram class and necessary analytic events.
- Also added reporting hostname (OR-20842).
#tests Built Linux server and ran a few matches on a compatible content.
Change 2966920 on 2016/05/04 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2966805
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2966919 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2966778 on 2016/05/04 by Michael.Noland
Rendering: Fixed shadow variable warning in GPUProfiler
#tests Compiled and tested GPUProfiler command
Change 2966769 on 2016/05/04 by Mieszko.Zielinski
Fixed GraphAStar not resetting the output path before fillinf it with results #UE4
#test golden path
Change 2966704 on 2016/05/04 by Michael.Noland
Rendering: Added triangle and draw call summaries to ProfileGPU output, broken up by asset and material
- This is controlled by r.ProfileGPU.PrintAssetSummary, which defaults to 1, but you really need r.ShowMaterialDrawEvents 1 enabled as well for a complete picture
- It can also output a summary line for speciifc asset names using a comma separated list in r.ProfileGPU.AssetSummaryCallOuts (e.g., "LOD,HeroName")
#tests Used ProfileGPU a number of times
Change 2966696 on 2016/05/04 by Michael.Noland
Engine: Embedded FPS chart preamble/postamble/row .html files into ChartCreation.cpp to permanently solve packaging woes
#tests Tested FPS charts in an uncooked and cooked build
#jira OR-19713
Change 2966336 on 2016/05/04 by Lukasz.Furman
fixed jungle minions unable to reach spawn locations when camp resets
#jira OR-20700
#tests jungle camp POC
Change 2965948 on 2016/05/04 by David.Ratti
Changes to how passive abilities activate
-Passives now continually try to activate by default rather than only on spawn
Support for Status.Immortal
-Prevents death, fies AbilityTriggerEvent.ImmortalProc when this happens.
-Clamps health to 1.
Fixed bug in muriel passive where ShieldHealthRegen would be left in the world where muriel died.
Fixed bunch of crap in GA_OnSpawn that was causing desync on client at start of match
#tests multi pie
Change 2965870 on 2016/05/04 by Ryan.Gerleve
Duplicated fix from Release-4.12 by marc.audy, CL 2960819:
Owned components are once again referenced by their Owning actor for GC purposes
#jira UE-29131
#tests golden path
Change 2965798 on 2016/05/04 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2965789
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2965796 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2965220 on 2016/05/03 by Dmitry.Rekman
Log instance id and system id (OR-20782).
- These ids get reported in multiple analytics events, having them logged is helpful for quickly mapping events to the log file.
#tests Compiled Linux server, ran on compatible client.
Change 2964907 on 2016/05/03 by Jason.Bestimt
#ORION_DG - Merge MAIN @ CL 2964858
#RB:none
#Tests:none
Change 2964530 on 2016/05/03 by Laurent.Delayen
Renamed GetSlotRootMotionWeight to GetSlotNodeGlobalWeight and made it double buffered to it's safe to access anytime.
Added GetSlotMontageGlobalWeight() to get the Global Weight of a montage being played on a Slot. (Also double buffered).
Added GetInstanceMachineWeight() to get Global Weight of a State Machine in the AnimGraph. (Also double buffered)
Added FAnimInstanceProxy::GetStateMachineIndexAndDescription to avoid searching through the AnimNodeProperties twice.
#tests Chains full feature system in PIE.
Change 2964498 on 2016/05/03 by Frank.Fella
DecalComponent - Fix visibility so that it behaves like other scene components with regard to the editor visibility, component visibility, and actor hidden in game flags.
#RB Andrew Rodham
#TESTS Visibility for decals works like other scene components in the editor, and their visibility can now be animated properly by sequencer.
Change 2964428 on 2016/05/03 by Benn.Gallagher
Fixed stale clothing chunk/section references after container realloc in editor
#tests editor
Change 2964316 on 2016/05/03 by bruce.nesbit
Banner revisions
Banners now use components for various banner items
Banners can now be enabled when killing a hero.
#tests PIE+Game
Change 2964187 on 2016/05/03 by Jon.Lietz
Speeding up the tag count check in UAbilitySystemComponent::RegisterAndCallGameplayTagEvent()
- Remove the call to GetAggregatedStackCount and creating a FGameplayEffectQuery every time we call RegisterAndCallGameplayTagEvent
- Added GetTagCount to the UAbilitySystemComponent that will call GetTagCount on the GameplayTagCountContainer
#RB DanY
#tests JIP shadow pad still works.
Change 2964136 on 2016/05/03 by Laurent.Delayen
Fix crash while switching tabs using Persona.
#tests not crashing anymore.
Change 2964083 on 2016/05/03 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2963929
[CodeReviewed]: andrew.grant
HTTP Manager has larger stack size (1024)
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2964080 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2963771 on 2016/05/02 by Nick.Atamas
Setting a desired size scale invalidates layout and volatility.
#test none
Change 2963555 on 2016/05/02 by Rob.Cannaday
Fix PS4 Orion players being able to whisper chat with non-Orion players
#jira OR-20626
#tests chat with launcher, fortnite
Change 2963387 on 2016/05/02 by Laurent.Delayen
Added GatherDebugData to FABRIK node.
#tests showdebug animation works on Chains now.
Change 2963331 on 2016/05/02 by Jon.Lietz
fixing compile error, dont need the clamp just the ternary on the EventType and pass down the tag count or 1.
#RB none
#tests compiles
Change 2963106 on 2016/05/02 by Rob.Cannaday
Increase HTTP thread's stack size to 128k
We discovered a stack overflow when the stack size was 64kb in LavasoftTcpService64.dll (Ad-Aware's Lavasoft Web Companion)
#tests log in
Change 2963047 on 2016/05/02 by Jon.Lietz
OR-20206 for JIP we need to call the bound function if we already have the tag on reconnect.
- adding a new function in UAbilitySystemComponent, RegisterAndCallGameplayTagEvent this will bind the passed in delegate and if the ability system has that tag already will execute the delegate.
#RB Dave.Ratti
#test shadow pad, slow, stun and root still trigger and trigger for JIP players.
Change 2962836 on 2016/05/02 by jason.bestimt
#ROBOMERGE-AUTHOR: andrew.grant
[NULL MERGE]
Duplicating 2961899 - Fix minimal code builds for Linux not overwriting files
[CodeReviewed] Ben.Marsh
#ROBOMERGE-SOURCE: CL 2962812 in //Orion/Release-0.24.2/... via CL 2962830 via CL 2962833 via CL 2962834 via CL 2962835
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2962570 on 2016/05/02 by Jason.Bestimt
#ORION_MAIN - Merge MAIN @ CL 2962544
#RB:none
#Tests:none
Change 2962552 on 2016/05/02 by Ben.Marsh
Avoid output of warnings containing the string "error:" (and causing the EC post processor to fail the build) if posting build info has a human-readable error message instead. Output should probably be changed to parse out/sanitize the actual failure message if it's meant to retry and succeed, but this will stop failures caused by multiple builds being posted with the same build version.
#tests none
Change 2962506 on 2016/05/02 by Ben.Marsh
Add a version string to identify a given build (FApp::GetBuildVersion()/BUILD_VERSION) which is distinct from the engine version. Defaults to <Escaped Branch Name>-CL-<Changelist>, but can be overriden by specifying a -Build=... argument to UpdateLocalVersion or the "Build" attribute to the SetVersion BuildGraph task.
#tests Preflighted Win64 client/server build (P:\Builds\Orion\++Orion+Dev-General-CL-2962228-PF-2945494-6398155-PF-2945494-6398155) and loaded into Agora. Checked that version strings appear correctly in generated executables.
Change 2962228 on 2016/04/30 by Dmitry.Rekman
Move processing HTTP requests into separate thread (OR-20723).
- First iteration of the implementation, pending implementing feedback.
- Adds a separate thread for CurlHttp where actual processing is performed.
- Coded by RobC, post-processed by me.
#tests Compiled Linux server and Windows client, ran them on compatible content, played a match.
Change 2961899 on 2016/04/29 by Ben.Marsh
BuildGraph: Fix minimal Linux server builds not overwriting the existing executables, by adding an "Overwrite" parameter into the staging task. Windows exe-only patches already happen to bypass this bug by deleting the Binaries/Win64 directory (designed to remove any configurations that weren't built this time), but could still fail if changes had been made to some other staged binaries.
#tests preflighted code-only build against DG CL 2960870 and compared output (P:\Builds\Orion\++Orion+Dev-General-CL-2961878-PF-2961895-6393603)
Change 2961587 on 2016/04/29 by Daniel.Lamb
Redirector doesn't fire callback if it fails to be loaded.
#test Cook orion.
Change 2961458 on 2016/04/29 by Wes.Hunt
Cooker Stats improvements. Also removed some old UBT telemetry that was not being used.
#tests many cooks of orion
Change 2961136 on 2016/04/29 by Daniel.Lamb
Readded caching of platform data into postload of materials.
#test Cook paragon.
[CL 2979220 by Ben Marsh in Main branch]
2016-05-16 16:20:52 -04:00
}
2019-10-04 16:27:46 -04:00
else
{
2024-05-22 13:17:22 -04:00
Logger . LogWarning ( "Unable to read UAT telemetry file from {TelemetryFile}" , telemetryFile ) ;
2019-10-04 16:27:46 -04:00
}
Copying //UE4/Orion-Staging to //UE4/Dev-Main (//UE4/Orion-Staging @ 2979119, //Orion/Dev-General @2976565)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2976484 on 2016/05/12 by Jason.Bestimt
#ROBOMERGE-AUTHOR: nick.atamas
Added queueing to HUD Alerts so they don't clobber each other.
Added input visualization so that keys show up in game.
SRichTextBlock/UOrionRichTextBlock now have a MinDesiredWidth
#test PIE
#ROBOMERGE-SOURCE: CL 2976474 in //Orion/Release-0.26/... via CL 2976481 via CL 2976482 via CL 2976483
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2976256 on 2016/05/12 by Zak.Middleton
#ue4 - Fix for shipping build.
#tests compiled
Change 2976205 on 2016/05/12 by Zak.Middleton
#ue4 - (Merge 2957866) Add MaxDepenetration for characters against geometry and pawns.
#tests MP PIE PlayGo
(Merging CL 2957866 using Framework->DevGeneral)
Change 2976166 on 2016/05/12 by Daniel.Lamb
Cooking optimziation to unsolicited markup saves 150 seconds paragon cook time.
#test Cook paragon
Change 2976161 on 2016/05/12 by Zak.Middleton
#ue4 - Make sure LastUpdateLocation, Rotation, and Velocity are updated on client and server error corrections. ForcePositionUpdate should call PerformMovement regardless of velocity (there may be root motion or gravity effects).
#tests PIE MP w/ real-world networking
Change 2976092 on 2016/05/12 by Mieszko.Zielinski
Modified adding dynamic subtrees to BT component so that we get a log info if it fails #UE4
#test golden path
Change 2976001 on 2016/05/12 by Robert.Manuszewski
Don't log to memory on dedicated servers
#jira UE-30693
#test Cooked dedicated server and client
Change 2975855 on 2016/05/12 by Lukasz.Furman
fixed behavior tree serialization spawning duplicates of task services
#tests BT editor
Change 2975706 on 2016/05/12 by Daniel.Lamb
Fixed redirect collector stats.
#test Compile
Change 2975636 on 2016/05/12 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge DUI @ CL 2975557
#RB:none
#Tests:none
[CodeReviewed]: matt.schembari, kerrington.smith, tony.oliva, jaymee.stanford, mona.huang, alex.conner, jacob.lawyer, paul.shank
#ROBOMERGE-SOURCE: CL 2975635 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2975592 on 2016/05/12 by Zak.Middleton
#ue4 - Add stat for SetHitResultFromShapeAndFaceIndex().
#tests PIE
Change 2975589 on 2016/05/12 by Zak.Middleton
#ue4 - Avoid filling temp variable unless in Editor builds. It's only used later in the function in Editor builds.
#tests PIE
Change 2975588 on 2016/05/12 by Zak.Middleton
#ue4 - Minor tweak to avoid array read each loop iteration.
#tests PIE
Change 2975587 on 2016/05/12 by Zak.Middleton
#ue4 - Add "IsPlayerController()" function to AController. Variable already existed, just wasn't exposed.
#tests PIE
Change 2975504 on 2016/05/12 by Daniel.Lamb
Remove new stats system because it broke build.
#test cook paragon
Change 2975500 on 2016/05/12 by Daniel.Lamb
Enable redirect timers so I can get stats from build machines.
#test cook paragon.
Change 2975367 on 2016/05/12 by Jason.Bestimt
#ROBOMERGE-AUTHOR: david.nikdel
#OGF #CatalogService #OSS #Localization
- Flush the cached offers/items in CatalogServiceMcp when the culture changes since they contain localized text
- Flush the cached virtual catalog offers/items in McpCatalogHelper when the culture changes since they contain localized text
- Replaced SetForceCatalogRefresh with ClearCache per CR with SamZ (will require Launcher fixup)
[CodeReviewed]: Sam.Zamani, Matt.Kuhlenschmidt
#RB: Sam.Zamani
#TESTS: storefront w/ language change
#ROBOMERGE-SOURCE: CL 2975366 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2975209 on 2016/05/12 by Simon.Tovey
Fixed initialization order warning.
#tests none
Change 2975200 on 2016/05/12 by Simon.Tovey
Translucency GPU time stats for automation.
Refactored separate translucency gpu timer to more general helper class and used it to also time regular translucency.
Feeding both of these into a stat to help art identify poorly performing VFX for more detailed investigation.
There are occasional spikes when the GPU is starved but overall the data out seems good.
#tests GoldenPath, Editor, Auto downsampling works, new stat produces reasonable data.
Change 2974984 on 2016/05/11 by Mieszko.Zielinski
Fixed a bug in graph-a-star heuristics' calculation #UE4
#test golden path
Change 2974916 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 26 @ CL 2974578
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2974915 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974869 on 2016/05/11 by Ben.Marsh
BuildGraph: Add a MergeTelemetryWithPrefix="..." parameter to the <Command> task which allows merging the telemetry data from a child UAT run, adding a given prefix to all the key names.
#tests none
Change 2974673 on 2016/05/11 by Mieszko.Zielinski
Fix to BT not stopping if "StopTree" called while BT was waiting for a task to latently abort #UE4
(change by ?ukasz.Furman)
#test golden path
Change 2974581 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: matt.kuhlenschmidt
Merged CL 2974565 from Release-.26 -> Main:
Fixed loc region not saving in shipping builds
Partially fixed store not refreshing when changing regions. Real money currency items are pending additional fixes
#ROBOMERGE-SOURCE: CL 2974578 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974444 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: richard.fawcett
Reimplement support for specifying BuildPatchTool version used in chunking
This is now possible after Ben Marsh's fix to BuildGraph with CL 2974407.
#tests none
#ROBOMERGE-SOURCE: CL 2974441 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974408 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: ben.marsh
BuildGraph: Fix support for variable expansion in user-defined enum types. Enums in the schema are now represented as the union of valid values and a regex matching a balanced property expansion string, which still validates/autocompletes cleanly in Visual Studio.
#tests none
[CodeReviewed] Richard.Fawcett
#ROBOMERGE-SOURCE: CL 2974407 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974392 on 2016/05/11 by Daniel.Lamb
Optimizing resolve string asset reference resolution.
Added timing stats (disabled by default).
#test Cook paragon.
Change 2974349 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: richard.fawcett
Back out changelist 2974298. An issue with the BuildGraph system has prevented this change from working on the build farm.
#tests none
#ROBOMERGE-SOURCE: CL 2974347 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974299 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: richard.fawcett
Add support for chunking builds with the pre-release version of BuildPatchTool.
#tests None. This code will be tested by creating a build on the build farm immediately after submission.
#ROBOMERGE-SOURCE: CL 2974298 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974277 on 2016/05/11 by Lina.Halper
Fix up of retargeting when it skips replacing nested reference
#tests: retargeting anim BP
Change 2974210 on 2016/05/11 by Bart.Bressler
Merging Oodle changes from Dev-Networking
Change 2939167 on 2016/04/10 by John.Barrett
Updated packet bit termination code, so that both UNetConnection's and the PacketHandler use a termination bit (required for both PacketHandler/UNetconnection, as HandlerComponent's such as Oodle, are byte-aligned and do not preserve packet bit size).
Added new 'stat packet' stats group, for tracking reserved packet bits.
Added '-NoPacketHandler' commandline parameter, for disabling the PacketHandler and all HandlerComponent's (including stateless handshake) - restoring netcode to pre-PacketHandler state.
Removed PacketHandler 'packet overhead' method of packet bit size calculation - replaced with termination bit. Still partially used for reserving bits within packets (but renamed to avoid conflict with other 'PacketOverhead' variable).
Refactored/consolidated some PacketHandler code. Added more stringent bounds checking on packet sizes.
Change 2939168 on 2016/04/10 by John.Barrett
Updated Oodle to support new packet bit-termination code.
Added Oodle protocol support for selective packet compression (packets can now be sent uncompressed - game code will require a hook for this) - required for new bit-based netcode (Oodle outputs byte-aligned data, allowing compressed data to exceed size of uncompressed data - and thus, maximum packet size if not sent uncompressed - in rare edge cases).
Added '-CompressionTest' commandline parameter to Oodle dictionary generation commandlet, which reserves a portion of captured packets, for determining the compression savings percentage.
Added '-OodleDebugDump' commandline parameter, which disables normal dictionary generation, and converts packet captures into a .bin file, which is compatible with the Oodle 'example_packet.cpp' code.
Added temporary security bandaids to Oodle code, based on report that Luigi Auriemma put together, which deals with potential weaknesses in the Oodle API
Added 'stat oodle' stats for tracking failed attempts at compressing packets.
Change 2942964 on 2016/04/10 by Ryan.Gerleve
Fix broken indentation/formatting
Change 2958260 on 2016/04/27 by Bart.bRessler
Add branch name and changelist to oodle packet capture filenames.
Change 2964360 on 2016/05/03 by John.Barrett
Updated Oodle to support using a dictionary and capturing packets at the same time.
The dictionary is now always loaded, if specified, and whenever -OodleCapturing is on the commandline, packets are captured alongside the active dictionary.
Added several debug commands, to aid with testing compression performance (not QA-ready; only works with 1 player on a server):
"Oodle Compression On/Off" - enables/disables packet compression (but still decompresses received compressed packets)
"Oodle Dictionary Unload/Load" - unloads/loads the dictionary files, to allow releasing the files for dictionary generation, and reloading the new dictionary.
"Oodle Capture On/Off" - Enables/Disables packet capturing at runtime - requires '-OodleCapturing' on commandline.
"Oodle ResetStats" - resets the 'stat oodle' stat counters.
The NetcodeUnitTest plugin should be enabled, so that these commands can automatically execute on the server as well, as needed.
Change 2964553 on 2016/05/03 by Bart.Bressler
Add process ID to oodle capture filenames
Change 2966247 on 2016/05/04 by John.Pollard
Oodle 2.1.5 SDK
Change 2968761 on 2016/05/06 by Bart.Bressler
- Added changelist number as parameter to most command line tasks to filter captures by their changelist number (use "all" to get everything)
- Moved a bunch of the file searching/processing code outside of the tasks themselves so that the tasks all just operate to an array of capture files, this makes it easier to create new command line options
- When looking for capture files, we will now recursively search subdirectories
Change 2970529 on 2016/05/09 by Bart.Bressler
Add an optional "CapturePercentage" command line parameter that has a percentage chance of generating capture files per connection
Change 2970874 on 2016/05/09 by Bart.Bressler
- Turn on OODLE_DEV_SHIPPING in the Orion server shipping config so that captures can be generated in shipping builds
- Link to version 215 of oodle
Change 2971233 on 2016/05/09 by Bart.Bressler
Update Oodle DLLs in Orion
Change 2971362 on 2016/05/09 by Bart.Bressler
Create script for building an oodle dictionary out of capture files in an arbitrary location
Change 2972176 on 2016/05/10 by Bart.Bressler
Update oodle references to version 215 in OodleHandlerComponent.Build.cs
#tests used solo vs. ai to test oodle captures and using them
Change 2974035 on 2016/05/11 by Simon.Tovey
Adding fx.ParticleCollisionIgnoreInvisibleTime to replace hard coded time.
This is the time a PSC needs to be invisible for to have all it's collisions ignored.
This is potentially the cause of a bug Tim et al are seeing.
#tests Editor, Can be used to repro/fix the issue.
Change 2973985 on 2016/05/11 by Lina.Halper
Retargeting fix with editor saving issue
#tests: retargeting
Change 2973695 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 26 @ CL 2973469
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2973694 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2973679 on 2016/05/11 by Graeme.Thornton
UAT parameter -signedpak now no longer implies -pak
#tests win64 cooked client. checked that pak generation works as expected through project launcher
Change 2973588 on 2016/05/11 by Simon.Tovey
OR-21033 - Get physical material from particle collision event exposed in Cascade / Blueprint
Particles can now receive collision events selectively based upon the phyisics material of the hit.
Physics material is passed through the event and can be accessed in BPs.
The Event Receiver Spawn node also now has an array of Allowed and Banned phys materials.
#tests Editor and game. Coudln't test cooked as having unrelated crashes in cooked games. Shouldn't be any cooked/uncooked issues here.
Change 2973394 on 2016/05/11 by bruce.nesbit
Fixed couple of shadow vars
#tests compiled
Change 2973335 on 2016/05/11 by Andrew.Grant
Warning fix
#tests compiled
Change 2973308 on 2016/05/10 by Dmitry.Rekman
Add "unplayable condition" reporting.
- The server will report an unplayable condition by creating a local file (under Saved).
- An external script can possibly notice this and, applying its own logic on % of servers reporting it, profile or shutdown the whole machine.
- Report file is to be deleted by an external script.
#tests Compiled and ran Linux server, subjected it to various hitches.
Change 2973235 on 2016/05/10 by Zak.Middleton
#ue4 - Removed allocs after initial spawn from client saved move processing in character movement.
#tests PIE multiplayer w/ Bots
Change 2973157 on 2016/05/10 by Olaf.Piesche
Merging CL 2973112 from //UE4/Dev-Rendering->//Orion/Dev-General
Providing particle source and target for beam emitters
#tests editor game PC
Change 2972715 on 2016/05/10 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 26 @ CL 2972681
#RB: none
#Tests:none
#ROBOMERGE-SOURCE: CL 2972712 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2972678 on 2016/05/10 by Mieszko.Zielinski
Fixed babysitter bot not avoiding enemy towers when pathfinding back to base #Orion
#jira OR-18590
#test golden path
Change 2972595 on 2016/05/10 by Lina.Halper
Animation Retargeting fix for blendspaces
#code review: Benn.Gallagher, Martin.Wilson
#tests: retargeting anim BP
Change 2972282 on 2016/05/10 by Daniel.Lamb
Optimized string asset reference resolution slightly to help get back missing 10 minutes from paragon cook.
#test cook paragon.
Change 2972260 on 2016/05/10 by Laurent.Delayen
Fixed crash in UCharacterMovementComponent::HasRootMotionSources().
#tests Chains pull not crashing anymore.
Change 2972241 on 2016/05/10 by Frank.Fella
UMG - Fixes for material animation copied from 4.12.
#RB Matt K.
#TESTS Struct materials can now be animated and animated materials are named nicely.
Change 2971643 on 2016/05/09 by Dmitry.Rekman
Add reporting of "zero load" frame times (OR-21035).
- Added a thread that does nothing but sleeps and counts how often it missed the target FPS.
- Added an analytics event ServerZeroLoadFrameTimeDistribution that is sent at the end of the match.
- Server only.
#tests Compiled and ran Linux server on a compatible content, played few matches in a row.
Change 2971544 on 2016/05/09 by Ben.Marsh
EC: Use a full path to the telemetry file, to account for UAT switching directories.
Change 2971532 on 2016/05/09 by Wes.Hunt
Alter the cook stats hierarchical profile data to reflect the latest cook changes.
#tests none
Change 2971527 on 2016/05/09 by Ben.Marsh
UAT: Move telemetry object into CommandUtils, so we can add stats from anywhere.
#tests none
Change 2971461 on 2016/05/09 by David.Ratti
Fix issues with mesh swap skins:
-Front end intro animations not playing
-In game spawn animations not playing
-Some attachment weirdness (twinblast)
#tests golden path
Change 2971460 on 2016/05/09 by David.Ratti
Fallback to Target actor if there is no instigating actor in the GAmeplayCue parameters when determining if we should play "local only" effects
#tests pie
Change 2971364 on 2016/05/09 by Ben.Marsh
EC: Add support for adding custom telemetry data from UAT scripts, which gets piped through to the trends panel in EC.
#tests none
Change 2971245 on 2016/05/09 by Dmitry.Rekman
Add a "hitchhunter" log message to catch hitches while sleeping.
#tests Compiled and ran Linux server on a compatible content.
Change 2971196 on 2016/05/09 by jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2971139
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2971168 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/Characters/Heroes/Coil/Audio/Body/Pixie_Cranking_Loop_Cue.uasset - can't branch exclusive file already opened
#CodeReview: david.nikdel, jason.bestimt
Change 2971113 on 2016/05/09 by Dmitry.Rekman
UdpMessaging: Fixed broken filters for when to enable UDP transport.
- Redoing MaxP's change from Dev-Sequencer (CL 2963357).
- Reduces number of threads spawned by the server.
#tests Compiled Linux server, ran it on a compatible content.
Change 2971040 on 2016/05/09 by jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2970990
#RB:none
#Tests:none
[CodeReviewed]: jon.lietz
#ROBOMERGE-SOURCE: CL 2971027 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#CodeReview: david.nikdel, jason.bestimt
Change 2970555 on 2016/05/09 by Ben.Marsh
BuildGraph: Only show warnings and errors for the SavePackage log during cooks. Prevents redundant display of information that's already in the Cook log.
#tests preflight here: https://ec-01.epicgames.net/commander/link/jobDetails/jobs/6443796
Change 2970507 on 2016/05/09 by David.Ratti
Support for linking passive abilities to a key binded ability. E.g., allow a passive ability to be unlocked and leveled up in step with a key binded ability.
Cleaned up the TryLevel/CanLevelUp code a bit: moved to Orion Ability System Component
#tests pie
Change 2970414 on 2016/05/09 by Graeme.Thornton
Don't take a copy of the child tags array when doing UGameplayTagsManager::FindTagNode, just take a const&
#tests win64 client golden path
Change 2969729 on 2016/05/06 by Mieszko.Zielinski
Fixed a dumb mistake in a conditional expresion in UNavigationQueryFilter::GetQueryFilter #UE4
#test golden path
Change 2969675 on 2016/05/06 by Mieszko.Zielinski
Implemented "meta navigation filter" that can fetch a filter class based on given agent #UE4
Added NavFilter_AIControllerDefault that fetched DefaultNavigationFilter from AIController
Reverted hack-feature that supplied same functionality to EQS
#test golden path
Change 2969652 on 2016/05/06 by Michael.Noland
HLOD: Changed UI gating code so that whether or not a LOD Actor is valid is based on the presence of at least two static mesh components, rather than at least two actors (to improve handling when including BPs)
- Repurposed HasValidSubActors for this check, and introduced HasAnySubActors() for the existing uses as this better matches the intent of how the function was used
#tests Added a single BP containing 7 mesh components to a new ALODActor and verified that it allowed a proxy to be generated
Change 2969651 on 2016/05/06 by Michael.Noland
Simplygon: Added time taken for simplygon mesh reduction to the log message
#tests Simplified a LOD cluster and inspected the log
Change 2969604 on 2016/05/06 by Uriel.Doyon
Changed default value to true for UParticleModuleVectorFieldLocal::bUseFixDT.
#tests confirmed that default value has changed for old assets, while allowing override.
Change 2969418 on 2016/05/06 by jason.bestimt
#ROBOMERGE-AUTHOR: andrew.grant
Fixed unconverted char string being passed as part of build info
#tests ran & verified patch check passes
#ROBOMERGE-SOURCE: CL 2969417 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2968817 on 2016/05/06 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2968572
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2968813 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2968383 on 2016/05/05 by Mieszko.Zielinski
Added "default navigation filter" to AIController #UE4
Also, made EQS take advantage of that
#test golden path
Change 2968225 on 2016/05/05 by John.Pollard
Add sanity checks and more info to help track down possible memory corruption
#tests Networking, replication
Change 2967903 on 2016/05/05 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2967827
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2967902 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2967899 on 2016/05/05 by Lina.Halper
Merged change of 2956152
Remove invalid ensure - this didn't work if you have composite inside.
#tests: none
Change 2967870 on 2016/05/05 by Andrew.Grant
Fix for OR-20731 (gamever crashes client)
#tests gamever at console with -game
Change 2967606 on 2016/05/05 by Wes.Hunt
Tweaked output log message for HTTP module shutdown.
#tests none
Change 2967359 on 2016/05/05 by Wes.Hunt
HttpManager will log outstanding requests on shutdown so people can debug shutdown issues and ensure their requests get flushed properly. Also changed default LogHttp logging level to display so these messages can be shown by default without using warning level.
#tests ran editor build and queued up an event using the console command, then quit immediately. the log indeed showed that HttpManager had to wait at least 0.5 seconds for the request to complete.
Change 2966987 on 2016/05/05 by Dmitry.Rekman
Fix editor build.
#tests Compiled Win64 editor.
Change 2966977 on 2016/05/05 by Dmitry.Rekman
Added collecting and reporting periodic server frame time distribution.
- Added generic FHistogram class and necessary analytic events.
- Also added reporting hostname (OR-20842).
#tests Built Linux server and ran a few matches on a compatible content.
Change 2966920 on 2016/05/04 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2966805
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2966919 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2966778 on 2016/05/04 by Michael.Noland
Rendering: Fixed shadow variable warning in GPUProfiler
#tests Compiled and tested GPUProfiler command
Change 2966769 on 2016/05/04 by Mieszko.Zielinski
Fixed GraphAStar not resetting the output path before fillinf it with results #UE4
#test golden path
Change 2966704 on 2016/05/04 by Michael.Noland
Rendering: Added triangle and draw call summaries to ProfileGPU output, broken up by asset and material
- This is controlled by r.ProfileGPU.PrintAssetSummary, which defaults to 1, but you really need r.ShowMaterialDrawEvents 1 enabled as well for a complete picture
- It can also output a summary line for speciifc asset names using a comma separated list in r.ProfileGPU.AssetSummaryCallOuts (e.g., "LOD,HeroName")
#tests Used ProfileGPU a number of times
Change 2966696 on 2016/05/04 by Michael.Noland
Engine: Embedded FPS chart preamble/postamble/row .html files into ChartCreation.cpp to permanently solve packaging woes
#tests Tested FPS charts in an uncooked and cooked build
#jira OR-19713
Change 2966336 on 2016/05/04 by Lukasz.Furman
fixed jungle minions unable to reach spawn locations when camp resets
#jira OR-20700
#tests jungle camp POC
Change 2965948 on 2016/05/04 by David.Ratti
Changes to how passive abilities activate
-Passives now continually try to activate by default rather than only on spawn
Support for Status.Immortal
-Prevents death, fies AbilityTriggerEvent.ImmortalProc when this happens.
-Clamps health to 1.
Fixed bug in muriel passive where ShieldHealthRegen would be left in the world where muriel died.
Fixed bunch of crap in GA_OnSpawn that was causing desync on client at start of match
#tests multi pie
Change 2965870 on 2016/05/04 by Ryan.Gerleve
Duplicated fix from Release-4.12 by marc.audy, CL 2960819:
Owned components are once again referenced by their Owning actor for GC purposes
#jira UE-29131
#tests golden path
Change 2965798 on 2016/05/04 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2965789
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2965796 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2965220 on 2016/05/03 by Dmitry.Rekman
Log instance id and system id (OR-20782).
- These ids get reported in multiple analytics events, having them logged is helpful for quickly mapping events to the log file.
#tests Compiled Linux server, ran on compatible client.
Change 2964907 on 2016/05/03 by Jason.Bestimt
#ORION_DG - Merge MAIN @ CL 2964858
#RB:none
#Tests:none
Change 2964530 on 2016/05/03 by Laurent.Delayen
Renamed GetSlotRootMotionWeight to GetSlotNodeGlobalWeight and made it double buffered to it's safe to access anytime.
Added GetSlotMontageGlobalWeight() to get the Global Weight of a montage being played on a Slot. (Also double buffered).
Added GetInstanceMachineWeight() to get Global Weight of a State Machine in the AnimGraph. (Also double buffered)
Added FAnimInstanceProxy::GetStateMachineIndexAndDescription to avoid searching through the AnimNodeProperties twice.
#tests Chains full feature system in PIE.
Change 2964498 on 2016/05/03 by Frank.Fella
DecalComponent - Fix visibility so that it behaves like other scene components with regard to the editor visibility, component visibility, and actor hidden in game flags.
#RB Andrew Rodham
#TESTS Visibility for decals works like other scene components in the editor, and their visibility can now be animated properly by sequencer.
Change 2964428 on 2016/05/03 by Benn.Gallagher
Fixed stale clothing chunk/section references after container realloc in editor
#tests editor
Change 2964316 on 2016/05/03 by bruce.nesbit
Banner revisions
Banners now use components for various banner items
Banners can now be enabled when killing a hero.
#tests PIE+Game
Change 2964187 on 2016/05/03 by Jon.Lietz
Speeding up the tag count check in UAbilitySystemComponent::RegisterAndCallGameplayTagEvent()
- Remove the call to GetAggregatedStackCount and creating a FGameplayEffectQuery every time we call RegisterAndCallGameplayTagEvent
- Added GetTagCount to the UAbilitySystemComponent that will call GetTagCount on the GameplayTagCountContainer
#RB DanY
#tests JIP shadow pad still works.
Change 2964136 on 2016/05/03 by Laurent.Delayen
Fix crash while switching tabs using Persona.
#tests not crashing anymore.
Change 2964083 on 2016/05/03 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2963929
[CodeReviewed]: andrew.grant
HTTP Manager has larger stack size (1024)
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2964080 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2963771 on 2016/05/02 by Nick.Atamas
Setting a desired size scale invalidates layout and volatility.
#test none
Change 2963555 on 2016/05/02 by Rob.Cannaday
Fix PS4 Orion players being able to whisper chat with non-Orion players
#jira OR-20626
#tests chat with launcher, fortnite
Change 2963387 on 2016/05/02 by Laurent.Delayen
Added GatherDebugData to FABRIK node.
#tests showdebug animation works on Chains now.
Change 2963331 on 2016/05/02 by Jon.Lietz
fixing compile error, dont need the clamp just the ternary on the EventType and pass down the tag count or 1.
#RB none
#tests compiles
Change 2963106 on 2016/05/02 by Rob.Cannaday
Increase HTTP thread's stack size to 128k
We discovered a stack overflow when the stack size was 64kb in LavasoftTcpService64.dll (Ad-Aware's Lavasoft Web Companion)
#tests log in
Change 2963047 on 2016/05/02 by Jon.Lietz
OR-20206 for JIP we need to call the bound function if we already have the tag on reconnect.
- adding a new function in UAbilitySystemComponent, RegisterAndCallGameplayTagEvent this will bind the passed in delegate and if the ability system has that tag already will execute the delegate.
#RB Dave.Ratti
#test shadow pad, slow, stun and root still trigger and trigger for JIP players.
Change 2962836 on 2016/05/02 by jason.bestimt
#ROBOMERGE-AUTHOR: andrew.grant
[NULL MERGE]
Duplicating 2961899 - Fix minimal code builds for Linux not overwriting files
[CodeReviewed] Ben.Marsh
#ROBOMERGE-SOURCE: CL 2962812 in //Orion/Release-0.24.2/... via CL 2962830 via CL 2962833 via CL 2962834 via CL 2962835
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2962570 on 2016/05/02 by Jason.Bestimt
#ORION_MAIN - Merge MAIN @ CL 2962544
#RB:none
#Tests:none
Change 2962552 on 2016/05/02 by Ben.Marsh
Avoid output of warnings containing the string "error:" (and causing the EC post processor to fail the build) if posting build info has a human-readable error message instead. Output should probably be changed to parse out/sanitize the actual failure message if it's meant to retry and succeed, but this will stop failures caused by multiple builds being posted with the same build version.
#tests none
Change 2962506 on 2016/05/02 by Ben.Marsh
Add a version string to identify a given build (FApp::GetBuildVersion()/BUILD_VERSION) which is distinct from the engine version. Defaults to <Escaped Branch Name>-CL-<Changelist>, but can be overriden by specifying a -Build=... argument to UpdateLocalVersion or the "Build" attribute to the SetVersion BuildGraph task.
#tests Preflighted Win64 client/server build (P:\Builds\Orion\++Orion+Dev-General-CL-2962228-PF-2945494-6398155-PF-2945494-6398155) and loaded into Agora. Checked that version strings appear correctly in generated executables.
Change 2962228 on 2016/04/30 by Dmitry.Rekman
Move processing HTTP requests into separate thread (OR-20723).
- First iteration of the implementation, pending implementing feedback.
- Adds a separate thread for CurlHttp where actual processing is performed.
- Coded by RobC, post-processed by me.
#tests Compiled Linux server and Windows client, ran them on compatible content, played a match.
Change 2961899 on 2016/04/29 by Ben.Marsh
BuildGraph: Fix minimal Linux server builds not overwriting the existing executables, by adding an "Overwrite" parameter into the staging task. Windows exe-only patches already happen to bypass this bug by deleting the Binaries/Win64 directory (designed to remove any configurations that weren't built this time), but could still fail if changes had been made to some other staged binaries.
#tests preflighted code-only build against DG CL 2960870 and compared output (P:\Builds\Orion\++Orion+Dev-General-CL-2961878-PF-2961895-6393603)
Change 2961587 on 2016/04/29 by Daniel.Lamb
Redirector doesn't fire callback if it fails to be loaded.
#test Cook orion.
Change 2961458 on 2016/04/29 by Wes.Hunt
Cooker Stats improvements. Also removed some old UBT telemetry that was not being used.
#tests many cooks of orion
Change 2961136 on 2016/04/29 by Daniel.Lamb
Readded caching of platform data into postload of materials.
#test Cook paragon.
[CL 2979220 by Ben Marsh in Main branch]
2016-05-16 16:20:52 -04:00
}
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return Task . CompletedTask ;
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087)
==========================
MAJOR FEATURES + CHANGES
==========================
#lockdown Nick.Penwarden
Change 2903938 on 2016/03/10 by Frank.Gigliotti
Added an instance ID to FAnimMontageInstance
#CodeReview Laurent.Delayen
#RB Laurent.Delayen
#Tests PIE
Change 2903745 on 2016/03/10 by Wes.Hunt
Update Oodle TPS
#rb none
#tests none
#codereview:john.pollard
Change 2903689 on 2016/03/10 by Uriel.Doyon
New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero.
#rb marcus.wasmer
#codereview marcus.wassmer
#tests editor, playing PC games, trying the new command
Change 2903669 on 2016/03/10 by Aaron.McLeran
OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds
- Change only effects debug stat commands for audio guys
#rb none
#tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds
Change 2903625 on 2016/03/10 by John.Pollard
XB1 Oodle SDK
#rb none
#tests none
#codereview Jeff.Campeau
Change 2903577 on 2016/03/10 by Ben.Marsh
Remaking latest build scripts from //UE4/Main @ 2900980.
Change 2903560 on 2016/03/10 by Ben.Marsh
Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP.
Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components:
* Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules.
* Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts.
* Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts.
* Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts.
* Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on.
Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name.
Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope.
Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs.
File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on.
Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system.
A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type.
#rb none
#codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett
#tests local only so far, but not part of any build process yet
Change 2903539 on 2016/03/10 by John.Pollard
Improve replay playback debugging of character movement
#rb none
#tests replays
Change 2903526 on 2016/03/10 by Ben.Marsh
Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks.
#rb none
#tests none
Change 2903512 on 2016/03/10 by Dan.Youhon
Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s
#rb None
#tests Compiles
Change 2903474 on 2016/03/10 by Marc.Audy
Fix crash if ChildActor is null
#rb None
#tests None
Change 2903314 on 2016/03/10 by Marc.Audy
Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken
#rb James.Golding
#tests Selection of child actors works as expected
#jira UE-28201
Change 2903298 on 2016/03/10 by Simon.Tovey
Disabling the trails optimization.
#tests none
#rb none
#codereview Olaf.Piesche
Change 2903124 on 2016/03/10 by Robert.Manuszewski
Small refactor to pak signing to help with exe protection
#rb none
#tests none
[CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
}
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2020-07-16 12:24:00 -04:00
/// <summary>
/// Gets the name of this trace
/// </summary>
/// <returns>Name of the trace</returns>
public override string GetTraceName ( )
{
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return String . Format ( "{0}.{1}" , base . GetTraceName ( ) , _parameters . Name . ToLowerInvariant ( ) ) ;
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}
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/// <summary>
/// Output this task out to an XML writer.
/// </summary>
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public override void Write ( XmlWriter writer )
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{
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Write ( writer , _parameters ) ;
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}
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3020969)
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2986511 on 2016/05/23 by Ben.Marsh
UdpMessaging: Force references to symbols in the files containing UDP automated tests. Since plugins are compiled into static libraries before being linked into the executable, the linker will exclude any object files which don't have any referenced symbols. In non-unity builds, or adaptive unity builds with modified test files, this results in the tests not being linked in.
Change 2993274 on 2016/05/27 by Ben.Marsh
Fix UGS enumerating deleted .target.cs files when trying to detect editor target name.
Change 2994265 on 2016/05/31 by Ben.Marsh
Add info about setting up CIS integration and zipped editor builds in UGS.
Change 2994275 on 2016/05/31 by Ben.Marsh
PR #2443: [Unreal Game Sync] Added -project so shortcut or script can hint at the project file to open. (Contributed by paulevans)
Change 2994287 on 2016/05/31 by Ben.Marsh
UnrealGameSync: Add information about how UGS self-patches and updates.
Change 2996928 on 2016/06/01 by Ben.Marsh
UnrealGameSync: Fix trying to sync files which are open for branch or move/add. They don't exist on the server yet.
Change 2997619 on 2016/06/02 by Ben.Marsh
UAT: Fix PRX files not being remapped on PS4. All non-UFS should be allowed to be remapped, and UFS files can be if we're not using a PAK file.
Change 2999769 on 2016/06/03 by Ben.Marsh
UBT: Fix codepaths which assume that the current user account has a personal folder. The SYSTEM account (which Jenkins defaults to using) does not.
Change 3004879 on 2016/06/07 by Ben.Marsh
Remove copy of AWSSDK in NotForLicensees folder.
Change 3004902 on 2016/06/07 by Ben.Marsh
UAT: Switch MCP to use version of AWSSDK that's not in a NotForLicensees folder.
Change 3005892 on 2016/06/08 by Ben.Marsh
Add the GitHub promotion to the UE4 binary release build.
Change 3016241 on 2016/06/16 by Ben.Marsh
UGS: Always sync version files at the same changelist as everything else (rather than head revision)
Change 3016446 on 2016/06/16 by Ben.Marsh
PR #2279: Use MSBuild instead of DevEnv for solution builds (Contributed by FineRedMist)
Change 3016472 on 2016/06/16 by Ben.Marsh
PR #2442: pointing to the pull requests page of the repo (Contributed by KrishMunot)
Change 3017694 on 2016/06/17 by Ben.Marsh
EC: Produce an error if trying to sync back to a changelist more than 30 days before the most recent change. Meant to catch errors in entered CL fields from the dashboard. Can be overridden by specifying --allow-old-change in the build arguments.
Change 3017695 on 2016/06/17 by Ben.Marsh
UBT: Use a well defined order for parsing configuration files, rather than ignoring one file if another has a newer timestamp. Prevents confusing behavior where settings can be present, but are completely ignored. Now prioritizes the BuildConfiguration.xml file in the My Documents/Unreal Engine/UnrealBuildTool, followed by the one in AppData/Roaming/Unreal Engine/UnrealBuildTool. Both are added to the Config section of the solution if present, under different folders.
#jira UE-24271
Change 3017698 on 2016/06/17 by Ben.Marsh
Rename the <MsBuild> task to <CsCompile>, highlighting the fact that it only actually works on .csproj files (and not .sln files or other project types).
#jira UEB-664
Change 3017701 on 2016/06/17 by Ben.Marsh
BuildGraph: Relax a lot of the restrictions relating to using output tags from nodes. Output tags may contain an arbitrary set of files, including files which are also in other tags or produced by other nodes, but will not be written to temp storage more than once. The default tagged set of files for a node (eg. #MyNodeName) now includes all build products produced by that node.
Temp storage now separates the storing of build products from the tags which reference them. A TempStorageFileList object is written for each output tag, which includes a list of files as well as a list of the storage blocks referenced by it. When a node depends on a tag, the TempStorageFileList is read first and used to determine which storage blocks to read.
All tasks now have overloaded functions for returning the tags which they modify and/or reference, and errors are produced if an existing tag is modified, or referenced without being added as an input dependency.
Change 3017714 on 2016/06/17 by Ben.Marsh
BuildGraph: Allow specifying multiple tag names in the 'Tag' attribute of build tasks (or 'With' attribute of the 'Tag' task).
Change 3018007 on 2016/06/17 by Ben.Marsh
UBT: Add sections to the target receipt listing files which are required to build using precompiled binaries (as previously generated using -generateexternalfilelist), and runtime dependencies that may be required when using precompiled binaries but aren't actually required for the current target (which previously had to be specified through InstalledEngineFilters.ini). Tested by running UBT with arguments "UE4Game Win64 Development -precompile -xgeexport" and examining target receipt.
#jira UE-28761
Change 3018322 on 2016/06/17 by Ben.Marsh
PR #2518: Improvements for Clang on Windows (Contributed by Mattiwatti)
Change 3018365 on 2016/06/17 by Ben.Marsh
Misc: Fixes for warnings compiling ShaderCompileWorker on Clang
Change 3018397 on 2016/06/17 by Ben.Marsh
UnrealVS: Add an UnrealVS command to run a single-file-compile with UBT
Change 3019421 on 2016/06/20 by Ben.Marsh
Fix compilation of FreeType on Clang for Windows - there's an fttypes.h header already in the Windows SDK, so use a relative include path instead.
Change 3019423 on 2016/06/20 by Ben.Marsh
PR #2518: Improvements for Clang on Windows (Contributed by Mattiwatti)
Change 3020377 on 2016/06/20 by Ben.Marsh
UBT: Fix strings not being escaped before writing to JSON files.
Change 3020378 on 2016/06/20 by Ben.Marsh
UBT: Exclude precompiled files from the target receipt which are outside the engine and project directories. We don't need SDK libs being added to the precompile list.
Change 3020966 on 2016/06/21 by Ben.Marsh
EC: Allow scheduling builds at a certain offset past midnight, using the schedule formatted like "Every 20m from 04:00", and add scheduled builds of target platforms for dev streams every 4 hours. Also make the meaning of "Editor Only" and "Editor, Tools & Monolithics" build names consistent between Dev streams and Main, and add a new "Editor, Tools, Monolithics & DDC" build type includes additional DDC build for //UE4/Main.
#rb none
#lockdown Nick.Penwarden
[CL 3020980 by Ben Marsh in Main branch]
2016-06-21 09:17:49 -04:00
/// <summary>
/// Find all the tags which are used as inputs to this task
/// </summary>
/// <returns>The tag names which are read by this task</returns>
public override IEnumerable < string > FindConsumedTagNames ( )
{
yield break ;
}
/// <summary>
/// Find all the tags which are modified by this task
/// </summary>
/// <returns>The tag names which are modified by this task</returns>
public override IEnumerable < string > FindProducedTagNames ( )
{
yield break ;
}
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087)
==========================
MAJOR FEATURES + CHANGES
==========================
#lockdown Nick.Penwarden
Change 2903938 on 2016/03/10 by Frank.Gigliotti
Added an instance ID to FAnimMontageInstance
#CodeReview Laurent.Delayen
#RB Laurent.Delayen
#Tests PIE
Change 2903745 on 2016/03/10 by Wes.Hunt
Update Oodle TPS
#rb none
#tests none
#codereview:john.pollard
Change 2903689 on 2016/03/10 by Uriel.Doyon
New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero.
#rb marcus.wasmer
#codereview marcus.wassmer
#tests editor, playing PC games, trying the new command
Change 2903669 on 2016/03/10 by Aaron.McLeran
OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds
- Change only effects debug stat commands for audio guys
#rb none
#tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds
Change 2903625 on 2016/03/10 by John.Pollard
XB1 Oodle SDK
#rb none
#tests none
#codereview Jeff.Campeau
Change 2903577 on 2016/03/10 by Ben.Marsh
Remaking latest build scripts from //UE4/Main @ 2900980.
Change 2903560 on 2016/03/10 by Ben.Marsh
Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP.
Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components:
* Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules.
* Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts.
* Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts.
* Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts.
* Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on.
Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name.
Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope.
Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs.
File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on.
Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system.
A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type.
#rb none
#codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett
#tests local only so far, but not part of any build process yet
Change 2903539 on 2016/03/10 by John.Pollard
Improve replay playback debugging of character movement
#rb none
#tests replays
Change 2903526 on 2016/03/10 by Ben.Marsh
Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks.
#rb none
#tests none
Change 2903512 on 2016/03/10 by Dan.Youhon
Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s
#rb None
#tests Compiles
Change 2903474 on 2016/03/10 by Marc.Audy
Fix crash if ChildActor is null
#rb None
#tests None
Change 2903314 on 2016/03/10 by Marc.Audy
Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken
#rb James.Golding
#tests Selection of child actors works as expected
#jira UE-28201
Change 2903298 on 2016/03/10 by Simon.Tovey
Disabling the trails optimization.
#tests none
#rb none
#codereview Olaf.Piesche
Change 2903124 on 2016/03/10 by Robert.Manuszewski
Small refactor to pak signing to help with exe protection
#rb none
#tests none
[CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
}
2021-12-16 13:55:22 -05:00
public static partial class StandardTasks
{
/// <summary>
/// Runs another UAT command
/// </summary>
2024-05-22 13:17:22 -04:00
/// <param name="state">The execution state</param>
/// <param name="name">Name of the command to run</param>
/// <param name="arguments">Arguments for the command</param>
/// <param name="mergeTelemetryWithPrefix">If non-null, instructs telemetry from the command to be merged into the telemetry for this UAT instance with the given prefix. May be an empty (non-null) string.</param>
public static async Task CommandAsync ( this BgContext state , string name , string arguments = null , string mergeTelemetryWithPrefix = null )
2021-12-16 13:55:22 -05:00
{
2024-05-22 13:17:22 -04:00
_ = state ;
2021-12-16 13:55:22 -05:00
2024-05-22 13:17:22 -04:00
CommandTaskParameters parameters = new CommandTaskParameters ( ) ;
parameters . Name = name ;
parameters . Arguments = arguments ? ? parameters . Arguments ;
parameters . MergeTelemetryWithPrefix = mergeTelemetryWithPrefix ? ? parameters . MergeTelemetryWithPrefix ;
await ExecuteAsync ( new CommandTask ( parameters ) ) ;
2021-12-16 13:55:22 -05:00
}
2024-05-28 16:39:31 -04:00
/// <summary>
/// Runs another UAT command
/// </summary>
/// <param name="name">Name of the command to run</param>
/// <param name="arguments">Arguments for the command</param>
/// <param name="mergeTelemetryWithPrefix">If non-null, instructs telemetry from the command to be merged into the telemetry for this UAT instance with the given prefix. May be an empty (non-null) string.</param>
public static async Task CommandAsync ( string name , string arguments = null , string mergeTelemetryWithPrefix = null )
{
CommandTaskParameters parameters = new CommandTaskParameters ( ) ;
parameters . Name = name ;
parameters . Arguments = arguments ? ? parameters . Arguments ;
parameters . MergeTelemetryWithPrefix = mergeTelemetryWithPrefix ? ? parameters . MergeTelemetryWithPrefix ;
await ExecuteAsync ( new CommandTask ( parameters ) ) ;
}
2021-12-16 13:55:22 -05:00
}
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087)
==========================
MAJOR FEATURES + CHANGES
==========================
#lockdown Nick.Penwarden
Change 2903938 on 2016/03/10 by Frank.Gigliotti
Added an instance ID to FAnimMontageInstance
#CodeReview Laurent.Delayen
#RB Laurent.Delayen
#Tests PIE
Change 2903745 on 2016/03/10 by Wes.Hunt
Update Oodle TPS
#rb none
#tests none
#codereview:john.pollard
Change 2903689 on 2016/03/10 by Uriel.Doyon
New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero.
#rb marcus.wasmer
#codereview marcus.wassmer
#tests editor, playing PC games, trying the new command
Change 2903669 on 2016/03/10 by Aaron.McLeran
OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds
- Change only effects debug stat commands for audio guys
#rb none
#tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds
Change 2903625 on 2016/03/10 by John.Pollard
XB1 Oodle SDK
#rb none
#tests none
#codereview Jeff.Campeau
Change 2903577 on 2016/03/10 by Ben.Marsh
Remaking latest build scripts from //UE4/Main @ 2900980.
Change 2903560 on 2016/03/10 by Ben.Marsh
Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP.
Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components:
* Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules.
* Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts.
* Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts.
* Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts.
* Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on.
Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name.
Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope.
Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs.
File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on.
Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system.
A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type.
#rb none
#codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett
#tests local only so far, but not part of any build process yet
Change 2903539 on 2016/03/10 by John.Pollard
Improve replay playback debugging of character movement
#rb none
#tests replays
Change 2903526 on 2016/03/10 by Ben.Marsh
Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks.
#rb none
#tests none
Change 2903512 on 2016/03/10 by Dan.Youhon
Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s
#rb None
#tests Compiles
Change 2903474 on 2016/03/10 by Marc.Audy
Fix crash if ChildActor is null
#rb None
#tests None
Change 2903314 on 2016/03/10 by Marc.Audy
Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken
#rb James.Golding
#tests Selection of child actors works as expected
#jira UE-28201
Change 2903298 on 2016/03/10 by Simon.Tovey
Disabling the trails optimization.
#tests none
#rb none
#codereview Olaf.Piesche
Change 2903124 on 2016/03/10 by Robert.Manuszewski
Small refactor to pak signing to help with exe protection
#rb none
#tests none
[CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
}